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0 | Aboleth | The Aboleth is a Large aberration, lawful evil with the following characteristics:
Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths' empire and freeing their slaves. Aboleths have never forgotten.
Eternal Memories: Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds.
Aboleths' minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth's plan.
Gods in the Lake: Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories. Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature's loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards.
Enemies of the Gods: The aboleths' fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth's body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months.
Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution.
An Aboleth's Lair: Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 135 (18d10 + 36) - Speed: 10 ft., swim 40 ft. - Skills: History +12, Perception +10- Senses: Darkvision 120 ft., Passive Perception 20- Languages: Deep Speech, Telepathy 120 ft.- Challenge Rating: 10 (5,900 XP)- Strength: 21 - Dexterity: 9 - Constitution: 15 - Intelligence: 18 - Wisdom: 15 - Charisma: 18
The Aboleth has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The aboleth can breathe air and water. </p><p><em><strong>Mucous Cloud.</strong></em> While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. </p><p><em><strong>Probing Telepathy.</strong></em> If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.</p>The Aboleth can take the following actions:
<p><em><strong>Multiattack.</strong></em> The aboleth makes three tentacle attacks. </p><p><em><strong>Tentacle.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 10 ft., one target. <em>Hit:</em> 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 10 ft. one target. <em>Hit:</em> 15 (3d6 + 5) bludgeoning damage. </p><p><em><strong>Enslave (3/Day).</strong></em> The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. </p><p>Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.</p>The Aboleth can take the following legendary actions:
<p>The aboleth 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 aboleth regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The aboleth makes a Wisdom (Perception) check. </p><p><em><strong>Tail Swipe.</strong></em> The aboleth makes one tail attack. </p><p><em><strong>Psychic Drain</strong></em> (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.</p> |
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1 | Adult Black Dragon | The Adult Black Dragon is a Huge dragon, chaotic evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 195 (17d12 + 85) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Perception +11, Stealth +7- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21- Languages: Common, Draconic- Challenge Rating: 14 (11,500 XP)- Strength: 23 - Dexterity: 14 - Constitution: 21 - Intelligence: 14 - Wisdom: 13 - Charisma: 17
The Adult Black Dragon has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Black Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.</p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d6 + 6) slashing damage.</p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one target. <em>Hit:</em> 15 (2d8 + 6) bludgeoning damage.</p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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.</p><p><em><strong>Acid Breath (Recharge 5–6).</strong></em> The dragon exhales acid in a 60-foot line that is 5 feet 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.</p>The Adult Black Dragon can take the following legendary actions:
<p>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.</p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check.</p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack.</p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet 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.</p> |
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2 | Adult Blue Dragon | The Adult Blue Dragon is a Huge dragon, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 225 (18d12 + 108) - Speed: 40 ft., burrow 30 ft., fly 80 ft. - Skills: Perception +12, Stealth +5- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22- Languages: Common, Draconic- Challenge Rating: 16 (15,000 XP)- Strength: 25 - Dexterity: 10 - Constitution: 23 - Intelligence: 16 - Wisdom: 15 - Charisma: 19
The Adult Blue Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Blue Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 10 ft., one target. <em>Hit:</em> 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 5 ft., one target. <em>Hit:</em> 14 (2d6 + 7) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 15 ft., one target. <em>Hit:</em> 16 (2d8 + 7) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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. </p><p><em><strong>Lightning Breath (Recharge 5–6).</strong></em> The dragon exhales lightning in a 90-foot line that is 5 feet 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.</p>The Adult Blue Dragon can take the following legendary actions:
<p>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. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet 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.</p> |
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3 | Adult Brass Dragon | The Adult Brass Dragon is a Huge dragon, chaotic good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 18 (Natural Armor)- Hit Points: 172 (15d12 + 75) - Speed: 40 ft., burrow 30 ft., fly 80 ft. - Skills: History +7, Perception +11, Persuasion +8, Stealth +5- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21- Languages: Common, Draconic- Challenge Rating: 13 (10,000 XP)- Strength: 23 - Dexterity: 10 - Constitution: 21 - Intelligence: 14 - Wisdom: 13 - Charisma: 17
The Adult Brass Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Brass Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d10 + 6) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d6 + 6) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one target. <em>Hit:</em> 15 (2d8 + 6) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Fire Breath.</strong></em> The dragon exhales fire in an 60-foot line that is 5 feet 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. </p><p><em><strong>Sleep Breath.</strong></em> The dragon exhales sleep gas in a 60-foot 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.</p>The Adult Brass Dragon can take the following legendary actions:
<p>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. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet 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.</p> |
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4 | Adult Bronze Dragon | The Adult Bronze Dragon is a Huge dragon, lawful good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 212 (17d12 + 102) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Insight +7, Perception +12, Stealth +5- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22- Languages: Common, Draconic- Challenge Rating: 15 (13,000 XP)- Strength: 25 - Dexterity: 10 - Constitution: 23 - Intelligence: 16 - Wisdom: 15 - Charisma: 19
The Adult Bronze Dragon has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Bronze Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 10 ft., one target. <em>Hit:</em> 18 (2d10 + 7) piercing damage.</p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 5 ft., one target. <em>Hit:</em> 14 (2d6 + 7) slashing damage.</p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 15 ft., one target. <em>Hit:</em> 16 (2d8 + 7) bludgeoning damage.</p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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.</p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons.</p><p><em><strong>Lightning Breath.</strong></em> The dragon exhales lightning in a 90- foot line that is 5 feet 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.</p><p><em><strong>Repulsion Breath.</strong></em> The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.</p><p><em><strong>Change Shape.</strong></em> 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).</p><p>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.</p>The Adult Bronze Dragon can take the following legendary actions:
<p>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.</p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check.</p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack.</p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet 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.</p> |
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5 | Adult Copper Dragon | The Adult Copper Dragon is a Huge dragon, chaotic good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 18 (Natural Armor)- Hit Points: 184 (16d12 + 80) - Speed: 40 ft., climb 40 ft., fly 80 ft. - Skills: Deception +8, Perception +12, Stealth +6- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22- Languages: Common, Draconic- Challenge Rating: 14 (11,500 XP)- Strength: 23 - Dexterity: 12 - Constitution: 21 - Intelligence: 18 - Wisdom: 15 - Charisma: 17
The Adult Copper Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day)</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Copper Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d10 + 6) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d6 + 6) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one target. <em>Hit:</em> 15 (2d8 + 6) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Acid Breath.</strong></em> The dragon exhales acid in an 60-foot line that is 5 feet 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. </p><p><em><strong>Slowing Breath.</strong></em> The dragon exhales gas in a 60-foot 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.</p>The Adult Copper Dragon can take the following legendary actions:
<p>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. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet 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.</p> |
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6 | Adult Gold Dragon | The Adult Gold Dragon is a Huge dragon, lawful good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 256 (19d12 + 133) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Insight +8, Perception +14, Persuasion +13, Stealth +8- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24- Languages: Common, Draconic- Challenge Rating: 17 (18,000 XP)- Strength: 27 - Dexterity: 14 - Constitution: 25 - Intelligence: 16 - Wisdom: 15 - Charisma: 24
The Adult Gold Dragon has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water. </p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Gold Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit:</em> 19 (2d10 + 8) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 5 ft., one target. <em>Hit:</em> 15 (2d6 + 8) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 15 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Fire Breath.</strong></em> The dragon exhales fire in a 60-foot 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. </p><p><em><strong>Weakening Breath.</strong></em> The dragon exhales gas in a 60-foot 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. </p><p><em><strong>Change Shape.</strong></em> 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). </p><p>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.</p>The Adult Gold Dragon can take the following legendary actions:
<p>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. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet 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.</p> |
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7 | Adult Green Dragon | The Adult Green Dragon is a Huge dragon, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 207 (18d12 + 90) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22- Languages: Common, Draconic- Challenge Rating: 15 (13,000 XP)- Strength: 23 - Dexterity: 12 - Constitution: 21 - Intelligence: 18 - Wisdom: 15 - Charisma: 17
The Adult Green Dragon has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water. </p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Green Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d6 + 6) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one target. <em>Hit:</em> 15 (2d8 + 6) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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. </p><p><em><strong>Poison Breath (Recharge 5–6).</strong></em> The dragon exhales poisonous gas in a 60-foot 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.</p>The Adult Green Dragon can take the following legendary actions:
<p>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. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet 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.</p> |
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8 | Adult Red Dragon | The Adult Red Dragon is a Huge dragon, chaotic evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 256 (19d12 + 133) - Speed: 40 ft., climb 40 ft., fly 80 ft. - Skills: Perception +13, Stealth +6- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23- Languages: Common, Draconic- Challenge Rating: 17 (18,000 XP)- Strength: 27 - Dexterity: 10 - Constitution: 25 - Intelligence: 16 - Wisdom: 13 - Charisma: 21
The Adult Red Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Red Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit:</em> 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 5 ft., one target. <em>Hit:</em> 15 (2d6 + 8) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 15 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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. </p><p><em><strong>Fire Breath (Recharge 5–6).</strong></em> The dragon exhales fire in a 60-foot 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.</p>The Adult Red Dragon can take the following legendary actions:
<p>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. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet 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.</p> |
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9 | Adult Silver Dragon | The Adult Silver Dragon is a Huge dragon, lawful good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 243 (18d12 + 126) - Speed: 40 ft., fly 80 ft. - Skills: Arcana +8, History +8, Perception +11, Stealth +5- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21- Languages: Common, Draconic- Challenge Rating: 16 (15,000 XP)- Strength: 27 - Dexterity: 10 - Constitution: 25 - Intelligence: 16 - Wisdom: 13 - Charisma: 21
The Adult Silver Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Silver Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +13 to hit, reach 10 ft., one target. <em>Hit:</em> 19 (2d10 + 8) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +13 to hit, reach 5 ft., one target. <em>Hit:</em> 15 (2d6 + 8) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +13 to hit, reach 15 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Cold Breath.</strong></em> The dragon exhales an icy blast in a 60-foot 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. </p><p><em><strong>Paralyzing Breath.</strong></em> The dragon exhales paralyzing gas in a 60-foot 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. </p><p><em><strong>Change Shape.</strong></em> 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). </p><p>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.</p>The Adult Silver Dragon can take the following legendary actions:
<p>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. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet 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.</p> |
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10 | Adult White Dragon | The Adult White Dragon is a Huge dragon, chaotic evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 18 (Natural Armor)- Hit Points: 200 (16d12 + 96) - Speed: 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. - Skills: Perception +11, Stealth +5- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21- Languages: Common, Draconic- Challenge Rating: 13 (10,000 XP)- Strength: 22 - Dexterity: 10 - Constitution: 22 - Intelligence: 8 - Wisdom: 12 - Charisma: 12
The Adult White Dragon has the following special abilities:
<p><em><strong>Ice Walk.</strong></em> 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 movement. </p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult White Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d6 + 6) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one target. <em>Hit:</em> 15 (2d8 + 6) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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. </p><p><em><strong>Cold Breath (Recharge 5–6).</strong></em> The dragon exhales an icy blast in a 60-foot 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.</p>The Adult White Dragon can take the following legendary actions:
<p>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. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet 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.</p> |
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11 | Air Elemental | The Air Elemental is a Large elemental, neutral with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 15 - Hit Points: 90 (12d10 + 24) - Speed: 0 ft., fly 90 ft. (hover) - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Auran- Challenge Rating: 5 (1,800 XP)- Strength: 14 - Dexterity: 20 - Constitution: 14 - Intelligence: 6 - Wisdom: 10 - Charisma: 6
The Air Elemental has the following special abilities:
<p><em><strong>Air Form.</strong></em> The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.</p>The Air Elemental can take the following actions:
<p><em><strong>Multiattack.</strong></em> The elemental makes two slam attacks. </p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit:</em> 14 (2d8 + 5) bludgeoning damage. </p><p><em><strong>Whirlwind (Recharge 4–6).</strong></em> Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. </p><p>If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.</p> |
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12 | Ancient Black Dragon | The Ancient Black Dragon is a Gargantuan dragon, chaotic evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 22 (Natural Armor)- Hit Points: 367 (21d20 + 147) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Perception +16, Stealth +9- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26- Languages: Common, Draconic- Challenge Rating: 21 (33,000 XP)- Strength: 27 - Dexterity: 14 - Constitution: 25 - Intelligence: 16 - Wisdom: 15 - Charisma: 19
The Ancient Black Dragon has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Black Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 15 ft., one target. <em>Hit:</em> 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.</p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d6 + 8) slashing damage.</p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 20 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage.</p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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.</p><p><em><strong>Acid Breath (Recharge 5–6).</strong></em> The dragon exhales acid in a 90-foot line that is 10 feet 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.</p>The Ancient Black Dragon can take the following legendary actions:
<p>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.</p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check.</p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack.</p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet 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.</p> |
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13 | Ancient Blue Dragon | The Ancient Blue Dragon is a Gargantuan dragon, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 22 (Natural Armor)- Hit Points: 481 (26d20 + 208) - Speed: 40 ft., burrow 40 ft., fly 80 ft. - Skills: Perception +17, Stealth +7- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27- Languages: Common, Draconic- Challenge Rating: 23 (50,000 XP)- Strength: 29 - Dexterity: 10 - Constitution: 27 - Intelligence: 18 - Wisdom: 17 - Charisma: 21
The Ancient Blue Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Blue Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +16 to hit, reach 15 ft., one target. <em>Hit:</em> 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +16 to hit, reach 10 ft., one target. <em>Hit:</em> 16 (2d6 + 9) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +16 to hit, reach 20 ft., one target. <em>Hit:</em> 18 (2d8 + 9) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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. </p><p><em><strong>Lightning Breath (Recharge 5–6).</strong></em> The dragon exhales lightning in a 120--foot line that is 10 feet 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.</p>The Ancient Blue Dragon can take the following legendary actions:
<p>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. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet 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.</p> |
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14 | Ancient Brass Dragon | The Ancient Brass Dragon is a Gargantuan dragon, chaotic good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 20 (Natural Armor)- Hit Points: 297 (17d20 + 119) - Speed: 40 ft., burrow 40 ft., fly 80 ft. - Skills: History +9, Perception +14, Persuasion +10, Stealth +6- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24- Languages: Common, Draconic- Challenge Rating: 20 (25,000 XP)- Strength: 27 - Dexterity: 10 - Constitution: 25 - Intelligence: 16 - Wisdom: 15 - Charisma: 19
The Ancient Brass Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Brass Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 15 ft., one target. <em>Hit:</em> 19 (2d10 + 8) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d6 + 8) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 20 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons: </p><p><em><strong>Fire Breath.</strong></em> The dragon exhales fire in an 90-foot line that is 10 feet 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. </p><p><em><strong>Sleep Breath.</strong></em> The dragon exhales sleep gas in a 90-foot 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. </p><p><em><strong>Change Shape.</strong></em> 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). </p><p>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.</p>The Ancient Brass Dragon can take the following legendary actions:
<p>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. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet 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.</p> |
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15 | Ancient Bronze Dragon | The Ancient Bronze Dragon is a Gargantuan dragon, lawful good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 22 (Natural Armor)- Hit Points: 444 (24d20 + 192) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Insight +10, Perception +17, Stealth +7- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27- Languages: Common, Draconic- Challenge Rating: 22 (41,000 XP)- Strength: 29 - Dexterity: 10 - Constitution: 27 - Intelligence: 18 - Wisdom: 17 - Charisma: 21
The Ancient Bronze Dragon has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Bronze Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +16 to hit, reach 15 ft., one target. <em>Hit:</em> 20 (2d10 + 9) piercing damage.</p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +16 to hit, reach 10 ft., one target. <em>Hit:</em> 16 (2d6 + 9) slashing damage.</p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +16 to hit, reach 20 ft., one target. <em>Hit:</em> 18 (2d8 + 9) bludgeoning damage.</p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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.</p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons.</p><p><em><strong>Lightning Breath.</strong></em> The dragon exhales lightning in a 120-foot line that is 10 feet 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.</p><p><em><strong>Repulsion Breath.</strong></em> The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.</p><p><em><strong>Change Shape.</strong></em> 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).</p><p>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.</p>The Ancient Bronze Dragon can take the following legendary actions:
<p>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.</p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check.</p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack.</p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet 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.</p> |
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16 | Ancient Copper Dragon | The Ancient Copper Dragon is a Gargantuan dragon, chaotic good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 21 (Natural Armor)- Hit Points: 350 (20d20 + 140) - Speed: 40 ft., climb 40 ft., fly 80 ft. - Skills: Deception +11, Perception +17, Stealth +8- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27- Languages: Common, Draconic- Challenge Rating: 21 (33,000 XP)- Strength: 27 - Dexterity: 12 - Constitution: 25 - Intelligence: 20 - Wisdom: 17 - Charisma: 19
The Ancient Copper Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Copper Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 15 ft., one target. <em>Hit:</em> 19 (2d10 + 8) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d6 + 8) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 20 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Acid Breath.</strong></em> The dragon exhales acid in an 90-foot line that is 10 feet 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. </p><p><em><strong>Slowing Breath.</strong></em> The dragon exhales gas in a 90-foot 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. </p><p><em><strong>Change Shape.</strong></em> 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). </p><p>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.</p>The Ancient Copper Dragon can take the following legendary actions:
<p>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. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet 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.</p> |
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17 | Ancient Gold Dragon | The Ancient Gold Dragon is a Gargantuan dragon, lawful good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 22 (Natural Armor)- Hit Points: 546 (28d20 + 252) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Insight +10, Perception +17, Persuasion +16, Stealth +9- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27- Languages: Common, Draconic- Challenge Rating: 24 (62,000 XP)- Strength: 30 - Dexterity: 14 - Constitution: 29 - Intelligence: 18 - Wisdom: 17 - Charisma: 28
The Ancient Gold Dragon has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water. </p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Gold Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 15 ft., one target. <em>Hit:</em> 21 (2d10 + 10) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d6 + 10) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 20 ft., one target. <em>Hit:</em> 19 (2d8 + 10) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Fire Breath.</strong></em> The dragon exhales fire in a 90-foot 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. </p><p><em><strong>Weakening Breath.</strong></em> The dragon exhales gas in a 90-foot 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. </p><p><em><strong>Change Shape.</strong></em> 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). </p><p>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.</p>The Ancient Gold Dragon can take the following legendary actions:
<p>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. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet 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.</p> |
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18 | Ancient Green Dragon | The Ancient Green Dragon is a Gargantuan dragon, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 21 (Natural Armor)- Hit Points: 385 (22d20 + 154) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27- Languages: Common, Draconic- Challenge Rating: 22 (41,000 XP)- Strength: 27 - Dexterity: 12 - Constitution: 25 - Intelligence: 20 - Wisdom: 17 - Charisma: 19
The Ancient Green Dragon has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water. </p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Green Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 15 ft., one target. <em>Hit:</em> 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 10 ft., one target. <em>Hit:</em> 22 (4d6 + 8) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 20 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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. </p><p><em><strong>Poison Breath (Recharge 5–6).</strong></em> The dragon exhales poisonous gas in a 90--foot 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.</p>The Ancient Green Dragon can take the following legendary actions:
<p>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. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet 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.</p> |
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19 | Ancient Red Dragon | The Ancient Red Dragon is a Gargantuan dragon, chaotic evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 22 (Natural Armor)- Hit Points: 546 (28d20 + 252) - Speed: 40 ft., climb 40 ft., fly 80 ft. - Skills: Perception +16, Stealth +7- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26- Languages: Common, Draconic- Challenge Rating: 24 (62,000 XP)- Strength: 30 - Dexterity: 10 - Constitution: 29 - Intelligence: 18 - Wisdom: 15 - Charisma: 23
The Ancient Red Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Red Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 15 ft., one target. <em>Hit:</em> 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d6 + 10) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 20 ft., one target. <em>Hit:</em> 19 (2d8 + 10) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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. </p><p><em><strong>Fire Breath (Recharge 5–6).</strong></em> The dragon exhales fire in a 90-foot 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.</p>The Ancient Red Dragon can take the following legendary actions:
<p>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. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet 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.</p> |
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20 | Ancient Silver Dragon | The Ancient Silver Dragon is a Gargantuan dragon, lawful good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 22 (Natural Armor)- Hit Points: 487 (25d20 + 225) - Speed: 40 ft., fly 80 ft. - Skills: Arcana +11, History +11, Perception +16, Stealth +7- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26- Languages: Common, Draconic- Challenge Rating: 23 (50,000 XP)- Strength: 30 - Dexterity: 10 - Constitution: 29 - Intelligence: 18 - Wisdom: 15 - Charisma: 23
The Ancient Silver Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Silver Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 15 ft., one target. <em>Hit:</em> 21 (2d10 + 10) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d6 + 10) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 20 ft., one target. <em>Hit:</em> 19 (2d8 + 10) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Cold Breath.</strong></em> The dragon exhales an icy blast in a 90-foot 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. </p><p><em><strong>Paralyzing Breath.</strong></em> The dragon exhales paralyzing gas in a 90-foot 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. </p><p><em><strong>Change Shape.</strong></em> 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). </p><p>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.</p>The Ancient Silver Dragon can take the following legendary actions:
<p>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. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet 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.</p> |
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21 | Ancient White Dragon | The Ancient White Dragon is a Gargantuan dragon, chaotic evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 20 (Natural Armor)- Hit Points: 333 (18d20 + 144) - Speed: 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. - Skills: Perception +13, Stealth +6- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23- Languages: Common, Draconic- Challenge Rating: 20 (25,000 XP)- Strength: 26 - Dexterity: 10 - Constitution: 26 - Intelligence: 10 - Wisdom: 13 - Charisma: 14
The Ancient White Dragon has the following special abilities:
<p><em><strong>Ice Walk.</strong></em> 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 movement. </p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient White Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 15 ft., one target. <em>Hit:</em> 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d6 + 8) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 20 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet 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. </p><p><em><strong>Cold Breath (Recharge 5–6).</strong></em> The dragon exhales an icy blast in a 90-foot 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.</p>The Ancient White Dragon can take the following legendary actions:
<p>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. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet 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.</p> |
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22 | Androsphinx | The Androsphinx is a Large monstrosity, lawful neutral with the following characteristics:
An androsphinx bears the head of a humanoid male on its lion's body. Outwardly gruff and downcast, it often begins conversations with insults or negative observations. Beneath this gruff exterior, however, an androsphinx has a noble heart. It has no wish to lie or deceive, but it doesn't give away information readily, choosing its words as wisely as it guards its secrets.
An androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those who pass its tests may be rewarded with a heroes' feast.
Sphinxes: In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in half. Divine Guardians. Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways. Creatures that choose to face a sphinx's test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys.
Some sphinxes are high priests of the gods that create them, but most are simply embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind, knowing no other life except its sacred mission.
Magical Tests: The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx's test, the path to the object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought-and will make an enemy of the god that placed the sphinx as a guardian.
Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those who fail a sphinx's test typically meet a gruesome end beneath its claws.
Extraplanar Beings: Mortals that encounter sphinxes do so most often in ancient tombs and ruins, but some sphinxes can access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be climbed in a howling storm. Sometimes a sphinx must be summoned from such an extradimensional space, with supplicants calling it from its empty lair. Only those the sphinx deems worthy gain admittance to its realm.
Fallen Sphinxes: Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge, some sphinxes break free of their divine command. However, even if a sphinx's alignment and loyalties drift in this way, it never leaves the place it guards or grants its secrets to any except creatures it deems worthy.
A Sphinx's Lair: A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals.
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 199 (19d10 + 95) - Speed: 40 ft., fly 60 ft. - Skills: Arcana +9, Perception +10, Religion +15- Senses: Truesight 120 ft., Passive Perception 20- Languages: Common, Sphinx- Challenge Rating: 17 (18,000 XP)- Strength: 22 - Dexterity: 10 - Constitution: 20 - Intelligence: 16 - Wisdom: 18 - Charisma: 23
The Androsphinx has the following special abilities:
<p><em><strong>Inscrutable.</strong></em> 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. </p><p><em><strong>Magic Weapons.</strong></em> The sphinx's weapon attacks are magical. </p><p><em><strong>Spellcasting.</strong></em> 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: </p><p>Cantrips (at will): sacred flame, spare the dying, thaumaturgy </p><p>1st level (4 slots): command, detect evil and good, detect magic </p><p>2nd level (3 slots): lesser restoration, zone of truth </p><p>3rd level (3 slots): dispel magic, tongues </p><p>4th level (3 slots): banishment, freedom of movement </p><p>5th level (2 slots): flame strike, greater restoration </p><p>6th level (1 slot): heroes' feast</p>The Androsphinx can take the following actions:
<p><em><strong>Multiattack.</strong></em> The sphinx makes two claw attacks. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 5 ft., one target. <em>Hit:</em> 17 (2d10 + 6) slashing damage. </p><p><em><strong>Roar (3/Day).</strong></em> 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 500 feet of the sphinx and able to hear the roar must make a saving throw. </p><p><em><strong>First Roar.</strong></em> 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. </p><p><em><strong>Second Roar.</strong></em> 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. </p><p><em><strong>Third Roar.</strong></em> 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.</p>The Androsphinx can take the following legendary actions:
<p>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. </p><p><em><strong>Claw Attack.</strong></em> The sphinx makes one claw attack. </p><p><em><strong>Teleport (Costs 2 Actions).</strong></em> The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. </p><p><em><strong>Cast a Spell (Costs 3 Actions).</strong></em> The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.</p> |
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23 | Animated Armor | The Animated Armor is a Medium construct, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 18 (Natural Armor)- Hit Points: 33 (6d8 + 6) - Speed: 25 ft. - Skills: None- Senses: Blindsight 60 ft., Passive Perception 6- Languages: --- Challenge Rating: 1 (200 XP)- Strength: 14 - Dexterity: 11 - Constitution: 13 - Intelligence: 1 - Wisdom: 3 - Charisma: 1
The Animated Armor has the following special abilities:
<p><em><strong>Antimagic Susceptibility.</strong></em> 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. </p><p><em><strong>False Appearance.</strong></em> While the armor remains motionless, it is indistinguishable from a normal suit of armor.</p>The Animated Armor can take the following actions:
<p><em><strong>Multiattack.</strong></em> The armor makes two melee attacks. </p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) bludgeoning damage.</p> |
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24 | Ankheg | The Ankheg is a Large monstrosity, unaligned with the following characteristics:
An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its prey, and its powerful mandibles can snap a small tree in half.
Lurkers in the Earth: The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes.
Bane of Field and Forest: Although ankhegs receive a certain portion of their nutrients from the soil through which they burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg's prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.
Earthen Tunnels: As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of ankheg victims, including coins or other treasures scattered during the creature's attack.
. This creatures statististics are as follows:
- Armor Class: 14 (Natural Armor), 11 While Prone- Hit Points: 39 (6d10 + 6) - Speed: 30 ft., burrow 10 ft. - Skills: None- Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11- Languages: --- Challenge Rating: 2 (450 XP)- Strength: 17 - Dexterity: 11 - Constitution: 13 - Intelligence: 1 - Wisdom: 13 - Charisma: 6
The Ankheg has the following special abilities:
NoneThe Ankheg can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. </p><p><em><strong>Acid Spray (Recharge 6).</strong></em> The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.</p> |
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25 | Archmage | The Archmage is a Medium humanoid, any with the following characteristics:
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.
. This creatures statististics are as follows:
- Armor Class: 12 (15 With Mage Armor)- Hit Points: 99 (18d8 + 18) - Speed: 30 ft. - Skills: Arcana +13, History +13- Senses: Passive Perception 12- Languages: Any six languages- Challenge Rating: 12 (8,400 XP)- Strength: 10 - Dexterity: 14 - Constitution: 12 - Intelligence: 20 - Wisdom: 15 - Charisma: 16
The Archmage has the following special abilities:
<p><em><strong>Magic Resistance.</strong></em> The archmage has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Spellcasting.</strong></em> 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:</p><p>Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp</p><p>1st level (4 slots): detect magic, identify, mage armor, magic missile</p><p>2nd level (3 slots): detect thoughts, mirror image, misty step</p><p>3rd level (3 slots): counterspell, fly, lightning bolt</p><p>4th level (3 slots): banishment, fire shield, stoneskin</p><p>5th level (3 slots): cone of cold, scrying, wall of force</p><p>6th level (1 slot): globe of invulnerability</p><p>7th level (1 slot): teleport</p><p>8th level (1 slot): mind blank</p><p>9th level (1 slot): time stop</p><p>*The archmage casts mind blank, stoneskin and mage armor spells on itself before combat.</p>The Archmage can take the following actions:
<p><em><strong>Dagger.</strong></em> <em>Melee or <em>Ranged Weapon Attack:</em></em> +6 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 4 (1d4 + 2) piercing damage.</p> |
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26 | Assassin | The Assassin is a Medium humanoid, any with the following characteristics:
Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
. This creatures statististics are as follows:
- Armor Class: 15 (Studded Leather)- Hit Points: 78 (12d8 + 24) - Speed: 30 ft. - Skills: Acrobatics +6, Deception +3, Perception +3, Stealth +9- Senses: Passive Perception 13- Languages: Thieves' cant plus any two languages- Challenge Rating: 8 (3,900 XP)- Strength: 11 - Dexterity: 16 - Constitution: 14 - Intelligence: 13 - Wisdom: 11 - Charisma: 10
The Assassin has the following special abilities:
<p><em><strong>Assassinate.</strong></em> During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. </p><p><em><strong>Evasion.</strong></em> If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. </p><p><em><strong>Sneak Attack.</strong></em> Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.</p>The Assassin can take the following actions:
<p><em><strong>Multiattack.</strong></em> The assassin makes two shortsword attacks. </p><p><em><strong>Shortsword.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) piercing damage, and 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. </p><p><em><strong>Light Crossbow.</strong></em> <em>Ranged Weapon Attack:</em> +6 to hit, range 80/320 ft., one target. <em>Hit:</em> 7 (1d8 + 3) piercing damage, and 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.</p> |
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27 | Azer | The Azer is a Medium elemental, lawful neutral with the following characteristics:
Azer: Natives of the Elemental Plane of Fire, azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard.
Made, Not Born: Azers don't reproduce. They are each crafted from bronze by another azer and imbued with a portion of the crafter's inner flame. Each azer is sculpted with unique features. This crafting process limits the growth of the azer population and is the primary reason that these creatures remain rare.
Volcanic Dwellers: Azers dwell in a kingdom on the border between the Elemental Plane of Earth and the Elemental Plane of Fire—a range of mountains and volcanoes whose spires rise as a series of fortresses. Beneath mountain peaks, under volcanic calderas, and amid rivers of magma, azers extract gleaming metals and glittering gems from the earth. Squads of azer patrol the passes and tunnels of their realm, fending off the salamander raiders whose efreet masters order strikes against the azer kingdom.
Enemies of the Efreet: Long ago, the efreet and the azers were allies. Azers helped create the City of Brass, forging that home of the efreet into one of the most wondrous places in creation. When the azers had finished their work, the efreet betrayed them, making a failed attempt to enslave the azers so as to protect the secrets of the city. Despite occasional raids and skirmishes, however, the two sides have so far refrained from all-out conflict. The azers believe that only the threat of them revealing the hidden ways into the City of Brass keeps the efreet in check.
Masters of Metal and Gems: Azers are masterful artisans, and create beautiful works from the gems and precious metals found in their volcanic habitat. They rate the value of such treasures above all other things, sometimes dispatching parties across the planes to seek out rare metals and gemstones.
When azers are called by magic to the Material Plane, it is typically to help forge an elaborate magic item or work of art, for it is said that their skill in such craft knows no equal.
Living Fire: An azer doesn't require food, drink, or sleep.
Natives of the Elemental Plane of Fire, azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard.
Made, Not Born: Azers don't reproduce. They are each crafted from bronze by another azer and imbued with a portion of the crafter's inner flame. Each azer is sculpted with unique features. This crafting process limits the growth of the azer population and is the primary reason that these creatures remain rare.
Volcanic Dwellers: Azers dwell in a kingdom on the border between the Elemental Plane of Earth and the Elemental Plane of Fire-a range of mountains and volcanoes whose spires rise as a series of fortresses. Beneath mountain peaks, under volcanic calderas, and amid rivers of magma, azers extract gleaming metals and glittering gems from the earth. Squads of azer patrol the passes and tunnels of their realm, fending off the salamander raiders whose efreet masters order strikes against the azer kingdom.
Enemies of the Efreet: Long ago, the efreet and the azers were allies. Azers helped create the City of Brass, forging that home of the efreet into one of the most wondrous places in creation. When the azers had finished their work, the efreet betrayed them, making a failed attempt to enslave the azers so as to protect the secrets of the city. Despite occasional raids and skirmishes, however, the two sides have so far refrained from all-out conflict. The azers believe that only the threat of them revealing the hidden ways into the City of Brass keeps the efreet in check.
Masters of Metal and Gems: Azers are masterful artisans, and create beautiful works from the gems and precious metals found in their volcanic habitat. They rate the value of such treasures above all other things, sometimes dispatching parties across the planes to seek out rare metals and gemstones.
When azers are called by magic to the Material Plane, it is typically to help forge an elaborate magic item or work of art, for it is said that their skill in such craft knows no equal.
Living Fire: An azer doesn't require food, drink, or sleep.
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor, Shield)- Hit Points: 39 (6d8 + 12) - Speed: 30 ft. - Skills: None- Senses: Passive Perception 11- Languages: Ignan- Challenge Rating: 2 (450 XP)- Strength: 17 - Dexterity: 12 - Constitution: 15 - Intelligence: 12 - Wisdom: 13 - Charisma: 10
The Azer has the following special abilities:
<p><em><strong>Heated Body.</strong></em> A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. </p><p><em><strong>Heated Weapons.</strong></em> When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). </p><p><em><strong>Illumination.</strong></em> The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.</p>The Azer can take the following actions:
<p><em><strong>Warhammer.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.</p> |
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28 | Badger | The Badger is a Tiny beast, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 10 - Hit Points: 3 (1d4 + 1) - Speed: 20 ft., burrow 5 ft. - Skills: None- Senses: Darkvision 30 ft., Passive Perception 11- Languages: --- Challenge Rating: 0 (10 XP)- Strength: 4 - Dexterity: 11 - Constitution: 12 - Intelligence: 2 - Wisdom: 12 - Charisma: 5
The Badger has the following special abilities:
<p><em><strong>Keen Smell.</strong></em> The badger has advantage on Wisdom (Perception) checks that rely on smell.</p>The Badger can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +2 to hit, reach 5 ft., one target. <em>Hit:</em> 1 piercing damage.</p> |
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29 | Balor | The Balor is a Huge fiend, chaotic evil with the following characteristics:
Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them.
Wielding a flaming whip and a longsword that channels the power of the storm, a balor's battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes.
Demons: Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.
Spawn of Chaos: The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation: Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions: Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption: Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil: Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence: A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults: Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning: Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons: The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession: No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords: The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders: Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control: The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet: The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon: The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt: The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex: The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth: The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus: Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu: Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords: No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demon True Names: Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
Variant: Demon Summoning: Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 262 (21d12 + 126) - Speed: 40 ft., fly 80 ft. - Skills: None- Senses: Truesight 120 ft., Passive Perception 13- Languages: Abyssal, Telepathy 120 ft.- Challenge Rating: 19 (22,000 XP)- Strength: 26 - Dexterity: 15 - Constitution: 22 - Intelligence: 20 - Wisdom: 16 - Charisma: 22
The Balor has the following special abilities:
<p><em><strong>Death Throes.</strong></em> When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. </p><p><em><strong>Fire Aura.</strong></em> At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. </p><p><em><strong>Magic Resistance.</strong></em> The balor has advantage on saving throws against spells and other magical effects. </p><p><em><strong>Magic Weapons.</strong></em> The balor's weapon attacks are magical.</p>The Balor can take the following actions:
<p><em><strong>Multiattack.</strong></em> The balor makes two attacks: one with its longsword and one with its whip. </p><p><em><strong>Longsword.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit:</em> 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. </p><p><em><strong>Whip.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 30 ft., one target. <em>Hit:</em> 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. </p><p><em><strong>Teleport.</strong></em> The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.</p> |
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30 | Bandit Captain | The Bandit Captain is a Medium humanoid, any with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 15 (Studded Leather)- Hit Points: 65 (10d8 + 20) - Speed: 30 ft. - Skills: Athletics +4, Deception +4- Senses: Passive Perception 10- Languages: Any two languages- Challenge Rating: 2 (450 XP)- Strength: 15 - Dexterity: 16 - Constitution: 14 - Intelligence: 14 - Wisdom: 11 - Charisma: 14
The Bandit Captain has the following special abilities:
NoneThe Bandit Captain can take the following actions:
<p><em><strong>Multiattack.</strong></em> 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. </p><p><em><strong>Scimitar.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) slashing damage. </p><p><em><strong>Dagger.</strong></em> <em>Melee or <em>Ranged Weapon Attack:</em></em> +5 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 5 (1d4 + 3) piercing damage.</p> |
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31 | Banshee | The Banshee is a Medium undead, chaotic evil with the following characteristics:
When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. Banshees appear as luminous, wispy forms that vaguely recall their mortal features. A banshee's face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.
Divine Wrath: Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.
Sorrow Bound: A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.
Beauty Hoarders: The vanity that inspired the banshee's cursed creation persists in undeath. These creatures covet beautiful objects: fine jewelery, paintings, statues, and other objects of art. At the same time, a banshee abhors any mirrored surface, for it can't bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage.
Undead Nature: A banshee doesn't require air, food, drink, or sleep.
. This creatures statististics are as follows:
- Armor Class: 12 - Hit Points: 58 (13d8) - Speed: 40 ft., (hover)
, walking 0 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Common, Elvish- Challenge Rating: 4 (1,100 XP)- Strength: 1 - Dexterity: 14 - Constitution: 10 - Intelligence: 12 - Wisdom: 11 - Charisma: 17
The Banshee has the following special abilities:
<p><em><strong>Detect Life.</strong></em> The banshee can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.</p><p><em><strong>Incorporeal Movement.</strong></em> The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.</p>The Banshee can take the following actions:
<p><em><strong>Corrupting Touch.</strong></em> <em>Melee Spell Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 12 (3d6 + 2) necrotic damage.</p><p><em><strong>Horrifying Visage.</strong></em> Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, 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 banshee’s Horrifying Visage for the next 24 hours.</p><p><em><strong>Wail (1/Day).</strong></em> The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.</p> |
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32 | Barbed Devil | The Barbed Devil is a Medium fiend, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 15 (Natural Armor)- Hit Points: 110 (13d8 + 52) - Speed: 30 ft. - Skills: Deception +5, Insight +5, Perception +8- Senses: Darkvision 120 ft., Passive Perception 18- Languages: Infernal, Telepathy 120 ft.- Challenge Rating: 5 (1,800 XP)- Strength: 16 - Dexterity: 17 - Constitution: 18 - Intelligence: 12 - Wisdom: 14 - Charisma: 14
The Barbed Devil has the following special abilities:
<p><em><strong>Barbed Hide.</strong></em> At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. </p><p><em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the devil's darkvision. </p><p><em><strong>Magic Resistance.</strong></em> The devil has advantage on saving throws against spells and other magical effects.</p>The Barbed Devil can take the following actions:
<p><em><strong>Multiattack.</strong></em> The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) piercing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) piercing damage. </p><p><em><strong>Hurl Flame.</strong></em> Ranged Spell Attack: +5 to hit, range 150 ft., one target. <em>Hit:</em> 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.</p> |
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33 | Basilisk | The Basilisk is a Medium monstrosity, unaligned with the following characteristics:
Travelers sometimes find objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics as warnings, knowing that the basilisk that created them is likely to be nearby.
Adaptable Predators: Basilisks thrive in arid, temperate, or tropical climates. They lair in caves or other sheltered sites. Most often, basilisks are encountered underground.
A basilisk born and raised in captivity can be domesticated and trained. Such a trained basilisk knows how to avoid meeting the eyes of those its master wishes to protect from its gaze, but it makes a daunting guardian beast. Because of this use, basilisk eggs are highly prized.
Gaze of Stone: Basilisks are ponderous for hunting creatures, but they needn't chase prey. Meeting a basilisk's supernatural gaze can be enough to affect a rapid transformation, transforming a victim into porous stone. Basilisks, with their strong jaws, are able to consume the stone. The stone returns to organic form in the basilisk's gullet.
Some alchemists are said to know how to process the basilisk's gullet and the fluids contained within. Properly handled, the gullet produces an oil that can return petrified creatures to flesh and life. Unfortunately for such a victim, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part of the petrified creature, such as its head, is detached.
. This creatures statististics are as follows:
- Armor Class: 15 (Natural Armor)- Hit Points: 52 (8d8 + 16) - Speed: 20 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 9- Languages: --- Challenge Rating: 3 (700 XP)- Strength: 16 - Dexterity: 8 - Constitution: 15 - Intelligence: 2 - Wisdom: 8 - Charisma: 7
The Basilisk has the following special abilities:
<p><em><strong>Petrifying Gaze.</strong></em> If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 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.</p><p>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.</p><p>If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.</p>The Basilisk can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.</p> |
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34 | Bat | The Bat is a Tiny beast, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 12 - Hit Points: 1 (1d4 - 1) - Speed: 5 ft., fly 30 ft. - Skills: None- Senses: Blindsight 60 ft., Passive Perception 11- Languages: --- Challenge Rating: 0 (10 XP)- Strength: 2 - Dexterity: 15 - Constitution: 8 - Intelligence: 2 - Wisdom: 12 - Charisma: 4
The Bat has the following special abilities:
<p><em><strong>Echolocation.</strong></em> The bat can't use its blindsight while deafened. </p><p><em><strong>Keen Hearing.</strong></em> The bat has advantage on Wisdom (Perception) checks that rely on hearing.</p>The Bat can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +0 to hit, reach 5 ft., one creature. <em>Hit:</em> 1 piercing damage.</p> |
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35 | Bearded Devil | The Bearded Devil is a Medium fiend, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 13 (Natural Armor)- Hit Points: 52 (8d8 + 16) - Speed: 30 ft. - Skills: None- Senses: Darkvision 120 ft., Passive Perception 10- Languages: Infernal, Telepathy 120 ft.- Challenge Rating: 3 (700 XP)- Strength: 16 - Dexterity: 15 - Constitution: 15 - Intelligence: 9 - Wisdom: 11 - Charisma: 11
The Bearded Devil has the following special abilities:
<p><em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the devil's darkvision. </p><p><em><strong>Magic Resistance.</strong></em> The devil has advantage on saving throws against spells and other magical effects. </p><p><em><strong>Steadfast.</strong></em> The devil can't be frightened while it can see an allied creature within 30 feet of it.</p>The Bearded Devil can take the following actions:
<p><em><strong>Multiattack.</strong></em> The devil makes two attacks: one with its beard and one with its glaive. </p><p><em><strong>Beard.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one creature. <em>Hit:</em> 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. </p><p><em><strong>Glaive.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 10 ft., one target. <em>Hit:</em> 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) 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 5 (1d10). 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.</p> |
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36 | Behir | The Behir is a Huge monstrosity, neutral evil with the following characteristics:
The serpentine behir crawls along floors and clambers up walls to reach its prey. Its lightning breath can incinerate most creatures, even as more powerful foes are constricted in its coils and eaten alive.
A behir's monstrous form resembles a combination of centipede and crocodile. Its scaled hide ranges from ultramarine to deep blue in color, fading to pale blue on its underside.
Cavern Predators: Behirs lair in places inaccessible to other creatures, favoring locations where would-be intruders must make a harrowing climb to reach them. Deep pits, high caves in cliff walls, and caverns reached only by narrow, twisting tunnels are prime sites for a behir ambush. A behir's dozen legs allow it to scramble through its lair site with ease. When not climbing, it moves even faster by folding its legs beside its body and slithering like a snake.
Behirs swallow their prey whole, after which they enter a period of dormancy while they digest. While dormant, a behir chooses a hiding place where intruders in its lair might overlook it.
Foes of the Dragons: In times long forgotten, giants and dragons engaged in seemingly endless war. Storm giants created the first behirs as weapons against the dragons, and behirs retain a natural hatred for dragonkind.
A behir never makes its lair in an area it knows to be inhabited by a dragon. If a dragon attempts to establish a lair within a few dozen miles of a behir's lair, the behir is compelled to kill the dragon or drive it off. Only if the dragon proves too powerful to fight does a behir back down, seeking out a new lair site a great distance away.
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 168 (16d12 + 64) - Speed: 50 ft., climb 40 ft. - Skills: Perception +6, Stealth +7- Senses: Darkvision 90 ft., Passive Perception 16- Languages: Draconic- Challenge Rating: 11 (7,200 XP)- Strength: 23 - Dexterity: 16 - Constitution: 18 - Intelligence: 7 - Wisdom: 14 - Charisma: 12
The Behir has the following special abilities:
NoneThe Behir can take the following actions:
<p><em><strong>Multiattack.</strong></em> The behir makes two attacks: one with its bite and one to constrict. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 22 (3d10 + 6) piercing damage. </p><p><em><strong>Constrict.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one Large or smaller creature. <em>Hit:</em> 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. </p><p><em><strong>Lightning Breath (Recharge 5–6).</strong></em> The behir exhales a line of lightning that is 20 feet long and 5 feet 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. </p><p><em><strong>Swallow.</strong></em> 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. </p><p>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 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.</p> |
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37 | Black Dragon Wyrmling | The Black Dragon Wyrmling is a Medium dragon, chaotic evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 33 (6d8 + 6) - Speed: 30 ft., fly 60 ft., swim 30 ft. - Skills: Perception +4, Stealth +4- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14- Languages: Draconic- Challenge Rating: 2 (450 XP)- Strength: 15 - Dexterity: 14 - Constitution: 13 - Intelligence: 10 - Wisdom: 11 - Charisma: 13
The Black Dragon Wyrmling has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p>The Black Dragon Wyrmling can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.</p><p><em><strong>Acid Breath (Recharge 5–6).</strong></em> The dragon exhales acid in a 15-foot line that is 5 feet 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.</p> |
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38 | Black Pudding | The Black Pudding is a Large ooze, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 7 - Hit Points: 85 (10d10 + 30) - Speed: 20 ft., climb 20 ft. - Skills: None- Senses: Blindsight 60 ft., Passive Perception 8- Languages: --- Challenge Rating: 4 (1,100 XP)- Strength: 16 - Dexterity: 5 - Constitution: 16 - Intelligence: 1 - Wisdom: 6 - Charisma: 1
The Black Pudding has the following special abilities:
<p><em><strong>Amorphous.</strong></em> The pudding can move through a space as narrow as 1 inch wide without squeezing. </p><p><em><strong>Corrosive Form.</strong></em> A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.</p><p>Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.</p><p>The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. </p><p><em><strong>Spider Climb.</strong></em> The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p>The Black Pudding can take the following actions:
<p><em><strong>Pseudopod.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.</p> |
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39 | Blink Dog | The Blink Dog is a Medium fey, lawful good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 13 - Hit Points: 22 (4d8 + 4) - Speed: 40 ft. - Skills: Perception +3, Stealth +5- Senses: Passive Perception 13- Languages: Blink Dog Understands Sylvan but can't speak it- Challenge Rating: 1/4 (50 XP)- Strength: 12 - Dexterity: 17 - Constitution: 12 - Intelligence: 10 - Wisdom: 13 - Charisma: 11
The Blink Dog has the following special abilities:
<p><em><strong>Keen Hearing and Smell.</strong></em> The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.</p>The Blink Dog can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 4 (1d6 + 1) piercing damage. </p><p><em><strong>Teleport (Recharge 4–6).</strong></em> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.</p> |
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40 | Blue Dragon Wyrmling | The Blue Dragon Wyrmling is a Medium dragon, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 52 (8d8 + 16) - Speed: 30 ft., burrow 15 ft., fly 60 ft. - Skills: Perception +4, Stealth +2- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14- Languages: Draconic- Challenge Rating: 3 (700 XP)- Strength: 17 - Dexterity: 10 - Constitution: 15 - Intelligence: 12 - Wisdom: 11 - Charisma: 15
The Blue Dragon Wyrmling has the following special abilities:
NoneThe Blue Dragon Wyrmling can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage. </p><p><em><strong>Lightning Breath (Recharge 5–6).</strong></em> The dragon exhales lightning in a 30-foot line that is 5 feet 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.</p> |
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41 | Bone Devil | The Bone Devil is a Large fiend, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 142 (15d10 + 60) - Speed: 40 ft., fly 40 ft. - Skills: Deception +7, Insight +6- Senses: Darkvision 120 ft., Passive Perception 12- Languages: Infernal, Telepathy 120 ft.- Challenge Rating: 9 (5,000 XP)- Strength: 18 - Dexterity: 16 - Constitution: 18 - Intelligence: 13 - Wisdom: 14 - Charisma: 16
The Bone Devil has the following special abilities:
<p><em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the devil's darkvision. </p><p><em><strong>Magic Resistance.</strong></em> The devil has advantage on saving throws against spells and other magical effects.</p>The Bone Devil can take the following actions:
<p><em><strong>Multiattack.</strong></em> The devil makes three attacks: two with its claws and one with its sting. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 10 ft., one target. <em>Hit:</em> 8 (1d8 + 4) slashing damage. </p><p><em><strong>Sting.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 10 ft., one target. <em>Hit:</em> 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become 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.</p> |
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42 | Brass Dragon Wyrmling | The Brass Dragon Wyrmling is a Medium dragon, chaotic good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 16 (Natural Armor)- Hit Points: 16 (3d8 + 3) - Speed: 30 ft., burrow 15 ft., fly 60 ft. - Skills: Perception +4, Stealth +2- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14- Languages: Draconic- Challenge Rating: 1 (200 XP)- Strength: 15 - Dexterity: 10 - Constitution: 13 - Intelligence: 10 - Wisdom: 11 - Charisma: 13
The Brass Dragon Wyrmling has the following special abilities:
NoneThe Brass Dragon Wyrmling can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d10 + 2) piercing damage. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Fire Breath.</strong></em> The dragon exhales fire in an 20-foot line that is 5 feet 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. </p><p><em><strong>Sleep Breath.</strong></em> The dragon exhales sleep gas in a 15-foot 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.</p> |
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43 | Bronze Dragon Wyrmling | The Bronze Dragon Wyrmling is a Medium dragon, lawful good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 32 (5d8 + 10) - Speed: 30 ft., fly 60 ft., swim 30 ft. - Skills: Perception +4, Stealth +2- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14- Languages: Draconic- Challenge Rating: 2 (450 XP)- Strength: 17 - Dexterity: 10 - Constitution: 15 - Intelligence: 12 - Wisdom: 11 - Charisma: 15
The Bronze Dragon Wyrmling has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p>The Bronze Dragon Wyrmling can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d10 + 3) piercing damage.</p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons.</p><p><em><strong>Lightning Breath.</strong></em> The dragon exhales lightning in a 40-foot line that is 5 feet 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.</p><p><em><strong>Repulsion Breath.</strong></em> The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.</p> |
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44 | Bugbear | The Bugbear is a Medium humanoid, chaotic evil with the following characteristics:
Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured.
Goblinoids: Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force.
Followers of Hruggek: Bugbears worship Hruggek, a lesser god who dwells on the plane of Acheron. In the absence of their goblinoid kin, bugbears form loose war bands, each one led by its fiercest member. Bugbears believe that when they die, their spirits have a chance to fight at Hruggek's side. They try to prove themselves worthy by defeating as many foes as possible.
Venal Ambushers: Despite their intimidating builds, bugbears move with surprising stealth. They are fond of setting ambushes and flee when outmatched. They are dependable mercenaries as long as they are supplied food, drink, and treasure, but a bugbear forgets any bond when its life is on the line. A wounded member of a bugbear band might be left behind to help the rest of the band escape. Afterward, that bugbear might help pursuers track down its former companions if doing so saves its life.
. This creatures statististics are as follows:
- Armor Class: 16 (Hide Armor, Shield)- Hit Points: 27 (5d8 + 5) - Speed: 30 ft. - Skills: Stealth +6, Survival +2- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Common, Goblin- Challenge Rating: 1 (200 XP)- Strength: 15 - Dexterity: 14 - Constitution: 13 - Intelligence: 8 - Wisdom: 11 - Charisma: 9
The Bugbear has the following special abilities:
<p><em><strong>Brute.</strong></em> A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). </p><p><em><strong>Surprise Attack.</strong></em> 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.</p>The Bugbear can take the following actions:
<p><em><strong>Morningstar.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d8 + 2) piercing damage. </p><p><em><strong>Javelin.</strong></em> <em>Melee or Ranged Weapon Attack:</em> +4 to hit, reach 5 ft. or range 30/120 ft., one target. <em>Hit:</em> 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.</p> |
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45 | Bulette | The Bulette is a Large monstrosity, unaligned with the following characteristics:
Bulette
A bulette is a massive predator that terrorizes any lands it inhabits. Also called a "land shark," it lives only to feed. Irascible and rapacious, bulettes fear no other creature, and they attack with no regard for superior numbers or strength.
Underground Hunters: Bulettes use their powerful claws to tunnel through the earth when they hunt. Heedless of obstruction, they uproot trees, cause landslides in loose slopes, and leave sinkholes behind them. When vibrations in the soil and rock alert a bulette to movement, it shoots to the surface, its jaws spread wide as it attacks.
Wandering Monster: A bulette ranges across temperate lands, feeding on any animals and humanoids it comes across. These creatures dislike dwarf and elf flesh, although they often kill them before realizing what they are. A bulette loves halfling meat the most, and it is never happier than when chasing plump halflings across an open field.
A bulette has no lair, but roams a hunting territory up to thirty miles wide. Its sole criterion for territory is availability of food, and when it has eaten everything in an area, a bulette moves on. These creatures often home in on humanoid settlements, terrorizing them until their panicked residents have fled, or until the bulette is slain.
All creatures shun bulettes, which treat anything that moves as food-even other predators and bulettes. Bulettes come together only to mate, resulting in a bloody act of claws and teeth that usually ends with the male's death and consumption.
Arcane Creation: Some sages believe the bulette is the result of a mad wizard's experiments at crossbreeding snapping turtles and armadillos, within fusions of demon ichor. Bulettes have been thought to be extinct at different times, but after years without a sighting, the creatures inevitably reappear. Because their young are almost never seen, some sages suspect that bulettes maintain secret nesting grounds from which adults strike out into the world.
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 94 (9d10 + 45) - Speed: 40 ft., burrow 40 ft. - Skills: Perception +6- Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16- Languages: --- Challenge Rating: 5 (1,800 XP)- Strength: 19 - Dexterity: 11 - Constitution: 21 - Intelligence: 2 - Wisdom: 10 - Charisma: 5
The Bulette has the following special abilities:
<p><em><strong>Standing Leap.</strong></em> The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.</p>The Bulette can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 30 (4d12 + 4) piercing damage. </p><p><em><strong>Deadly Leap.</strong></em> If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.</p> |
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46 | Centaur | The Centaur is a Large monstrosity, neutral good with the following characteristics:
I hear centaurs make excellent mounts!
Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures.
Wilderness Nomads: Centaur tribes range across lands with mild to hot climates, where a centaur requires only light furs or oiled skins to deal with inclement weather. They are hunter-gatherers and rarely build shelters or even use tents.
Centaur migrations span continents and take decades to repeat, so that a centaur tribe might not retread the same path for generations. These long-ranging patterns can lead to conflict when centaurs encounter settlements of other creatures built along their traditional routes.
Reluctant Settlers: A centaur that can't keep pace with the rest of its tribe is left behind. Some such centaurs vanish into the wilderness and are never seen again. Those that can bear the loss of their tribe might take up residence among other races. Frontier settlements value the nature knowledge of their centaur residents. Many such communities owe their survival to the insight and acumen of a centaur.
Despite their reclusive nature, centaurs trade with elves and with the caravans of other benevolent humanoids they meet during their wanderings. A trader might save the life of a wounded or an elderly centaur unfit for long travel, escorting it to a settlement where it can peacefully live out the rest of its days.
. This creatures statististics are as follows:
- Armor Class: 12 - Hit Points: 45 (6d10 + 12) - Speed: 50 ft. - Skills: Athletics +6, Perception +3, Survival +3- Senses: Passive Perception 13- Languages: Elvish, Sylvan- Challenge Rating: 2 (450 XP)- Strength: 18 - Dexterity: 14 - Constitution: 14 - Intelligence: 9 - Wisdom: 13 - Charisma: 11
The Centaur has the following special abilities:
<p><em><strong>Charge.</strong></em> If the centaur moves at least 30 feet 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.</p>The Centaur can take the following actions:
<p><em><strong>Multiattack.</strong></em> The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. </p><p><em><strong>Pike.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 10 ft., one target. <em>Hit:</em> 9 (1d10 + 4) piercing damage. </p><p><em><strong>Hooves.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) bludgeoning damage. </p><p><em><strong>Longbow.</strong></em> <em>Ranged Weapon Attack:</em> +4 to hit, range 150/600 ft., one target. <em>Hit:</em> 6 (1d8 + 2) piercing damage.</p> |
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47 | Chain Devil | The Chain Devil is a Medium fiend, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 16 (Natural Armor)- Hit Points: 85 (10d8 + 40) - Speed: 30 ft. - Skills: None- Senses: Darkvision 120 ft., Passive Perception 11- Languages: Infernal, Telepathy 120 ft.- Challenge Rating: 8 (3,900 XP)- Strength: 18 - Dexterity: 15 - Constitution: 18 - Intelligence: 11 - Wisdom: 12 - Charisma: 14
The Chain Devil has the following special abilities:
<p><em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the devil's darkvision. </p><p><em><strong>Magic Resistance.</strong></em> The devil has advantage on saving throws against spells and other magical effects.</p>The Chain Devil can take the following actions:
<p><em><strong>Multiattack.</strong></em> The devil makes two attacks with its chains. </p><p><em><strong>Chain.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 10 ft., one target. <em>Hit:</em> 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. </p><p><em><strong>Animate Chains (Recharges after a Short or Long Rest).</strong></em> Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. </p><p>Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.</p> |
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48 | Chimera | The Chimera is a Large monstrosity, chaotic evil with the following characteristics:
Chimeras were created after mortals summoned Demogorgon to the world. The Prince of Demons, unimpressed with the creatures that surrounded it, transformed them into horrific, multi-headed monstrosities. This act gave rise to the first chimeras.
Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to the Material Plane. A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures. The monster likes to surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing.
Conflicted Creature: A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a vicious, stubborn streak that compels it to fight to the death. These three aspects drive a chimera to stake out a territory that is as large as 10 miles wide. It preys on wild game, viewing more powerful creatures as rivals to be humiliated and defeated. Its greatest rivals are dragons, griffons, manticores, perytons, and wyverns. When it hunts, the chimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures. The monster often toys with its prey, breaking off an attack prematurely and leaving a creature wounded and terrified before returning to finish it off.
Servant of Evil: Though chimeras are far from cunning, their draconic ego makes them susceptible to flattery and gifts. If offered food and treasure, a chimera might spare a traveler. A villain can lure a chimera into service by keeping it well fed and its treasure hoard well stocked.
. This creatures statististics are as follows:
- Armor Class: 14 (Natural Armor)- Hit Points: 114 (12d10 + 48) - Speed: 30 ft., fly 60 ft. - Skills: Perception +8- Senses: Darkvision 60 ft., Passive Perception 18- Languages: Understands Draconic but can't speak it- Challenge Rating: 6 (2,300 XP)- Strength: 19 - Dexterity: 11 - Constitution: 19 - Intelligence: 3 - Wisdom: 14 - Charisma: 10
The Chimera has the following special abilities:
NoneThe Chimera can take the following actions:
<p><em><strong>Multiattack.</strong></em> 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. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) piercing damage. </p><p><em><strong>Horns.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (1d12 + 4) bludgeoning damage. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) slashing damage. </p><p><em><strong>Fire Breath (Recharge 5–6).</strong></em> The dragon head exhales fire in a 15--foot 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.</p> |
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49 | Chuul | The Chuul is a Large aberration, chaotic evil with the following characteristics:
Survivors of the ancient aboleth empire, chuuls are crustaceans the aboleths modified and endowed with sentience. They follow the ingrained directives of their creators, as they have done since the dawn of time.
Primeval Relics: In the primeval ages, aboleths ruled a vast empire that spanned the oceans of the world. In those days, the aboleths used mighty magic and bent the minds of the nascent creatures of the mortal realm. However, they were bound to the water and could not enforce their will beyond it without servants. Therefore, they created chuuls.
Perfectly obedient, the chuuls collected sentient creatures and magic at the aboleths' command. Chuuls were designed to endure the ages of the world, growing in size and strength as the eons passed. When the aboleths' empire crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and consolidating power.
Tireless Guardians: Chuul still guard the ruins of the ancient aboleth empire. They linger in silent observance of eons-old commands. Rumors and ancient maps sometimes lure treasure seekers to these ruins, but the reward for their boldness is death.
Whatever riches that the explorers bring with them adds to the hoard guarded by the chuuls. Chuuls can sense magic at a distance. This sense couples with an innate drive that leads them to slay explorers, take their gear, and bury it in secret locales aboleths dictated eons ago.
Waiting Servants: Although the aboleths' ancient empire fell long ago, the psychic bonds between them and their created servants remain intact. Chuuls that come into contact with aboleths immediately assume their old roles. Such chuuls redirect their compulsions to the service of the aboleths' sinister purposes.
. This creatures statististics are as follows:
- Armor Class: 16 (Natural Armor)- Hit Points: 93 (11d10 + 33) - Speed: 30 ft., swim 30 ft. - Skills: Perception +4- Senses: Darkvision 60 ft., Passive Perception 14- Languages: Understands Deep Speech but can't speak- Challenge Rating: 4 (1,100 XP)- Strength: 19 - Dexterity: 10 - Constitution: 16 - Intelligence: 5 - Wisdom: 11 - Charisma: 5
The Chuul has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The chuul can breathe air and water.</p><p><em><strong>Sense Magic.</strong></em> The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.</p>The Chuul can take the following actions:
<p><em><strong>Multiattack.</strong></em> The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.</p><p><em><strong>Pincer.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 10 ft., one target. <em>Hit:</em> 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.</p><p><em><strong>Tentacles.</strong></em> One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p> |
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50 | Clay Golem | The Clay Golem is a Large construct, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 14 (Natural Armor)- Hit Points: 133 (14d10 + 56) - Speed: 20 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 9- Languages: Understands the languages of its creator but can't speak- Challenge Rating: 9 (5,000 XP)- Strength: 20 - Dexterity: 9 - Constitution: 18 - Intelligence: 3 - Wisdom: 8 - Charisma: 1
The Clay Golem has the following special abilities:
<p><em><strong>Acid Absorption.</strong></em> 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. </p><p><em><strong>Berserk.</strong></em> 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. </p><p><em><strong>Immutable Form.</strong></em> The golem is immune to any spell or effect that would alter its form. </p><p><em><strong>Magic Resistance.</strong></em> The golem has advantage on saving throws against spells and other magical effects. </p><p><em><strong>Magic Weapons.</strong></em> The golem's weapon attacks are magical.</p>The Clay Golem can take the following actions:
<p><em><strong>Multiattack.</strong></em> The golem makes two slam attacks. </p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit:</em> 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. </p><p><em><strong>Haste (Recharge 5–6).</strong></em> 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.</p> |
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51 | Cloaker | The Cloaker is a Large aberration, chaotic neutral with the following characteristics:
Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling through the darkness.
Camouflaged Lurkers: Like a stingray, a cloaker's body is composed of cartilage and muscle. With its tail and fins unfurled, it flies through darkness and lurks among the shadows of caverns the same way a stingray glides through water and hides on the ocean floor. Parallel rows of round, black eyespots run along its back like buttons, and the ivory-colored claws on its cowl resemble bone clasps.
When a cloaker unfurls and moves to attack, it reveals its pale underside and makes its true nature evident. Red eyes glow above rows of sharp teeth, and a long pendulous tail whips behind it.
Opportunistic Predators: When hunting, cloakers glide through the shadows at a safe distance behind groups of other creatures traversing the Underdark. They follow parties of humanoids to prey on the wounded after a battle, or pursue herds of Underdark beasts, attacking the sick, the weak, or the straggling.
Cloakers strike quickly and consume their meals as swiftly as possible, enveloping and devouring their victims. While it feeds, a cloaker uses its swift, whiplike tail for defense, although it rarely takes a stand against dangerous foes or groups of creatures. As an added defense, cloakers can create illusory duplicates of themselves.
Haunting Moan: Cloakers' thoughts are alien to other life-forms, and they communicate with one another through subsonic moans inaudible to most creatures. At higher intensities, a cloaker's haunting moan becomes audible, evoking sensations of doom and dread in creatures that hear it.
Cloaker Conclaves: Cloakers prefer isolation, but they sometimes convene with other cloakers for defense or to exchange information about new dangers, suitable hunting grounds, or developments that might affect their habitats. When this convergence is complete, the cloakers separate again.
. This creatures statististics are as follows:
- Armor Class: 14 (Natural Armor)- Hit Points: 78 (12d10 + 12) - Speed: 10 ft., fly 40 ft. - Skills: Stealth +5- Senses: Darkvision 60 ft., Passive Perception 11- Languages: Deep Speech, Undercommon- Challenge Rating: 8 (3,900 XP)- Strength: 17 - Dexterity: 15 - Constitution: 12 - Intelligence: 13 - Wisdom: 12 - Charisma: 14
The Cloaker has the following special abilities:
<p><em><strong>Damage Transfer.</strong></em> While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half. </p><p><em><strong>False Appearance.</strong></em> While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. </p><p><em><strong>Light Sensitivity.</strong></em> While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.</p>The Cloaker can take the following actions:
<p><em><strong>Multiattack.</strong></em> The cloaker makes two attacks: one with its bite and one with its tail. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one creature. <em>Hit:</em> 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 10 ft., one creature. <em>Hit:</em> 7 (1d8 + 3) slashing damage. </p><p><em><strong>Moan.</strong></em> Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours. </p><p><em><strong>Phantasms (Recharges after a Short or Long Rest).</strong></em> The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.</p><p>Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.</p><p>A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.</p> |
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52 | Cloud Giant | The Cloud Giant is a Huge giant, neutral with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 14 (Natural Armor)- Hit Points: 200 (16d12 + 96) - Speed: 40 ft. - Skills: Insight +7, Perception +7- Senses: Passive Perception 17- Languages: Common, Giant- Challenge Rating: 9 (5,000 XP)- Strength: 27 - Dexterity: 10 - Constitution: 22 - Intelligence: 12 - Wisdom: 16 - Charisma: 16
The Cloud Giant has the following special abilities:
<p><em><strong>Keen Smell.</strong></em> The giant has advantage on Wisdom (Perception) checks that rely on smell. </p><p><em><strong>Innate Spellcasting.</strong></em> The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: </p><p>At will: detect magic, fog cloud, light </p><p>3/day each: feather fall, fly, misty step, telekinesis </p><p>1/day each: control weather, gaseous form</p>The Cloud Giant can take the following actions:
<p><em><strong>Multiattack.</strong></em> The giant makes two morningstar attacks. </p><p><em><strong>Morningstar.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 10 ft., one target. <em>Hit:</em> 21 (3d8 + 8) piercing damage. </p><p><em><strong>Rock.</strong></em> <em>Ranged Weapon Attack:</em> +12 to hit, range 60/240 ft., one target. <em>Hit:</em> 30 (4d10 + 8) bludgeoning damage.</p> |
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53 | Cockatrice | The Cockatrice is a Small monstrosity, unaligned with the following characteristics:
The cockatrice looks like a hideous hybrid of lizard, bird, and bat, and it is infamous for its ability to turn flesh to stone. These omnivores have a diet that consists of berries, nuts, flowers, and small animals such as insects, mice, and frogs-things they can swallow whole. They would be no threat to anything else if not for their fierce and frenzied response to even a hint of danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice's beak can spell doom as its victim slowly turns to stone from the injury.
. This creatures statististics are as follows:
- Armor Class: 11 - Hit Points: 27 (6d6 + 6) - Speed: 20 ft., fly 40 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 11- Languages: --- Challenge Rating: 1/2 (100 XP)- Strength: 6 - Dexterity: 12 - Constitution: 12 - Intelligence: 2 - Wisdom: 13 - Charisma: 5
The Cockatrice has the following special abilities:
NoneThe Cockatrice can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one creature. <em>Hit:</em> 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.</p> |
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54 | Copper Dragon Wyrmling | The Copper Dragon Wyrmling is a Medium dragon, chaotic good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 16 (Natural Armor)- Hit Points: 22 (4d8 + 4) - Speed: 30 ft., climb 30 ft., fly 60 ft. - Skills: Perception +4, Stealth +3- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14- Languages: Draconic- Challenge Rating: 1 (200 XP)- Strength: 15 - Dexterity: 12 - Constitution: 13 - Intelligence: 14 - Wisdom: 11 - Charisma: 13
The Copper Dragon Wyrmling has the following special abilities:
NoneThe Copper Dragon Wyrmling can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d10 + 2) piercing damage. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Acid Breath.</strong></em> The dragon exhales acid in an 20-foot line that is 5 feet 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. </p><p><em><strong>Slowing Breath.</strong></em> The dragon exhales gas in a 15-foot 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.</p> |
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55 | Couatl | The Couatl is a Medium celestial, lawful good with the following characteristics:
Couatls are benevolent serpentine beings of great intellect and insight. Their brilliantly colored wings and gentle manner speak to their celestial origins.
Divine Caretakers: Couatls were created as guardians and caretakers by a benevolent god not worshiped since the dawn of time, and which is forgotten now by all but the couatls themselves. Most of the divine mandates given to these beings are long since fulfilled or failed. However, a number of couatls still watch over ancient power, await fulfillment of prophecy, or safeguard the heirs of creatures they once guided and protected. Regardless of a couatl's task, it prefers to remain hidden, revealing itself only as a last resort. Truth Tellers. A couatl can't lie, but it can withhold information, answer questions vaguely, or allow others to jump to the wrong conclusions if doing so is necessary to protect something, to keep promises, or to hide the secret of its existence.
Ancient and Few: A couatl can live for ages without sustenance, even surviving without air, but these creatures can die of disease or the passage of time. A couatl can sense its end up to a century beforehand, but it has no insight into the manner of its demise. If a couatl has already accomplished what it set out to do, it accepts its fate. However, if its imminent death endangers the completion of its goals, it actively seeks out another couatl with which to produce offspring.
The mating ritual of couatls is a beautiful and elaborate dance of magic and light, which results in a gem-like egg from which a new couatl hatches. The parent that sought out the mate raises the newborn couatl and instructs it as to its duties, so that it can complete whatever task the parent leaves unfinished.
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 97 (13d8 + 39) - Speed: 30 ft., fly 90 ft. - Skills: None- Senses: Truesight 120 ft., Passive Perception 15- Languages: All, Telepathy 120 ft.- Challenge Rating: 4 (1,100 XP)- Strength: 16 - Dexterity: 20 - Constitution: 17 - Intelligence: 18 - Wisdom: 20 - Charisma: 18
The Couatl has the following special abilities:
<p><em><strong>Innate Spellcasting.</strong></em> The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: </p><p>At will: detect evil and good, detect magic, detect thoughts </p><p>3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield </p><p>1/day each: dream, greater restoration, scrying </p><p><em><strong>Magic Weapons.</strong></em> The couatl's weapon attacks are magical. </p><p><em><strong>Shielded Mind.</strong></em> The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.</p>The Couatl can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one creature. <em>Hit:</em> 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. </p><p><em><strong>Constrict.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 10 ft., one Medium or smaller creature. <em>Hit:</em> 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. </p><p><em><strong>Change Shape.</strong></em> 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).</p><p>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.</p> |
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56 | Cult Fanatic | The Cult Fanatic is a Medium humanoid, any with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 13 (Leather Armor)- Hit Points: 33 (6d8 + 6) - Speed: 30 ft. - Skills: Deception +4, Persuasion +4, Religion +2- Senses: Passive Perception 11- Languages: Any one language (usually Common)- Challenge Rating: 2 (450 XP)- Strength: 11 - Dexterity: 14 - Constitution: 12 - Intelligence: 10 - Wisdom: 13 - Charisma: 14
The Cult Fanatic has the following special abilities:
<p><em><strong>Dark Devotion.</strong></em> The fanatic has advantage on saving throws against being charmed or frightened. </p><p><em><strong>Spellcasting.</strong></em> The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: </p><p>Cantrips (at will): light, sacred flame, thaumaturgy </p><p>1st level (4 slots): command, inflict wounds, shield of faith </p><p>2nd level (3 slots): hold person, spiritual weapon</p>The Cult Fanatic can take the following actions:
<p><em><strong>Multiattack.</strong></em> The fanatic makes two melee attacks. </p><p><em><strong>Dagger.</strong></em> <em>Melee or <em>Ranged Weapon Attack:</em></em> +4 to hit, reach 5 ft. or range 20/60 ft., one creature. <em>Hit:</em> 4 (1d4 + 2) piercing damage.</p> |
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57 | Cultist | The Cultist is a Medium humanoid, any with the following characteristics:
Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.
. This creatures statististics are as follows:
- Armor Class: 12 (Leather Armor)- Hit Points: 9 (2d8) - Speed: 30 ft. - Skills: Deception +2, Religion +2- Senses: Passive Perception 10- Languages: Any one language (usually Common)- Challenge Rating: 1/8 (25 XP)- Strength: 11 - Dexterity: 12 - Constitution: 10 - Intelligence: 10 - Wisdom: 11 - Charisma: 10
The Cultist has the following special abilities:
<p><em><strong>Dark Devotion.</strong></em> The cultist has advantage on saving throws against being charmed or frightened.</p>The Cultist can take the following actions:
<p><em><strong>Scimitar.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one creature. <em>Hit:</em> 4 (1d6 + 1) slashing damage.</p> |
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