MONSTERS

A Animated Armor Ape Ape, Giant Archmage Axe Beak

B Baboon Badger Badger, Giant Bandit Bandit Captain Basilisk Bat Bat, Giant Bats, Swarm Bear, Black Bear, Brown Bear, Polar Behir Boar Boar, Giant Bugbear

C Camel Cat Centaur Centipede, Giant Chimera Cockatrice Commoner Couatl Crab Crab, Giant Crocodile Crocodile, Giant

D Deer Devil, Barbed Devil, Horned Djinni Draft Horse Dragon Black Adult Dragon Black Ancient Dragon Black Wyrmling Dragon Black Young Dragon Blue Adult Dragon Blue Ancient Dragon Blue Wyrmling Dragon Blue Young Dragon Brass Adult Dragon Brass Ancient Dragon Brass Wyrmling Dragon Brass Young Dragon Bronze Adult Dragon Bronze Ancient Dragon Bronze Wyrmling Dragon Bronze Young Dragon Copper Adult Dragon Copper Ancient Dragon Copper Wyrmling Dragon Copper Young Dragon Gold Adult Dragon Gold Ancient Dragon Gold Wyrmling Dragon Gold Young Dragon Green Adult Dragon Green Ancient Dragon Green Wyrmling Dragon Green Young Dragon Red Adult Dragon Red Ancient Dragon Red Wyrmling Dragon Red Young Dragon Silver Adult Dragon Silver Ancient Dragon Silver Wyrmling Dragon Silver Young Dragon Turtle Dragon White Adult Dragon White Ancient Dragon White Wyrmling Dragon White Young Druid Dryad Duergar

E Eagle Eagle, Giant Efreeti Elephant Elf, Drow Elk Elk, Giant Erinyes Ettin

F Fire Beetle, Giant Frog Frog, Giant

G Gargoyle Ghast Ghost Ghoul Giant, Cloud Giant, Fire Giant, Frost Giant, Hill Giant, Stone Giant, Storm Gladiator Goat Goat, Giant Goblin Golem, Clay Golem, Flesh Golem, Iron Golem, Stone Gorgon Griffon Guard

H Hag, Green Harpy Hawk Hell Hound Hippogriff Hobgoblin Homunculus Hydra Hyena Hyena, Giant

I Imp Insects, Swarm Invisible Stalker

J Jackal

K Knight Kobold Kraken

L Lamia Lemure Lich Lion Lizard Lizard, Giant Lizardfolk

M Mage Mammoth Manticore Medusa Merfolk Minotaur Mule Mummy

N Naga, Guardian Naga, Spirit Nightmare Noble

O Octopus Octopus, Giant Ogre Oni Orc Owl Owl, Giant

P Panther Pegasus Poisonous Snakes, Swarm Pony Pseudodragon

Q Quipper Quippers, Swarm

R Rakshasa Rat Rat, Giant Rats, Swarm Raven Ravens, Swarm Rhinoceros Riding Horse Roc

S Saber-Toothed Tiger Salamander Satyr Scorpion Scorpion, Giant Scout Sea Horse Sea Horse, Giant Shadow Shambling Mound Shark, Giant Shark, Hunter Shark, Reef Skeleton Skeleton, Warhorse Snake, Constrictor Snake, Giant Constrictor Snake, Giant Poisonous Snake, Poisonous Specter Sphinx, Androshpinx Sphinx, Gynoshpinx Spider Spider, Giant Spider, Giant Wolf Sprite Succubus/Incubus Svirfneblin

T Tarrasque Thug Tiger Toad, Giant Treant Tribal Warrior Troll

U Unicorn

V Vampire Vampire Spawn Veteran Vulture Vulture, Giant

W Warhorse Wasp, Giant Weasel Weasel, Giant Werebear Wereboar Wererat Weretiger Werewolf Whale, Killer Wight Will-o'-Wisp Wolf Wolf, Dire Wolf, Winter Worg Worm, Purple Wraith Wyvern

Z Zombie

Animated Armor

Medium construct, unaligned

Armor Class 18 (natural armor)

Hit Points 33 (6d8+6)

Morale 12

Speed 25ft_7.5m_5sq_t-1

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Senses blindsight 60ft_18m_12sq_tt (blind beyond this radius), passive Perception 6

Languages -

Challenge 1 (200 XP)

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a

Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack. The armor makes two melee attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d6+2) bludgeoning damage.

Ape

Medium beast, unaligned

Armor Class 12

Hit Points 19 (3d8+6)

Morale 7

Speed 30ft_9m_6sq_t, climb 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2)

Skills Athletics +5, Perception +3

Senses passive Perception 13

Languages -

Challenge 1/2 (100 XP)

Actions

Multiattack. The ape makes two fist attacks.

Fist. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d6+3) bludgeoning damage.

Rock. Ranged Weapon Attack: +5 to hit, range 25ft_7.5m_5sq_t-1 / 50ft_15m_10sq_F+2, one target. Hit: 6 (1d6+3) bludgeoning damage.

Ape, Giant

Huge beast, unaligned

Armor Class 12

Hit Points 157 (15d12+60)

Morale 8

Speed 40ft_12m_8sq_F, climb 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2)

Skills Athletics +9, Perception +4

Senses passive Perception 14

Languages -

Challenge 7 (2,900 XP)

Actions

Multiattack. The ape makes two fist attacks.

Fist. Melee Weapon Attack: +9 to hit, reach 10ft_3m_2sq, one target. Hit: 22 (3d10+6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 50ft_15m_10sq_F+2 / 100ft_30m_20sq_Ftt, one target. Hit: 30 (7d6+6) bludgeoning damage.

Archmage

Medium humanoid (any race), any alignment

Armor Class 12 (15 with mage armor)

Hit Points 99 (18d8 + 18)

Morale 10

Speed 30ft_9m_6sq_t

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

Saving Throws Int +9, Wis +6

Skills Arcana +13, History +13

Damage Resistance damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)

Senses passive Perception 12

Languages any six languages

Challenge 12 (8,400 XP)

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

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

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, identify, mage armor, magic missile 2nd level (3 slots): detect thoughts, mirror image, misty step 3rd level (3 slots): counterspell, fly, lightning bolt 4th level (3 slots): banishment, fire shield, stoneskin 5th level (3 slots): cone of cold, scrying, wall of force 6th level (1 slot): globe of invulnerability 7th level (1 slot): teleport 8th level (1 slot): mind blank* 9th level (1 slot): time stop * The archmage casts these spells on itself before combat.

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq or range 20ft_6m_4sq_t-2 / 60ft_18m_12sq_tt, one target. Hit: 4 (1d4 + 2) piercing damage.

Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.

An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.

Axe Beak

Large beast, unaligned

Armor Class 11

Hit Points 19 (3d10+3)

Morale 7

Speed 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 5 (-3)

Senses passive Perception 10

Languages -

Challenge 1/4 (50 XP)

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d8+2) slashing damage.

An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.

Baboon

Small beast, unaligned

Armor Class 12

Hit Points 3 (1d6)

Morale 7

Speed 30ft_9m_6sq_t, climb 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 4 (-3) 12 (+1) 6 (-2)

Senses passive Perception 11

Languages -

Challenge 0 (10 XP)

Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5ft_1.5m_1sq of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5ft_1.5m_1sq, one target. Hit: 1 (1d4-1) piercing damage.

Badger

Tiny beast, unaligned

Armor Class 10

Hit Points 3 (1d4+1)

Morale 6

Speed 20ft_6m_4sq_t-2, burrow 5ft_1.5m_1sq

STR DEX CON INT WIS CHA
4 (-3) 11 (+0) 12 (+1) 2 (-4) 12 (+1) 5 (-3)

Senses darkvision 30ft_9m_6sq_t, passive Perception 11

Languages -

Challenge 0 (10 XP)

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5ft_1.5m_1sq, one target. Hit: 1 piercing damage.

Badger, Giant

Medium beast, unaligned

Armor Class 10

Hit Points 13 (2d8+4)

Morale 8

Speed 30ft_9m_6sq_t, burrow 10ft_3m_2sq

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3)

Senses darkvision 30ft_9m_6sq_t, passive Perception 11

Languages -

Challenge 1/4 (50 XP)

Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions

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

Bite. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 4 (1d6+1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (2d4+1) slashing damage.

Bandit

Medium humanoid (any race), any non-lawful alignment

Armor Class 12 (leather armor)

Hit Points 11 (2d8 + 2)

Morale 8

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10

Languages any one language (usually Common)

Challenge 1/8 (25 XP)

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80ft_24m_16sq_FF / 320ft_96m_64sq_8F, one target. Hit: 5 (1d8 + 1) piercing damage.

Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.

Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.

Bandit Captain

Medium humanoid (any race), any non-lawful alignment

Armor Class 15 (studded leather)

Hit Points 65 (10d8 + 20)

Morale 9

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

Saving Throws Str +4, Dex +5, Wis +2

Skills Athletics +4, Deception +4

Senses passive Perception 10

Languages any two languages

Challenge 2 (450 XP)

Actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq or range 20ft_6m_4sq_t-2 / 60ft_18m_12sq_tt, one target. Hit: 5 (1d4 + 2) piercing damage.

Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.

In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.

More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

Basilisk

Medium monstrosity, unaligned

Armor Class 15 (natural armor)

Hit Points 52 (8d8+16)

Morale 9

Speed 20ft_6m_4sq_t-2

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2)

Senses darkvision 60ft_18m_12sq_tt, passive Perception 9

Languages -

Challenge 3 (700 XP)

Petrifying Gaze. If a creature starts its turn within 30ft_9m_6sq_t of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

If the basilisk sees its reflection within 30ft_9m_6sq_t of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (2d6+3) piercing damage plus 7 (2d6) poison damage.

Bat

Tiny beast, unaligned

Armor Class 12

Hit Points 1 (1d4-1)

Morale 8

Speed 5ft_1.5m_1sq, fly 30ft_9m_6sq_t

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

Senses blindsight 60ft_18m_12sq_tt, passive Perception 11

Languages -

Challenge 0 (10 XP)

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 1 piercing damage.

Bat, Giant

Large beast, unaligned

Armor Class 13

Hit Points 22 (4d10)

Morale 8

Speed 10ft_3m_2sq, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2)

Senses blindsight 60ft_18m_12sq_tt, passive Perception 11

Languages -

Challenge 1/4 (50 XP)

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 5 (1d6+2) piercing damage.

Bats, Swarm

Medium swarm of Tiny beasts, unaligned

Armor Class 12

Hit Points 22 (5d8)

Morale 8

Speed 0ft, fly 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses blindsight 60ft_18m_12sq_tt, passive Perception 11

Languages -

Challenge 1/4 (50 XP)

Echolocation. The swarm can't use its blindsight while deafened.

Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +4 to hit, reach 0ft, one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

Bear, Black

Medium beast, unaligned

Armor Class 11 (natural armor)

Hit Points 19 (3d8+6)

Morale 7

Speed 40ft_12m_8sq_F, climb 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)

Skills Perception +3

Senses passive Perception 13

Languages -

Challenge 1/2 (100 XP)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

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

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d6+2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (2d4+2) slashing damage.

Bear, Brown

Large beast, unaligned

Armor Class 11 (natural armor)

Hit Points 34 (4d10+12)

Morale 7

Speed 40ft_12m_8sq_F, climb 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

Skills Perception +3

Senses passive Perception 13

Languages -

Challenge 1 (200 XP)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

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

Bite. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 8 (1d8+4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d6+4) slashing damage.

Bear, Polar

Large beast, unaligned

Armor Class 12 (natural armor)

Hit Points 42 (5d10+15)

Morale 8

Speed 40ft_12m_8sq_F, swim 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

Skills Perception +3

Senses passive Perception 13

Languages -

Challenge 2 (450 XP)

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

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

Bite. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 9 (1d8+5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 12 (2d6+5) slashing damage.

Behir

Huge monstrosity, neutral evil

Armor Class 17 (natural armor)

Hit Points 168 (16d12+64)

Morale 9

Speed 50ft_15m_10sq_F+2, climb 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 18 (+4) 7 (-2) 14 (+2) 12 (+1)

Skills Perception +6, Stealth +7

Damage Immunities lightning

Senses darkvision 90ft_27m_18sq_ttt, passive Perception 16

Languages Draconic

Challenge 11 (7,200 XP)

Actions

Multiattack. The behir makes two attacks: one with its bite and one to constrict.

Bite. Melee Weapon Attack: +10 to hit, reach 10ft_3m_2sq, one target. Hit: 22 (3d10+6) piercing damage.

Constrict. Melee Weapon Attack: +10 to hit, reach 5ft_1.5m_1sq, one Large or smaller creature. Hit: 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.

Lightning Breath (Recharge 5-6). The behir exhales a line of lightning that is 20ft_6m_4sq_t-2 long and 5ft_1.5m_1sq wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Swallow. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.

If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10ft_3m_2sq of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15ft_4.5m_3sq of movement, exiting prone.

Boar

Medium beast, unaligned

Armor Class 11 (natural armor)

Hit Points 11 (2d8+2)

Morale 9

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

Senses passive Perception 9

Languages -

Challenge 1/4 (50 XP)

Charge. If the boar moves at least 20ft_6m_4sq_t-2 straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 4 (1d6+1) slashing damage.

Boar, Giant

Large beast, unaligned

Armor Class 12 (natural armor)

Hit Points 42 (5d10+15)

Morale 8

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)

Senses passive Perception 8

Languages -

Challenge 2 (450 XP)

Charge. If the boar moves at least 20ft_6m_4sq_t-2 straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (2d6+3) slashing damage.

Bugbear

Medium humanoid (goblinoid), chaotic evil

Armor Class 16 (hide armor, shield)

Hit Points 27 (5d8+5)

Morale 9

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1)

Skills Stealth +6, Survival +2

Senses darkvision 60ft_18m_12sq_tt, passive Perception 10

Languages Common, Goblin

Challenge 1 (200 XP)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Morningstar. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d8+2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq or range 30ft_9m_6sq_t / 120ft_36m_24sq_FFF, one target. Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range.

Camel

Large beast, unaligned

Armor Class 9

Hit Points 15 (2d10+4)

Morale 7

Speed 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-3)

Senses passive Perception 9

Languages -

Challenge 1/8 (25 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 2 (1d4) bludgeoning damage.

Cat

Tiny beast, unaligned

Armor Class 12

Hit Points 2 (1d4)

Morale 6

Speed 40ft_12m_8sq_F, climb 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4

Senses passive Perception 13

Languages -

Challenge 0 (10 XP)

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5ft_1.5m_1sq, one target. Hit: 1 slashing damage.

Centaur

Large monstrosity, neutral good

Armor Class 12

Hit Points 45 (6d10+12)

Morale 8

Speed 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 9 (-1) 13 (+1) 11 (+0)

Skills Athletics +6, Perception +3, Survival +3

Senses passive Perception 13

Languages Elvish, Sylvan

Challenge 2 (450 XP)

Charge. If the centaur moves at least 30ft_9m_6sq_t straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Actions

Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

Pike. Melee Weapon Attack: +6 to hit, reach 10ft_3m_2sq, one target. Hit: 9 (1d10+4) piercing damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d6+4) bludgeoning damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150ft_45m_30sq_FFFt / 600ft_180m_120sq_15F, one target. Hit: 6 (1d8+2) piercing damage.

Centipede, Giant

Small beast, unaligned

Armor Class 13 (natural armor)

Hit Points 4 (1d6+1)

Morale 7

Speed 30ft_9m_6sq_t, climb 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4)

Senses blindsight 30ft_9m_6sq_t, passive Perception 8

Languages -

Challenge 1/4 (50 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Chimera

Large monstrosity, chaotic evil

Armor Class 14 (natural armor)

Hit Points 114 (12d10+48)

Morale 9

Speed 30ft_9m_6sq_t, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 19 (+4) 3 (-4) 14 (+2) 10 (+0)

Skills Perception +8

Senses darkvision 60ft_18m_12sq_tt, passive Perception 18

Languages understands Draconic but can't speak

Challenge 6 (2,300 XP)

Actions

Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d6+4) piercing damage.

Horns. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (1d12+4) bludgeoning damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d6+4) slashing damage.

Fire Breath (Recharge 5-6). The dragon head exhales fire in a 15ft_4.5m_3sq cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

Cockatrice

Small monstrosity, unaligned

Armor Class 11

Hit Points 27 (6d6+6)

Morale 7

Speed 20ft_6m_4sq_t-2, fly 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 12 (+1) 2 (-4) 13 (+1) 5 (-3)

Senses darkvision 60ft_18m_12sq_tt, passive Perception 11

Languages -

Challenge 1/2 (100 XP)

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 3 (1d4+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

Commoner

Medium humanoid (any race), any alignment

Armor Class 10

Hit Points 4 (1d8)

Morale 6

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10

Languages any one language (usually Common)

Challenge 0 (10 XP)

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5ft_1.5m_1sq, one target. Hit: 2 (1d4) bludgeoning damage.

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

Couatl

Medium celestial, lawful good

Armor Class 19 (natural armor)

Hit Points 97 (13d8+39)

Morale 12

Speed 30ft_9m_6sq_t, fly 90ft_27m_18sq_ttt

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4)

Saving Throws Con +5, Wis +7, Cha +6

Damage Resistances radiant

Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Senses truesight 120ft_36m_24sq_FFF, passive Perception 15

Languages all, telepathy 120ft_36m_24sq_FFF

Challenge 4 (1,100 XP)

Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal Components

At will: detect evil and good, detect magic, detect thoughts

3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

1/day each: dream, greater restoration, scrying

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

Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Constrict. Melee Weapon Attack: +6 to hit, reach 10ft_3m_2sq, one Medium or smaller creature. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).

In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.

Crab

Tiny beast, unaligned

Armor Class 11 (natural armor)

Hit Points 2 (1d4)

Morale 6

Speed 20ft_6m_4sq_t-2, swim 20ft_6m_4sq_t-2

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4)

Skills Stealth +2

Senses blindsight 30ft_9m_6sq_t, passive Perception 9

Languages -

Challenge 0 (10 XP)

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +0 to hit, reach 5ft_1.5m_1sq, one target. Hit: 1 bludgeoning damage.

Crab, Giant

Medium beast, unaligned

Armor Class 15 (natural armor)

Hit Points 13 (3d8)

Morale 7

Speed 30ft_9m_6sq_t, swim 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4)

Skills Stealth +4

Senses blindsight 30ft_9m_6sq_t, passive Perception 9

Languages -

Challenge 1/8 (25 XP)

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

Crocodile

Large beast, unaligned

Armor Class 12 (natural armor)

Hit Points 19 (3d10+3)

Morale 7

Speed 20ft_6m_4sq_t-2, swim 30ft_9m_6sq_t

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

Skills Stealth +2

Senses passive Perception 10

Languages -

Challenge 1/2 (100 XP)

Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Crocodile, Giant

Huge beast, unaligned

Armor Class 14 (natural armor)

Hit Points 85 (9d12+27)

Morale 9

Speed 30ft_9m_6sq_t, swim 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)

Senses passive Perception 10

Languages -

Challenge 5 (1,800 XP)

Hold Breath. The crocodile can hold its breath for 30 minutes.

Actions

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

Bite. Melee Weapon Attack: +8 to hit, reach 5ft_1.5m_1sq, one target. Hit: 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

Tail. Melee Weapon Attack: +8 to hit, reach 10ft_3m_2sq, one target not grappled by the crocodile. Hit: 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Deer

Medium beast, unaligned

Armor Class 13

Hit Points 4 (1d8)

Morale 7

Speed 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 11 (+0) 2 (-4) 14 (+2) 5 (-3)

Senses passive Perception 12

Languages -

Challenge 0 (10 XP)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5ft_1.5m_1sq, one target. Hit: 2 (1d4) piercing damage.

Devil, Barbed

Medium fiend (devil), lawful evil

Armor Class 15 (natural armor)

Hit Points 110 (13d8+52)

Morale 10

Speed 30ft_9m_6sq_t

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

Saving Throws Str +6, Con +7, Wis +5, Cha +5

Skills Deception +5, Insight +5, Perception +8

Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 120ft_36m_24sq_FFF, passive Perception 18

Languages Infernal, telepathy 120ft_36m_24sq_FFF

Challenge 5 (1,800 XP)

Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

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

Actions

Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d6+3) piercing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (2d6+3) piercing damage.

Hurl Flame. Ranged Spell Attack: +5 to hit, range 150ft_45m_30sq_FFFt, one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Devil, Horned

Large fiend (devil), lawful evil

Armor Class 18 (natural armor)

Hit Points 148 (17d10+55)

Morale 10

Speed 20ft_6m_4sq_t-2, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3)

Saving Throws Str +10, Dex +7, Wis +7, Cha +7

Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 120ft_36m_24sq_FFF, passive Perception 13

Languages Infernal, telepathy 120ft_36m_24sq_FFF

Challenge 11 (7,200 XP)

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

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

Actions

Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

Fork. Melee Weapon Attack: +10 to hit, reach 10ft_3m_2sq, one target. Hit: 15 (2d8+6) piercing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10ft_3m_2sq, one target. Hit: 10 (1d8+6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 150ft_45m_30sq_FFFt, one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Djinni

Large elemental, chaotic good

Armor Class 17 (natural armor)

Hit Points 161 (14d10+84)

Morale 12

Speed 30ft_9m_6sq_t, fly 90ft_27m_18sq_ttt

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 22 (+6) 15 (+2) 16 (+3) 20 (+5)

Saving Throws Dex +6, Wis +7, Cha +9

Damage Immunities lightning, thunder

Senses darkvision 120ft_36m_24sq_FFF, passive Perception 13

Languages Auran

Challenge 11 (7,200 XP)

Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material Components

At will: detect evil and good, detect magic, thunderwave

3/day each: create food and water (can create wine instead of water), tongues, wind walk

1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift

Actions

Multiattack. The djinni makes three scimitar attacks.

Scimitar. Melee Weapon Attack: +9 to hit, reach 5ft_1.5m_1sq, one target. Hit: 12 (2d6+5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).

Create Whirlwind. A 5ft_1.5m_1sq radius, 30ft_9m_6sq_t tall cylinder of swirling air magically forms on a point the djinni can see within 120ft_36m_24sq_FFF of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60ft_18m_12sq_tt as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.

A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

Draft Horse

Large beast, unaligned

Armor Class 10

Hit Points 19 (3d10+3)

Morale 6

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Senses passive Perception 10

Languages -

Challenge 1/4 (50 XP)

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 9 (2d4+4) bludgeoning damage.

Dragon Black Adult

Huge dragon, chaotic evil

Armor Class 19 (natural armor)

Hit Points 195 (17d12+85)

Morale 8

Speed 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3)

Saving Throws Dex +7, Con +10, Wis +6, Cha +8

Skills Perception +11, Stealth +7

Damage Immunities acid

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 21

Languages Common, Draconic

Challenge 14 (11,500 XP)

Amphibious. The dragon can breathe air and water.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10ft_3m_2sq, one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d6+6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15ft_4.5m_3sq, one target. Hit: 15 (2d8+6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 60ft_18m_12sq_tt line that is 5ft_1.5m_1sq wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10ft_3m_2sq of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Black Ancient

Gargantuan dragon, chaotic evil

Armor Class 22 (natural armor)

Hit Points 367 (21d20+147)

Morale 8

Speed 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4)

Saving Throws Dex +9, Con +14, Wis +9, Cha +11

Skills Perception +16, Stealth +9

Damage Immunities acid

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 26

Languages Common, Draconic

Challenge 21 (33,000 XP)

Amphibious. The dragon can breathe air and water.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15ft_4.5m_3sq, one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10ft_3m_2sq, one target. Hit: 15 (2d6+8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20ft_6m_4sq_t-2, one target. Hit: 17 (2d8+8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 90ft_27m_18sq_ttt line that is 10ft_3m_2sq wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15ft_4.5m_3sq of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Black Wyrmling

Medium dragon, chaotic evil

Armor Class 17 (natural armor)

Hit Points 33 (6d8+6)

Morale 8

Speed 30ft_9m_6sq_t, fly 60ft_18m_12sq_tt, swim 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1)

Saving Throws Dex +4, Con +3, Wis +2, Cha +3

Skills Perception +4, Stealth +4

Damage Immunities acid

Senses blindsight 10ft_3m_2sq, darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Draconic

Challenge 2 (450 XP)

Amphibious. The dragon can breathe air and water.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) acid damage.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 15ft_4.5m_3sq line that is 5ft_1.5m_1sq wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Dragon Black Young

Large dragon, chaotic evil

Armor Class 18 (natural armor)

Hit Points 127 (15d10+45)

Morale 8

Speed 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2)

Saving Throws Dex +5, Con +6, Wis +3, Cha +5

Skills Perception +6, Stealth +5

Damage Immunities acid

Senses blindsight 30ft_9m_6sq_t, darkvision 120ft_36m_24sq_FFF, passive Perception 16

Languages Common, Draconic

Challenge 7 (2,900 XP)

Amphibious. The dragon can breathe air and water.

Actions

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

Bite. Melee Weapon Attack: +7 to hit, reach 10ft_3m_2sq, one target. Hit: 15 (2d10+4) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d6+4) slashing damage.

Acid Breath (Recharge 5-6). The dragon exhales acid in a 30ft_9m_6sq_t line that is 5ft_1.5m_1sq wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

Dragon Blue Adult

Huge dragon, lawful evil

Armor Class 19 (natural armor)

Hit Points 225 (18d12+108)

Morale 9

Speed 40ft_12m_8sq_F, burrow 30ft_9m_6sq_t, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)

Saving Throws Dex +5, Con +11, Wis +7, Cha +9

Skills Perception +12, Stealth +5

Damage Immunities lightning

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 22

Languages Common, Draconic

Challenge 16 (15,000 XP)

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10ft_3m_2sq, one target. Hit: 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5ft_1.5m_1sq, one target. Hit: 14 (2d6+7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15ft_4.5m_3sq, one target. Hit: 16 (2d8+7) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 90ft_27m_18sq_ttt line that is 5ft_1.5m_1sq wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10ft_3m_2sq of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Blue Ancient

Gargantuan dragon, lawful evil

Armor Class 22 (natural armor)

Hit Points 481 (26d20+208)

Morale 9

Speed 40ft_12m_8sq_F, burrow 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)

Saving Throws Dex +7, Con +15, Wis +10, Cha +12

Skills Perception +17, Stealth +7

Damage Immunities lightning

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 27

Languages Common, Draconic

Challenge 23 (50,000 XP)

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15ft_4.5m_3sq, one target. Hit: 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10ft_3m_2sq, one target. Hit: 16 (2d6+9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20ft_6m_4sq_t-2, one target. Hit: 18 (2d8+9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 120ft_36m_24sq_FFF line that is 10ft_3m_2sq wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15ft_4.5m_3sq of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Blue Wyrmling

Medium dragon, lawful evil

Armor Class 17 (natural armor)

Hit Points 52 (8d8+16)

Morale 9

Speed 30ft_9m_6sq_t, burrow 15ft_4.5m_3sq, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)

Saving Throws Dex +2, Con +4, Wis +2, Cha +4

Skills Perception +4, Stealth +2

Damage Immunities lightning

Senses blindsight 10ft_3m_2sq, darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Draconic

Challenge 3 (700 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 8 (1d10+3) piercing damage plus 3 (1d6) lightning damage.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 30ft_9m_6sq_t line that is 5ft_1.5m_1sq wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Dragon Blue Young

Large dragon, lawful evil

Armor Class 18 (natural armor)

Hit Points 152 (16d10+64)

Morale 9

Speed 40ft_12m_8sq_F, burrow 20ft_6m_4sq_t-2, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)

Saving Throws Dex +4, Con +8, Wis +5, Cha +7

Skills Perception +9, Stealth +4

Damage Immunities lightning

Senses blindsight 30ft_9m_6sq_t, darkvision 120ft_36m_24sq_FFF, passive Perception 19

Languages Common, Draconic

Challenge 9 (5,000 XP)

Actions

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

Bite. Melee Weapon Attack: +9 to hit, reach 10ft_3m_2sq, one target. Hit: 16 (2d10+5) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5ft_1.5m_1sq, one target. Hit: 12 (2d6+5) slashing damage.

Lightning Breath (Recharge 5-6). The dragon exhales lightning in an 60ft_18m_12sq_tt line that is 5ft_1.5m_1sq wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Dragon Brass Adult

Huge dragon, chaotic good

Armor Class 18 (natural armor)

Hit Points 172 (15d12+75)

Morale 9

Speed 40ft_12m_8sq_F, burrow 30ft_9m_6sq_t, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 14 (+2) 13 (+1) 17 (+3)

Saving Throws Dex +5, Con +10, Wis +6, Cha +8

Skills History +7, Perception +11, Persuasion +8, Stealth +5

Damage Immunities fire

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 21

Languages Common, Draconic

Challenge 13 (10,000 XP)

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10ft_3m_2sq, one target. Hit: 17 (2d10+6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d6+6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15ft_4.5m_3sq, one target. Hit: 15 (2d8+6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in an 60ft_18m_12sq_tt line that is 5ft_1.5m_1sq wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 60ft_18m_12sq_tt cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10ft_3m_2sq of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Brass Ancient

Gargantuan dragon, chaotic good

Armor Class 20 (natural armor)

Hit Points 297 (17d20+119)

Morale 9

Speed 40ft_12m_8sq_F, burrow 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4)

Saving Throws Dex +6, Con +13, Wis +8, Cha +10

Skills History +9, Perception +14, Persuasion +10, Stealth +6

Damage Immunities fire

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 24

Languages Common, Draconic

Challenge 20 (25,000 XP)

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15ft_4.5m_3sq, one target. Hit: 19 (2d10+8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10ft_3m_2sq, one target. Hit: 15 (2d6+8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20ft_6m_4sq_t-2, one target. Hit: 17 (2d8+8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:

Fire Breath. The dragon exhales fire in an 90ft_27m_18sq_ttt line that is 10ft_3m_2sq wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 90ft_27m_18sq_ttt cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15ft_4.5m_3sq of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Brass Wyrmling

Medium dragon, chaotic good

Armor Class 16 (natural armor)

Hit Points 16 (3d8+3)

Morale 9

Speed 30ft_9m_6sq_t, burrow 15ft_4.5m_3sq, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1)

Saving Throws Dex +2, Con +3, Wis +2, Cha +3

Skills Perception +4, Stealth +2

Damage Immunities fire

Senses blindsight 10ft_3m_2sq, darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Draconic

Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (1d10+2) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in an 20ft_6m_4sq_t-2 line that is 5ft_1.5m_1sq wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 15ft_4.5m_3sq cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Dragon Brass Young

Large dragon, chaotic good

Armor Class 17 (natural armor)

Hit Points 110 (13d10+39)

Morale 9

Speed 40ft_12m_8sq_F, burrow 20ft_6m_4sq_t-2, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)

Saving Throws Dex +3, Con +6, Wis +3, Cha +5

Skills Perception +6, Persuasion +5, Stealth +3

Damage Immunities fire

Senses blindsight 30ft_9m_6sq_t, darkvision 120ft_36m_24sq_FFF, passive Perception 16

Languages Common, Draconic

Challenge 6 (2,300 XP)

Actions

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

Bite. Melee Weapon Attack: +7 to hit, reach 10ft_3m_2sq, one target. Hit: 15 (2d10+4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d6+4) slashing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 40ft_12m_8sq_F line that is 5ft_1.5m_1sq wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 30ft_9m_6sq_t cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Dragon Bronze Adult

Huge dragon, lawful good

Armor Class 19 (natural armor)

Hit Points 212 (17d12+102)

Morale 9

Speed 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)

Saving Throws Dex +5, Con +11, Wis +7, Cha +9

Skills Insight +7, Perception +12, Stealth +5

Damage Immunities lightning

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 22

Languages Common, Draconic

Challenge 15 (13,000 XP)

Amphibious. The dragon can breathe air and water.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10ft_3m_2sq, one target. Hit: 18 (2d10+7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5ft_1.5m_1sq, one target. Hit: 14 (2d6+7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15ft_4.5m_3sq, one target. Hit: 16 (2d8+7) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 90ft_27m_18sq_ttt line that is 5ft_1.5m_1sq wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30ft_9m_6sq_t cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60ft_18m_12sq_tt away from the dragon.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10ft_3m_2sq of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Bronze Ancient

Gargantuan dragon, lawful good

Armor Class 22 (natural armor)

Hit Points 444 (24d20+192)

Morale 9

Speed 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)

Saving Throws Dex +7, Con +15, Wis +10, Cha +12

Skills Insight +10, Perception +17, Stealth +7

Damage Immunities lightning

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 27

Languages Common, Draconic

Challenge 22 (41,000 XP)

Amphibious. The dragon can breathe air and water.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15ft_4.5m_3sq, one target. Hit: 20 (2d10+9) piercing damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10ft_3m_2sq, one target. Hit: 16 (2d6+9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20ft_6m_4sq_t-2, one target. Hit: 18 (2d8+9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 120ft_36m_24sq_FFF line that is 10ft_3m_2sq wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30ft_9m_6sq_t cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60ft_18m_12sq_tt away from the dragon.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15ft_4.5m_3sq of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Bronze Wyrmling

Medium dragon, lawful good

Armor Class 17 (natural armor)

Hit Points 32 (5d8+10)

Morale 9

Speed 30ft_9m_6sq_t, fly 60ft_18m_12sq_tt, swim 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)

Saving Throws Dex +2, Con +4, Wis +2, Cha +4

Skills Perception +4, Stealth +2

Damage Immunities lightning

Senses blindsight 10ft_3m_2sq, darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Draconic

Challenge 2 (450 XP)

Amphibious. The dragon can breathe air and water.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 8 (1d10+3) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 40ft_12m_8sq_F line that is 5ft_1.5m_1sq wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30ft_9m_6sq_t cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30ft_9m_6sq_t away from the dragon.

Dragon Bronze Young

Large dragon, lawful good

Armor Class 18 (natural armor)

Hit Points 142 (15d10+60)

Morale 9

Speed 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)

Saving Throws Dex +3, Con +7, Wis +4, Cha +6

Skills Insight +4, Perception +7, Stealth +3

Damage Immunities lightning

Senses blindsight 30ft_9m_6sq_t, darkvision 120ft_36m_24sq_FFF, passive Perception 17

Languages Common, Draconic

Challenge 8 (3,900 XP)

Amphibious. The dragon can breathe air and water.

Actions

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

Bite. Melee Weapon Attack: +8 to hit, reach 10ft_3m_2sq, one target. Hit: 16 (2d10+5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5ft_1.5m_1sq, one target. Hit: 12 (2d6+5) slashing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 60ft_18m_12sq_tt line that is 5ft_1.5m_1sq wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30ft_9m_6sq_t cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40ft_12m_8sq_F away from the dragon.

Dragon Copper Adult

Huge dragon, chaotic good

Armor Class 18 (natural armor)

Hit Points 184 (16d12+80)

Morale 9

Speed 40ft_12m_8sq_F, climb 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)

Saving Throws Dex +6, Con +10, Wis +7, Cha +8

Skills Deception +8, Perception +12, Stealth +6

Damage Immunities acid

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 22

Languages Common, Draconic

Challenge 14 (11,500 XP)

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10ft_3m_2sq, one target. Hit: 17 (2d10+6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d6+6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15ft_4.5m_3sq, one target. Hit: 15 (2d8+6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in an 60ft_18m_12sq_tt line that is 5ft_1.5m_1sq wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 60ft_18m_12sq_tt cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10ft_3m_2sq of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Copper Ancient

Gargantuan dragon, chaotic good

Armor Class 21 (natural armor)

Hit Points 350 (20d20+140)

Morale 9

Speed 40ft_12m_8sq_F, climb 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)

Saving Throws Dex +8, Con +14, Wis +10, Cha +11

Skills Deception +11, Perception +17, Stealth +8

Damage Immunities acid

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 27

Languages Common, Draconic

Challenge 21 (33,000 XP)

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15ft_4.5m_3sq, one target. Hit: 19 (2d10+8) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10ft_3m_2sq, one target. Hit: 15 (2d6+8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20ft_6m_4sq_t-2, one target. Hit: 17 (2d8+8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in an 90ft_27m_18sq_ttt line that is 10ft_3m_2sq wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 90ft_27m_18sq_ttt cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15ft_4.5m_3sq of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Copper Wyrmling

Medium dragon, chaotic good

Armor Class 16 (natural armor)

Hit Points 22 (4d8+4)

Morale 9

Speed 30ft_9m_6sq_t, climb 30ft_9m_6sq_t, fly 60ft_18m_12sq_tt

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

Saving Throws Dex +3, Con +3, Wis +2, Cha +3

Skills Perception +4, Stealth +3

Damage Immunities acid

Senses blindsight 10ft_3m_2sq, darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Draconic

Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (1d10+2) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in an 20ft_6m_4sq_t-2 line that is 5ft_1.5m_1sq wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 15ft_4.5m_3sq cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Dragon Copper Young

Large dragon, chaotic good

Armor Class 17 (natural armor)

Hit Points 119 (14d10+42)

Morale 9

Speed 40ft_12m_8sq_F, climb 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)

Saving Throws Dex +4, Con +6, Wis +4, Cha +5

Skills Deception +5, Perception +7, Stealth +4

Damage Immunities acid

Senses blindsight 30ft_9m_6sq_t, darkvision 120ft_36m_24sq_FFF, passive Perception 17

Languages Common, Draconic

Challenge 7 (2,900 XP)

Actions

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

Bite. Melee Weapon Attack: +7 to hit, reach 10ft_3m_2sq, one target. Hit: 15 (2d10+4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d6+4) slashing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in an 40ft_12m_8sq_F line that is 5ft_1.5m_1sq wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 30ft_9m_6sq_t cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Dragon Gold Adult

Huge dragon, lawful good

Armor Class 19 (natural armor)

Hit Points 256 (19d12+133)

Morale 10

Speed 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 24 (+7)

Saving Throws Dex +8, Con +13, Wis +8, Cha +13

Skills Insight +8, Perception +14, Persuasion +13, Stealth +8

Damage Immunities fire

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 24

Languages Common, Draconic

Challenge 17 (18,000 XP)

Amphibious. The dragon can breathe air and water.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10ft_3m_2sq, one target. Hit: 19 (2d10+8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5ft_1.5m_1sq, one target. Hit: 15 (2d6+8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15ft_4.5m_3sq, one target. Hit: 17 (2d8+8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 60ft_18m_12sq_tt cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 60ft_18m_12sq_tt cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10ft_3m_2sq of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Gold Ancient

Gargantuan dragon, lawful good

Armor Class 22 (natural armor)

Hit Points 546 (28d20+252)

Morale 10

Speed 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9)

Saving Throws Dex +9, Con +16, Wis +10, Cha +16

Skills Insight +10, Perception +17, Persuasion +16, Stealth +9

Damage Immunities fire

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 27

Languages Common, Draconic

Challenge 24 (62,000 XP)

Amphibious. The dragon can breathe air and water.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15ft_4.5m_3sq, one target. Hit: 21 (2d10+10) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10ft_3m_2sq, one target. Hit: 17 (2d6+10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20ft_6m_4sq_t-2, one target. Hit: 19 (2d8+10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 90ft_27m_18sq_ttt cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 90ft_27m_18sq_ttt cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15ft_4.5m_3sq of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Gold Wyrmling

Medium dragon, lawful good

Armor Class 17 (natural armor)

Hit Points 60 (8d8+24)

Morale 10

Speed 30ft_9m_6sq_t, fly 60ft_18m_12sq_tt, swim 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 16 (+3)

Saving Throws Dex +4, Con +5, Wis +2, Cha +5

Skills Perception +4, Stealth +4

Damage Immunities fire

Senses blindsight 10ft_3m_2sq, darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Draconic

Challenge 3 (700 XP)

Amphibious. The dragon can breathe air and water.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 9 (1d10+4) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 15ft_4.5m_3sq cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 15ft_4.5m_3sq cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Dragon Gold Young

Large dragon, lawful good

Armor Class 18 (natural armor)

Hit Points 178 (17d10+85)

Morale 10

Speed 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 20 (+5)

Saving Throws Dex +6, Con +9, Wis +5, Cha +9

Skills Insight +5, Perception +9, Persuasion +9, Stealth +6

Damage Immunities fire

Senses blindsight 30ft_9m_6sq_t, darkvision 120ft_36m_24sq_FFF, passive Perception 19

Languages Common, Draconic

Challenge 10 (5,900 XP)

Amphibious. The dragon can breathe air and water.

Actions

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

Bite. Melee Weapon Attack: +10 to hit, reach 10ft_3m_2sq, one target. Hit: 17 (2d10+6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d6+6) slashing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 30ft_9m_6sq_t cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 30ft_9m_6sq_t cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Dragon Green Adult

Huge dragon, lawful evil

Armor Class 19 (natural armor)

Hit Points 207 (18d12+90)

Morale 9

Speed 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)

Saving Throws Dex +6, Con +10, Wis +7, Cha +8

Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 22

Languages Common, Draconic

Challenge 15 (13,000 XP)

Amphibious. The dragon can breathe air and water.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10ft_3m_2sq, one target. Hit: 17 (2d10+6) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d6+6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15ft_4.5m_3sq, one target. Hit: 15 (2d8+6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 60ft_18m_12sq_tt cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10ft_3m_2sq of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Green Ancient

Gargantuan dragon, lawful evil

Armor Class 21 (natural armor)

Hit Points 385 (22d20 + 154)

Morale 9

Speed 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)

Saving Throws Dex +8, Con +14, Wis +10, Cha +11

Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 27

Languages Common, Draconic

Challenge 22 (41,000 XP)

Amphibious. The dragon can breathe air and water.

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

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15ft_4.5m_3sq, one target. Hit: 19 (2d10+8) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10ft_3m_2sq, one target. Hit: 22 (4d6+8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20ft_6m_4sq_t-2, one target. Hit: 17 (2d8+8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 90ft_27m_18sq_ttt cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15ft_4.5m_3sq of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Green Wyrmling

Medium dragon, lawful evil

Armor Class 17 (natural armor)

Hit Points 38 (7d8+7)

Morale 9

Speed 30ft_9m_6sq_t, fly 60ft_18m_12sq_tt, swim 30ft_9m_6sq_t

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

Saving Throws Dex +3, Con +3, Wis +2, Cha +3

Skills Perception +4, Stealth +3

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 10ft_3m_2sq, darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Draconic

Challenge 2 (450 XP)

Amphibious. The dragon can breathe air and water.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (1d10+2) piercing damage plus 3 (1d6) poison damage.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 15ft_4.5m_3sq cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Dragon Green Young

Large dragon, lawful evil

Armor Class 18 (natural armor)

Hit Points 136 (16d10+48)

Morale 9

Speed 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)

Saving Throws Dex +4, Con +6, Wis +4, Cha +5

Skills Deception +5, Perception +7, Stealth +4

Damage Immunities poison

Condition Immunities poisoned

Senses blindsight 30ft_9m_6sq_t, darkvision 120ft_36m_24sq_FFF, passive Perception 17

Languages Common, Draconic

Challenge 8 (3,900 XP)

Amphibious. The dragon can breathe air and water.

Actions

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

Bite. Melee Weapon Attack: +7 to hit, reach 10ft_3m_2sq, one target. Hit: 15 (2d10+4) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d6+4) slashing damage.

Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30ft_9m_6sq_t cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Dragon Red Adult

Huge dragon, chaotic evil

Armor Class 19 (natural armor)

Hit Points 256 (19d12+133)

Morale 10

Speed 40ft_12m_8sq_F, climb 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)

Saving Throws Dex +6, Con +13, Wis +7, Cha +11

Skills Perception +13, Stealth +6

Damage Immunities fire

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 23

Languages Common, Draconic

Challenge 17 (18,000 XP)

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10ft_3m_2sq, one target. Hit: 19 (2d10+8) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5ft_1.5m_1sq, one target. Hit: 15 (2d6+8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15ft_4.5m_3sq, one target. Hit: 17 (2d8+8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 60ft_18m_12sq_tt cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10ft_3m_2sq of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Red Ancient

Gargantuan dragon, chaotic evil

Armor Class 22 (natural armor)

Hit Points 546 (28d20+252)

Morale 10

Speed 40ft_12m_8sq_F, climb 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)

Saving Throws Dex +7, Con +16, Wis +9, Cha +13

Skills Perception +16, Stealth +7

Damage Immunities fire

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 26

Languages Common, Draconic

Challenge 24 (62,000 XP)

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15ft_4.5m_3sq, one target. Hit: 21 (2d10+10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10ft_3m_2sq, one target. Hit: 17 (2d6+10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20ft_6m_4sq_t-2, one target. Hit: 19 (2d8+10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 90ft_27m_18sq_ttt cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15ft_4.5m_3sq of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Red Wyrmling

Medium dragon, chaotic evil

Armor Class 17 (natural armor)

Hit Points 75 (10d8+30)

Morale 10

Speed 30ft_9m_6sq_t, climb 30ft_9m_6sq_t, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)

Saving Throws Dex +2, Con +5, Wis +2, Cha +4

Skills Perception +4, Stealth +2

Damage Immunities fire

Senses blindsight 10ft_3m_2sq, darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Draconic

Challenge 4 (1,100 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 9 (1d10+4) piercing damage plus 3 (1d6) fire damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 15ft_4.5m_3sq cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Dragon Red Young

Large dragon, chaotic evil

Armor Class 18 (natural armor)

Hit Points 178 (17d10+85)

Morale 10

Speed 40ft_12m_8sq_F, climb 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)

Saving Throws Dex +4, Con +9, Wis +4, Cha +8

Skills Perception +8, Stealth +4

Damage Immunities fire

Senses blindsight 30ft_9m_6sq_t, darkvision 120ft_36m_24sq_FFF, passive Perception 18

Languages Common, Draconic

Challenge 10 (5,900 XP)

Actions

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

Bite. Melee Weapon Attack: +10 to hit, reach 10ft_3m_2sq, one target. Hit: 17 (2d10+6) piercing damage plus 3 (1d6) fire damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d6+6) slashing damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 30ft_9m_6sq_t cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Dragon Silver Adult

Huge dragon, lawful good

Armor Class 19 (natural armor)

Hit Points 243 (18d12+126)

Morale 10

Speed 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)

Saving Throws Dex +5, Con +12, Wis +6, Cha +10

Skills Arcana +8, History +8, Perception +11, Stealth +5

Damage Immunities cold

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 21

Languages Common, Draconic

Challenge 16 (15,000 XP)

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10ft_3m_2sq, one target. Hit: 19 (2d10+8) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5ft_1.5m_1sq, one target. Hit: 15 (2d6+8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15ft_4.5m_3sq, one target. Hit: 17 (2d8+8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Cold Breath. The dragon exhales an icy blast in a 60ft_18m_12sq_tt cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 60ft_18m_12sq_tt cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10ft_3m_2sq of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Silver Ancient

Gargantuan dragon, lawful good

Armor Class 22 (natural armor)

Hit Points 487 (25d20+225)

Morale 10

Speed 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)

Saving Throws Dex +7, Con +16, Wis +9, Cha +13

Skills Arcana +11, History +11, Perception +16, Stealth +7

Damage Immunities cold

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 26

Languages Common, Draconic

Challenge 23 (50,000 XP)

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15ft_4.5m_3sq, one target. Hit: 21 (2d10+10) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10ft_3m_2sq, one target. Hit: 17 (2d6+10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20ft_6m_4sq_t-2, one target. Hit: 19 (2d8+10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Cold Breath. The dragon exhales an icy blast in a 90ft_27m_18sq_ttt cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 90ft_27m_18sq_ttt cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15ft_4.5m_3sq of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Silver Wyrmling

Medium dragon, lawful good

Armor Class 17 (natural armor)

Hit Points 45 (6d8+18)

Morale 10

Speed 30ft_9m_6sq_t, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)

Saving Throws Dex +2, Con +5, Wis +2, Cha +4

Skills Perception +4, Stealth +2

Damage Immunities cold

Senses blindsight 10ft_3m_2sq, darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Draconic

Challenge 2 (450 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 9 (1d10+4) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Cold Breath. The dragon exhales an icy blast in a 15ft_4.5m_3sq cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 15ft_4.5m_3sq cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Dragon Silver Young

Large dragon, lawful good

Armor Class 18 (natural armor)

Hit Points 168 (16d10+80)

Morale 10

Speed 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)

Saving Throws Dex +4, Con +9, Wis +4, Cha +8

Skills Arcana +6, History +6, Perception +8, Stealth +4

Damage Immunities cold

Senses blindsight 30ft_9m_6sq_t, darkvision 120ft_36m_24sq_FFF, passive Perception 18

Languages Common, Draconic

Challenge 9 (5,000 XP)

Actions

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

Bite. Melee Weapon Attack: +10 to hit, reach 10ft_3m_2sq, one target. Hit: 17 (2d10+6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d6+6) slashing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Cold Breath. The dragon exhales an icy blast in a 30ft_9m_6sq_t cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 30ft_9m_6sq_t cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Dragon Turtle

Gargantuan dragon, neutral

Armor Class 20 (natural armor)

Hit Points 341 (22d20+110)

Morale 10

Speed 20ft_6m_4sq_t-2, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 12 (+1)

Saving Throws Dex +6, Con +11, Wis +7

Damage Resistances fire

Senses darkvision 120ft_36m_24sq_FFF, passive Perception 11

Languages Aquan, Draconic

Challenge 17 (18,000 XP)

Amphibious. The dragon turtle can breathe air and water.

Actions

Multiattack. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 15ft_4.5m_3sq, one target. Hit: 26 (3d12+7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10ft_3m_2sq, one target. Hit: 16 (2d8+7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15ft_4.5m_3sq, one target. Hit: 26 (3d12+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10ft_3m_2sq away from the dragon turtle and knocked prone.

Steam Breath (Recharge 5-6). The dragon turtle exhales scalding steam in a 60ft_18m_12sq_tt cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Dragon White Adult

Huge dragon, chaotic evil

Armor Class 18 (natural armor)

Hit Points 200 (16d12+96)

Morale 8

Speed 40ft_12m_8sq_F, burrow 30ft_9m_6sq_t, fly 80ft_24m_16sq_FF, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 22 (+6) 8 (-1) 12 (+1) 12 (+1)

Saving Throws Dex +5, Con +11, Wis +6, Cha +6

Skills Perception +11, Stealth +5

Damage Immunities cold

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 21

Languages Common, Draconic

Challenge 13 (10,000 XP)

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10ft_3m_2sq, one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d6+6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15ft_4.5m_3sq, one target. Hit: 15 (2d8+6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60ft_18m_12sq_tt cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10ft_3m_2sq of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon White Ancient

Gargantuan dragon, chaotic evil

Armor Class 20 (natural armor)

Hit Points 333 (18d20+144)

Morale 8

Speed 40ft_12m_8sq_F, burrow 40ft_12m_8sq_F, fly 80ft_24m_16sq_FF, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 26 (+8) 10 (+0) 13 (+1) 14 (+2)

Saving Throws Dex +6, Con +14, Wis +7, Cha +8

Skills Perception +13, Stealth +6

Damage Immunities cold

Senses blindsight 60ft_18m_12sq_tt, darkvision 120ft_36m_24sq_FFF, passive Perception 23

Languages Common, Draconic

Challenge 20 (25,000 XP)

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15ft_4.5m_3sq, one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) cold damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10ft_3m_2sq, one target. Hit: 15 (2d6+8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20ft_6m_4sq_t-2, one target. Hit: 17 (2d8+8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120ft_36m_24sq_FFF of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 90ft_27m_18sq_ttt cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15ft_4.5m_3sq of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon White Wyrmling

Medium dragon, chaotic evil

Armor Class 16 (natural armor)

Hit Points 32 (5d8+10)

Morale 8

Speed 30ft_9m_6sq_t, burrow 15ft_4.5m_3sq, fly 60ft_18m_12sq_tt, swim 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 11 (+0)

Saving Throws Dex +2, Con +4, Wis +2, Cha +2

Skills Perception +4, Stealth +2

Damage Immunities cold

Senses blindsight 10ft_3m_2sq, darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Draconic

Challenge 2 (450 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) cold damage.

Cold Breath (Recharge 5-6). The dragon exhales an icy blast of hail in a 15ft_4.5m_3sq cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

Dragon White Young

Large dragon, chaotic evil

Armor Class 17 (natural armor)

Hit Points 133 (14d10+56)

Morale 8

Speed 40ft_12m_8sq_F, burrow 20ft_6m_4sq_t-2, fly 80ft_24m_16sq_FF, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 6 (-2) 11 (+0) 12 (+1)

Saving Throws Dex +3, Con +7, Wis +3, Cha +4

Skills Perception +6, Stealth +3

Damage Immunities cold

Senses blindsight 30ft_9m_6sq_t, darkvision 120ft_36m_24sq_FFF, passive Perception 16

Languages Common, Draconic

Challenge 6 (2,300 XP)

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

Actions

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

Bite. Melee Weapon Attack: +7 to hit, reach 10ft_3m_2sq, one target. Hit: 15 (2d10+4) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d6+4) slashing damage.

Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 30ft_9m_6sq_t cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Druid

Medium humanoid (any race), any alignment

Armor Class 11 (16 with barkskin)

Hit Points 27 (5d8 + 5)

Morale 9

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)

Skills Medicine +4, Nature +3, Perception +4

Senses passive Perception 14

Languages Druidic plus any two languages

Challenge 2 (450 XP)

Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, shillelagh 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave 2nd level (3 slots): animal messenger, barkskin

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5ft_1.5m_1sq, one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

Dryad

Medium fey, neutral

Armor Class 11 (16 with barkskin)

Hit Points 22 (5d8)

Morale 6

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)

Skills Perception +4, Stealth +5

Senses darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Elvish, Sylvan

Challenge 1 (200 XP)

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

At will: druidcraft

3/day each: entangle, goodberry

1/day each: barkskin, pass without trace, shillelagh

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

Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.

Tree Stride. Once on her turn, the dryad can use 10ft_3m_2sq of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60ft_18m_12sq_tt of the first tree, appearing in an unoccupied space within 5ft_1.5m_1sq of the second tree. Both trees must be Large or bigger.

Actions

Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5ft_1.5m_1sq, one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with shillelagh.

Fey Charm. The dryad targets one humanoid or beast that she can see within 30ft_9m_6sq_t of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.

Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.

The dryad can have no more than one humanoid and up to three beasts charmed at a time.

Duergar

Medium humanoid (dwarf), lawful evil

Armor Class 16 (scale mail, shield)

Hit Points 26 (4d8+8)

Morale 8 (10 with leader)

Speed 25ft_7.5m_5sq_t-1

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1)

Damage Resistances poison

Senses darkvision 120ft_36m_24sq_FFF, passive Perception 10

Languages Dwarvish, Undercommon

Challenge 1 (200 XP)

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

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

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq or range 30ft_9m_6sq_t / 120ft_36m_24sq_FFF, one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Eagle

Small beast, unaligned

Armor Class 12

Hit Points 3 (1d6)

Morale 7

Speed 10ft_3m_2sq, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 2 (-4) 14 (+2) 7 (-2)

Skills Perception +4

Senses passive Perception 14

Languages -

Challenge 0 (10 XP)

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

Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 4 (1d4+2) slashing damage.

Eagle, Giant

Large beast, neutral good

Armor Class 13

Hit Points 26 (4d10+4)

Morale 8

Speed 10ft_3m_2sq, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0)

Skills Perception +4

Senses passive Perception 14

Languages Giant Eagle, understands Common and Auran but can't speak them

Challenge 1 (200 XP)

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

Actions

Multiattack. The eagle makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d6+3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (2d6+3) slashing damage.

A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).

Efreeti

Large elemental, lawful evil

Armor Class 17 (natural armor)

Hit Points 200 (16d10+112)

Morale 12

Speed 40ft_12m_8sq_F, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 24 (+7) 16 (+3) 15 (+2) 16 (+3)

Saving Throws Int +7, Wis +6, Cha +7

Damage Immunities fire

Senses darkvision 120ft_36m_24sq_FFF, passive Perception 12

Languages Ignan

Challenge 11 (7,200 XP)

Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.

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

At will: detect magic

3/day each: enlarge/reduce, tongues

1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire

Actions

Multiattack. The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

Scimitar. Melee Weapon Attack: +10 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d6+6) slashing damage plus 7 (2d6) fire damage.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 120ft_36m_24sq_FFF, one target. Hit: 17 (5d6) fire damage.

Elephant

Huge beast, unaligned

Armor Class 12 (natural armor)

Hit Points 76 (8d12+24)

Morale 8

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2)

Senses passive Perception 10

Languages -

Challenge 4 (1,100 XP)

Trampling Charge. If the elephant moves at least 20ft_6m_4sq_t-2 straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5ft_1.5m_1sq, one target. Hit: 19 (3d8+6) piercing damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5ft_1.5m_1sq, one prone creature. Hit: 22 (3d10+6) bludgeoning damage.

Elf, Drow

Medium humanoid (elf), neutral evil

Armor Class 15 (chain shirt)

Hit Points 13 (3d8)

Morale 8 (10 with leader)

Speed 30ft_9m_6sq_t

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

Skills Perception +2, Stealth +4

Senses darkvision 120ft_36m_24sq_FFF, passive Perception 12

Languages Elvish, Undercommon

Challenge 1/4 (50 XP)

Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material Components

At will: dancing lights

1/day each: darkness, faerie fire

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

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d6+2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30ft_9m_6sq_t / 120ft_36m_24sq_FFF, one target. Hit: 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Elk

Large beast, unaligned

Armor Class 10

Hit Points 13 (2d10+2)

Morale 7

Speed 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

Senses passive Perception 10

Languages -

Challenge 1/4 (50 XP)

Charge. If the elk moves at least 20ft_6m_4sq_t-2 straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d6+3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one prone creature. Hit: 8 (2d4+3) bludgeoning damage.

Elk, Giant

Huge beast, unaligned

Armor Class 14 (natural armor)

Hit Points 42 (5d12+10)

Morale 8

Speed 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 14 (+2) 7 (-2) 14 (+2) 10 (+0)

Skills Perception +4

Senses passive Perception 14

Languages Giant Elk, understands Common, Elvish, and Sylvan but can't speak them

Challenge 2 (450 XP)

Charge. If the elk moves at least 20ft_6m_4sq_t-2 straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 10ft_3m_2sq, one target. Hit: 11 (2d6+4) bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one prone creature. Hit: 22 (4d8+4) bludgeoning damage.

The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.

Erinyes

Medium fiend (devil), lawful evil

Armor Class 18 (plate)

Hit Points 153 (18d8+72)

Morale 10

Speed 30ft_9m_6sq_t, fly 60ft_18m_12sq_tt

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

Saving Throws Dex +7, Con +8, Wis +6, Cha +8

Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities fire, poison

Condition Immunities poisoned

Senses truesight 120ft_36m_24sq_FFF, passive Perception 12

Languages Infernal, telepathy 120ft_36m_24sq_FFF

Challenge 12 (8,400 XP)

Hellish Weapons. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

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

Actions

Multiattack. The erinyes makes three attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5ft_1.5m_1sq, one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands, plus 13 (3d8) poison damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150ft_45m_30sq_FFFt / 600ft_180m_120sq_15F, one target. Hit: 7 (1d8+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.

Reactions

Parry. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.

Ettin

Large giant, chaotic evil

Armor Class 12 (natural armor)

Hit Points 85 (10d10+30)

Morale 11

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1)

Skills Perception +4

Senses darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Giant, Orc

Challenge 4 (1,100 XP)

Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the ettin's heads is asleep, its other head is awake.

Actions

Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 14 (2d8+5) slashing damage.

Morningstar. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 14 (2d8+5) piercing damage.

Fire Beetle, Giant

Small beast, unaligned

Armor Class 13 (natural armor)

Hit Points 4 (1d6+1)

Morale 7

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 12 (+1) 1 (-5) 7 (-2) 3 (-4)

Senses blindsight 30ft_9m_6sq_t, passive Perception 8

Languages -

Challenge 0 (10 XP)

Illumination. The beetle sheds bright light in a 10ft_3m_2sq radius and dim light for an additional 10ft_3m_2sq.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5ft_1.5m_1sq, one target. Hit: 2 (1d6-1) slashing damage.

A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.

Frog

Tiny beast, unaligned

Armor Class 11

Hit Points 1 (1d4-1)

Morale 6

Speed 20ft_6m_4sq_t-2, swim 20ft_6m_4sq_t-2

STR DEX CON INT WIS CHA
1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)

Skills Perception +1, Stealth +3

Senses darkvision 30ft_9m_6sq_t, passive Perception 11

Languages -

Challenge 0 (0 XP)

Amphibious. The frog can breathe air and water.

Standing Leap. The frog's long jump is up to 10ft_3m_2sq and its high jump is up to 5ft_1.5m_1sq, with or without a running start.

A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a toad.

Frog, Giant

Medium beast, unaligned

Armor Class 11

Hit Points 18 (4d8)

Morale 7

Speed 30ft_9m_6sq_t, swim 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 3 (-4)

Skills Perception +2, Stealth +3

Senses darkvision 30ft_9m_6sq_t, passive Perception 12

Languages -

Challenge 1/4 (50 XP)

Amphibious. The frog can breathe air and water.

Standing Leap. The frog's long jump is up to 20ft_6m_4sq_t-2 and its high jump is up to 10ft_3m_2sq, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.

Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.

If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5ft_1.5m_1sq of movement, exiting prone.

Gargoyle

Medium elemental, chaotic evil

Armor Class 15 (natural armor)

Hit Points 52 (7d8+21)

Morale 11

Speed 30ft_9m_6sq_t, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Damage Immunities poison

Condition Immunities exhaustion, petrified, poisoned

Senses darkvision 60ft_18m_12sq_tt, passive Perception 10

Languages Terran

Challenge 2 (450 XP)

False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Actions

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

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d6+2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d6+2) slashing damage.

Ghast

Medium undead, chaotic evil

Armor Class 13

Hit Points 36 (8d8)

Morale 9

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60ft_18m_12sq_tt, passive Perception 10

Languages Common

Challenge 2 (450 XP)

Stench. Any creature that starts its turn within 5ft_1.5m_1sq of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turning Defiance. The ghast and any ghouls within 30ft_9m_6sq_t of it have advantage on saving throws against effects that turn undead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 12 (2d8+3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ghost

Medium undead, any alignment

Armor Class 11

Hit Points 45 (10d8)

Morale 9

Speed 0ft, fly 40ft_12m_8sq_F (hover)

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, necrotic, poison

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60ft_18m_12sq_tt, passive Perception 11

Languages any languages it knew in life

Challenge 4 (1,100 XP)

Ethereal Sight. The ghost can see 60ft_18m_12sq_tt into the Ethereal Plane when it is on the Material Plane, and vice versa.

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

Actions

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 17 (4d6+3) necrotic damage.

Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Horrifying Visage. Each non-undead creature within 60ft_18m_12sq_tt of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6). One humanoid that the ghost can see within 5ft_1.5m_1sq of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5ft_1.5m_1sq of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Ghoul

Medium undead, chaotic evil

Armor Class 12

Hit Points 22 (5d8)

Morale 9

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60ft_18m_12sq_tt, passive Perception 10

Languages Common

Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 9 (2d6+2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Giant, Cloud

Huge giant, neutral good (50%) or neutral evil (50%)

Armor Class 14 (natural armor)

Hit Points 200 (16d12+96)

Morale 10

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3)

Saving Throws Con +10, Wis +7, Cha +7

Skills Insight +7, Perception +7

Senses passive Perception 17

Languages Common, Giant

Challenge 9 (5,000 XP)

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material Components

At will: detect magic, fog cloud, light

3/day each: feather fall, fly, misty step, telekinesis

1/day each: control weather, gaseous form

Actions

Multiattack. The giant makes two morningstar attacks.

Morningstar. Melee Weapon Attack: +12 to hit, reach 10ft_3m_2sq, one target. Hit: 21 (3d8+8) piercing damage.

Rock. Ranged Weapon Attack: +12 to hit, range 60ft_18m_12sq_tt / 240ft_72m_48sq_6F, one target. Hit: 30 (4d10+8) bludgeoning damage.

Giant, Fire

Huge giant, lawful evil

Armor Class 18 (plate)

Hit Points 162 (13d12+78)

Morale 9

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 23 (+6) 10 (+0) 14 (+2) 13 (+1)

Saving Throws Dex +3, Con +10, Cha +5

Skills Athletics +11, Perception +6

Damage Immunities fire

Senses passive Perception 16

Languages Giant

Challenge 9 (5,000 XP)

Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 10ft_3m_2sq, one target. Hit: 28 (6d6+7) slashing damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60ft_18m_12sq_tt / 240ft_72m_48sq_6F, one target. Hit: 29 (4d10+7) bludgeoning damage.

Giant, Frost

Huge giant, neutral evil

Armor Class 15 (patchwork armor)

Hit Points 138 (12d12+60)

Morale 9

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 21 (+5) 9 (-1) 10 (+0) 12 (+1)

Saving Throws Con +8, Wis +3, Cha +4

Skills Athletics +9, Perception +3

Damage Immunities cold

Senses passive Perception 13

Languages Giant

Challenge 8 (3,900 XP)

Actions

Multiattack. The giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +9 to hit, reach 10ft_3m_2sq, one target. Hit: 25 (3d12+6) slashing damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60ft_18m_12sq_tt / 240ft_72m_48sq_6F, one target. Hit: 28 (4d10+6) bludgeoning damage.

Giant, Hill

Huge giant, chaotic evil

Armor Class 13 (natural armor)

Hit Points 105 (10d12+40)

Morale 9

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2)

Skills Perception +2

Senses passive Perception 12

Languages Giant

Challenge 5 (1,800 XP)

Actions

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +8 to hit, reach 10ft_3m_2sq, one target. Hit: 18 (3d8+5) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60ft_18m_12sq_tt / 240ft_72m_48sq_6F, one target. Hit: 21 (3d10+5) bludgeoning damage.

Giant, Stone

Huge giant, neutral

Armor Class 17 (natural armor)

Hit Points 126 (11d12+55)

Morale 9

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (-1)

Saving Throws Dex +5, Con +8, Wis +4

Skills Athletics +12, Perception +4

Senses darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Giant

Challenge 7 (2,900 XP)

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 15ft_4.5m_3sq, one target. Hit: 19 (3d8+6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60ft_18m_12sq_tt / 240ft_72m_48sq_6F, one target. Hit: 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Reactions

Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Giant, Storm

Huge giant, chaotic good

Armor Class 16 (scale mail)

Hit Points 230 (20d12+100)

Morale 10

Speed 50ft_15m_10sq_F+2, swim 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)

Saving Throws Str +14, Con +10, Wis +9, Cha +9

Skills Arcana +8, Athletics +14, History +8, Perception +9

Damage Resistances cold

Damage Immunities lightning, thunder

Senses passive Perception 19

Languages Common, Giant

Challenge 13 (10,000 XP)

Amphibious. The giant can breathe air and water.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components

At will: detect magic, feather fall, levitate, light

3/day each: control weather, water breathing

Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +14 to hit, reach 10ft_3m_2sq, one target. Hit: 30 (6d6+9) slashing damage.

Rock. Ranged Weapon Attack: +14 to hit, range 60ft_18m_12sq_tt / 240ft_72m_48sq_6F, one target. Hit: 35 (4d12+9) bludgeoning damage.

Lightning Strike (Recharge 5-6). The giant hurls a magical lightning bolt at a point it can see within 500ft_150m_100sq_11Ftt of it. Each creature within 10ft_3m_2sq of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

Gladiator

Medium humanoid (any race), any alignment

Armor Class 16 (studded leather, shield)

Hit Points 112 (15d8 + 45)

Morale 10

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

Saving Throws Str +7, Dex +5, Con +6

Skills Athletics +10, Intimidation +5

Senses passive Perception 11

Languages any one language (usually Common)

Challenge 5 (1,800 XP)

Brave. The gladiator has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

Actions

Multiattack. The gladiator makes three melee attacks or two ranged attacks.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq and range 20ft_6m_4sq_t-2 / 60ft_18m_12sq_tt, one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions

Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.

Goat

Medium beast, unaligned

Armor Class 10

Hit Points 4 (1d8)

Morale 7

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3)

Senses passive Perception 10

Languages -

Challenge 0 (10 XP)

Charge. If the goat moves at least 20ft_6m_4sq_t-2 straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 3 (1d4+1) bludgeoning damage.

Goat, Giant

Large beast, unaligned

Armor Class 11 (natural armor)

Hit Points 19 (3d10+3)

Morale 7

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Senses passive Perception 11

Languages -

Challenge 1/2 (100 XP)

Charge. If the goat moves at least 20ft_6m_4sq_t-2 straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 8 (2d4+3) bludgeoning damage.

Goblin

Small humanoid (goblinoid), neutral evil

Armor Class 15 (leather armor, shield)

Hit Points 7 (2d6)

Morale 7 (9 with leader)

Speed 30ft_9m_6sq_t

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

Skills Stealth +6

Senses darkvision 60ft_18m_12sq_tt, passive Perception 9

Languages Common, Goblin

Challenge 1/4 (50 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d6+2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80ft_24m_16sq_FF / 320ft_96m_64sq_8F, one target. Hit: 5 (1d6+2) piercing damage.

Golem, Clay

Large construct, unaligned

Armor Class 14 (natural armor)

Hit Points 133 (14d10+56)

Morale 12

Speed 20ft_6m_4sq_t-2

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5)

Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60ft_18m_12sq_tt, passive Perception 9

Languages understands the languages of its creator but can't speak

Challenge 9 (5,000 XP)

Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Berserk. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

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

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

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

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5ft_1.5m_1sq, one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Haste (Recharge 5-6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

Golem, Flesh

Medium construct, neutral

Armor Class 9

Hit Points 93 (11d8+44)

Morale 12

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60ft_18m_12sq_tt, passive Perception 10

Languages understands the languages of its creator but can't speak

Challenge 5 (1,800 XP)

Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

The golem's creator, if within 60ft_18m_12sq_tt of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

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

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

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

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

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d8+4) bludgeoning damage.

Golem, Iron

Large construct, unaligned

Armor Class 20 (natural armor)

Hit Points 210 (20d10+100)

Morale 12

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 120ft_36m_24sq_FFF, passive Perception 10

Languages understands the languages of its creator but can't speak

Challenge 16 (15,000 XP)

Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

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

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

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

Actions

Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 5ft_1.5m_1sq, one target. Hit: 20 (3d8+7) bludgeoning damage.

Sword. Melee Weapon Attack: +13 to hit, reach 10ft_3m_2sq, one target. Hit: 23 (3d10+7) slashing damage.

Poison Breath (Recharge 6). The golem exhales poisonous gas in a 15ft_4.5m_3sq cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Golem, Stone

Large construct, unaligned

Armor Class 17 (natural armor)

Hit Points 178 (17d10+85)

Morale 12

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 120ft_36m_24sq_FFF, passive Perception 10

Languages understands the languages of its creator but can't speak

Challenge 10 (5,900 XP)

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

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

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

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5ft_1.5m_1sq, one target. Hit: 19 (3d8+6) bludgeoning damage.

Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10ft_3m_2sq of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Gorgon

Large monstrosity, unaligned

Armor Class 19 (natural armor)

Hit Points 114 (12d10+48)

Morale 8

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 18 (+4) 2 (-4) 12 (+1) 7 (-2)

Skills Perception +4

Condition Immunities petrified

Senses darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages -

Challenge 5 (1,800 XP)

Trampling Charge. If the gorgon moves at least 20ft_6m_4sq_t-2 straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5ft_1.5m_1sq, one target. Hit: 18 (2d12+5) piercing damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 5ft_1.5m_1sq, one target. Hit: 16 (2d10+5) bludgeoning damage.

Petrifying Breath (Recharge 5-6). The gorgon exhales petrifying gas in a 30ft_9m_6sq_t cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

Griffon

Large monstrosity, unaligned

Armor Class 12

Hit Points 59 (7d10+21)

Morale 8

Speed 30ft_9m_6sq_t, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1)

Skills Perception +5

Senses darkvision 60ft_18m_12sq_tt, passive Perception 15

Languages -

Challenge 2 (450 XP)

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

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 8 (1d8+4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d6+4) slashing damage.

Guard

Medium humanoid (any race), any alignment

Armor Class 16 (chain shirt, shield)

Hit Points 11 (2d8 + 2)

Morale 8

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +2

Senses passive Perception 12

Languages any one language (usually Common)

Challenge 1/8 (25 XP)

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq or range 20ft_6m_4sq_t-2 / 60ft_18m_12sq_tt, one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.

Hag, Green

Medium fey, neutral evil

Armor Class 17 (natural armor)

Hit Points 82 (11d8+33)

Morale 12

Speed 30ft_9m_6sq_t

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

Skills Arcana +3, Deception +4, Perception +4, Stealth +3

Senses darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Common, Draconic, Sylvan

Challenge 3 (700 XP)

Amphibious. The hag can breathe air and water.

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

At will: dancing lights, minor illusion, vicious mockery

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d8+4) slashing damage.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

Harpy

Medium monstrosity, chaotic evil

Armor Class 11

Hit Points 38 (7d8+7)

Morale 7

Speed 20ft_6m_4sq_t-2, fly 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 7 (-2) 10 (+0) 13 (+1)

Senses passive Perception 10

Languages Common

Challenge 1 (200 XP)

Actions

Multiattack. The harpy makes two attacks: one with its claws and one with its club.

Claws. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (2d4+1) slashing damage.

Club. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 3 (1d4+1) bludgeoning damage.

Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300ft_90m_60sq_6Ftt of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.

While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5ft_1.5m_1sq away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5ft_1.5m_1sq. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this harpy's song for the next 24 hours.

Hawk

Tiny beast, unaligned

Armor Class 13

Hit Points 1 (1d4-1)

Morale 7

Speed 10ft_3m_2sq, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)

Skills Perception +4

Senses passive Perception 14

Languages -

Challenge 0 (10 XP)

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

Actions

Talons. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 1 slashing damage.

Hell Hound

Medium fiend, lawful evil

Armor Class 15 (natural armor)

Hit Points 45 (7d8+14)

Morale 9

Speed 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2)

Skills Perception +5

Damage Immunities fire

Senses darkvision 60ft_18m_12sq_tt, passive Perception 15

Languages understands Infernal but can't speak it

Challenge 3 (700 XP)

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5ft_1.5m_1sq of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) fire damage.

Fire Breath (Recharge 5-6). The hound exhales fire in a 15ft_4.5m_3sq cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Hippogriff

Large monstrosity, unaligned

Armor Class 11

Hit Points 19 (3d10+3)

Morale 8

Speed 40ft_12m_8sq_F, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 2 (-4) 12 (+1) 8 (-1)

Skills Perception +5

Senses passive Perception 15

Languages -

Challenge 1 (200 XP)

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

Actions

Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 8 (1d10+3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (2d6+3) slashing damage.

Hobgoblin

Medium humanoid (goblinoid), lawful evil

Armor Class 18 (chain mail, shield)

Hit Points 11 (2d8+2)

Morale 8 (10 with leader)

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1)

Senses darkvision 60ft_18m_12sq_tt, passive Perception 10

Languages Common, Goblin

Challenge 1/2 (100 XP)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5ft_1.5m_1sq of an ally of the hobgoblin that isn't incapacitated.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +3 to hit, range 150ft_45m_30sq_FFFt / 600ft_180m_120sq_15F, one target. Hit: 5 (1d8+1) piercing damage.

Homunculus

Tiny construct, neutral

Armor Class 13 (natural armor)

Hit Points 5 (2d4)

Morale 12

Speed 20ft_6m_4sq_t-2, fly 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)

Damage Immunities poison

Condition Immunities charmed, poisoned

Senses darkvision 60ft_18m_12sq_tt, passive Perception 10

Languages understands the languages of its creator but can't speak

Challenge 0 (10 XP)

Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

Hydra

Huge monstrosity, unaligned

Armor Class 15 (natural armor)

Hit Points 172 (15d12+75)

Morale 9

Speed 30ft_9m_6sq_t, swim 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2)

Skills Perception +6

Senses darkvision 60ft_18m_12sq_tt, passive Perception 16

Languages -

Challenge 8 (3,900 XP)

Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.

At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +8 to hit, reach 10ft_3m_2sq, one target. Hit: 10 (1d10+5) piercing damage.

Hyena

Medium beast, unaligned

Armor Class 11

Hit Points 5 (1d8+1)

Morale 7

Speed 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 12 (+1) 2 (-4) 12 (+1) 5 (-3)

Skills Perception +3

Senses passive Perception 13

Languages -

Challenge 0 (10 XP)

Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5ft_1.5m_1sq of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5ft_1.5m_1sq, one target. Hit: 3 (1d6) piercing damage.

Hyena, Giant

Large beast, unaligned

Armor Class 12

Hit Points 45 (6d10+12)

Morale 8

Speed 50ft_15m_10sq_F+2

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

Skills Perception +3

Senses passive Perception 13

Languages -

Challenge 1 (200 XP)

Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (2d6+3) piercing damage.

Imp

Tiny fiend (devil, shapechanger), lawful evil

Armor Class 13

Hit Points 10 (3d4+3)

Morale 7

Speed 20ft_6m_4sq_t-2, fly 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

Skills Deception +4, Insight +3, Persuasion +4, Stealth +5

Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Damage Immunities fire, poison

Condition Immunities poisoned

Senses darkvision 120ft_36m_24sq_FFF, passive Perception 11

Languages Infernal, Common

Challenge 1 (200 XP)

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20ft_6m_4sq_t-2), a raven (20ft_6m_4sq_t-2, fly 60ft_18m_12sq_tt), or a spider (20ft_6m_4sq_t-2, climb 20ft_6m_4sq_t-2), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Devil's Sight. Magical darkness doesn't impede the imp's darkvision.

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

Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d4+3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Insects, Swarm

Medium swarm of Tiny beasts, unaligned

Armor Class 12 (natural armor)

Hit Points 22 (5d8)

Morale 8

Speed 20ft_6m_4sq_t-2, climb 20ft_6m_4sq_t-2

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses blindsight 10ft_3m_2sq, passive Perception 8

Languages -

Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0ft, one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Variant: Insect Swarms

Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below.

Swarm of Beetles. A swarm of beetles gains a burrowing speed of 5ft_1.5m_1sq.

Swarm of Centipedes. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.

Swarm of Spiders. A swarm of spiders has the following additional traits.

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

Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.

Web Walker. The swarm ignores movement restrictions caused by webbing.

Swarm of Wasps. A swarm of wasps has a walking speed of 5ft_1.5m_1sq, a flying speed of 30ft_9m_6sq_t, and no climbing speed.

Invisible Stalker

Medium elemental, neutral

Armor Class 14

Hit Points 104 (16d8+32)

Morale 12

Speed 50ft_15m_10sq_F+2, fly 50ft_15m_10sq_F+2 (hover)

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 14 (+2) 10 (+0) 15 (+2) 11 (+0)

Skills Perception +8, Stealth +10

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60ft_18m_12sq_tt, passive Perception 18

Languages Auran, understands Common but doesn't speak it

Challenge 6 (2,300 XP)

Invisibility. The stalker is invisible.

Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

Actions

Multiattack. The stalker makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (2d6+3) bludgeoning damage.

Jackal

Small beast, unaligned

Armor Class 12

Hit Points 3 (1d6)

Morale 7

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3

Senses passive Perception 13

Languages -

Challenge 0 (10 XP)

Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5ft_1.5m_1sq of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5ft_1.5m_1sq, one target. Hit: 1 (1d4-1) piercing damage.

Knight

Medium humanoid (any race), any alignment

Armor Class 18 (plate)

Hit Points 52 (8d8 + 16)

Morale 10

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)

Saving Throws Con +4, Wis +2

Senses passive Perception 10

Languages any one language (usually Common)

Challenge 3 (700 XP)

Brave. The knight has advantage on saving throws against being frightened.

Actions

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (2d6 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100ft_30m_20sq_Ftt / 400ft_120m_80sq_10F, one target. Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30ft_9m_6sq_t of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions

Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.

Kobold

Small humanoid (kobold), lawful evil

Armor Class 12

Hit Points 5 (2d6-2)

Morale 6 (8 with leader)

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)

Senses darkvision 60ft_18m_12sq_tt, passive Perception 8

Languages Common, Draconic

Challenge 1/8 (25 XP)

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

Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5ft_1.5m_1sq of the creature and the ally isn't incapacitated.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 4 (1d4+2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30ft_9m_6sq_t / 120ft_36m_24sq_FFF, one target. Hit: 4 (1d4+2) bludgeoning damage.

Kraken

Gargantuan monstrosity (titan), chaotic evil

Armor Class 18 (natural armor)

Hit Points 472 (27d20+189)

Morale 11

Speed 20ft_6m_4sq_t-2, swim 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 25 (+7) 22 (+6) 18 (+4) 20 (+5)

Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis +11

Damage Immunities lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities frightened, paralyzed

Senses truesight 120ft_36m_24sq_FFF, passive Perception 14

Languages understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120ft_36m_24sq_FFF

Challenge 23 (50,000 XP)

Amphibious. The kraken can breathe air and water.

Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5ft_1.5m_1sq of movement to escape from nonmagical restraints or being grappled.

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

Actions

Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.

Bite. Melee Weapon Attack: +17 to hit, reach 5ft_1.5m_1sq, one target. Hit: 23 (3d8+10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns.

If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10ft_3m_2sq of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15ft_4.5m_3sq of movement, exiting prone.

Tentacle. Melee Weapon Attack: +17 to hit, reach 30ft_9m_6sq_t, one target. Hit: 20 (3d6+10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the kraken is thrown up to 60ft_18m_12sq_tt in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10ft_3m_2sq it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120ft_36m_24sq_FFF of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Tentacle Attack or Fling. The kraken makes one tentacle attack or uses its Fling.

Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm.

Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a 60ft_18m_12sq_tt radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.

Lamia

Large monstrosity, chaotic evil

Armor Class 13 (natural armor)

Hit Points 97 (13d10+26)

Morale 12

Speed 30ft_9m_6sq_t

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

Skills Deception +7, Insight +4, Stealth +3

Senses darkvision 60ft_18m_12sq_tt, passive Perception 12

Languages Abyssal, Common

Challenge 4 (1,100 XP)

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

At will: disguise self (any humanoid form), major image

3/day each: charm person, mirror image, scrying, suggestion

1/day: geas

Actions

Multiattack. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

Claws. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 14 (2d10+3) slashing damage.

Dagger. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d4+3) piercing damage.

Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5ft_1.5m_1sq, one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

Lemure

Medium fiend (devil), lawful evil

Armor Class 7

Hit Points 13 (3d8)

Morale 5

Speed 15ft_4.5m_3sq

STR DEX CON INT WIS CHA
10 (+0) 5 (-3) 11 (+0) 1 (-5) 11 (+0) 3 (-4)

Damage Resistances cold

Damage Immunities fire, poison

Condition Immunities charmed, frightened, poisoned

Senses darkvision 120ft_36m_24sq_FFF, passive Perception 10

Languages understands Infernal but can't speak

Challenge 0 (10 XP)

Devil's Sight. Magical darkness doesn't impede the lemure's darkvision.

Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

Actions

Fist. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 2 (1d4) bludgeoning damage.

Lich

Medium undead, any evil alignment

Armor Class 17 (natural armor)

Hit Points 135 (18d8+54)

Morale 12

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3)

Saving Throws Con +10, Int +12, Wis +9

Skills Arcana +19, History +12, Insight +9, Perception +9

Damage Resistances cold, lightning, necrotic

Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses truesight 120ft_36m_24sq_FFF, passive Perception 19

Languages Common plus up to five other languages

Challenge 21 (33,000 XP)

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

Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5ft_1.5m_1sq of the phylactery.

Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball 4th level (3 slots): blight, dimension door 5th level (3 slots): cloudkill, scrying 6th level (1 slot): disintegrate, globe of invulnerability 7th level (1 slot): finger of death, plane shift 8th level (1 slot): dominate monster, power word stun 9th level (1 slot): power word kill

Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

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

Cantrip. The lich casts a cantrip.

Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10ft_3m_2sq of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20ft_6m_4sq_t-2 of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Lion

Large beast, unaligned

Armor Class 12

Hit Points 26 (4d10+4)

Morale 8

Speed 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1)

Skills Perception +3, Stealth +6

Senses passive Perception 13

Languages -

Challenge 1 (200 XP)

Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5ft_1.5m_1sq of the creature and the ally isn't incapacitated.

Pounce. If the lion moves at least 20ft_6m_4sq_t-2 straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

Running Leap. With a 10ft_3m_2sq running start, the lion can long jump up to 25ft_7.5m_5sq_t-1.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (1d8+3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d6+3) slashing damage.

Lizard

Tiny beast, unaligned

Armor Class 10

Hit Points 2 (1d4)

Morale 6

Speed 20ft_6m_4sq_t-2, climb 20ft_6m_4sq_t-2

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4)

Senses darkvision 30ft_9m_6sq_t, passive Perception 9

Languages -

Challenge 0 (10 XP)

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5ft_1.5m_1sq, one target. Hit: 1 piercing damage.

Lizard, Giant

Large beast, unaligned

Armor Class 12 (natural armor)

Hit Points 19 (3d10+3)

Morale 7

Speed 30ft_9m_6sq_t, climb 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Senses darkvision 30ft_9m_6sq_t, passive Perception 10

Languages -

Challenge 1/4 (50 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d8+2) piercing damage.

A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others.

Lizardfolk

Medium humanoid (lizardfolk), neutral

Armor Class 15 (natural armor, shield)

Hit Points 22 (4d8+4)

Morale 12

Speed 30ft_9m_6sq_t, swim 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4, Survival +5

Senses passive Perception 13

Languages Draconic

Challenge 1/2 (100 XP)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Actions

Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d6+2) piercing damage.

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d6+2) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq or range 30ft_9m_6sq_t / 120ft_36m_24sq_FFF, one target. Hit: 5 (1d6+2) piercing damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d6+2) piercing damage.

Mage

Medium humanoid (any race), any alignment

Armor Class 12 (15 with mage armor)

Hit Points 40 (9d8)

Morale 9

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

Saving Throws Int +6, Wis +4

Skills Arcana +6, History +6

Senses passive Perception 11

Languages any four languages

Challenge 6 (2,300 XP)

Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq or range 20ft_6m_4sq_t-2 / 60ft_18m_12sq_tt, one target. Hit: 4 (1d4 + 1) piercing damage.

Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.

Mammoth

Huge beast, unaligned

Armor Class 13 (natural armor)

Hit Points 126 (11d12+55)

Morale 9

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 6 (-2)

Senses passive Perception 10

Languages -

Challenge 6 (2,300 XP)

Trampling Charge. If the mammoth moves at least 20ft_6m_4sq_t-2 straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +10 to hit, reach 10ft_3m_2sq, one target. Hit: 25 (4d8+7) piercing damage.

Stomp. Melee Weapon Attack: +10 to hit, reach 5ft_1.5m_1sq, one prone creature. Hit: 29 (4d10+7) bludgeoning damage.

A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.

Manticore

Large monstrosity, lawful evil

Armor Class 14 (natural armor)

Hit Points 68 (8d10+24)

Morale 9

Speed 30ft_9m_6sq_t, fly 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 17 (+3) 7 (-2) 12 (+1) 8 (-1)

Senses darkvision 60ft_18m_12sq_tt, passive Perception 11

Languages Common

Challenge 3 (700 XP)

Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

Actions

Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (1d8+3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d6+3) slashing damage.

Tail Spike. Ranged Weapon Attack: +5 to hit, range 100ft_30m_20sq_Ftt / 200ft_60m_40sq_5F, one target. Hit: 7 (1d8+3) piercing damage.

Medusa

Medium monstrosity, lawful evil

Armor Class 15 (natural armor)

Hit Points 127 (17d8+51)

Morale 8

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2)

Skills Deception +5, Insight +4, Perception +4, Stealth +5

Senses darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Common

Challenge 6 (2,300 XP)

Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30ft_9m_6sq_t of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.

If the medusa sees itself reflected on a polished surface within 30ft_9m_6sq_t of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

Actions

Multiattack. The medusa makes either three melee attacks-one with its snake hair and two with its shortsword-or two ranged attacks with its longbow.

Snake Hair. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 4 (1d4+2) piercing damage plus 14 (4d6) poison damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d6+2) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150ft_45m_30sq_FFFt / 600ft_180m_120sq_15F, one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage.

Merfolk

Medium humanoid (merfolk), neutral

Armor Class 11

Hit Points 11 (2d8+2)

Morale 8

Speed 10ft_3m_2sq, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1)

Skills Perception +2

Senses passive Perception 12

Languages Aquan, Common

Challenge 1/8 (25 XP)

Amphibious. The merfolk can breathe air and water.

Actions

Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5ft_1.5m_1sq or range 20ft_6m_4sq_t-2 / 60ft_18m_12sq_tt, one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.

Minotaur

Large monstrosity, chaotic evil

Armor Class 14 (natural armor)

Hit Points 76 (9d10+27)

Morale 12

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1)

Skills Perception +7

Senses darkvision 60ft_18m_12sq_tt, passive Perception 17

Languages Abyssal

Challenge 3 (700 XP)

Charge. If the minotaur moves at least 10ft_3m_2sq straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10ft_3m_2sq away and knocked prone.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

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

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 17 (2d12+4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d8+4) piercing damage.

Mule

Medium beast, unaligned

Armor Class 10

Hit Points 11 (2d8+2)

Morale 8

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Senses passive Perception 10

Languages -

Challenge 1/8 (25 XP)

Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Hooves. Melee Weapon Attack: +2 to hit, reach 5ft_1.5m_1sq, one target. Hit: 4 (1d4+2) bludgeoning damage.

Mummy

Medium undead, lawful evil

Armor Class 11 (natural armor)

Hit Points 58 (9d8+18)

Morale 12

Speed 20ft_6m_4sq_t-2

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)

Saving Throws Wis +2

Damage Vulnerabilities fire

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses darkvision 60ft_18m_12sq_tt, passive Perception 10

Languages the languages it knew in life

Challenge 3 (700 XP)

Actions

Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare. The mummy targets one creature it can see within 60ft_18m_12sq_tt of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Naga, Guardian

Large monstrosity, lawful good

Armor Class 18 (natural armor)

Hit Points 127 (15d10+45)

Morale 12

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 16 (+3) 16 (+3) 19 (+4) 18 (+4)

Saving Throws Dex +6, Con +5, Wis +5, Cha +6

Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha +8

Damage Immunities poison

Condition Immunities charmed, poisoned

Senses darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Celestial, Common

Challenge 10 (5,900 XP)

Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Spellcasting. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:

Cantrips (at will): mending, sacred flame, thaumaturgy 1st level (4 slots): command, cure wounds, shield of faith 2nd level (3 slots): calm emotions, hold person 3rd level (3 slots): bestow curse, clairvoyance 4th level (3 slots): banishment, freedom of movement 5th level (2 slots): flame strike, geas 6th level (1 slot): true seeing

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 10ft_3m_2sq, one creature. Hit: 8 (1d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Spit Poison. Ranged Weapon Attack: +8 to hit, range 15ft_4.5m_3sq / 30ft_9m_6sq_t, one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Naga, Spirit

Large monstrosity, chaotic evil

Armor Class 15 (natural armor)

Hit Points 75 (10d10+20)

Morale 11

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 14 (+2) 16 (+3) 15 (+2) 16 (+3)

Damage Immunities poison

Condition Immunities charmed, poisoned

Senses darkvision 60ft_18m_12sq_tt, passive Perception 12

Languages Abyssal, Common

Challenge 8 (3,900 XP)

Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Spellcasting. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:

Cantrips (at will): mage hand, minor illusion, ray of frost 1st level (4 slots): charm person, detect magic, sleep 2nd level (3 slots): detect thoughts, hold person 3rd level (3 slots): lightning bolt, water breathing 4th level (3 slots): blight, dimension door 5th level (2 slots): dominate person

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 10ft_3m_2sq, one creature. Hit: 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

Nightmare

Large fiend, neutral evil

Armor Class 13 (natural armor)

Hit Points 68 (8d10+24)

Morale 11

Speed 60ft_18m_12sq_tt, fly 90ft_27m_18sq_ttt

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

Damage Immunities fire

Senses passive Perception 11

Languages understands Abyssal, Common, and Infernal but can't speak

Challenge 3 (700 XP)

Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.

Illumination. The nightmare sheds bright light in a 10ft_3m_2sq radius and dim light for an additional 10ft_3m_2sq.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage.

Ethereal Stride. The nightmare and up to three willing creatures within 5ft_1.5m_1sq of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

Noble

Medium humanoid (any race), any alignment

Armor Class 15 (breastplate)

Hit Points 9 (2d8)

Morale 7

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)

Skills Deception +5, Insight +4, Persuasion +5

Senses passive Perception 12

Languages any two languages

Challenge 1/8 (25 XP)

Actions

Rapier. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d8 + 1) piercing damage.

Reactions

Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.

The noble's statistics can also be used to represent courtiers who aren't of noble birth.

Octopus

Small beast, unaligned

Armor Class 12

Hit Points 3 (1d6)

Morale 6

Speed 5ft_1.5m_1sq, swim 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 4 (-3)

Skills Perception +2, Stealth +4

Senses darkvision 30ft_9m_6sq_t, passive Perception 12

Languages -

Challenge 0 (10 XP)

Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest). A 5ft_1.5m_1sq radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Octopus, Giant

Large beast, unaligned

Armor Class 11

Hit Points 52 (8d10+8)

Morale 7

Speed 10ft_3m_2sq, swim 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (+0) 4 (-3)

Skills Perception +4, Stealth +5

Senses darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages -

Challenge 1 (200 XP)

Hold Breath. While out of water, the octopus can hold its breath for 1 hour.

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The octopus can breathe only underwater.

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 15ft_4.5m_3sq, one target. Hit: 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest). A 20ft_6m_4sq_t-2 radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Ogre

Large giant, chaotic evil

Armor Class 11 (hide armor)

Hit Points 59 (7d10+21)

Morale 10

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)

Senses darkvision 60ft_18m_12sq_tt, passive Perception 8

Languages Common, Giant

Challenge 2 (450 XP)

Actions

Greatclub. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d8+4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq or range 30ft_9m_6sq_t / 120ft_36m_24sq_FFF, one target. Hit: 11 (2d6+4) piercing damage.

Oni

Large giant, lawful evil

Armor Class 16 (chain mail)

Hit Points 110 (13d10+39)

Morale 11

Speed 30ft_9m_6sq_t, fly 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2)

Saving Throws Dex +3, Con +6, Wis +4, Cha +5

Skills Arcana +5, Deception +8, Perception +4

Senses darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Common, Giant

Challenge 7 (2,900 XP)

Innate Spellcasting. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material Components

At will: darkness, invisibility

1/day each: charm person, cone of cold, gaseous form, sleep

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

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

Actions

Multiattack. The oni makes two attacks, either with its claws or its glaive.

Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 8 (1d8+4) slashing damage.

Glaive. Melee Weapon Attack: +7 to hit, reach 10ft_3m_2sq, one target. Hit: 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in Small or Medium form.

Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

Orc

Medium humanoid (orc), chaotic evil

Armor Class 13 (hide armor)

Hit Points 15 (2d8+6)

Morale 6 (8 with leader)

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0)

Skills Intimidation +2

Senses darkvision 60ft_18m_12sq_tt, passive Perception 10

Languages Common, Orc

Challenge 1/2 (100 XP)

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

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 9 (1d12+3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq or range 30ft_9m_6sq_t / 120ft_36m_24sq_FFF, one target. Hit: 6 (1d6+3) piercing damage.

Owl

Tiny beast, unaligned

Armor Class 11

Hit Points 1 (1d4-1)

Morale 6

Speed 5ft_1.5m_1sq, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +3

Senses darkvision 120ft_36m_24sq_FFF, passive Perception 13

Languages -

Challenge 0 (10 XP)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 1 slashing damage.

Owl, Giant

Large beast, neutral

Armor Class 12

Hit Points 19 (3d10+3)

Morale 7

Speed 5ft_1.5m_1sq, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0)

Skills Perception +5, Stealth +4

Senses darkvision 120ft_36m_24sq_FFF, passive Perception 15

Languages Giant Owl, understands Common, Elvish, and Sylvan but can't speak them

Challenge 1/4 (50 XP)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 8 (2d6+1) slashing damage.

Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.

Panther

Medium beast, unaligned

Armor Class 12

Hit Points 13 (3d8)

Morale 8

Speed 50ft_15m_10sq_F+2, climb 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)

Skills Perception +4, Stealth +6

Senses passive Perception 14

Languages -

Challenge 1/4 (50 XP)

Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the panther moves at least 20ft_6m_4sq_t-2 straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d6+2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 4 (1d4+2) slashing damage.

Pegasus

Large celestial, chaotic good

Armor Class 12

Hit Points 59 (7d10+21)

Morale 8

Speed 60ft_18m_12sq_tt, fly 90ft_27m_18sq_ttt

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1)

Saving Throws Dex +4, Wis +4, Cha +3

Skills Perception +6

Senses passive Perception 16

Languages understands Celestial, Common, Elvish, and Sylvan but can't speak

Challenge 2 (450 XP)

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d6+4) bludgeoning damage.

Poisonous Snakes, Swarm

Medium swarm of Tiny beasts, unaligned

Armor Class 14

Hit Points 36 (8d8)

Morale 9

Speed 30ft_9m_6sq_t, swim 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses blindsight 10ft_3m_2sq, passive Perception 10

Languages -

Challenge 2 (450 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +6 to hit, reach 0ft, one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Pony

Medium beast, unaligned

Armor Class 10

Hit Points 11 (2d8+2)

Morale 6

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 11 (+0) 7 (-2)

Senses passive Perception 10

Languages -

Challenge 1/8 (25 XP)

Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (2d4+2) bludgeoning damage.

Pseudodragon

Tiny dragon, neutral good

Armor Class 13 (natural armor)

Hit Points 7 (2d4+2)

Morale 11

Speed 15ft_4.5m_3sq, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +3, Stealth +4

Senses blindsight 10ft_3m_2sq, darkvision 60ft_18m_12sq_tt, passive Perception 13

Languages understands Common and Draconic but can't speak

Challenge 1/4 (50 XP)

Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

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

Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100ft_30m_20sq_Ftt of it that can understand a language.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 4 (1d4+2) piercing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Quipper

Tiny beast, unaligned

Armor Class 13

Hit Points 1 (1d4-1)

Morale 8

Speed 0ft, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)

Senses darkvision 60ft_18m_12sq_tt, passive Perception 8

Languages -

Challenge 0 (10 XP)

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

Water Breathing. The quipper can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 1 piercing damage.

A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.

Quippers, Swarm

Medium swarm of Tiny beasts, unaligned

Armor Class 13

Hit Points 28 (8d8-8)

Morale 10

Speed 0ft, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses darkvision 60ft_18m_12sq_tt, passive Perception 8

Languages -

Challenge 1 (200 XP)

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

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.

Water Breathing. The swarm can breathe only underwater.

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 0ft, one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

Rakshasa

Medium fiend, lawful evil

Armor Class 16 (natural armor)

Hit Points 110 (13d8+52)

Morale 11

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 18 (+4) 13 (+1) 16 (+3) 20 (+5)

Skills Deception +10, Insight +8

Damage Vulnerabilities piercing from magic weapons wielded by good creatures

Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks

Senses darkvision 60ft_18m_12sq_tt, passive Perception 13

Languages Common, Infernal

Challenge 13 (10,000 XP)

Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material Components

At will: detect thoughts, disguise self, mage hand, minor illusion

3/day each: charm person, detect magic, invisibility, major image, suggestion

1/day each: dominate person, fly, plane shift, true seeing

Actions

Multiattack. The rakshasa makes two claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 9 (2d6+2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.

Rat

Tiny beast, unaligned

Armor Class 10

Hit Points 1 (1d4-1)

Morale 5

Speed 20ft_6m_4sq_t-2

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)

Senses darkvision 30ft_9m_6sq_t, passive Perception 10

Languages -

Challenge 0 (10 XP)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5ft_1.5m_1sq, one target. Hit: 1 piercing damage.

Rat, Giant

Small beast, unaligned

Armor Class 12

Hit Points 7 (2d6)

Morale 8

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3)

Senses darkvision 60ft_18m_12sq_tt, passive Perception 10

Languages -

Challenge 1/8 (25 XP)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5ft_1.5m_1sq of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 4 (1d4+2) piercing damage.

Variant: Diseased Giant Rats

Some giant rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 XP) and the following action instead of its normal bite attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.

Rats, Swarm

Medium swarm of Tiny beasts, unaligned

Armor Class 10

Hit Points 24 (7d8-7)

Morale 10

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses darkvision 30ft_9m_6sq_t, passive Perception 10

Languages -

Challenge 1/4 (50 XP)

Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 0ft, one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Raven

Tiny beast, unaligned

Armor Class 12

Hit Points 1 (1d4-1)

Morale 6

Speed 10ft_3m_2sq, fly 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

Skills Perception +3

Senses passive Perception 13

Languages -

Challenge 0 (10 XP)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 1 piercing damage.

Ravens, Swarm

Medium swarm of Tiny beasts, unaligned

Armor Class 12

Hit Points 24 (7d8-7)

Morale 9

Speed 10ft_3m_2sq, fly 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +5

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses passive Perception 15

Languages -

Challenge 1/4 (50 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.

Actions

Beaks. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Rhinoceros

Large beast, unaligned

Armor Class 11 (natural armor)

Hit Points 45 (6d10+12)

Morale 6

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2)

Senses passive Perception 11

Languages -

Challenge 2 (450 XP)

Charge. If the rhinoceros moves at least 20ft_6m_4sq_t-2 straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 14 (2d8+5) bludgeoning damage.

Riding Horse

Large beast, unaligned

Armor Class 10

Hit Points 13 (2d10+2)

Morale 7

Speed 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Senses passive Perception 10

Languages -

Challenge 1/4 (50 XP)

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 8 (2d4+3) bludgeoning damage.

Roc

Gargantuan monstrosity, unaligned

Armor Class 15 (natural armor)

Hit Points 248 (16d20+80)

Morale 10 (12 in lair)

Speed 20ft_6m_4sq_t-2, fly 120ft_36m_24sq_FFF

STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 9 (-1)

Saving Throws Dex +4, Con +9, Wis +4, Cha +3

Skills Perception +4

Senses passive Perception 14

Languages -

Challenge 11 (7,200 XP)

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

Actions

Multiattack. The roc makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +13 to hit, reach 10ft_3m_2sq, one target. Hit: 27 (4d8+9) piercing damage.

Talons. Melee Weapon Attack: +13 to hit, reach 5ft_1.5m_1sq, one target. Hit: 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.

Saber-Toothed Tiger

Large beast, unaligned

Armor Class 12

Hit Points 52 (7d10+14)

Morale 8

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

Skills Perception +3, Stealth +6

Senses passive Perception 13

Languages -

Challenge 2 (450 XP)

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20ft_6m_4sq_t-2 straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (1d10+5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 12 (2d6+5) slashing damage.

Salamander

Large elemental, neutral evil

Armor Class 15 (natural armor)

Hit Points 90 (12d10+24)

Morale 8

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 12 (+1)

Damage Vulnerabilities cold

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire

Senses darkvision 60ft_18m_12sq_tt, passive Perception 10

Languages Ignan

Challenge 5 (1,800 XP)

Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5ft_1.5m_1sq of it takes 7 (2d6) fire damage.

Heated Weapons. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

Actions

Multiattack. The salamander makes two attacks: one with its spear and one with its tail.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq or range 20ft_6m_4sq_t-2 / 60ft_18m_12sq_tt, one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10ft_3m_2sq, one target. Hit: 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.

Satyr

Medium fey, chaotic neutral

Armor Class 14 (leather armor)

Hit Points 31 (7d8)

Morale 8

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)

Skills Perception +2, Performance +6, Stealth +5

Senses passive Perception 12

Languages Common, Elvish, Sylvan

Challenge 1/2 (100 XP)

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

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (2d4+1) bludgeoning damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d6+3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80ft_24m_16sq_FF / 320ft_96m_64sq_8F, one target. Hit: 6 (1d6+3) piercing damage.

Scorpion

Tiny beast, unaligned

Armor Class 11 (natural armor)

Hit Points 1 (1d4-1)

Morale 9

Speed 10ft_3m_2sq

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 8 (-1) 1 (-5) 8 (-1) 2 (-4)

Senses blindsight 10ft_3m_2sq, passive Perception 9

Languages -

Challenge 0 (10 XP)

Actions

Sting. Melee Weapon Attack: +2 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

Scorpion, Giant

Large beast, unaligned

Armor Class 15 (natural armor)

Hit Points 52 (7d10+14)

Morale 11

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4)

Senses blindsight 60ft_18m_12sq_tt, passive Perception 9

Languages -

Challenge 3 (700 XP)

Actions

Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Scout

Medium humanoid (any race), any alignment

Armor Class 13 (leather armor)

Hit Points 16 (3d8 + 3)

Morale 6

Speed 30ft_9m_6sq_t

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

Skills Nature +4, Perception +5, Stealth +6, Survival +5

Senses passive Perception 15

Languages any one language (usually Common)

Challenge 1/2 (100 XP)

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, ranged 150ft_45m_30sq_FFFt / 600ft_180m_120sq_15F, one target. Hit: 6 (1d8 + 2) piercing damage.

Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.

Sea Horse

Tiny beast, unaligned

Armor Class 11

Hit Points 1 (1d4-1)

Morale 6

Speed 0ft, swim 20ft_6m_4sq_t-2

STR DEX CON INT WIS CHA
1 (-5) 12 (+1) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

Senses passive Perception 10

Languages -

Challenge 0 (0 XP)

Water Breathing. The sea horse can breathe only underwater.

Sea Horse, Giant

Large beast, unaligned

Armor Class 13 (natural armor)

Hit Points 16 (3d10)

Morale 6

Speed 0ft, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 2 (-4) 12 (+1) 5 (-3)

Senses passive Perception 11

Languages -

Challenge 1/2 (100 XP)

Charge. If the sea horse moves at least 20ft_6m_4sq_t-2 straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Water Breathing. The sea horse can breathe only underwater.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 4 (1d6+1) bludgeoning damage.

Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.

Shadow

Medium undead, chaotic evil

Armor Class 12

Hit Points 16 (3d8+3)

Morale 12

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)

Skills Stealth +4 (+6 in dim light or darkness)

Damage Vulnerabilities radiant

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities necrotic, poison

Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60ft_18m_12sq_tt, passive Perception 10

Languages -

Challenge 1/2 (100 XP)

Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.

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

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Strength Drain. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 9 (2d6+2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Shambling Mound

Large plant, unaligned

Armor Class 15 (natural armor)

Hit Points 136 (16d10+48)

Morale 9

Speed 20ft_6m_4sq_t-2, swim 20ft_6m_4sq_t-2

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3)

Skills Stealth +2

Damage Resistances cold, fire

Damage Immunities lightning

Condition Immunities blinded, deafened, exhaustion

Senses blindsight 60ft_18m_12sq_tt (blind beyond this radius), passive Perception 10

Languages -

Challenge 5 (1,800 XP)

Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.

Slam. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d8+4) bludgeoning damage.

Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8+4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

Shark, Giant

Huge beast, unaligned

Armor Class 13 (natural armor)

Hit Points 126 (11d12+55)

Morale 7

Speed 0ft, swim 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 1 (-5) 10 (+0) 5 (-3)

Skills Perception +3

Senses blindsight 60ft_18m_12sq_tt, passive Perception 13

Languages -

Challenge 5 (1,800 XP)

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

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5ft_1.5m_1sq, one target. Hit: 22 (3d10+6) piercing damage.

A giant shark is 30ft_9m_6sq_t long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.

Shark, Hunter

Large beast, unaligned

Armor Class 12 (natural armor)

Hit Points 45 (6d10+12)

Morale 7

Speed 0ft, swim 40ft_12m_8sq_F

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

Skills Perception +2

Senses blindsight 30ft_9m_6sq_t, passive Perception 12

Languages -

Challenge 2 (450 XP)

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

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d8+4) piercing damage.

Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20ft_6m_4sq_t-2 long.

Shark, Reef

Medium beast, unaligned

Armor Class 12 (natural armor)

Hit Points 22 (4d8+4)

Morale 7

Speed 0ft, swim 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)

Skills Perception +2

Senses blindsight 30ft_9m_6sq_t, passive Perception 12

Languages -

Challenge 1/2 (100 XP)

Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5ft_1.5m_1sq of the creature and the ally isn't incapacitated.

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d8+2) piercing damage.

Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10ft_3m_2sq long.

Skeleton

Medium undead, lawful evil

Armor Class 13 (armor scraps)

Hit Points 13 (2d8+4)

Morale 12

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

Damage Vulnerabilities bludgeoning

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60ft_18m_12sq_tt, passive Perception 9

Languages understands all languages it knew in life but can't speak

Challenge 1/4 (50 XP)

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d6+2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80ft_24m_16sq_FF / 320ft_96m_64sq_8F, one target. Hit: 5 (1d6+2) piercing damage.

Skeleton, Warhorse

Large undead, lawful evil

Armor Class 13 (barding scraps)

Hit Points 22 (3d10+6)

Morale 12

Speed 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 2 (-4) 8 (-1) 5 (-3)

Damage Vulnerabilities bludgeoning

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60ft_18m_12sq_tt, passive Perception 9

Languages -

Challenge 1/2 (100 XP)

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d6+4) bludgeoning damage.

Snake, Constrictor

Large beast, unaligned

Armor Class 12

Hit Points 13 (2d10+2)

Morale 9

Speed 30ft_9m_6sq_t, swim 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)

Senses blindsight 10ft_3m_2sq, passive Perception 10

Languages -

Challenge 1/4 (50 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 5 (1d6+2) piercing damage.

Constrict. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Snake, Giant Constrictor

Huge beast, unaligned

Armor Class 12

Hit Points 60 (8d12+8)

Morale 8

Speed 30ft_9m_6sq_t, swim 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)

Skills Perception +2

Senses blindsight 10ft_3m_2sq, passive Perception 12

Languages -

Challenge 2 (450 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10ft_3m_2sq, one creature. Hit: 11 (2d6+4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Snake, Giant Poisonous

Medium beast, unaligned

Armor Class 14

Hit Points 11 (2d8+2)

Morale 8

Speed 30ft_9m_6sq_t, swim 30ft_9m_6sq_t

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

Skills Perception +2

Senses blindsight 10ft_3m_2sq, passive Perception 12

Languages -

Challenge 1/4 (50 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10ft_3m_2sq, one target. Hit: 6 (1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Snake, Poisonous

Tiny beast, unaligned

Armor Class 13

Hit Points 2 (1d4)

Morale 7

Speed 30ft_9m_6sq_t, swim 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

Senses blindsight 10ft_3m_2sq, passive Perception 10

Languages -

Challenge 1/8 (25 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

Specter

Medium undead, chaotic evil

Armor Class 12

Hit Points 22 (5d8)

Morale 11

Speed 0ft, fly 50ft_15m_10sq_F+2 (hover)

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60ft_18m_12sq_tt, passive Perception 10

Languages understands all languages it knew in life but can't speak

Challenge 1 (200 XP)

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

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

Actions

Life Drain. Melee Spell Attack: +4 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Sphinx, Androshpinx

Large monstrosity, lawful neutral

Armor Class 17 (natural armor)

Hit Points 199 (19d10+95)

Morale 12

Speed 40ft_12m_8sq_F, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 23 (+6)

Saving Throws Dex +6, Con +11, Int +9, Wis +10

Skills Arcana +9, Perception +10, Religion +15

Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, frightened

Senses truesight 120ft_36m_24sq_FFF, passive Perception 20

Languages Common, Sphinx

Challenge 17 (18,000 XP)

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

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

Spellcasting. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

Cantrips (at will): sacred flame, spare the dying, thaumaturgy 1st level (4 slots): command, detect evil and good, detect magic 2nd level (3 slots): lesser restoration, zone of truth 3rd level (3 slots): dispel magic, tongues 4th level (3 slots): banishment, freedom of movement 5th level (2 slots): flame strike, greater restoration 6th level (1 slot): heroes' feast

Actions

Multiattack. The sphinx makes two claw attacks.

Claw. Melee Weapon Attack: +12 to hit, reach 5ft_1.5m_1sq, one target. Hit: 17 (2d10+6) slashing damage.

Roar (3/Day). The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500ft_150m_100sq_11Ftt of the sphinx and able to hear the roar must make a saving throw.

First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Legendary Actions

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

Claw Attack. The sphinx makes one claw attack.

Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120ft_36m_24sq_FFF to an unoccupied space it can see.

Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Sphinx, Gynoshpinx

Large monstrosity, lawful neutral

Armor Class 17 (natural armor)

Hit Points 136 (16d10+48)

Morale 12

Speed 40ft_12m_8sq_F, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4)

Skills Arcana +12, History +12, Perception +8, Religion +8

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities psychic

Condition Immunities charmed, frightened

Senses truesight 120ft_36m_24sq_FFF, passive Perception 18

Languages Common, Sphinx

Challenge 11 (7,200 XP)

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

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

Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:

Cantrips (at will): mage hand, minor illusion, prestidigitation 1st level (4 slots): detect magic, identify, shield 2nd level (3 slots): darkness, locate object, suggestion 3rd level (3 slots): dispel magic, remove curse, tongues 4th level (3 slots): banishment, greater invisibility 5th level (1 slot): legend lore

Actions

Multiattack. The sphinx makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d8+4) slashing damage.

Legendary Actions

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

Claw Attack. The sphinx makes one claw attack.

Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120ft_36m_24sq_FFF to an unoccupied space it can see.

Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Spider

Tiny beast, unaligned

Armor Class 12

Hit Points 1 (1d4-1)

Morale 6

Speed 20ft_6m_4sq_t-2, climb 20ft_6m_4sq_t-2

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

Skills Stealth +4

Senses darkvision 30ft_9m_6sq_t, passive Perception 10

Languages -

Challenge 0 (10 XP)

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

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

Spider, Giant

Large beast, unaligned

Armor Class 14 (natural armor)

Hit Points 26 (4d10+4)

Morale 8

Speed 30ft_9m_6sq_t, climb 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

Skills Stealth +7

Senses blindsight 10ft_3m_2sq, darkvision 60ft_18m_12sq_tt, passive Perception 10

Languages -

Challenge 1 (200 XP)

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

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30ft_9m_6sq_t / 60ft_18m_12sq_tt, one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.

Spider, Giant Wolf

Medium beast, unaligned

Armor Class 13

Hit Points 11 (2d8+2)

Morale 8

Speed 40ft_12m_8sq_F, climb 40ft_12m_8sq_F

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

Skills Perception +3, Stealth +7

Senses blindsight 10ft_3m_2sq, darkvision 60ft_18m_12sq_tt, passive Perception 13

Languages -

Challenge 1/4 (50 XP)

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

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.

Sprite

Tiny fey, neutral good

Armor Class 15 (leather armor)

Hit Points 2 (1d4)

Morale 7

Speed 10ft_3m_2sq, fly 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)

Skills Perception +3, Stealth +8

Senses passive Perception 13

Languages Common, Elvish, Sylvan

Challenge 1/4 (50 XP)

Actions

Longsword. Melee Weapon Attack: +2 to hit, reach 5ft_1.5m_1sq, one target. Hit: 1 slashing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40ft_12m_8sq_F / 160ft_48m_32sq_4F, one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

Succubus/Incubus

Medium fiend (shapechanger), neutral evil

Armor Class 15 (natural armor)

Hit Points 66 (12d8+12)

Morale 10

Speed 30ft_9m_6sq_t, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5)

Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7

Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Senses darkvision 60ft_18m_12sq_tt, passive Perception 15

Languages Abyssal, Common, Infernal, telepathy 60ft_18m_12sq_tt

Challenge 4 (1,100 XP)

Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d6+3) slashing damage.

Charm. One humanoid the fiend can see within 30ft_9m_6sq_t of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.

The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15

Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

Svirfneblin

Small humanoid (gnome), neutral good

Armor Class 15 (chain shirt)

Hit Points 16 (3d6+6)

Morale 8 (10 with leader)

Speed 20ft_6m_4sq_t-2

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 9 (-1)

Skills Investigation +3, Perception +2, Stealth +4

Senses darkvision 120ft_36m_24sq_FFF, passive Perception 12

Languages Gnomish, Terran, Undercommon

Challenge 1/2 (100 XP)

Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material Components

At will: nondetection (self only)

1/day each: blindness/deafness, blur, disguise self

Actions

War Pick. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d8+2) piercing damage.

Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30ft_9m_6sq_t / 120ft_36m_24sq_FFF, one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tarrasque

Gargantuan monstrosity (titan), unaligned

Armor Class 25 (natural armor)

Hit Points 676 (33d20+330)

Morale 10

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 30 (+10) 3 (-4) 11 (+0) 11 (+0)

Saving Throws Int +5, Wis +9, Cha +9

Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, frightened, paralyzed, poisoned

Senses blindsight 120ft_36m_24sq_FFF, passive Perception 10

Languages -

Challenge 30 (155,000 XP)

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

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

Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.

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

Actions

Multiattack. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.

Bite. Melee Weapon Attack: +19 to hit, reach 10ft_3m_2sq, one target. Hit: 36 (4d12+10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.

Claw. Melee Weapon Attack: +19 to hit, reach 15ft_4.5m_3sq, one target. Hit: 28 (4d8+10) slashing damage.

Horns. Melee Weapon Attack: +19 to hit, reach 10ft_3m_2sq, one target. Hit: 32 (4d10+10) piercing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20ft_6m_4sq_t-2, one target. Hit: 24 (4d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of the tarrasque's choice within 120ft_36m_24sq_FFF of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.

Swallow. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns.

If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10ft_3m_2sq of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30ft_9m_6sq_t of movement, exiting prone.

Legendary Actions

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

Attack. The tarrasque makes one claw attack or tail attack.

Move. The tarrasque moves up to half its speed.

Chomp (Costs 2 Actions). The tarrasque makes one bite attack or uses its Swallow.

Thug

Medium humanoid (any race), any non-good alignment

Armor Class 11 (leather armor)

Hit Points 32 (5d8 + 10)

Morale 7

Speed 30ft_9m_6sq_t

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

Skills Intimidation +2

Senses passive Perception 10

Languages any one language (usually Common)

Challenge 1/2 (100 XP)

Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5ft_1.5m_1sq of the creature and the ally isn't incapacitated.

Actions

Multiattack. The thug makes two melee attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100ft_30m_20sq_Ftt / 400ft_120m_80sq_10F, one target. Hit: 5 (1d10) piercing damage.

Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.

Tiger

Large beast, unaligned

Armor Class 12

Hit Points 37 (5d10+10)

Morale 8

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)

Skills Perception +3, Stealth +6

Senses darkvision 60ft_18m_12sq_tt, passive Perception 13

Languages -

Challenge 1 (200 XP)

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20ft_6m_4sq_t-2 straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 8 (1d10+3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (1d8+3) slashing damage.

Toad, Giant

Large beast, unaligned

Armor Class 11

Hit Points 39 (6d10+6)

Morale 6

Speed 20ft_6m_4sq_t-2, swim 40ft_12m_8sq_F

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

Senses darkvision 30ft_9m_6sq_t, passive Perception 10

Languages -

Challenge 1 (200 XP)

Amphibious. The toad can breathe air and water.

Standing Leap. The toad's long jump is up to 20ft_6m_4sq_t-2 and its high jump is up to 10ft_3m_2sq, with or without a running start.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.

If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5ft_1.5m_1sq of movement, exiting prone.

Treant

Huge plant, chaotic good

Armor Class 16 (natural armor)

Hit Points 138 (12d12+60)

Morale 9

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)

Damage Resistances bludgeoning, piercing

Damage Vulnerabilities fire

Senses passive Perception 13

Languages Common, Druidic, Elvish, Sylvan

Challenge 9 (5,000 XP)

False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.

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

Actions

Multiattack. The treant makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5ft_1.5m_1sq, one target. Hit: 16 (3d6+6) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60ft_18m_12sq_tt / 180ft_54m_36sq_FFFtt, one target. Hit: 28 (4d10+6) bludgeoning damage.

Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60ft_18m_12sq_tt of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120ft_36m_24sq_FFF from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

Tribal Warrior

Medium humanoid (any race), any alignment

Armor Class 12 (hide armor)

Hit Points 11 (2d8 + 2)

Morale 8

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 8 (-1) 11 (+0) 8 (-1)

Senses passive Perception 10

Languages any one language

Challenge 1/8 (25 XP)

Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5ft_1.5m_1sq of the creature and the ally isn't incapacitated.

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq or range 20ft_6m_4sq_t-2 / 60ft_18m_12sq_tt, one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.

Troll

Large giant, chaotic evil

Armor Class 15 (natural armor)

Hit Points 84 (8d10+40)

Morale 10 (8 fear of fire)

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)

Skills Perception +2

Senses darkvision 60ft_18m_12sq_tt, passive Perception 12

Languages Giant

Challenge 5 (1,800 XP)

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

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

Bite. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (1d6+4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d6+4) slashing damage.

Unicorn

Large celestial, lawful good

Armor Class 12

Hit Points 67 (9d10+18)

Morale 7

Speed 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)

Damage Immunities poison

Condition Immunities charmed, paralyzed, poisoned

Senses darkvision 60ft_18m_12sq_tt, passive Perception 13

Languages Celestial, Elvish, Sylvan, telepathy 60ft_18m_12sq_tt

Challenge 5 (1,800 XP)

Charge. If the unicorn moves at least 20ft_6m_4sq_t-2 straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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

At will: detect evil and good, druidcraft, pass without trace

1/day each: calm emotions, dispel evil and good, entangle

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

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

Actions

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d6+4) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 8 (1d8+4) piercing damage.

Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5ft_1.5m_1sq of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

Legendary Actions

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

Hooves. The unicorn makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60ft_18m_12sq_tt of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8+2) hit points.

Vampire

Medium undead (shapechanger), lawful evil

Armor Class 16 (natural armor)

Hit Points 144 (17d8+68)

Morale 11

Speed 30ft_9m_6sq_t

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

Saving Throws Dex +9, Wis +7, Cha +9

Skills Perception +7, Stealth +9

Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Senses darkvision 120ft_36m_24sq_FFF, passive Perception 17

Languages the languages it knew in life

Challenge 13 (10,000 XP)

Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampire can't speak, its walking speed is 5ft_1.5m_1sq, and it has a flying speed of 30ft_9m_6sq_t. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20ft_6m_4sq_t-2, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

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

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

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

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5ft_1.5m_1sq, one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

Charm. The vampire targets one humanoid it can see within 30ft_9m_6sq_t of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.

Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Legendary Actions

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

Move. The vampire moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The vampire makes one unarmed strike.

Bite (Costs 2 Actions). The vampire makes one bite attack.

Vampire Spawn

Medium undead, neutral evil

Armor Class 15 (natural armor)

Hit Points 82 (11d8+33)

Morale 9

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)

Saving Throws Dex +6, Wis +3

Skills Perception +3, Stealth +6

Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Senses darkvision 60ft_18m_12sq_tt, passive Perception 13

Languages the languages it knew in life

Challenge 5 (1,800 XP)

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

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

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Veteran

Medium humanoid (any race), any alignment

Armor Class 17 (splint)

Hit Points 58 (9d8 + 18)

Morale 8

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Athletics +5, Perception +2

Senses passive Perception 12

Languages any one language (usually Common)

Challenge 3 (700 XP)

Actions

Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

Longsword. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d6 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100ft_30m_20sq_Ftt / 400ft_120m_80sq_10F, one target. Hit: 6 (1d10 + 1) piercing damage.

Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.

Vulture

Medium beast, unaligned

Armor Class 10

Hit Points 5 (1d8+1)

Morale 6

Speed 10ft_3m_2sq, fly 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
7 (-2) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 4 (-3)

Skills Perception +3

Senses passive Perception 13

Languages -

Challenge 0 (10 XP)

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5ft_1.5m_1sq of the creature and the ally isn't incapacitated.

Actions

Beak. Melee Weapon Attack: +2 to hit, reach 5ft_1.5m_1sq, one target. Hit: 2 (1d4) piercing damage.

Vulture, Giant

Large beast, neutral evil

Armor Class 10

Hit Points 22 (3d10+6)

Morale 6

Speed 10ft_3m_2sq, fly 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 6 (-2) 12 (+1) 7 (-2)

Skills Perception +3

Senses passive Perception 13

Languages understands Common but can't speak

Challenge 1 (200 XP)

Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5ft_1.5m_1sq of the creature and the ally isn't incapacitated.

Actions

Multiattack. The vulture makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (2d4+2) piercing damage.

Talons. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 9 (2d6+2) slashing damage.

A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering.

Warhorse

Large beast, unaligned

Armor Class 11

Hit Points 19 (3d10+3)

Morale 9

Speed 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

Senses passive Perception 11

Languages -

Challenge 1/2 (100 XP)

Trampling Charge. If the horse moves at least 20ft_6m_4sq_t-2 straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d6+4) bludgeoning damage.

Wasp, Giant

Medium beast, unaligned

Armor Class 12

Hit Points 13 (3d8)

Morale 8

Speed 10ft_3m_2sq, fly 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4)

Senses passive Perception 10

Languages -

Challenge 1/2 (100 XP)

Actions

Sting. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 5 (1d6+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Weasel

Tiny beast, unaligned

Armor Class 13

Hit Points 1 (1d4-1)

Morale 7

Speed 30ft_9m_6sq_t

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

Skills Perception +3, Stealth +5

Senses passive Perception 13

Languages -

Challenge 0 (10 XP)

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 1 piercing damage.

Weasel, Giant

Medium beast, unaligned

Armor Class 13

Hit Points 9 (2d8)

Morale 8

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 10 (+0) 4 (-3) 12 (+1) 5 (-3)

Skills Perception +3, Stealth +5

Senses darkvision 60ft_18m_12sq_tt, passive Perception 13

Languages -

Challenge 1/8 (25 XP)

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d4+3) piercing damage.

Werebear

Medium humanoid (human, shapechanger), neutral good

Armor Class 10 in humanoid form, 11 (natural armor) in bear and hybrid form

Hit Points 135 (18d8+54)

Morale 10

Speed 30ft_9m_6sq_t (40ft_12m_8sq_F, climb 30ft_9m_6sq_t in bear or hybrid form)

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1)

Skills Perception +7

Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses passive Perception 17

Languages Common (can't speak in bear form)

Challenge 5 (1,800 XP)

Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 15 (2d10+4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.

Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d8+4) slashing damage.

Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (1d12+4) slashing damage.

Wereboar

Medium humanoid (human, shapechanger), neutral evil

Armor Class 10 in humanoid form, 11 (natural armor) in boar or hybrid form

Hit Points 78 (12d8+24)

Morale 9

Speed 30ft_9m_6sq_t (40ft_12m_8sq_F in boar form)

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (-1)

Skills Perception +2

Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses passive Perception 12

Languages Common (can't speak in boar form)

Challenge 4 (1,100 XP)

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

Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15ft_4.5m_3sq straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks.

Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (2d6+3) bludgeoning damage.

Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (2d6+3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.

Wererat

Medium humanoid (human, shapechanger), lawful evil

Armor Class 12

Hit Points 33 (6d8+6)

Morale 8

Speed 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1)

Skills Perception +2, Stealth +4

Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses darkvision 60ft_18m_12sq_tt (rat form only), passive Perception 12

Languages Common (can't speak in rat form)

Challenge 2 (450 XP)

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

Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 5 (1d6+2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30ft_9m_6sq_t / 120ft_36m_24sq_FFF, one target. Hit: 5 (1d6+2) piercing damage.

Weretiger

Medium humanoid (human, shapechanger), neutral

Armor Class 12

Hit Points 120 (16d8+48)

Morale 9

Speed 30ft_9m_6sq_t (40ft_12m_8sq_F in tiger form)

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0)

Skills Perception +5, Stealth +4

Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses darkvision 60ft_18m_12sq_tt, passive Perception 15

Languages Common (can't speak in tiger form)

Challenge 4 (1,100 XP)

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

Keen Hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15ft_4.5m_3sq straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.

Actions

Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 8 (1d10+3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.

Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (1d8+3) slashing damage.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d6+3) slashing damage.

Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150ft_45m_30sq_FFFt / 600ft_180m_120sq_15F, one target. Hit: 6 (1d8+2) piercing damage.

Werewolf

Medium humanoid (human, shapechanger), chaotic evil

Armor Class 11 in humanoid form, 12 (natural armor) in wolf or hybrid form

Hit Points 58 (9d8+18)

Morale 8

Speed 30ft_9m_6sq_t (40ft_12m_8sq_F in wolf form)

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +4, Stealth +3

Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses passive Perception 14

Languages Common (can't speak in wolf form)

Challenge 3 (700 XP)

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

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 7 (2d4+2) slashing damage.

Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq or range 20ft_6m_4sq_t-2 / 60ft_18m_12sq_tt, one creature. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.

Whale, Killer

Huge beast, unaligned

Armor Class 12 (natural armor)

Hit Points 90 (12d12+12)

Morale 10

Speed 0ft, swim 60ft_18m_12sq_tt

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 13 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3

Senses blindsight 120ft_36m_24sq_FFF, passive Perception 13

Languages -

Challenge 3 (700 XP)

Echolocation. The whale can't use its blindsight while deafened.

Hold Breath. The whale can hold its breath for 30 minutes.

Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 21 (5d6+4) piercing damage.

Wight

Medium undead, neutral evil

Armor Class 14 (studded leather)

Hit Points 45 (6d8+18)

Morale 12

Speed 30ft_9m_6sq_t

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

Skills Perception +3, Stealth +4

Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60ft_18m_12sq_tt, passive Perception 13

Languages the languages it knew in life

Challenge 3 (700 XP)

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

Actions

Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 5 (1d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

Longsword. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150ft_45m_30sq_FFFt / 600ft_180m_120sq_15F, one target. Hit: 6 (1d8+2) piercing damage.

Will-o'-Wisp

Tiny undead, chaotic evil

Armor Class 19

Hit Points 22 (9d4)

Morale 12

Speed 0ft, fly 50ft_15m_10sq_F+2 (hover)

STR DEX CON INT WIS CHA
1 (-5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)

Damage Immunities lightning, poison

Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious

Senses darkvision 120ft_36m_24sq_FFF, passive Perception 12

Languages the languages it knew in life

Challenge 2 (450 XP)

Consume Life. As a bonus action, the will-o'-wisp can target one creature it can see within 5ft_1.5m_1sq of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.

Ephemeral. The will-o'-wisp can't wear or carry anything.

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

Variable Illumination. The will-o'-wisp sheds bright light in a 5- to 20ft_6m_4sq_t-2 radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

Actions

Shock. Melee Spell Attack: +4 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 9 (2d8) lightning damage.

Invisibility. The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

Wolf

Medium beast, unaligned

Armor Class 13 (natural armor)

Hit Points 11 (2d8+2)

Morale 6 (8 in pack)

Speed 40ft_12m_8sq_F

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +4

Senses passive Perception 13

Languages -

Challenge 1/4 (50 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5ft_1.5m_1sq of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft_1.5m_1sq, one target. Hit: 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Wolf, Dire

Large beast, unaligned

Armor Class 14 (natural armor)

Hit Points 37 (5d10+10)

Morale 8

Speed 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4

Senses passive Perception 13

Languages -

Challenge 1 (200 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5ft_1.5m_1sq of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Wolf, Winter

Large monstrosity, neutral evil

Armor Class 13 (natural armor)

Hit Points 75 (10d10+20)

Morale 8

Speed 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1)

Skills Perception +5, Stealth +3

Damage Immunities cold

Senses passive Perception 15

Languages Common, Giant, Winter Wolf

Challenge 3 (700 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5ft_1.5m_1sq of the creature and the ally isn't incapacitated.

Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one target. Hit: 11 (2d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Cold Breath (Recharge 5-6). The wolf exhales a blast of freezing wind in a 15ft_4.5m_3sq cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.

Worg

Large monstrosity, neutral evil

Armor Class 13 (natural armor)

Hit Points 26 (4d10+4)

Morale 8

Speed 50ft_15m_10sq_F+2

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1)

Skills Perception +4

Senses darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages Goblin, Worg

Challenge 1/2 (100 XP)

Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft_1.5m_1sq, one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well

Worm, Purple

Gargantuan monstrosity, unaligned

Armor Class 18 (natural armor)

Hit Points 247 (15d20+90)

Morale 10

Speed 50ft_15m_10sq_F+2, burrow 30ft_9m_6sq_t

STR DEX CON INT WIS CHA
28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3)

Saving Throws Con +11, Wis +4

Senses blindsight 30ft_9m_6sq_t, tremorsense 60ft_18m_12sq_tt, passive Perception 9

Languages -

Challenge 15 (13,000 XP)

Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10ft_3m_2sq diameter tunnel in its wake.

Actions

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

Bite. Melee Weapon Attack: +14 to hit, reach 10ft_3m_2sq, one target. Hit: 22 (3d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns.

If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10ft_3m_2sq of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20ft_6m_4sq_t-2 of movement, exiting prone.

Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10ft_3m_2sq, one creature. Hit: 19 (3d6+9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Wraith

Medium undead, neutral evil

Armor Class 13

Hit Points 67 (9d8+27)

Morale 12

Speed 0ft, fly 60ft_18m_12sq_tt (hover)

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

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60ft_18m_12sq_tt, passive Perception 12

Languages the languages it knew in life

Challenge 5 (1,800 XP)

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

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

Actions

Life Drain. Melee Weapon Attack: +6 to hit, reach 5ft_1.5m_1sq, one creature. Hit: 21 (4d8+3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Create Specter. The wraith targets a humanoid within 10ft_3m_2sq of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.

Wyvern

Large dragon, unaligned

Armor Class 13 (natural armor)

Hit Points 110 (13d10+39)

Morale 9

Speed 20ft_6m_4sq_t-2, fly 80ft_24m_16sq_FF

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)

Skills Perception +4

Senses darkvision 60ft_18m_12sq_tt, passive Perception 14

Languages -

Challenge 6 (2,300 XP)

Actions

Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10ft_3m_2sq, one creature. Hit: 11 (2d6+4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5ft_1.5m_1sq, one target. Hit: 13 (2d8+4) slashing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 10ft_3m_2sq, one creature. Hit: 11 (2d6+4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Zombie

Medium undead, neutral evil

Armor Class 8

Hit Points 22 (3d8+9)

Morale 12

Speed 20ft_6m_4sq_t-2

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Wis +0

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60ft_18m_12sq_tt, passive Perception 8

Languages understands the languages it knew in life but can't speak

Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5ft_1.5m_1sq, one target. Hit: 4 (1d6+1) bludgeoning damage.

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System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

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