Wands & Wizards - The Monster Book of Monsters v0.1

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Contents
Credits - Created by u/Murphen44
Chapter 1: Beasts .............................................................. 3 Version 0.1, published on 2/10/2020
Acromantula ...................................................................................3
Basilisks ..........................................................................................7 Contributors
Dragons ...........................................................................................8 Ian/Iron Clad Lad - Adult Dragons
Nundu ........................................................................................... 28 Jeff Venancio / u/Hageshii01 - Dementor,
Phoenixes .....................................................................................30 Phoenix
u/1d6Adventurers - Nundu
Chapter 2: Beings ...........................................................31
Artwork by
Chapter 3: Non-Beings ..............................................31 Atomhawk/Pottermore
Dementor ..................................................................................... 32
Special Thanks to
Everyone who's encouraged me and joined the
Wands & Wizards Discord
Everyone at the Discord of Many Things
The Angry GM for all of the guides to monster
building
Jared Ondricek / u/flamableconcrete for image
watercolor stains
Made using GMBinder.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chapter 1: Beasts

A
Beast is one of the three classifications used by
the Ministry of Magic to catalogue the various
magical creatures that inhabit the wizarding Infant Acromantula
world. A Beast is a living thing that is not Small
intelligent enough to abide by wizarding laws,
or in other words, anything that does not fit the Armor Class 15 (Natural Armor)
criteria of a Being. Wild animals and all the Hit Points 44 (8d6+16)
creatures students learn about in Care of Magical Creatures Speed 30 ft., climb 30 ft.
are classified as Beasts.
Some creatures appear to fit the qualifications that define
a Being and are capable of intelligent speech, such as STR DEX CON INT WIS CHA
Acromantulas, Sphinxes, Manticores, and Erklings, but have 9 (-1) 16 (+3) 14 (+2) 8 (-1) 11 (+0) 4 (-3)
not been offered Being status due to their extremely violent
and even lethal tendencies, which interferes with their role in Saving Throws Str +4, Dex +5, Wis +2
a lawful society. They are thus classified as Beasts. Skills Stealth +7
Senses blindsight 10 Ft., darkvision 60 Ft., passive
Acromantulas Perception 10
Languages Common
Challenge 3 (450 XP)

Soft Underbelly. The Spell Resistant trait does not


apply to spells that hit the underside of the
acromantula.
Spell Resistant. Any time the acromantula is targeted
by a spell that requires a ranged attack roll, the
acromantula is unaffected.
Spider Climb. The acromantula can climb difficult
surfaces, including upside down on ceilings, without
needing to make an ability check.
Web Sense. While in contact with a web, the
acromantula knows the exact location of any other
creature in contact with the same web.
Web Walker. The acromantula ignores movement
restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 12 (2d8+3) piercing damage plus
9 (2d8) poison damage. The target must make a DC
12 Constitution saving throw, taking the poison
damage on a failed save, or half as much damage on
a successful one. If the poison damage reduces the
target to 0 hit points, the target is stable but
poisoned for 1 hour, even after regaining hit points.
It is paralyzed while poisoned in this way.

Chapter 1: Beasts
3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Young Acromantula Web Sense. While in contact with a web, the
acromantula knows the exact location of any other
Medium
creature in contact with the same web.

Armor Class 15 (Natural Armor) Web Walker. The acromantula ignores movement
Hit Points 75 (10d8+30) restrictions caused by webbing.
Speed 30 ft., climb 30 ft. Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA creature. Hit: 12 (2d8+3) piercing damage plus 18
(4d8) poison damage. The target must make a DC 13
14 (+2) 16 (+3) 17 (+3) 8 (-1) 11 (+0) 10 (+0) Constitution saving throw, taking the poison damage
on a failed save, or half as much damage on a
Saving Throws Str +5, Dex +6, Wis +3 successful one. If the poison damage reduces the
Skills Stealth +9 target to 0 hit points, the target is stable but poisoned
Senses blindsight 10 Ft., darkvision 60 Ft., passive for 1 hour, even after regaining hit points. It is
Perception 10 paralyzed while poisoned in this way.
Languages Common
Challenge 5 (1,800 XP) Deadly Leap. If the acromantula jumps at least 15 feet
as part of its movement, it can then use this action to
Soft Underbelly. The Spell Resistant trait does not apply land on its feet in a space that contains one or more
to spells that hit the underside of the acromantula. other creatures. Each of those creatures must succeed
on a DC 14 Strength or Dexterity saving throw (target's
Spell Resistant. Any time the acromantula is targeted by choice) or be knocked prone and take 37 (10d6 + 2)
a spell that requires a ranged attack roll, the bludgeoning damage. On a successful save, the
acromantula is unaffected. creature takes only half the damage, isn't knocked
prone, and is pushed 5 feet out of the acromaantula's
Spider Climb. The acromantula can climb difficult space into an unoccupied space of the creature's
surfaces, including upside down on ceilings, without choice. If no unoccupied space is with in range, the
needing to make an ability check. creature instead falls prone in the acromantula's space.
Standing Leap. The acromantula's long jump is up to 20
feet and its high jump is up to 10 feet, with or without
a running start.

Chapter 1: Beasts
4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Adult Acromantula Actions
Large Deadly Leap. If the acromantula jumps at least 15 feet
as part of its movement, it can then use this action to
Armor Class 16 (Natural Armor) land on its feet in a space that contains one or more
Hit Points 102 (12d10+36) other creatures. Each of those creatures must succeed
Speed 40 ft., climb 40 ft. on a DC 15 Strength or Dexterity saving throw (target's
choice) or be knocked prone and take 39 (10d6 + 4)
bludgeoning damage. On a successful save, the
STR DEX CON INT WIS CHA creature takes only half the damage, isn't knocked
prone, and is pushed 5 feet out of the acromantula's
18 (+4) 19 (+4) 17 (+3) 10 (+0) 12 (+1) 14 (+2) space into an unoccupied space of the creature's
choice. If no unoccupied space is with in range, the
Saving Throws Str +7, Dex +7, Wis +4 creature instead falls prone in the acromantula's space.
Skills Stealth +10
Senses blindsight 10 Ft., darkvision 60 Ft., passive Frightful Presence (Recharge 6). Each creature of the
Perception 11 acromantula's choice that is within 60 feet and aware
Languages Common of it must succeed on a DC 13 Wisdom saving throw or
Challenge 7 (2,900 XP) become Frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
Pounce. If the acromantula successfully knocks a target the effect on itself on a success. If a creature's saving
prone with a Deadly Leap attack, the acromantula can throw is successful or the effect ends for it, the
use the Frightful Presence or Web action as a bonus creature is immune to the acromantula's Frightful
action. Presence for the next 24 hours.
Lunging Bite. Melee Weapon Attack: +7 to hit, reach 10
Soft Underbelly. The Spell Resistant trait does not apply ft., one creature. Hit: 17 (3d8+4) piercing damage plus
to spells that hit the underside of the acromantula. 18 (4d8) poison damage. The target must make a DC
Spell Resistant. Any time the acromantula is targeted by 14 Constitution saving throw, taking the poison
a spell that requires a ranged attack roll, the damage on a failed save, or half as much damage on a
acromantula is unaffected. successful one. If the poison damage reduces the
target to 0 hit points, the target will make death saving
Spider Climb. The acromantula can climb difficult throws as usual and remain poisoned for 1 hour, even
surfaces, including upside down on ceilings, without after regaining hit points. It is paralyzed while poisoned
needing to make an ability check. in this way.
Standing Leap. The acromantula's long jump is up to 30 Web (Recharge 5-6). Melee Weapon Attack: +7 to hit,
feet and its high jump is up to 15 feet, with or without reach 5 ft, one prone creature. Hit: The target is
a running start. restrained by webbing. As an action, the restrained
Web Sense. While in contact with a web, the target can make a DC 15 Strength check, bursting the
acromantula knows the exact location of any other webbing on a success. The webbing can also be
creature in contact with the same web. attacked and destroyed (AC 10; HP 5; vulnerability to
fire damage; immunity to bludgeoning, poison, and
Web Walker. The acromantula ignores movement psychic damage).
restrictions caused by webbing.

Chapter 1: Beasts
5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Alpha Acromantula Frightful Presence. Each creature of the acromantula's
choice that is within 60 feet and aware of it must
Large
succeed on a DC 16 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the
Armor Class 16 (Natural Armor) saving throw at the end of each of its turns, ending the
Hit Points 114 (12d10+48) effect on itself on a success. If a creature's saving throw
Speed 40 ft., climb 40 ft. is successful or the effect ends for it, the creature is
immune to the acromantula's Frightful Presence for the
next 24 hours.
STR DEX CON INT WIS CHA
Leg Swipe. Melee Weapon Attack: +9 to hit, reach 10
21 (+5) 18 (+4) 19 (+4) 14 (+2) 15 (+2) 18 (+4) ft., one creature. Hit: 11 (1d12+5) bludgeoning
damage. The target must make a DC 17 Strength or
Saving Throws Str +9, Dex +8, Wis +6 Dexterity saving throw (target's choice) or be pushed
Skills Stealth +12 up to 20 feet away and knocked prone.
Senses blindsight 10 Ft., darkvision 60 Ft., passive Lunging Bite. Melee Weapon Attack: +8 to hit, reach 10
Perception 12 ft., one creature. Hit: 17 (3d8+4) piercing damage plus
Languages Common 18 (4d8) poison damage. The target must make a DC
Challenge 10 (5,900 XP) 16 Constitution saving throw, taking the poison
damage on a failed save, or half as much damage on a
Pounce. If the acromantula successfully knocks a target successful one. If the poison damage reduces the
prone with a Deadly Leap attack, the acromantula can target to 0 hit points, the target will make death saving
use the Frightful Presence or Web action as a bonus throws as usual and remain poisoned for 1 hour, even
action. after regaining hit points. It is paralyzed while poisoned
in this way.
Soft Underbelly. The Spell Resistant trait does not apply
to spells that hit the underside of the acromantula. Web (Recharge 4-6). Melee Weapon Attack: +8 to hit,
reach 5 ft, one prone creature. Hit: The target is
Spell Resistant. Any time the acromantula is targeted by restrained by webbing. As an action, the restrained
a spell that requires a ranged attack roll, the target can make a DC 17 Strength check, bursting the
acromantula is unaffected. webbing on a success. The webbing can also be
Spider Climb. The acromantula can climb difficult attacked and destroyed (AC 10; HP 5; vulnerability to
surfaces, including upside down on ceilings, without fire damage; immunity to bludgeoning, poison, and
needing to make an ability check. psychic damage).
Standing Leap. The acromantula's long jump is up to 30 Legendary Actions
feet and its high jump is up to 15 feet, with or without
a running start. The acromantula can take 3 legendary actions,
choosing from the options below. Only one legendary
Web Sense. While in contact with a web, the action option can be used at a time and only at the end
acromantula knows the exact location of any other of another creature's turn. The acromantula regains
creature in contact with the same web. spent legendary actions at the start of its turn.
Web Walker. The acromantula ignores movement Deadly Leap Attack (Costs 3 Actions). The acromantula
restrictions caused by webbing. jumps up to 30 feet to land in a space that contains
Actions one or more other creatures, and uses the Deadly
Leap attack. The Pounce trait applies.
Deadly Leap. If the acromantula jumps at least 15 feet
as part of its movement, it can then use this action to Leg Swipe Attack. The acromantula makes a leg swipe
land on its feet in a space that contains one or more attack.
other creatures. Each of those creatures must succeed Web Attack. The acromantula makes a web attack.
on a DC 17 Strength or Dexterity saving throw (target's
choice) or be knocked prone and take 40 (10d6 + 5)
bludgeoning damage. On a successful save, the
creature takes only half the damage, isn't knocked
prone, and is pushed 5 feet out of the acromantula's
space into an unoccupied space of the creature's
choice. If no unoccupied space is with in range, the
creature instead falls prone in the acromantula's space.

Chapter 1: Beasts
6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Basilisks
Ancient Basilisk A creature that isn't surprised or incapacitated can avert
its eyes to avoid the saving throw at the start of its turn.
Gargantuan
If it does so, it can't see the basilisk until the start of its
next turn, when it can avert its eyes again. If it looks at
Armor Class 18 (natural armor) the basilisk in the meantime, it must immediately make
Hit Points 264 (16d20 + 96) the save.
Speed 50 ft., swim 50 ft.
If a creature (including the basilisk) looks at the
basilisk's eyes indirectly, such as through a reflection or
STR DEX CON INT WIS CHA through an opaque material like a ghost's body, the
creature must immediately make the save but cannot
28 (+9) 10 (+0) 22 (+6) 7 (-2) 13 (+1) 7 (-2) be killed by the gaze, even if they fail the save by 5 or
more.
Saving Throws Str +15, Con +11, Wis +6 Fear of Roosters. A basilisk that starts its turn within
Skills Perception +6, Stealth +6 120 feet of a rooster must make a DC 20 Wisdom
Damage Immunities poison waving throw or become frightened of the rooster for 1
Senses blindsight 10 ft., darkvision 120ft., passive minute. The basilisk can repeat this saving throw at the
Perception 16 end of each of its turns, ending this effect on a success.
Languages Parseltongue If the basilisk hears the crow of a rooster it must
Challenge 16 (15,000 XP) succeed on a DC 25 Constituion saving throw or drop
to 0 hit points.
Serpent's Eyes. The basilisk has two gleaming yellow
eyes. A creature can target the eyes (50 hit points) with Keen Smell. The basilisk has advantage on Wisdom
any attack that requires an attack roll by imposing (Perception) checks that rely on smell.
disadvantage on the roll made to hit the basilisk. Spell Resistant. Ranged spell attacks made against this
Dealing damage to the eyes also deals damage to the creature take no effect.
basilisk. Once the basilisk's eyes are destroyed, it loses
its Death Gaze trait. Actions
Death Gaze. If a creature starts its turn within 60 feet of Multiattack. The basilisk makes two attacks: one with its
the balilisk and the two of them can see each other, the bite and one with its tail.
creature must make a DC 13 Dexterity saving throw to
Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one
attempt to avert its gaze. If the saving throw fails by 5
target. Hit 22 (3d8 + 9) piercing damage plus 42
or more, the creature looks directly into the basilisk's
(12d6) poison damage, and the target must succeed on
eyes and instantly dies. Otherwise, a creature that fails
a DC 19 Constitution saving throw or become
the save catches the gaze of the basilisk indirectly and
poisoned. While poisoned, the target must repeat the
is petrified until freed by a Mandrake Restorative
saving throw at the end of each of its turns, taking 14
Draught.
(4d6) poison damage on a failed save. Until this poison
ends, the damage the poison deals can't be healed
unless phoenix tears or similar magic are applied to the
wound, at which point the target is no longer poisoned.
Tail. Melee Weapon Attack: +14 to hit, reach 15ft., one
target. Hit 20 (2d10 + 9) bludgeoning damage.

Chapter 1: Beasts
7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Antipodean Opaleye
Dragons
Adult Antipodean Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
creature. Hit: 15 (2d10+4) piercing damage.
Opaleye Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Huge creature. Hit: 11 (2d6+4) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one
Armor Class 17 (Natural Armor) creature. Hit: 13 (2d8+4) bludgeoning damage.
Hit Points 150 (12d12+72) Frightful Presence. Each creature of the dragon's choice
Speed 40 ft., fly 80 ft. that is within 120 feet and aware of it must succeed on
a DC 15 Wisdom saving throw or become frightened
STR DEX CON INT WIS CHA for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself
19 (+4) 12 (+1) 22 (+6) 6 (-2) 18 (+4) 16 (+3) on a success. If a creature's saving throw is successful
or the effect ends for it, the creature is immune to the
Saving Throws Str +8, Con +10 dragon's Frightful Presence for the next 24 hours.
Skills Perception +8, Stealth +5 Fire Breath (Recharge 5-6). The dragon exhales fire in a
Senses blindsight 30 ft., darkvision 120 ft., passive 60-foot cone. Each creature in that area must make a
Perception 18 DC 18 Dexterity saving throw, taking 63 (18d6) fire
Languages — damage on a failed save, or half as much damage on a
Challenge 12 (22000 XP) successful one.

Legendary Resistance (2/Day). If the dragon fails a saving Legendary Actions


throw, it can choose to succeed instead. The dragon can take 3 legendary actions, choosing
Reflective Hide. Any time the dragon is targeted by a from the options below. Only one legendary action
spell that requires a ranged attack roll, roll a d6. On a 1 option can be used at a time and only at the end of
to 5, the dragon is unaffected. On a 6, the dragon is another creature's turn. The dragon regains spent
unaffected, and the effect is reflected back at the caster legendary actions at the start of its turn.
as though it originated from the dragon, turning the Detect. The dragon makes a Wisdom (Perception)
caster into the target. check.
Superior Invisibility. As a bonus action, the dragon can Tail Attack. The dragon makes a tail attack.
magically turn invisible until its concentration ends (as
if concentrating on a spell). Any equipment the dragon Wing Attack (Costs 2 Actions). The dragon beats its
wears or carries is invisible with it. wings. Each creature within 15 feet of the dragon
must succeed on a DC 16 Dexterity saving throw or
Actions take 11 (2d6+4) bludgeoning damage and be
Multiattack. The dragon can use its Frightful Presence. It knocked prone. The dragon can then fly up to half its
then makes two attacks: one with its bite and one with flying speed.
its claws.

Chapter 1: Beasts
8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Young Antipodean Antipodean Opaleye
Opaleye Wyrmling
Large Medium

Armor Class 17 (Natural Armor) Armor Class 17 (Natural Armor)


Hit Points 115 (10d10+60) Hit Points 42 (5d8+20)
Speed 40 ft., fly 80 ft. Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 22 (+6) 5 (-3) 16 (+3) 14 (+2) 15 (+2) 12 (+1) 18 (+4) 5 (-3) 16 (+3) 12 (+1)

Saving Throws Str +6, Con +9 Saving Throws Str +4, Con +6
Skills Perception +6, Stealth +4 Skills Perception +5, Stealth +3
Senses blindsight 30 ft., darkvision 120 ft., passive Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 16 Perception 15
Languages — Languages —
Challenge 7 (2,900 XP) Challenge 2 (10 XP)

Superior Invisibility. As a bonus action, the dragon Superior Invisibility. As a bonus action, the dragon
can magically turn invisible until its concentration can magically turn invisible until its concentration
ends (as if concentrating on a spell). Any equipment ends (as if concentrating on a spell). Any equipment
the dragon wears or carries is invisible with it. the dragon wears or carries is invisible with it.
Legendary Resistance (1/Day). If the dragon fails a Tough Hide. Any time the dragon is targeted by a
saving throw, it can choose to succeed instead. spell that requires a ranged attack roll, roll a d6. On
a 3 to 6, the dragon is unaffected.
Reflective Hide. Any time the dragon is targeted by a
spell that requires a ranged attack roll, roll a d6. On
a 1 to 5, the dragon is unaffected. On a 6, the
Actions
dragon is unaffected, and the effect is reflected back Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
at the caster as though it originated from the one creature. Hit: 13 (2d10+2) piercing damage.
dragon, turning the caster into the target.
Actions
Multiattack. The dragon makes two attacks: one with
its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one creature. Hit: 14 (2d10+3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 10 (2d6+3) slashing damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in
a 60-foot cone. Each creature in that area must
make a DC 17 Dexterity saving throw, taking 49
(14d6) fire damage on a failed save, or half as much
damage on a successful one.

Chapter 1: Beasts
9
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chinese Fireball

Adult Chinese Fireball Frightful Presence. Each creature of the dragon's choice
that is within 120 feet and aware of it must succeed on
Large
a DC 17 Wisdom saving throw or become frightened
for 1 minute. A creature can repeat the saving throw at
Armor Class 17 (Natural Armor) the end of each of its turns, ending the effect on itself
Hit Points 161 (14d10+84) on a success. If a creature's saving throw is successful
Speed 40 ft., climb 40 ft., fly 80 ft. or the effect ends for it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours.
STR DEX CON INT WIS CHA Breath Weapons (Recharge 4-6). The dragon uses one of
the following breath weapons.
21 (+5) 13 (+1) 22 (+6) 6 (-2) 12 (+1) 19 (+4)
Fire Ball. The dragon launches a small ball of fire
towards any point within in 120 feet and then
Saving Throws Str +10, Con +11 explodes into a fiery blast upon impact. Each
Skills Perception +6 creature within a 20-foot-radius sphere centered on
Senses blindsight 30 ft., darkvision 120 ft., passive that point must make a DC 19 Dexterity saving
Perception 16 throw, taking 28 (8d6) fire damage on a failed save,
Languages — or half as much damage on a successful one.
Challenge 13 (10,000 XP)
Fire Breath. The dragon exhales fire in a 60-foot cone.
Legendary Resistance (1/Day). If the dragon fails a saving Each creature in that area must make a DC 19
throw, it can choose to succeed instead. Dexterity saving throw, taking 63 (18d6) fire damage
on a failed save, or half as much damage on a
Reflective Hide. Any time the dragon is targeted by a successful one.
spell that requires a ranged attack roll, roll a d6. On a 1
to 5, the dragon is unaffected. On a 6, the dragon is Legendary Actions
unaffected, and the effect is reflected back at the caster The dragon can take 3 legendary actions, choosing
as though it originated from the dragon, turning the from the options below. Only one legendary action
caster into the target. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Actions legendary actions at the start of its turn.
Multiattack. The dragon can use its Frightful Presence. It
then makes two attacks: one with its bite and one with Detect. The dragon makes a Wisdom (Perception)
its claws. check.
Fire Ball Attack (Costs 3 Actions). The dragon uses its
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one Fire Ball breath weapon, regardless of whether the
creature. Hit: 16 (2d10+5) piercing damage plus 7 ability is recharged or not. After this attack, it must
(2d6) fire damage. be recharged as normal.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one Tail Attack. The dragon makes a tail attack.
creature. Hit: 12 (2d6+5) slashing damage.
Wing Attack (Costs 2 Actions). The dragon beats its
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one wings. Each creature within 15 feet of the dragon
creature. Hit: 14 (2d8+5) bludgeoning damage. must succeed on a DC 18 Dexterity saving throw or
take 12 (2d6+5) bludgeoning damage and be
knocked prone. The dragon can then fly up to half its
flying speed.

Chapter 1: Beasts
10
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Young Chinese Fireball Chinese Fireball
Medium
Wyrmling
Armor Class 17 (Natural Armor) Small
Hit Points 105 (10d8+60)
Speed 40 ft., climb 40 ft., fly 80 ft. Armor Class 17 (Natural Armor)
Hit Points 45 (6d6+24)
Speed 30 ft., climb 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 22 (+6) 5 (-3) 10 (+0) 17 (+3)
STR DEX CON INT WIS CHA
Saving Throws Str +7, Con +9 15 (+2) 13 (+1) 19 (+4) 5 (-3) 10 (+0) 15 (+2)
Skills Perception +3
Senses blindsight 30 ft., darkvision 120 ft., passive Saving Throws Str +4, Con +6
Perception 13 Skills Perception +2
Languages — Senses blindsight 10 ft., darkvision 60 ft., passive
Challenge 8 (3,900 XP) Perception 12
Languages —
Legendary Resistance (1/Day). If the dragon fails a Challenge 3 (10 XP)
saving throw, it can choose to succeed instead.
Tough Hide. Any time the dragon is targeted by a
Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On
spell that requires a ranged attack roll, roll a d6. On a 3 to 6, the dragon is unaffected.
a 1 to 5, the dragon is unaffected. On a 6, the
dragon is unaffected, and the effect is reflected back Actions
at the caster as though it originated from the
dragon, turning the caster into the target. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 14 (2d10+3) piercing damage
Actions plus 7 (2d6) fire damage.
Multiattack. The dragon makes two attacks: one with Fire Ball (Recharge 5-6). The dragon launches a small
its bite and one with its claws. ball of fire towards any point within in 60 feet and
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., then explodes into a fiery blast upon impact. Each
one creature. Hit: 15 (2d10+4) piercing damage creature within a 20-foot-radius sphere centered on
plus 7 (2d6) fire damage. that point must make a DC 14 Dexterity saving
throw, taking 28 (8d6) fire damage on a failed save,
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., or half as much damage on a successful one.
one creature. Hit: 11 (2d6+4) slashing damage.
Breath Weapons (Recharge 4-6). The dragon uses one
of the following breath weapons.
Fire Ball. The dragon launches a small ball of fire
towards any point within in 90 feet and then
explodes into a fiery blast upon impact. Each
creature within a 20-foot-radius sphere centered
on that point must make a DC 17 Dexterity
saving throw, taking 35 (10d6) fire damage on a
failed save, or half as much damage on a
successful one.
Fire Breath. The dragon exhales fire in a 30-foot
cone. Each creature in that area must make a DC
17 Dexterity saving throw, taking 56 (16d6) fire
damage on a failed save, or half as much damage
on a successful one.

Chapter 1: Beasts
11
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Common Welsh Green

Adult Common Welsh Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 11 (2d6+4) slashing damage.
Green Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Medium creature. Hit: 13 (2d8+4) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice
Armor Class 18 (Natural Armor) that is within 120 feet and aware of it must succeed on
Hit Points 114 (12d8+60) a DC 14 Wisdom saving throw or become frightened
Speed 30 ft., climb 30 ft., fly 60 ft. 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
STR DEX CON INT WIS CHA or the effect ends for it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours.
18 (+4) 15 (+2) 20 (+5) 5 (-3) 13 (+1) 14 (+2)
Fire Breath (Recharge 5-6). The dragon exhales fire in a
Saving Throws Str +8, Con +9 90-foot line that is 15 feet wide. Each creature in that
Skills Perception +5 line must make a DC 17 Dexterity saving throw, taking
Senses blindsight 30 ft., darkvision 120 ft., passive 63 (18d6) fire damage on a failed save, or half as much
Perception 15 damage on a successful one.
Languages —
Challenge 10 (5,900 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Legendary Resistance (3/Day). If the dragon fails a saving from the options below. Only one legendary action
throw, it can choose to succeed instead. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Reflective Hide. Any time the dragon is targeted by a legendary actions at the start of its turn.
spell that requires a ranged attack roll, roll a d6. On a 1
to 5, the dragon is unaffected. On a 6, the dragon is Detect. The dragon makes a Wisdom (Perception)
unaffected, and the effect is reflected back at the caster check.
as though it originated from the dragon, turning the Tail Attack. The dragon makes a tail attack.
caster into the target.
Wing Attack (Costs 2 Actions). The dragon beats its
Actions wings. Each creature within 5 feet of the dragon
must succeed on a DC 16 Dexterity saving throw or
Multiattack. The dragon can use its Frightful Presence. It
take 11 (2d6+4) bludgeoning damage and be
then makes two attacks: one with its bite and one with
knocked prone. The dragon can then fly up to half its
its claws.
flying speed.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 15 (2d10+4) piercing damage.

Chapter 1: Beasts
12
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Young Common Welsh Common Welsh Green
Green Wyrmling
Small Tiny

Armor Class 18 (Natural Armor) Armor Class 18 (Natural Armor)


Hit Points 85 (10d6+50) Hit Points 52 (8d4+24)
Speed 30 ft., climb 30 ft., fly 60 ft. Speed 20 ft., climb 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 20 (+5) 4 (-3) 11 (+0) 12 (+1) 15 (+2) 15 (+2) 16 (+3) 4 (-3) 11 (+0) 10 (+0)

Saving Throws Str +6, Con +8 Saving Throws Str +4, Con +4
Skills Perception +3 Skills Perception +2
Senses blindsight 30 ft., darkvision 120 ft., passive Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 13 Perception 12
Languages — Languages —
Challenge 6 (2,300 XP) Challenge 2 (10 XP)

Legendary Resistance (2/Day). If the dragon fails a Legendary Resistance (1/Day). If the dragon fails a
saving throw, it can choose to succeed instead. saving throw, it can choose to succeed instead.
Reflective Hide. Any time the dragon is targeted by a Tough Hide. Any time the dragon is targeted by a
spell that requires a ranged attack roll, roll a d6. On spell that requires a ranged attack roll, roll a d6. On
a 1 to 5, the dragon is unaffected. On a 6, the a 3 to 6, the dragon is unaffected.
dragon is unaffected, and the effect is reflected back
at the caster as though it originated from the Actions
dragon, turning the caster into the target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 13 (2d10+2) piercing damage.
Actions
Multiattack. The dragon makes two attacks: one with
its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 14 (2d10+3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 10 (2d6+3) slashing damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in
a 60-foot line that is 15 feet wide. Each creature in
that line must make a DC 16 Dexterity saving throw,
taking 49 (14d6) fire damage on a failed save, or
half as much damage on a successful one.

Chapter 1: Beasts
13
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Hebridean Black

Adult Hebridean Black Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one
creature. Hit: 14 (2d8+5) bludgeoning damage.
Huge
Frightful Presence. Each creature of the dragon's choice
Armor Class 17 (Natural Armor) that is within 120 feet and aware of it must succeed on
Hit Points 175 (14d12+84) a DC 18 Wisdom saving throw or become frightened
Speed 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA or the effect ends for it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours.
21 (+5) 12 (+1) 23 (+6) 6 (-2) 15 (+2) 20 (+5)
Destructive Breath (Recharge 5-6). The dragon exhales
fire and hot gas in a 60-foot cone. Each creature in that
Saving Throws Str +10, Con +11 area must make a DC 19 Dexterity saving throw, taking
Skills Perception +7 31 (9d6) fire damage and 31 (9d6) acid damage on a
Senses blindsight 30 ft., darkvision 120 ft., passive failed save, or half as much damage of each damage
Perception 17 type on a successful one.
Languages —
Challenge 13 (10,000 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Legendary Resistance (1/Day). If the dragon fails a saving from the options below. Only one legendary action
throw, it can choose to succeed instead. option can be used at a time and only at the end of
Reflective Hide. Any time the dragon is targeted by a another creature's turn. The dragon regains spent
spell that requires a ranged attack roll, roll a d6. On a 1 legendary actions at the start of its turn.
to 5, the dragon is unaffected. On a 6, the dragon is Bite Attack. The dragon makes a bite attack.
unaffected, and the effect is reflected back at the caster
as though it originated from the dragon, turning the Detect. The dragon makes a Wisdom (Perception)
caster into the target. check.

Actions Tail Attack. The dragon makes a tail attack.

Multiattack. The dragon can use its Frightful Presence. It Wing Attack (Costs 2 Actions). The dragon beats its
then makes three attacks: one with its bite and two wings. Each creature within 15 feet of the dragon
with its claws. must succeed on a DC 18 Dexterity saving throw or
take 12 (2d6+5) bludgeoning damage and be
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one knocked prone. The dragon can then fly up to half its
creature. Hit: 16 (2d10+5) piercing damage. flying speed.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one creature. Hit: 12 (2d6+5) slashing damage.

Chapter 1: Beasts
14
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Young Hebridean Black Hebridean Black
Large
Wyrmling
Armor Class 17 (Natural Armor) Medium
Hit Points 115 (10d10+60)
Speed 40 ft., fly 80 ft. Armor Class 17 (Natural Armor)
Hit Points 68 (8d8+32)
Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 22 (+6) 5 (-3) 13 (+1) 18 (+4)
STR DEX CON INT WIS CHA
Saving Throws Str +8, Con +9 18 (+4) 12 (+1) 18 (+4) 5 (-3) 13 (+1) 16 (+3)
Skills Perception +4
Senses blindsight 30 ft., darkvision 120 ft., passive Saving Throws Str +6, Con +6
Perception 14 Skills Perception +3
Languages — Senses blindsight 10 ft., darkvision 60 ft., passive
Challenge 8 (3,900 XP) Perception 13
Languages —
Legendary Resistance (1/Day). If the dragon fails a Challenge 3 (10 XP)
saving throw, it can choose to succeed instead.
Tough Hide. Any time the dragon is targeted by a
Reflective Hide. Any time the dragon is targeted by a spell that requires a ranged attack roll, roll a d6. On
spell that requires a ranged attack roll, roll a d6. On a 3 to 6, the dragon is unaffected.
a 1 to 5, the dragon is unaffected. On a 6, the
dragon is unaffected, and the effect is reflected back Actions
at the caster as though it originated from the
dragon, turning the caster into the target. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 15 (2d10+4) piercing damage.
Actions
Multiattack. The dragon makes two attacks: one with
its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 16 (2d10+5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 12 (2d6+5) slashing damage.
Destructive Breath (Recharge 5-6). The dragon
exhales fire and hot gas in a 30-foot cone. Each
creature in that area must make a DC 17 Dexterity
saving throw, taking 31 (9d6) fire damage and 31
(9d6) acid damage on a failed save, or half as much
damage of each damage type on a successful one.

Chapter 1: Beasts
15
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hungarian Horntail

Adult Hungarian Claw. Melee Weapon Attack: +12 to hit, reach 10 ft.,
one creature. Hit: 14 (2d6+7) slashing damage.
Horntail Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one
Gargantuan creature. Hit: 20 (3d8+7) piercing damage.
Frightful Presence. Each creature of the dragon's choice
Armor Class 17 (Natural Armor) that is within 120 feet and aware of it must succeed on
Hit Points 210 (12d20+84) a DC 19 Wisdom saving throw or become frightened
Speed 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA or the effect ends for it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours.
25 (+7) 12 (+1) 25 (+7) 4 (-3) 14 (+2) 23 (+6)
Fire Breath (Recharge 5-6). The dragon exhales fire in a
Saving Throws Str +12, Con +12 60-foot cone. Each creature in that area must make a
Skills Perception +7 DC 20 Dexterity saving throw, taking 63 (18d6) fire
Senses blindsight 30 ft., darkvision 120 ft., passive damage on a failed save, or half as much damage on a
Perception 17 successful one.
Languages —
Challenge 16 (15,000 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Legendary Resistance (1/Day). If the dragon fails a saving from the options below. Only one legendary action
throw, it can choose to succeed instead. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Reflective Hide. Any time the dragon is targeted by a legendary actions at the start of its turn.
spell that requires a ranged attack roll, roll a d6. On a 1
to 5, the dragon is unaffected. On a 6, the dragon is Detect. The dragon makes a Wisdom (Perception)
unaffected, and the effect is reflected back at the caster check.
as though it originated from the dragon, turning the Tail Attack. The dragon makes a tail attack.
caster into the target.
Wing Attack (Costs 2 Actions). The dragon beats its
Actions wings. Each creature within 20 feet of the dragon
must succeed on a DC 20 Dexterity saving throw or
Multiattack. The dragon can use its Frightful Presence. It
take 14 (2d6+7) bludgeoning damage and be
then makes three attacks: one with its bite, one with its
knocked prone. The dragon can then fly up to half its
claws, and one with its tail.
flying speed.
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one
creature. Hit: 18 (2d10+7) piercing damage.

Chapter 1: Beasts
16
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Young Hungarian Hungarian Horntail
Horntail Wyrmling
Huge Medium

Armor Class 17 (Natural Armor) Armor Class 17 (Natural Armor)


Hit Points 125 (10d12+60) Hit Points 66 (7d8+35)
Speed 40 ft., fly 80 ft. Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 23 (+6) 3 (-4) 12 (+1) 21 (+5) 21 (+5) 12 (+1) 21 (+5) 3 (-4) 12 (+1) 19 (+4)

Saving Throws Str +10, Con +10 Saving Throws Str +7, Con +7
Skills Perception +5 Skills Perception +3
Senses blindsight 30 ft., darkvision 120 ft., passive Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 15 Perception 13
Languages — Languages —
Challenge 9 (5,000 XP) Challenge 4 (1,100 XP)

Legendary Resistance (1/Day). If the dragon fails a Tough Hide. Any time the dragon is targeted by a
saving throw, it can choose to succeed instead. spell that requires a ranged attack roll, roll a d6. On
a 3 to 6, the dragon is unaffected.
Reflective Hide. Any time the dragon is targeted by a
spell that requires a ranged attack roll, roll a d6. On
a 1 to 5, the dragon is unaffected. On a 6, the
Actions
dragon is unaffected, and the effect is reflected back Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
at the caster as though it originated from the one creature. Hit: 16 (2d10+5) piercing damage.
dragon, turning the caster into the target.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Actions one creature. Hit: 18 (3d8+5) piercing damage.
Multiattack. The dragon makes three attacks: one
with its bite, one with its claws, and one with its tail.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one creature. Hit: 17 (2d10+6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one creature. Hit: 13 (2d6+6) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 20 ft.,
one creature. Hit: 19 (3d8+6) piercing damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in
a 30-foot cone. Each creature in that area must
make a DC 18 Dexterity saving throw, taking 56
(16d6) fire damage on a failed save, or half as much
damage on a successful one.

Chapter 1: Beasts
17
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Norwegian Ridgeback

Adult Norwegian Claw. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one creature. Hit: 13 (2d6+6) slashing damage.
Ridgeback Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one
Gargantuan creature. Hit: 15 (2d8+6) piercing damage.
Frightful Presence. Each creature of the dragon's choice
Armor Class 17 (Natural Armor) that is within 120 feet and aware of it must succeed on
Hit Points 181 (11d20+66) a DC 18 Wisdom saving throw or become frightened
Speed 40 ft., fly 80 ft., swim 40 ft. 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
STR DEX CON INT WIS CHA or the effect ends for it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours.
23 (+6) 13 (+1) 22 (+6) 5 (-3) 14 (+2) 21 (+5)
Fire Breath (Recharge 5-6). The dragon exhales fire in a
Saving Throws Str +11, Con +11 60-foot cone. Each creature in that area must make a
Skills Perception +7 DC 19 Dexterity saving throw, taking 63 (18d6) fire
Senses blindsight 30 ft., darkvision 120 ft., passive damage on a failed save, or half as much damage on a
Perception 17 successful one.
Languages —
Challenge 14 (11,500 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Legendary Resistance (1/Day). If the dragon fails a saving from the options below. Only one legendary action
throw, it can choose to succeed instead. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Reflective Hide. Any time the dragon is targeted by a legendary actions at the start of its turn.
spell that requires a ranged attack roll, roll a d6. On a 1
to 5, the dragon is unaffected. On a 6, the dragon is Detect. The dragon makes a Wisdom (Perception)
unaffected, and the effect is reflected back at the caster check.
as though it originated from the dragon, turning the Tail Attack. The dragon makes a tail attack.
caster into the target.
Wing Attack (Costs 2 Actions). The dragon beats its
Actions wings. Each creature within 20 feet of the dragon
must succeed on a DC 19 Dexterity saving throw or
Multiattack. The dragon can use its Frightful Presence. It
take 13 (2d6+6) bludgeoning damage and be
then makes three attacks: one with its bite and two
knocked prone. The dragon can then fly up to half its
with its claws.
flying speed.
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one
creature. Hit: 17 (2d10+6) piercing damage plus 7
(2d6) poison damage.

Chapter 1: Beasts
18
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Young Norwegian Norwegian Ridgeback
Ridgeback Wyrmling
Large Medium

Armor Class 17 (Natural Armor) Armor Class 17 (Natural Armor)


Hit Points 115 (11d10+55) Hit Points 51 (6d8+24)
Speed 40 ft., fly 80 ft., swim 40 ft. Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 21 (+5) 4 (-3) 12 (+1) 19 (+4) 19 (+4) 13 (+1) 19 (+4) 4 (-3) 12 (+1) 17 (+3)

Saving Throws Str +8, Con +8 Saving Throws Str +6, Con +6
Skills Perception +4 Skills Perception +3
Senses blindsight 30 ft., darkvision 120 ft., passive Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 14 Perception 13
Languages — Languages —
Challenge 8 (3,900 XP) Challenge 3 (10 XP)

Legendary Resistance (1/Day). If the dragon fails a Tough Hide. Any time the dragon is targeted by a
saving throw, it can choose to succeed instead. spell that requires a ranged attack roll, roll a d6. On
a 3 to 6, the dragon is unaffected.
Reflective Hide. Any time the dragon is targeted by a
spell that requires a ranged attack roll, roll a d6. On
a 1 to 5, the dragon is unaffected. On a 6, the
Actions
dragon is unaffected, and the effect is reflected back Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
at the caster as though it originated from the one creature. Hit: 15 (2d10+4) piercing damage.
dragon, turning the caster into the target.
Fire Breath (Recharge 5-6). The dragon exhales fire in
Actions a 30-foot cone. Each creature in that area must
make a DC 14 Dexterity saving throw, taking 28
Multiattack. The dragon makes three attacks: one (8d6) fire damage on a failed save, or half as much
with its bite and two with its claws. damage on a successful one.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 16 (2d10+5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 12 (2d6+5) slashing damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in
a 30-foot cone. Each creature in that area must
make a DC 16 Dexterity saving throw, taking 56
(16d6) fire damage on a failed save, or half as much
damage on a successful one.

Chapter 1: Beasts
19
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Peruvian Vipertooth

Adult Peruvian Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 12 (2d6+5) slashing damage.
Vipertooth Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Medium creature. Hit: 13 (2d8+4) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice
Armor Class 20 (Natural Armor) that is within 120 feet and aware of it must succeed on
Hit Points 127 (15d8+60) a DC 15 Wisdom saving throw or become frightened
Speed 40 ft., climb 40 ft., fly 100 ft. 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
STR DEX CON INT WIS CHA or the effect ends for it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours.
19 (+4) 20 (+5) 18 (+4) 6 (-2) 16 (+3) 16 (+3)
Fire Breath (Recharge 5-6). The dragon exhales fire in a
Saving Throws Str +8, Dex +9 30-foot cone. Each creature in that area must make a
Skills Perception +7 DC 16 Dexterity saving throw, taking 63 (18d6) fire
Senses blindsight 30 ft., darkvision 120 ft., passive damage on a failed save, or half as much damage on a
Perception 17 successful one.
Languages —
Challenge 12 (8,400 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Legendary Resistance (1/Day). If the dragon fails a saving from the options below. Only one legendary action
throw, it can choose to succeed instead. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Reflective Hide. Any time the dragon is targeted by a legendary actions at the start of its turn.
spell that requires a ranged attack roll, roll a d6. On a 1
to 5, the dragon is unaffected. On a 6, the dragon is Detect. The dragon makes a Wisdom (Perception)
unaffected, and the effect is reflected back at the caster check.
as though it originated from the dragon, turning the Tail Attack. The dragon makes a tail attack.
caster into the target.
Wing Attack (Costs 2 Actions). The dragon beats its
Actions wings. Each creature within 5 feet of the dragon
must succeed on a DC 16 Dexterity saving throw or
Multiattack. The dragon can use its Frightful Presence. It
take 11 (2d6+4) bludgeoning damage and be
then makes two attacks: one with its bite and one with
knocked prone. The dragon can then fly up to half its
its claws.
flying speed.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 16 (2d10+5) piercing damage. The target
must make a DC 16 Constitution saving throw, taking
21 (6d6) poison damage on a failed save, or half as
much damage on a successful one.

Chapter 1: Beasts
20
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Young Peruvian Peruvian Vipertooth
Vipertooth Wyrmling
Small Tiny

Armor Class 20 (Natural Armor) Armor Class 20 (Natural Armor)


Hit Points 65 (10d6+30) Hit Points 36 (8d4+16)
Speed 40 ft., climb 40 ft., fly 100 ft. Speed 30 ft., climb 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 17 (+3) 5 (-3) 14 (+2) 14 (+2) 13 (+1) 16 (+3) 15 (+2) 5 (-3) 14 (+2) 12 (+1)

Saving Throws Str +6, Dex +7 Saving Throws Str +3, Dex +5
Skills Perception +5 Skills Perception +4
Senses blindsight 30 ft., darkvision 120 ft., passive Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 15 Perception 14
Languages — Languages —
Challenge 7 (2,900 XP) Challenge 2 (10 XP)

Legendary Resistance (1/Day). If the dragon fails a Tough Hide. Any time the dragon is targeted by a
saving throw, it can choose to succeed instead. spell that requires a ranged attack roll, roll a d6. On
a 3 to 6, the dragon is unaffected.
Reflective Hide. Any time the dragon is targeted by a
spell that requires a ranged attack roll, roll a d6. On
a 1 to 5, the dragon is unaffected. On a 6, the
Actions
dragon is unaffected, and the effect is reflected back Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
at the caster as though it originated from the one creature. Hit: 14 (2d10+3) piercing damage.
dragon, turning the caster into the target. The target must make a DC 12 Constitution saving
throw, taking 7 (2d6) poison damage on a failed
Actions save, or half as much damage on a successful one.
Multiattack. The dragon makes three attacks: one
with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 15 (2d10+4) piercing damage.
The target must make a DC 14 Constitution saving
throw, taking 21 (6d6) poison damage on a failed
save, or half as much damage on a successful one.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 11 (2d6+4) slashing damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in
a 30-foot cone. Each creature in that area must
make a DC 14 Dexterity saving throw, taking 49
(14d6) fire damage on a failed save, or half as much
damage on a successful one.

Chapter 1: Beasts
21
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Romanian Longhorn

Adult Romanian Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
creature. Hit: 15 (2d8+6) bludgeoning damage.
Longhorn Swooping Charge. The dragon moves up to its flying
Huge speed in a straight line and through the space of any
creature large or smaller, targeting each creature it
moves through. A creature whose space the dragon
Armor Class 17 (Natural Armor)
enters during this movement is knocked prone and
Hit Points 189 (14d12+98)
must make a DC 19 Dexterity saving throw, taking 27
Speed 40 ft., fly 80 ft.
(2d20+6) piercing damage on a failed save, or half as
much damage on a successful one.
STR DEX CON INT WIS CHA Frightful Presence. Each creature of the dragon's choice
that is within 120 feet and aware of it must succeed on
22 (+6) 11 (+0) 24 (+7) 4 (-3) 13 (+1) 21 (+5)
a DC 18 Wisdom saving throw or become frightened
for 1 minute. A creature can repeat the saving throw at
Saving Throws Str +11, Con +12 the end of each of its turns, ending the effect on itself
Skills Perception +6 on a success. If a creature's saving throw is successful
Senses blindsight 30 ft., darkvision 120 ft., passive or the effect ends for it, the creature is immune to the
Perception 16 dragon's Frightful Presence for the next 24 hours.
Languages —
Challenge 14 (41000 XP) Fire Breath (Recharge 5-6). The dragon exhales fire in a
60-foot cone. Each creature in that area must make a
DC 20 Dexterity saving throw, taking 63 (18d6) fire
Legendary Resistance (1/Day). If the dragon fails a saving
damage on a failed save, or half as much damage on a
throw, it can choose to succeed instead.
successful one.
Reflective Hide. Any time the dragon is targeted by a
spell that requires a ranged attack roll, roll a d6. On a 1 Legendary Actions
to 5, the dragon is unaffected. On a 6, the dragon is The dragon can take 3 legendary actions, choosing
unaffected, and the effect is reflected back at the caster from the options below. Only one legendary action
as though it originated from the dragon, turning the option can be used at a time and only at the end of
caster into the target. another creature's turn. The dragon regains spent
legendary actions at the start of its turn.
Actions
Detect. The dragon makes a Wisdom (Perception)
Multiattack. The dragon can use its Frightful Presence. It
check.
then makes three attacks: one with its bite and two
with its claws. Tail Attack. The dragon makes a tail attack.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one Wing Attack (Costs 2 Actions). The dragon beats its
creature. Hit: 17 (2d10+6) piercing damage. wings. Each creature within 15 feet of the dragon
must succeed on a DC 19 Dexterity saving throw or
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., take 13 (2d6+6) bludgeoning damage and be
one creature. Hit: 13 (2d6+6) slashing damage. knocked prone. The dragon can then fly up to half its
flying speed.

Chapter 1: Beasts
22
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Young Romanian Romanian Longhorn
Longhorn Wyrmling
Large Medium

Armor Class 17 (Natural Armor) Armor Class 17 (Natural Armor)


Hit Points 115 (10d10+60) Hit Points 57 (6d8+30)
Speed 40 ft., fly 80 ft. Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 23 (+6) 3 (-4) 11 (+0) 19 (+4) 20 (+5) 11 (+0) 21 (+5) 3 (-4) 11 (+0) 17 (+3)

Saving Throws Str +8, Con +9 Saving Throws Str +7, Con +7
Skills Perception +3 Skills Perception +2
Senses blindsight 30 ft., darkvision 120 ft., passive Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 13 Perception 12
Languages — Languages —
Challenge 8 (3,900 XP) Challenge 3 (10 XP)

Legendary Resistance (1/Day). If the dragon fails a Tough Hide. Any time the dragon is targeted by a
saving throw, it can choose to succeed instead. spell that requires a ranged attack roll, roll a d6. On
a 3 to 6, the dragon is unaffected.
Reflective Hide. Any time the dragon is targeted by a
spell that requires a ranged attack roll, roll a d6. On
a 1 to 5, the dragon is unaffected. On a 6, the
Actions
dragon is unaffected, and the effect is reflected back Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
at the caster as though it originated from the one creature. Hit: 16 (2d10+5) piercing damage.
dragon, turning the caster into the target.
Actions
Multiattack. The dragon makes three attacks: one
with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 16 (2d10+5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 12 (2d6+5) slashing damage.
Swooping Charge. The dragon moves up to its flying
speed in a straight line and through the space of any
creature medium or smaller, targeting each creature
it moves through. A creature whose space the
dragon enters during this movement is knocked
prone and must make a DC 16 Dexterity saving
throw, taking 26 (2d20+5) piercing damage on a
failed save, or half as much damage on a successful
one.
Fire Breath (Recharge 5-6). The dragon exhales fire in
a 30-foot cone. Each creature in that area must
make a DC 17 Dexterity saving throw, taking 63
(18d6) fire damage on a failed save, or half as much
damage on a successful one.

Chapter 1: Beasts
23
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Swedish Shortsnout

Adult Swedish Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 11 (2d6+4) slashing damage.
Shortsnout Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one
Large creature. Hit: 13 (2d8+4) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice
Armor Class 17 (Natural Armor) that is within 120 feet and aware of it must succeed on
Hit Points 136 (13d10+65) a DC 15 Wisdom saving throw or become frightened
Speed 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA or the effect ends for it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours.
19 (+4) 14 (+2) 21 (+5) 5 (-3) 15 (+2) 17 (+3)
Fire Breath (Recharge 5-6). The dragon exhales fire in a
Saving Throws Str +8, Con +9 60-foot cone. Each creature in that area must make a
Skills Perception +6 DC 17 Dexterity saving throw, taking 77 (22d6) fire
Senses blindsight 30 ft., darkvision 120 ft., passive damage on a failed save, or half as much damage on a
Perception 16 successful one.
Languages —
Challenge 11 (7,200 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Legendary Resistance (1/Day). If the dragon fails a saving from the options below. Only one legendary action
throw, it can choose to succeed instead. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Reflective Hide. Any time the dragon is targeted by a legendary actions at the start of its turn.
spell that requires a ranged attack roll, roll a d6. On a 1
to 5, the dragon is unaffected. On a 6, the dragon is Detect. The dragon makes a Wisdom (Perception)
unaffected, and the effect is reflected back at the caster check.
as though it originated from the dragon, turning the Tail Attack. The dragon makes a tail attack.
caster into the target.
Wing Attack (Costs 2 Actions). The dragon beats its
Actions wings. Each creature within 10 feet of the dragon
must succeed on a DC 16 Dexterity saving throw or
Multiattack. The dragon can use its Frightful Presence. It
take 11 (2d6+4) bludgeoning damage and be
then makes two attacks: one with its bite and one with
knocked prone. The dragon can then fly up to half its
its claws.
flying speed.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
creature. Hit: 15 (2d10+4) piercing damage.

Chapter 1: Beasts
24
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Young Swedish Swedish Shortsnout
Shortsnout Wyrmling
Medium Small

Armor Class 17 (Natural Armor) Armor Class 17 (Natural Armor)


Hit Points 95 (10d8+40) Hit Points 45 (7d6+21)
Speed 40 ft., fly 80 ft. Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 19 (+4) 4 (-3) 13 (+1) 15 (+2) 15 (+2) 14 (+2) 16 (+3) 4 (-3) 13 (+1) 13 (+1)

Saving Throws Str +6, Con +7 Saving Throws Str +4, Con +5
Skills Perception +4 Skills Perception +3
Senses blindsight 30 ft., darkvision 120 ft., passive Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 14 Perception 13
Languages — Languages —
Challenge 7 (2,900 XP) Challenge 2 (10 XP)

Legendary Resistance (1/Day). If the dragon fails a Tough Hide. Any time the dragon is targeted by a
saving throw, it can choose to succeed instead. spell that requires a ranged attack roll, roll a d6. On
a 3 to 6, the dragon is unaffected.
Reflective Hide. Any time the dragon is targeted by a
spell that requires a ranged attack roll, roll a d6. On
a 1 to 5, the dragon is unaffected. On a 6, the
Actions
dragon is unaffected, and the effect is reflected back Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
at the caster as though it originated from the one creature. Hit: 7 (1d10+2) piercing damage.
dragon, turning the caster into the target.
Fire Breath (Recharge 5-6). The dragon exhales fire in
Actions a 30-foot cone. Each creature in that area must
make a DC 13 Dexterity saving throw, taking 28
Multiattack. The dragon makes two attacks: one with (8d6) fire damage on a failed save, or half as much
its bite and one with its claws. damage on a successful one.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 14 (2d10+3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 10 (2d6+3) slashing damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in
a 30-foot cone. Each creature in that area must
make a DC 16 Dexterity saving throw, taking 77
(22d6) fire damage on a failed save, or half as much
damage on a successful one.

Chapter 1: Beasts
25
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ukrainian Ironbelly

Adult Ukrainian Frightful Presence. Each creature of the dragon's choice


that is within 120 feet and aware of it must succeed on
Ironbelly a DC 18 Wisdom saving throw or become frightened
for 1 minute. A creature can repeat the saving throw at
Gargantuan the end of each of its turns, ending the effect on itself
on a success. If a creature's saving throw is successful
Armor Class 17 (Natural Armor) or the effect ends for it, the creature is immune to the
Hit Points 253 (13d20+117) dragon's Frightful Presence for the next 24 hours.
Speed 30 ft., fly 60 ft.
Fire Breath (Recharge 5-6). The dragon exhales fire in a
60-foot cone. Each creature in that area must make a
STR DEX CON INT WIS CHA DC 21 Dexterity saving throw, taking 63 (18d6) fire
damage on a failed save, or half as much damage on a
23 (+6) 9 (-1) 28 (+9) 4 (-3) 12 (+1) 20 (+5) successful one.
Swallow. The dragon makes one bite attack against a
Saving Throws Str +11, Con +14 medium or smaller creature it is grappling. If the attack
Skills Perception +6 hits, the target takes the bite's damage, the target is
Senses blindsight 30 ft., darkvision 120 ft., passive swallowed, and the grapple ends. While swallowed, the
Perception 16 creature is blinded and restrained, it has total cover
Languages — against attacks and other effects outside the dragon,
Challenge 15 (13,000 XP) and it takes 14 (4d6) acid damage at the start of each
of the dragon's turns.
Legendary Resistance (1/Day). If the dragon fails a saving
If the dragon takes 60 damage or more on a single turn,
throw, it can choose to succeed instead.
the dragon must succeed on a DC 25 Constitution
Reflective Hide. Any time the dragon is targeted by a saving throw at the end of that turn or regurgitate all
spell that requires a ranged attack roll, roll a d6. On a 1 swallowed creatures, which fall prone in a space within
to 5, the dragon is unaffected. On a 6, the dragon is 10 feet of the dragon. If the dragon dies, a swallowed
unaffected, and the effect is reflected back at the caster creature is no longer restrained by it and can escape
as though it originated from the dragon, turning the from the corpse by using 30 feet of movement, exiting
caster into the target. prone.

Actions Legendary Actions


Multiattack. The dragon can use its Frightful Presence. It The dragon can take 3 legendary actions, choosing
then makes three attacks: one with its bite and two from the options below. Only one legendary action
with its wings. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one legendary actions at the start of its turn.
creature. Hit: 17 (2d10+6) piercing damage. If the
target is a creature, it is grappled (escape DC 19). Until Detect. The dragon makes a Wisdom (Perception)
this grapple ends, the target is restrained, and the check.
dragon can't bite another target. Swallow Attack. The dragon makes a swallow attack if
Wing. Melee Weapon Attack: +11 to hit, reach 15 ft., there is a creature currently grappled.
one creature. Hit: 9 (1d6+6) slashing damage. Tail Attack. The dragon makes a tail attack.
Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one Wing Attack (Costs 2 Actions). The dragon beats its
creature. Hit: 15 (2d8+6) bludgeoning damage. wings. Each creature within 20 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."

Chapter 1: Beasts
26
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Young Ukrainian Ukrainian Ironbelly
Ironbelly Wyrmling
Huge Medium

Armor Class 17 (Natural Armor) Armor Class 17 (Natural Armor)


Hit Points 155 (10d12+90) Hit Points 105 (10d8+60)
Speed 30 ft., fly 60 ft. Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 28 (+9) 3 (-4) 10 (+0) 18 (+4) 18 (+4) 9 (-1) 23 (+6) 3 (-4) 10 (+0) 16 (+3)

Saving Throws Str +9, Con +13 Saving Throws Str +6, Con +8
Skills Perception +4 Skills Perception +2
Senses blindsight 30 ft., darkvision 120 ft., passive Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 14 Perception 12
Languages — Languages —
Challenge 9 (5,000 XP) Challenge 4 (1,100 XP)

Legendary Resistance (1/Day). If the dragon fails a Tough Hide. Any time the dragon is targeted by a
saving throw, it can choose to succeed instead. spell that requires a ranged attack roll, roll a d6. On
a 3 to 6, the dragon is unaffected.
Reflective Hide. Any time the dragon is targeted by a
spell that requires a ranged attack roll, roll a d6. On
a 1 to 5, the dragon is unaffected. On a 6, the
Actions
dragon is unaffected, and the effect is reflected back Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
at the caster as though it originated from the one creature. Hit: 15 (2d10+4) piercing damage.
dragon, turning the caster into the target.
Actions
Multiattack. The dragon makes three attacks: one
with its bite and two with its wings.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one creature. Hit: 16 (2d10+5) piercing damage. If
the target is a creature, it is grappled (escape DC
17). Until this grapple ends, the target is restrained,
and the dragon can't bite another target.
Wing. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one creature. Hit: 8 (1d6+5) bludgeoning damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in
a 30-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.
Swallow. The dragon makes one bite attack against a
medium or smaller creature it is grappling. If the
attack hits, the target takes the bite's damage, the
target is swallowed, and the grapple ends. While
swallowed, the creature is blinded and restrained, it
has total cover against attacks and other effects
outside the dragon, and it takes 7 (2d6) acid
damage at the start of each of the dragon's turns.
If the dragon takes 40 damage or more on a single
turn, the dragon must succeed on a DC 25
Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone
in a space within 10 feet of the dragon.

Chapter 1: Beasts
27
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Nundu
Cruel Cats. The nundu is a large creature, native to hot Young Nundu
tropical jungles that resembles a leopard with the throat of a Medium
pufferfish. It moves silently, despite its size, and is considered
by some to be one of the most dangerous creatures alive. The Armor Class 15 (Natural Armor)
breath of the nundu is toxic and so potent that it can wipe out Hit Points 165 (22d8+66)
entire villages of people. Speed 40 ft.
The nundu is extremely hard to subdue, as it is vicious with
finely honed instincts. Myths and folklore surround this
creature in the regions it resides in, the local residents find STR DEX CON INT WIS CHA
the nundu truly terrifying. 20 (+5) 17 (+3) 17 (+3) 4 (-3) 10 (+0) 7 (-2)
Puffed Pride. The nundu appears as a sleek jaguar or
panther when stalking prey, but if seen or threatened it Saving Throws
inhales air to puff up its throat. When enlarged, it gives the Skills Perception +3, Stealth +6
effect of a mane, and the nundu resembles a male lion. Damage Immunities poison
The deadly toxin that the nundu excretes from its spines Condition Immunities poisoned
can be harvested and used in poisons. Not many hunt the Senses passive Perception 13
nundu due to its ferocity and the fact it provides no edible Languages —
meat when killed. Only skilled butchers can ascertain which Challenge 7 (2,900 XP)
scarce parts of the nundu can be eaten, as even a smallest
bite of the wrong part of nundu meat is fatal. Keen Sight and Smell. The nundu has advantage on
Wisdom (Perception) checks that rely on sight or
smell.
Pounce. If the nundu moves at least 20 feet straight
toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC
16 Strength saving throw or be knocked prone. If
the target is prone, the nundu can make one bite
attack against it as a bonus action.
Running Leap. With a 10-foot running start, the
nundu can long jump up to 30 feet.
Toxic Spines. When a creature within 10 feet of the
nundu hits it with a melee attack, the attacker takes
9 (2d8) poison damage. Additionally, when a
creature that starts its turn grappling or grappled by
the nundu it takes 9 (2d8) poison damage.
Actions
Multiattack. The nundu makes three attacks: one
with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 11 (1d12+5) piercing damage
damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 10 (1d10+5) slashing damage.
Toxic Breath (Recharge 5-6). The nundu exhales a
cloud of poison in a 30-foot cone. Each creature in
that area must make a DC 14 Constitution saving
throw, taking 27 (6d8) poison damage on a failed
save, or half as much damage on a successful one.

Chapter 1: Beasts
28
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Adult Nundu
Large

Armor Class 16 (Natural Armor)


Hit Points 187 (22d10+66)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 19 (+4) 17 (+3) 4 (-3) 14 (+2) 7 (-2)

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


Skills Perception +6, Stealth +8
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 16
Languages —
Challenge 11 (7,200 XP)

Keen Sight and Smell. The nundu has advantage on


Wisdom (Perception) checks that rely on sight or
smell.
Legendary Resistance (1/Day). If the nundu fails a
saving throw, it can choose to succeed instead.
Pounce. If the nundu moves at least 20 feet straight
toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC
17 Strength saving throw or be knocked prone. If
the target is prone, the nundu can make one bite
attack against it as a bonus action.
Running Leap. With a 10-foot running start, the
nundu can long jump up to 30 feet.
Toxic Spines. When a creature within 10 feet of the
nundu hits it with a melee attack, the attacker takes
9 (2d8) poison damage. Additionally, when a
creature that starts its turn grappling or grappled by
the nundu it takes 9 (2d8) poison damage.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one creature. Hit: 18 (2d12+5) piercing damage
damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one creature. Hit: 16 (2d10+5) slashing damage.
Toxic Breath (Recharge 5-6). The nundu exhales a
cloud of poison in a 60-foot cone. Each creature in
that area must make a DC 14 Constitution saving
throw, taking 54 (12d8) poison damage on a failed
save, or half as much damage on a successful one.

Chapter 1: Beasts
29
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Phoenix

Phoenix
Small beast

Armor Class 14
Hit Points 55 (10d6 + 20)
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA


26 (+8) 19 (+4) 15 (+2) 13 (+1) 18 (+4) 16 (+3)

Saving Throw Dex +8, Con +5, Wisdom +12, Cha +7


Condition Immunities frightened, petrified
Senses darkvision 120 ft., passive Perception 16
Languages Understands all human languages but
cannot speak
Challenge 4 (1,100 XP)

Flyby. The phoenix doesn't provoke opportunity


attacks when it flies out of an enemy's reach.
Glow. A phoenix sheds dim light in a 5-foot radius.
Immortal. The phoenix is immune to any effect
which would kill it outright, such as a basilisk's
Death Gaze. If the phoenix is reduced to 0 hit
points, its body bursts into flame and it transforms
into a phoenix hatchling.
Powerful Build. The phoenix is considered a Large
creature for the purpose of determining its carrying
capacity and the weight it can push, drag, or lift.
Actions
Multiattack. The phoenix makes two attacks with its
talons.
Talons. Melee Weapon Attack: +12 to hit, reach 5ft.,
one target. Hit 15 (2d6 + 8)
Fiery Apparition (Recharge 5-6). The phoenix
teleports itself and any number of creatures it is in
physical contact with to any location the phoenix is
aware of.
Phoenix Song (Recharge 5-6). The phoenix begins to
sing for as long as it is concentrating (as though
concentrating on a spell). Any creature of the
phoenix's choice that can hear it is immune to
being frightened as long as it can hear the song.

Chapter 1: Beasts
30
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chapter 3: Non-beings

O
fficially termed "Non-Human Spiritous
Apparitions," non-beings is the final category
to describe a phenomenom that defies
explanation. They are neither spirits nor
beasts, and it is believed that non-beings are
not even truly alive. There are very few types of
non-beings, but their abnormality has earned
them wide-reaching reputations.

Chapter 3: Non-Beings
31
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dementor
"The dementor is among the foulest creatures that walk this
earth. They infest the darkest, filthiest places, they glory in
decay and despair, they drain peace, hope, and happiness out
of the air around them... Get too near a dementor and every
good feeling, every happy memory will be sucked out of you."
Dark Entities. Dementors are believed to be formed from
the negative emotions of humans, much like poltergeists.
Dementors grow like fungi in dark places filled with decay.
Large groups of them will be surrounded by a freezing mist
that rolls across the countryside like fog, affecting entire
populations with their negative energy.
Because dementors are not truly alive, they cannot be
forcibly destroyed or killed. A dementor can be driven to flee
through spells like the Patronus Charm, but given time, it will
eventually gather its strength back.
Depression Manifested. A dementor is best described as
depression in a corporeal form. Its very presence drains the
warmth and happiness out of anyone unfortunate enough to
cross its path, filling them with despair and forcing them to
relive their worst memories. This same aura pulls warmth
from the air, causing frost to collect on surfaces and nearby
water to freeze. Prolonged exposure to a dementor often
drives a victim insane. This made dementors extremely
effective guards in Azkaban prison, destroying any hope of
escape among the inmates.
Dementors are blind, but they can sense the emotions of
people around them. They seem to be naturally drawn to
individuals who have experienced great suffering or some
kind of trauma in their lives. This sense doesn't work very
well on animals, which would feel less human, less complex
and less appealing. Muggles cannot see dementors, but still
suffer their effects and are threatened by them.
Spending time away from a dementor is enough to cure an
individual of these negative effects, but eating chocolate is a
fast-acting remedy. The chocolate clears the victim's head and
returns warmth to their limbs.
Soul Eaters. If dementors relish fear and suffering, the
ultimate prize is the consumption of a human soul. If it
wishes, a dementor can latch its mouth onto a victim's and
suck out that person's soul. Known as the Dementor's Kiss,
this leaves the victim in a state "worse than death," an empty
shell of a body with no sense of self. Little is known about the
true impact of such a loss, but there is no chance of recovery.
When promised suffering and souls, dementors will
cooperate and follow orders. No matter how obedient they
may appear, they always act in their own self-interest. They do
not care who is the victim and will gladly drain the emotions
or soul from anyone readily available.
Amortal Nature. A dementor doesn't require air, drink, or
sleep. Being starved of human emotions for an extended
period may cause a dementor to be unmade, but this has
never been witnessed first hand. It's also been speculated that
reducing the amount of negative emotion in the world will
thin the dementors' numbers. At the very least, this limits the
conditions which allow them to multiply, but dementors
always seem to form, given enough time.

32
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dementor of the target when it takes this damage, increase the
damage by 1 for each other dementor in range. A
Medium non-being, neutral evil
frightened target can repeat the saving throw at the end
of each of its turns, with disadvantage if any dementors
Armor Class 13 are within line of sight, ending the effect on itself on a
Hit Points 75 (10d8 + 30) success.
Speed 0 ft., fly 60 ft. (hover)
Sense Emotions. A dementor's blindsight allows it to
feel the emotion of any being within its range. Any
STR DEX CON INT WIS CHA attempt by a being to Hide from a dementor while
within its blindsight radius automatically fails.
12 (+1) 16 (+3) 16 (+3) 11 (+0) 14 (+2) 18 (+4)
Sunlight Sensitivity. While in sunlight, the dementor has
disadvantage on ability checks, and on Wisdom
Saving Throws Dex +6, Cha +7 (Perception) checks.
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, force, lightning, Actions
thunder; bludgeoning, piercing, and slashing from
magical weapons Drain Emotion. The dementor targets one being it can
Damage Immunities necrotic, poison, psychic; see within 10 feet of it. The target must make a DC 15
bludgeoning, piercing, and slashing from nonmagical Charisma saving throw, with disadvantage if the target
weapons is frightened, taking 21 (4d8 + 3) psychic damage on a
Condition Immunities charmed, exhaustion, frightened, failed save and half as much damage on a successful
paralyzed, petrified, poisoned, prone, stunned one. A target reduced to 0 hit points as a result of this
Senses blindsight 120 ft. (blind beyond this radius), damage automatically stabilizes.
passive Perception 12 Kiss. The dementor attempts to sieze hold of one being
Languages Understands all human languages but cannot it can see within 5 feet of it. The target must succeed
speak on a Strength or Dexterity saving throw (target's
Challenge 5 (1,800 XP) choice) or be grappled (escape DC 12). As part of this
action, and as an action on subsequent turns, the
Despair Aura. Any being that enters within 60 feet of a dementor can begin to consume the soul of a grappled
dementor for the first time on a turn or starts its turn target. The target takes 7 (1d6 + 4) necrotic damage
there must succeed on a DC 15 Wisdom saving throw and its Strength score is reduced by 1d6. The target's
or take 5 (1d10) psychic damage and be frightened for soul is consumed if this reduces its Strength score to 0
as long as it is within 60 feet of a dementor. While it is or if the target dies as a result of this damage.
frightened, a target takes 5 (1d10) psychic damage at Otherwise, the reduction lasts until the target finishes a
the start of each of its turns as it relives its worst short or long rest. A consumed soul is forever lost,
memories. A target reduced to 0 hit points as a result leaving the target in a vegetative state and effectively
of this damage automatically stabilizes. A creature can dead.
only suffer this damage once per round. If there are
multiple dementors within 60 feet

33
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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