D&D - 5.0 - Monster Cards

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TRAIT: Amphibious ACTION: Enslave (3/day)

10 Aboleth The aboleth can breathe air and water. The aboleth targets one creature it can see within
30 ft. of it. The target must succeed on a DC 14
TRAIT: Mucous Cloud Wisdom saving throw or be magically charmed by
CR SIZE: large While underwater, the aboleth is surrounded by the aboleth until the aboleth dies or until it is on a
ALIGNMENT: lawful evil transformative mucus. A creature that touches the
TYPE: aberration
different plane of existence from the target. The
aboleth or that hits it with a melee attack while charmed target is under the aboleth's control and
within 5 ft. of it must make a DC 14 Constitution can't take reactions, and the aboleth and the target
+5 SAVES: Con +6, Int +8, Wis +6 saving throw. On a failure, the creature is diseased
for 1d4 hours. The diseased creature can breathe
can communicate telepathically with each other
SKILLS: History +12, Perception +10 over any distance.
STR only underwater.
SENSES: darkvision 120 ft. Whenever the charmed target takes damage, the
PASSIVE PERCEPTION: 20 TRAIT: Probing Telepathy target can repeat the saving throw. On a success,
LANGUAGES: Deep Speech, If a creature communicates telepathically with the the effect ends. No more than once every 24
-1 telepathy 120 ft. aboleth, the aboleth learns the creature's greatest
desires if the aboleth can see the creature.
hours, the target can also repeat the saving throw
when it is at least 1 mile away from the aboleth.
DEX
ACTION: Multiattack LEGENDARY ACTIONS
The aboleth makes three tentacle attacks. The aboleth can take 3 legendary actions,
choosing from the options below. Only one
+2 ACTION: Tentacle
Melee Weapon Attack: +9 to hit, reach 10 ft., one
legendary action option can be used at a time and
only at the end of another creature’s turn. The
CON target. Hit: 12 (2d6 + 5) bludgeoning damage. If aboleth regains spent legendary actions at the
the target is a creature, it must succeed on a DC start of its turn.
14 Constitution saving throw or become diseased.
The disease has no effect for 1 minute and can LEGENDARY: Detect
+4 be removed by any magic that cures disease.
After 1 minute, the diseased creature's skin
The aboleth makes a Wisdom (Perception) check.
LEGENDARY: Tail Swipe
INT becomes translucent and slimy, the creature can't
The aboleth makes one tail attack.
regain hit points unless it is underwater, and the
disease can be removed only by heal or another LEGENDARY: Psychic Drain (Costs 2 Actions)
disease-curing spell of 6th level or higher. When
+2 10 ft., swim 40 ft. the creature is outside a body of water, it takes
One creature charmed by the aboleth takes 10
(3d6) psychic damage, and the aboleth regains hit
6 (1d12) acid damage every 10 minutes unless points equal to the damage the creature takes.
WIS SPEED moisture is applied to the skin before 10 minutes
have passed.
EXPERIENCE POINTS: 5,900
ACTION: Tail
+4 135 17 Melee Weapon Attack: +9 to hit, reach 10 ft. one
target. Hit: 15 (3d6 + 5) bludgeoning damage.
CHA HIT POINTS ARMOUR

TRAIT: Angelic Weapons ACTION: Change Shape

10 Deva The deva's weapon attacks are magical. When the The deva magically polymorphs into a humanoid
deva hits with any weapon, the weapon deals an or beast that has a challenge rating equal to or
CR extra 4d8 radiant damage (included in the attack). less than its own, or back into its true form. It
SIZE: medium
reverts to its true form if it dies. Any equipment it
ALIGNMENT: lawful good TRAIT: Innate Spellcasting — +9 / DC 17
TYPE: celestial
is wearing or carrying is absorbed or borne by the
At will: detect evil and good new form (the deva's choice).
1/day each: commune, raise dead
+4 SAVES: Wis +9, Cha +9
TRAIT: Magic Resistance
In a new form, the deva retains its game statistics
and ability to speak, but its AC, movement
STR SKILLS: Insight +9, Perception +9 modes, Strength, Dexterity, and special senses
The deva has advantage on saving throws against
RESISTANCES: radiant, bludgeoning, are replaced by those of the new form, and it
spells and other magical effects.
piercing, and slashing gains any statistics and capabilities (except class
from nonmagical ACTION: Multiattack features, legendary actions, and lair actions) that
+4 weapons
CONDITIONS: charmed, exhaustion,
The deva makes two melee attacks. the new form has but that it lacks.
frightened ACTION: Mace
DEX
SENSES: darkvision 120 ft. EXPERIENCE POINTS: 5,900
Melee Weapon Attack: +8 to hit, reach 5 ft., one
PASSIVE PERCEPTION: 19 target. Hit: 7 (1d6 + 4) bludgeoning damage plus
LANGUAGES: all, telepathy 120 ft. 18 (4d8) radiant damage.
+4 ACTION: Healing Touch (3/Day)
CON The deva touches another creature. The target
magically regains 20 (4d8 + 2) hit points and is
freed from any curse, disease, poison, blindness,
or deafness.
+3
INT

+5 30 ft., fly 90 ft.


WIS SPEED

+5 136 17
CHA HIT POINTS ARMOUR
TRAIT: Angelic Weapons

16 Planetar The planetar's weapon attacks are magical. When


the planetar hits with any weapon, the weapon
CR deals an extra 5d8 radiant damage (included in
SIZE: large
the attack).
ALIGNMENT: lawful good
TYPE: celestial TRAIT: Divine Awareness
The planetar knows if it hears a lie.
+7 SAVES: Con +12, Wis +11, Cha +12 TRAIT: Innate Spellcasting — + 12 / DC 20
STR SKILLS: Perception +11 At will: detect evil and good, invisibility (self only)
RESISTANCES: radiant, bludgeoning,
3/day each: blade barrier, dispel evil and good,
piercing, and slashing
from nonmagical flame strike, raise dead

+5 weapons
CONDITIONS: charmed, exhaustion,
1/day each: commune, control weather, insect
plague
frightened
DEX TRAIT: Magic Resistance
SENSES: truesight 120 ft.
The planetar has advantage on saving throws
PASSIVE PERCEPTION: 21
against spells and other magical effects.
LANGUAGES: all, telepathy 120 ft.
+7 ACTION: Multiattack
The planetar makes two melee attacks.
CON
ACTION: Greatsword
Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 21 (4d6 + 7) slashing damage plus 22
+4 (5d8) radiant damage.
INT ACTION: Healing Touch (4/Day)
The planetar touches another creature. The target
magically regains 30 (6d8 + 3) hit points and is
freed from any curse, disease, poison, blindness,
+6 40 ft., fly 120 ft. or deafness.
WIS SPEED
EXPERIENCE POINTS: 15,000

+7 200 19
CHA HIT POINTS ARMOUR

TRAIT: Angelic Weapons LEGENDARY ACTIONS

21 Solar The solar's weapon attacks are magical. When the The solar can take 3 legendary actions, choosing
solar hits with any weapon, the weapon deals an from the options below. Only one legendary action
CR extra 6d8 radiant damage (included in the attack). option can be used at a time and only at the end
SIZE: large
of another creature’s turn. The solar regains spent
ALIGNMENT: lawful good TRAIT: Divine Awareness
TYPE: celestial
legendary actions at the start of its turn.
The solar knows if it hears a lie.
LEGENDARY: Teleport
+8 SAVES: Int +14, Wis +14, Cha +17
TRAIT: Innate Spellcasting — +17 /DC 25
At will: detect evil and good, invisibility (self only)
The solar magically teleports, along with any
equipment it is wearing or carrying, up to 120 ft. to
STR SKILLS: Perception +14
3/day each: blade barrier, dispel evil and good, an unoccupied space it can see.
RESISTANCES: radiant, bludgeoning,
resurrection
piercing, and slashing LEGENDARY: Searing Burst (Costs 2 Actions)
from nonmagical 1/day each: commune, control weather
The solar emits magical, divine energy. Each
+6 weapons
IMMUNITIES: necrotic, poison
TRAIT: Magic Resistance creature of its choice in a 10 -foot radius must
make a DC 23 Dexterity saving throw, taking 14
The solar has advantage on saving throws against
DEX CONDITIONS: charmed, exhaustion, (4d6) fire damage plus 14 (4d6) radiant damage
frightened, poisoned spells and other magical effects.
on a failed save, or half as much damage on a
SENSES: truesight 120 ft. ACTION: Multiattack successful one.
PASSIVE PERCEPTION: 24 The solar makes two greatsword attacks.
+8 LANGUAGES: all, telepathy 120 ft.
ACTION: Greatsword
LEGENDARY: Blinding Gaze (Costs 3 Actions)
The solar targets one creature it can see within
CON Melee Weapon Attack: +15 to hit, reach 5 ft., one 30 ft. of it. If the target can see it, the target must
target. Hit: 22 (4d6 + 8) slashing damage plus 27 succeed on a DC 15 Constitution saving throw
(6d8) radiant damage. or be blinded until magic such as the lesser
restoration spell removes the blindness.
+7 ACTION: Slaying Longbow
Ranged Weapon Attack: +13 to hit, range 150/600 ACTION: Flying Sword
INT ft., one target. Hit: 15 (2d8 + 6) piercing damage The solar releases its greatsword to hover
plus 27 (6d8) radiant damage. If the target is a magically in an unoccupied space within 5 ft. of
creature that has 190 hit points or fewer, it must it. If the solar can see the sword, the solar can
succeed on a DC 15 Constitution saving throw or mentally command it as a bonus action to fly
+7 50 ft., fly 150 ft. die. up to 50 ft. and either make one attack against
a target or return to the solar’s hands. If the
WIS SPEED ACTION: Healing Touch (4/Day) hovering sword is targeted by any effect, the solar
The solar touches another creature. The target is considered to be holding it. The hovering sword
magically regains 40 (8d8 + 4) hit points and is falls if the solar dies.
freed from any curse, disease, poison, blindness,
+10 243 21 or deafness.
EXPERIENCE POINTS: 33,000
CHA HIT POINTS ARMOUR
TRAIT: Magic Resistance

12 Archmage The archmage has advantage on saving throws


against spells and other magical effects.
CR SIZE: medium TRAIT: Spellcasting — +9 / DC 17
ALIGNMENT: any alignment • Cantrips (at will): fire bolt, light, mage hand,
TYPE: humanoid (any race) prestidigitation, shocking grasp
• 1st level (4 slots): detect magic, identify, mage
+0 SAVES: Int +9, Wis +6 armor*, magic missile
STR SKILLS: Arcana +13, History +13 • 2nd level (3 slots): detect thoughts, mirror image,
RESISTANCES: damage from spells; misty step
non magical • 3rd level (3 slots): counterspell,fly, lightning bolt
bludgeoning, piercing,
• 4th level (3 slots): banishment, fire shield,
+2 and slashing
(from stoneskin) stoneskin*
DEX
PASSIVE PERCEPTION: 12 • 5th level (3 slots): cone of cold, scrying, wall of
LANGUAGES: any six languages force
• 6th level (1 slot): globe of invulnerability
• 7th level (1 slot): teleport
+1 • 8th level (1 slot): mind blank*
CON • 9th level (1 slot): time stop
* The archmage casts these spells on itself before
combat.

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

+2 30 ft. EXPERIENCE POINTS: 8,400

WIS SPEED

+3 99 12
CHA HIT POINTS ARMOUR

TRAIT: Assassinate ACTION: Light Crossbow

8 Assassin During its first turn, the assassin has advantage Ranged Weapon Attack: +6 to hit, range 80/320 ft.,
on attack rolls against any creature that hasn't one target. Hit: 7 (1d8 + 3) piercing damage, and
CR taken a turn. Any hit the assassin scores against a the target must make a DC 15 Constitution saving
SIZE: medium
surprised creature is a critical hit. throw, taking 24 (7d6) poison damage on a failed
ALIGNMENT: any non-good
TYPE: humanoid (any race)
save, or half as much damage on a successful
TRAIT: Evasion one.
If the assassin is subjected to an effect that
+0 SAVES: Dex +6, Int +4 allows it to make a Dexterity saving throw to take
only half damage, the assassin instead takes no
EXPERIENCE POINTS: 3,900
STR SKILLS: Acrobatics +6, Deception +3,
Perception +3, Stealth +9 damage if it succeeds on the saving throw, and
only half damage if it fails.
RESISTANCES: poison
PASSIVE PERCEPTION: 13 TRAIT: Sneak Attack (1/Turn)
+3 LANGUAGES: Thieves' cant plus any
two languages
The assassin deals an extra 13 (4d6) damage
when it hits a target with a weapon attack and
DEX has advantage on the attack roll, or when the
target is within 5 ft. of an ally of the assassin that
isn't incapacitated and the assassin doesn't have
disadvantage on the attack roll.
+2 ACTION: Multiattack
CON The assassin makes two shortsword attacks.
ACTION: Shortsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one
+1 target. Hit: 6 (1d6 + 3) piercing damage, and the
target must make a DC 15 Constitution saving
INT throw, taking 24 (7d6) poison damage on a failed
save, or half as much damage on a successful
one.

+0 30 ft.
WIS SPEED

alignment
+0 78 15
CHA HIT POINTS ARMOUR
TRAIT: Petrifying Gaze

3 Basilisk If a creature starts its turn within 30 ft. of the


basilisk and the two of them can see each other,
CR the basilisk can force the creature to make a DC
SIZE: medium
12 Constitution saving throw if the basilisk isn't
ALIGNMENT: unaligned
TYPE: monstrosity
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
+3 SENSES: darkvision 60 ft. next turn. On a success, the effect ends. On a
PASSIVE PERCEPTION: 9 failure, the creature is petrified until freed by the
STR
greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes
to avoid the saving throw at the start of its turn. If
-1 it does so, it can't see the basilisk until the start
of its next turn, when it can avert its eyes again.
DEX If it looks at the basilisk in the meantime, it must
immediately make the save.
If the basilisk sees its reflection within 30 ft. of it in
bright light, it mistakes itself for a rival and targets
+2 itself with its gaze.
CON ACTION: Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage plus 7
(2d6) poison damage.
-4
INT
EXPERIENCE POINTS: 700

-1 20 ft.
WIS SPEED

-2 52 12
CHA HIT POINTS ARMOUR

ACTION: Multiattack ACTION: Swallow

11 Behir The behir makes two attacks: one with its bite and The behir makes one bite attack against a Medium
one to constrict. or smaller target it is grappling. If the attack hits,
CR the target is also swallowed, and the grapple
SIZE: huge ACTION: Bite ends. While swallowed, the target is blinded and
ALIGNMENT: neutral evil Melee Weapon Attack: +10 to hit, reach 10 ft., one
TYPE: monstrosity
restrained, it has total cover against attacks and
target. Hit: 22 (3d10 + 6) piercing damage. other effects outside the behir, and it takes 21
(6d6) acid damage at the start of each of the
+6 SKILLS: Perception +6, Stealth +7
ACTION: Constrict
Melee Weapon Attack: +10 to hit, reach 5 ft.,
behir's turns. A behir can have only one creature
IMMUNITIES: lightning swallowed at a time.
STR one Large or smaller creature. Hit: 17 (2d10 + 6)
SENSES: darkvision 90 ft. bludgeoning damage plus 17 (2d10 + 6) slashing If the behir takes 30 damage or more on a single
PASSIVE PERCEPTION: 16 damage. The target is grappled (escape DC 16) if turn from the swallowed creature, the behir must
LANGUAGES: Draconic the behir isn't already constricting a creature, and succeed on a DC 14 Constitution saving throw at
+3 the target is restrained until this grapple ends. the end of that turn or regurgitate the creature,
which falls prone in a space within 10 ft. of the
DEX ACTION: Lightning Breath (Recharge 5-6) behir. If the behir dies, a swallowed creature is no
The behir exhales a line of lightning that is 20 ft. longer restrained by it and can escape from the
long and 5 ft. wide. Each creature in that line must corpse by using 15 ft. of movement, exiting prone.
make a DC 16 Dexterity saving throw, taking 66
+4 (12d10) lightning damage on a failed save, or half
as much damage on a successful one.
EXPERIENCE POINTS: 7,200
CON

-2
INT

+2 50 ft., climb 40 ft.


WIS SPEED

+1 168 17
CHA HIT POINTS ARMOUR
TRAIT: Standing Leap

5 Bulette The bulette's long jump is up to 30 ft. and its high


jump is up to 15 ft., with or without a running start.
CR SIZE: large ACTION: Bite
ALIGNMENT: unaligned Melee Weapon Attack: +7 to hit, reach 5 ft., one
TYPE: monstrosity target. Hit: 30 (4d12 + 4) piercing damage.

+4 SKILLS: Perception +6
ACTION: Deadly Leap
If the bulette jumps at least 15 ft. as part of its
STR SENSES: darkvision 60 ft., movement, it can then use this action to land on
tremorsense 60 ft.
its ft. in a space that contains one or more other
PASSIVE PERCEPTION: 16 creatures. Each of those creatures must succeed
on a DC 16 Strength or Dexterity saving throw
+0 (target's choice) or be knocked prone and take
14 (3d6 + 4) bludgeoning damage plus 14 (3d6
DEX + 4) slashing damage. On a successful save, the
creature takes only half the damage, isn't knocked
prone, and is pushed 5 ft. out of the bulette's
space into an unoccupied space of the creature's
+5 choice. If no unoccupied space is within range, the
creature instead falls prone in the bulette's space.
CON

EXPERIENCE POINTS: 1,800

-4
INT

+0 40 ft., burrow 40 ft.


WIS SPEED

-3 94 17
CHA HIT POINTS ARMOUR

TRAIT: Charge

2 Centaur If the centaur moves at least 30 ft. straight toward


a target and then hits it with a pike attack on the
CR same turn, the target takes an extra 10 (3d6)
SIZE: large
piercing damage.
ALIGNMENT: neutral good
TYPE: monstrosity ACTION: Multiattack
The centaur makes two attacks: one with its pike
+4 SKILLS: Athletics +6, Perception +3, and one with its hooves or two with its longbow.
Survival +3
STR ACTION: Pike
PASSIVE PERCEPTION: 13
Melee Weapon Attack: +6 to hit, reach 10 ft., one
LANGUAGES: Elvish, Sylvan target. Hit: 9 (1d10 + 4) piercing damage.

+2 ACTION: Hooves
Melee Weapon Attack: +6 to hit, reach 5 ft., one
DEX target. Hit: 11 (2d6 + 4) bludgeoning damage.
ACTION: Longbow
Ranged Weapon Attack: +4 to hit, range 150/600
+2 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

CON EXPERIENCE POINTS: 450

-1
INT

+1 50 ft.
WIS SPEED

+0 45 12
CHA HIT POINTS ARMOUR
ACTION: Multiattack

6 Chimera The chimera makes three attacks: one with its


bite, one with its horns, and one with its claws.
CR When its fire breath is available, it can use the
SIZE: large
breath in place of its bite or horns.
ALIGNMENT: chaotic evil
TYPE: monstrosity ACTION: Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one
+4 SKILLS: Perception +8 target. Hit: 11 (2d6 + 4) piercing damage.

STR SENSES: darkvision 60 ft. ACTION: Horns


PASSIVE PERCEPTION: 18 Melee Weapon Attack: +7 to hit, reach 5 ft., one
LANGUAGES: understands Draconic target. Hit: 10 (1d12 + 4) bludgeoning damage.
but can't speak
+0 ACTION: Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one
DEX target. Hit: 11 (2d6 + 4) slashing damage.
ACTION: Fire Breath (Recharge 5-6)
The dragon head exhales fire in a 15-foot cone.
+4 Each creature in that area must make a DC
15 Dexterity saving throw, taking 31 (7d8) fire
CON damage on a failed save, or half as much damage
on a successful one.

EXPERIENCE POINTS: 2,300


-4
INT

+2 30 ft., fly 60 ft.


WIS SPEED

+0 114 14
CHA HIT POINTS ARMOUR

TRAIT: Amphibious

4 Chuul The chuul can breathe air and water.


TRAIT: Sense Magic
CR SIZE: large The chuul senses magic within 120 feet of it at will.
ALIGNMENT: chaotic evil This trait otherwise works like the detect magic
TYPE: aberration spell but isn't itself magical.

+4 SKILLS: Perception +4
ACTION: Multiattack
The chuul makes two pincer attacks. If the chuul
STR IMMUNITIES: poison is grappling a creature, the chuul can also use its
CONDITIONS: poisoned tentacles once.
SENSES: darkvision 60 ft.
PASSIVE PERCEPTION: 14
ACTION: Pincer
+0 LANGUAGES: understands Deep Speech
but can't speak
Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage. The
DEX target is grappled (escape DC 14) if it is a Large
or smaller creature and the chuul doesn't have two
other creatures grappled.

+3 ACTION: Tentacles
One creature grappled by the chuul must succeed
CON 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
-3 the effect on itself on a success.

INT EXPERIENCE POINTS: 1,100

+0 30 ft., swim 30 ft.


WIS SPEED

-3 93 16
CHA HIT POINTS ARMOUR
TRAIT: Damage Transfer ACTION: Moan

8 Cloaker While attached to a creature, the cloaker takes Each creature within 60 feet of the cloaker that
only half the damage dealt to it (rounded down). can hear its moan and that isn't an aberration
CR and that creature takes the other half. must succeed on a DC 13 Wisdom saving
SIZE: large
throw or become frightened until the end of the
ALIGNMENT: chaotic neutral TRAIT: False Appearance
TYPE: aberration
cloaker's next turn. If a creature's saving throw is
While the cloaker remains motionless without its successful, the creature is immune to the cloaker's
underside exposed, it is indistinguishable from a moan for the next 24 hours.
+3 SKILLS: Stealth +5 dark leather cloak.
ACTION: Phantasms
SENSES: darkvision 60 ft. TRAIT: Light Sensitivity
STR (Recharges after a Short or Long Rest)
PASSIVE PERCEPTION: 11 While in bright light, the cloaker has disadvantage The cloaker magically creates three illusory
LANGUAGES: Deep Speech, on attack rolls and Wisdom (Perception) checks duplicates of itself if it isn't in bright light. The
Undercommon that rely on sight. duplicates move with it and mimic its actions,
+2 ACTION: Multiattack shifting position so as to make it impossible to
track which cloaker is the real one. If the cloaker
DEX The cloaker makes two attacks: one with its bite
is ever in an area of bright light, the duplicates
and one with its tail.
disappear.
ACTION: Bite Whenever any creature targets the cloaker with an
+1 Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 10 (2d6 + 3) piercing damage, and if
attack or a harmful spell while a duplicate remains,
that creature rolls randomly to determine whether
CON the target is Large or smaller, the cloaker attaches it targets the cloaker or one of the duplicates. A
to it. If the cloaker has advantage against the creature is unaffected by this magical effect if it
target, the cloaker attaches to the target's head, can't see or if it relies on senses other than sight.
and the target is blinded and unable to breathe A duplicate has the cloaker's AC and uses its
+1 while the cloaker is attached. While attached,
the cloaker can make this attack only against the
saving throws. If an attack hits a duplicate, or if a
duplicate fails a saving throw against an effect that
INT target and has advantage on the attack roll. The deals damage, the duplicate disappears.
cloaker can detach itself by spending 5 feet of its
movement. A creature, including the target, can
EXPERIENCE POINTS: 3,900
take its action to detach the cloaker by succeeding
+1 10 ft., fly 40 ft. on a DC 16 Strength check.
WIS SPEED ACTION: Tail
Melee Weapon Attack: +6 to hit, reach 10 ft., one
creature. Hit: 7 (1d8 + 3) slashing damage.

+2 78 14
CHA HIT POINTS ARMOUR

TRAIT: Innate Spellcasting — +6 / DC 14 ACTION: Change Shape

4 Couatl At will: detect evil and good, detect magic, detect The couatl magically polymorphs into a humanoid
thoughts or beast that has a challenge rating equal to or
CR 3/day each: bless, create food and water, cure less than its own, or back into its true form. It
SIZE: medium
wounds, lesser restoration, protection from poison, reverts to its true form if it dies. Any equipment it
ALIGNMENT: lawful good
TYPE: celestial sanctuary, shield is wearing or carrying is absorbed or borne by the
new form (the couatl's choice).
1/day each: dream, greater restoration, scrying
+3 SAVES: Con +5, Wis +7, Cha +6 TRAIT: Magic Weapons
In a new form, the couatl retains its game statistics
and ability to speak, but its AC, movement modes,
STR RESISTANCES: radiant The couatl's weapon attacks are magical. Strength, Dexterity, and other actions are replaced
IMMUNITIES: psychic, bludgeoning, by those of the new form, and it gains any
piercing, and slashing from TRAIT: Shielded Mind statistics and capabilities (except class features,
nonmagical weapons The couatl is immune to scrying and to any effect legendary actions, and lair actions) that the new
+5 SENSES: truesight 120 ft.
PASSIVE PERCEPTION: 15
that would sense its emotions, read its thoughts,
or detect its location.
form has but that it lacks. If the new form has a
bite attack, the couatl can use its bite in that form.
DEX LANGUAGES: all, telepathy 120 ft. ACTION: Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one EXPERIENCE POINTS: 1,100
creature. Hit: 8 (1d6 + 5) piercing damage, and

+3 the target must succeed on a DC 13 Constitution


saving throw or be poisoned for 24 hours. Until
CON
this poison ends, the target is unconscious.
Another creature can use an action to shake the
target awake.

+4
ACTION: Constrict
Melee Weapon Attack: +6 to hit, reach 10 ft., one
Medium or smaller creature. Hit: 10 (2d6 + 3)
INT
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
+5 30 ft., fly 90 ft. target.

WIS SPEED

+4 97 19
CHA HIT POINTS ARMOUR
TRAIT: Echolocation ACTION: Darkness Aura (1/day)

1/2 Darkmantle The darkmantle can't use its blindsight while A 15-foot radius of magical darkness extends out
deafened. from the darkmantle, moves with it, and spreads
CR around corners. The darkness lasts as long as
SIZE: small TRAIT: False Appearance the darkmantle maintains concentration, up to 10
ALIGNMENT: unaligned While the darkmantle remains motionless, it is
TYPE: monstrosity
minutes (as if concentrating on a spell). Darkvision
indistinguishable from a cave formation such as a can't penetrate this darkness, and no natural light
stalactite or stalagmite. can illuminate it. If any of the darkness overlaps
+3 SKILLS: Stealth +3 ACTION: Crush with an area of light created by a spell of 2nd level
SENSES: blindsight 60 ft. or lower, the spell creating the light is dispelled.
STR Melee Weapon Attack: +5 to hit, reach 5 ft., one
PASSIVE PERCEPTION: 10 creature. Hit: 6 (1d6 + 3) bludgeoning damage,
and the darkmantle attaches to the target. If the EXPERIENCE POINTS: 100
target is Medium or smaller and the darkmantle
+1 has advantage on the attack roll, it attaches by
engulfing the target's head, and the target is
DEX also blinded and unable to breathe while the
darkmantle is attached in this way.
While attached to the target, the darkmantle can

+1 attack no other creature except the target but has


advantage on its attack rolls. The darkmantle's
CON
speed also becomes 0, it can't benefit from any
bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a
successful DC 13 Strength check as an action. On
-4 its turn, the darkmantle can detach itself from the
target by using 5 feet of movement.
INT

+0 10 ft., fly 30 ft.


WIS SPEED

-3 22 11
CHA HIT POINTS ARMOUR

TRAIT: Death Throes ACTION: Whip

19 Balor When the balor dies, it explodes, and each Melee Weapon Attack: +14 to hit, reach 30 ft., one
creature within 30 feet of it must make a DC target. Hit: 15 (2d6 + 8) slashing damage plus 10
CR 20 Dexterity saving throw, taking 70 (20d6) (3d6) fire damage, and the target must succeed on
SIZE: huge
fire damage on a failed save, or half as much a DC 20 Strength saving throw or be pulled up to
ALIGNMENT: chaotic evil
TYPE: fiend (demon)
damage on a successful one. The explosion 25 feet toward the balor.
ignites flammable objects in that area that aren't
being worn or carried, and it destroys the balor's ACTION: Teleport
+8 SAVES: Str +14, Con +12, Wis +9, weapons. The balor magically teleports, along with any
equipment it is wearing or carrying, up to 120 feet
Cha +12
STR
RESISTANCES: cold, lightning,
TRAIT: Fire Aura to an unoccupied space it can see.
bludgeoning, piercing, At the start of each of the balor's turns, each
and slashing from creature within 5 feet of it takes 10 (3d6) fire ACTION: Variant: Summon Demon (1/Day)
damage, and flammable objects in the aura that The demon chooses what to summon and
+2
nonmagical weapons
IMMUNITIES: fire, poison aren't being worn or carried ignite. A creature that attempts a magical summoning.
CONDITIONS: poisoned touches the balor or hits it with a melee attack A balor has a 50 percent chance of summoning
DEX
SENSES: truesight 120 ft. while within 5 feet of it takes 10 (3d6) fire damage. 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3
nalfeshnees, 1d2 mariliths, or one goristro.
PASSIVE PERCEPTION: 13 TRAIT: Magic Resistance
LANGUAGES: Abyssal, telepathy 120 ft. A summoned demon appears in an unoccupied
The balor has advantage on saving throws against
+6 spells and other magical effects.
space within 60 feet of its summoner, acts as an
ally of its summoner, and can't summon other
CON TRAIT: Magic Weapons demons. It remains for 1 minute, until it or its
The balor's weapon attacks are magical. summoner dies, or until its summoner dismisses it
as an action.
ACTION: Multiattack
+5 The balor makes two attacks: one with its
longsword and one with its whip.
EXPERIENCE POINTS: 22,000
INT
ACTION: Longsword
Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 21 (3d8 + 8) slashing damage plus
+3 40 ft., fly 80 ft. 13 (3d8) lightning damage. If the balor scores a
critical hit, it rolls damage dice three times, instead
WIS SPEED of twice.

+6 262 19
CHA HIT POINTS ARMOUR
ACTION: Multiattack

1/4 Dretch The dretch makes two attacks: one with its bite
and one with its claws.
CR SIZE: small ACTION: Bite
ALIGNMENT: chaotic evil Melee Weapon Attack: +2 to hit, reach 5 ft., one
TYPE: fiend (demon) target. Hit: 3 (1d6) piercing damage.

+0 RESISTANCES: cold, fire, lightning


ACTION: Claws
Melee Weapon Attack: +2 to hit, reach 5 ft., one
STR IMMUNITIES: poison target. Hit: 5 (2d4) slashing damage.
CONDITIONS: poisoned
SENSES: darkvision 60 ft. ACTION: Fetid Cloud (1/Day)
PASSIVE PERCEPTION: 9 A 10-foot radius of disgusting green gas extends
+0 LANGUAGES: Abyssal, telepathy 60 ft.
(works only with creatures
out from the dretch. The gas spreads around
corners, and its area is lightly obscured. It lasts
DEX that understand Abyssal) for 1 minute or until a strong wind disperses it.
Any creature that starts its turn in that area must
succeed on a DC 11 Constitution saving throw or
be poisoned until the start of its next turn. While
+1 poisoned in this way, the target can take either an
action or a bonus action on its turn, not both, and
CON can't take reactions.

EXPERIENCE POINTS: 50
-3
INT

-1 20 ft.
WIS SPEED

-4 18 11
CHA HIT POINTS ARMOUR

TRAIT: Innate Spellcasting — +8 / DC 16

9 Glabrezu At will: darkness, detect magic, dispel magic


1/day each: confusion, fly, power word stun
CR SIZE: large
TRAIT: Magic Resistance
ALIGNMENT: chaotic evil
The glabrezu has advantage on saving throws
TYPE: fiend (demon)
against spells and other magical effects.

+5 SAVES: Str +9, Con +9, Wis +7, Cha +7


ACTION: Multiattack
The glabrezu makes four attacks: two with its
STR RESISTANCES: cold, fire, lightning,
bludgeoning, piercing, pincers and two with its fists. Alternatively, it
and slashing from makes two attacks with its pincers and casts one
nonmagical weapons spell.

+2 IMMUNITIES: poison
CONDITIONS: poisoned
ACTION: Pincer
Melee Weapon Attack: +9 to hit, reach 10 ft., one
DEX SENSES: truesight 120 ft. target. Hit: 16 (2d10 + 5) bludgeoning damage.
PASSIVE PERCEPTION: 13 If the target is a Medium or smaller creature, it
LANGUAGES: Abyssal, telepathy 120 ft. is grappled (escape DC 15). The glabrezu has
two pincers, each of which can grapple only one
+5 target.
CON ACTION: Fist
Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) bludgeoning damage.

+4 ACTION: Variant: Summon Demon (1/Day)


The demon chooses what to summon and
INT attempts a magical summoning.
A glabrezu has a 30 percent chance of summoning
1d3 vrocks, 1d2 hezrous, or one glabrezu.

+3 40 ft. A summoned demon appears in an unoccupied


space within 60 feet of its summoner, acts as an
WIS SPEED 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.
+3 157 17
EXPERIENCE POINTS: 5,000
CHA HIT POINTS ARMOUR
TRAIT: Magic Resistance

8 Hezrou The hezrou has advantage on saving throws


against spells and other magical effects.
CR SIZE: large TRAIT: Stench
ALIGNMENT: chaotic evil Any creature that starts its turn within 10 feet of
TYPE: fiend (demon) the hezrou must succeed on a DC 14 Constitution
saving throw or be poisoned until the start of
+4 SAVES: Str +7, Con +8, Wis +4 its next turn. On a successful saving throw, the
creature is immune to the hezrou's stench for 24
STR RESISTANCES: cold, fire, lightning,
bludgeoning, piercing, hours.
and slashing from
nonmagical weapons
ACTION: Multiattack
The hezrou makes three attacks: one with its bite
+3 IMMUNITIES: poison
CONDITIONS: poisoned
and two with its claws.

DEX SENSES: darkvision 120 ft. ACTION: Bite


PASSIVE PERCEPTION: 11 Melee Weapon Attack: +7 to hit, reach 5 ft., one
LANGUAGES: Abyssal, telepathy 120 ft. target. Hit: 15 (2d10 + 4) piercing damage.

+5 ACTION: Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one
CON target. Hit: 11 (2d6 + 4) slashing damage.
ACTION: Variant: Summon Demon (1/Day)
The demon chooses what to summon and
-3 attempts a magical summoning.
A hezrou has a 30 percent chance of summoning
INT 2d6 dretches or one hezrou.
A summoned demon appears in an unoccupied
space within 60 feet of its summoner, acts as an

+1 30 ft.
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
WIS SPEED
as an action.

EXPERIENCE POINTS: 3,900


+1 136 16
CHA HIT POINTS ARMOUR

TRAIT: Magic Resistance ACTION: Variant: Summon Demon (1/Day)

16 Marilith The marilith has advantage on saving throws The demon chooses what to summon and
against spells and other magical effects. attempts a magical summoning.
CR SIZE: large TRAIT: Magic Weapons A marilith has a 50 percent chance of summoning
ALIGNMENT: chaotic evil 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2
The marilith's weapon attacks are magical.
TYPE: fiend (demon) nalfeshnees, or one marilith.
TRAIT: Reactive A summoned demon appears in an unoccupied
+4 SAVES: Str +9, Con +10, Wis +8, Cha +10
The marilith can take one reaction on every turn
in combat.
space within 60 feet of its summoner, acts as an
ally of its summoner, and can't summon other
STR RESISTANCES: cold, fire, lightning, demons. It remains for 1 minute, until it or its
bludgeoning, piercing, ACTION: Multiattack summoner dies, or until its summoner dismisses it
and slashing from The marilith can make seven attacks: six with its
nonmagical weapons as an action.
longswords and one with its tail.
+5 IMMUNITIES: poison
CONDITIONS: poisoned ACTION: Longsword
REACTION: Parry
The marilith adds 5 to its AC against one melee
DEX SENSES: truesight 120 ft. Melee Weapon Attack: +9 to hit, reach 5 ft., one attack that would hit it. To do so, the marilith must
PASSIVE PERCEPTION: 13 target. Hit: 13 (2d8 + 4) slashing damage. see the attacker and be wielding a melee weapon.
LANGUAGES: Abyssal, telepathy 120 ft. ACTION: Tail

+5 Melee Weapon Attack: +9 to hit, reach 10 ft., one


creature. Hit: 15 (2d10 + 4) bludgeoning damage.
EXPERIENCE POINTS: 15,000

CON
If the target is Medium or smaller, it is grappled
(escape DC 19). Until this grapple ends, the target
is restrained, the marilith can automatically hit the
target with its tail, and the marilith can't make tail
+4 attacks against other targets.
ACTION: Teleport
INT
The marilith magically teleports, along with any
equipment it is wearing or carrying, up to 120 feet
to an unoccupied space it can see.
+3 40 ft.
WIS SPEED

+5 189 18
CHA HIT POINTS ARMOUR
TRAIT: Magic Resistance ACTION: Variant: Summon Demon (1/Day)

13 Nalfeshnee The nalfeshnee has advantage on saving throws The demon chooses what to summon and
against spells and other magical effects. attempts a magical summoning.
CR SIZE: large ACTION: Multiattack A nalfeshnee has a 50 percent chance of
ALIGNMENT: chaotic evil summoning 1d4 vrocks, 1d3 hezrous, 1d2
The nalfeshnee uses Horror Nimbus if it can. It
TYPE: fiend (demon) glabrezus, or one nalfeshnee.
then makes three attacks: one with its bite and two
with its claws. A summoned demon appears in an unoccupied
+5 SAVES: Con +11, Int +9, Wis +6, Cha +7 ACTION: Bite
space within 60 feet of its summoner, acts as an
ally of its summoner, and can't summon other
STR RESISTANCES: cold, fire, lightning, Melee Weapon Attack: +10 to hit, reach 5 ft., one demons. It remains for 1 minute, until it or its
bludgeoning, piercing,
target. Hit: 32 (5d10 + 5) piercing damage. summoner dies, or until its summoner dismisses it
and slashing from
nonmagical weapons as an action.
ACTION: Claw
+0 IMMUNITIES: poison
CONDITIONS: poisoned
Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 15 (3d6 + 5) slashing damage. EXPERIENCE POINTS: 10,000
DEX SENSES: truesight 120 ft.
PASSIVE PERCEPTION: 11
ACTION: Horror Nimbus (Recharge 5-6)
The nalfeshnee magically emits scintillating,
LANGUAGES: Abyssal, telepathy 120 ft.
multicolored light. Each creature within 15 feet
+6 of the nalfeshnee that can see the light must
succeed on a DC 15 Wisdom saving throw or be
CON 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,
+4 the creature is immune to the nalfeshnee's Horror
Nimbus for the next 24 hours.
INT
ACTION: Teleport
The nalfeshnee magically teleports, along with any
equipment it is wearing or carrying, up to 120 feet
+1 20 ft., fly 30 ft. to an unoccupied space it can see.

WIS SPEED

+2 184 18
CHA HIT POINTS ARMOUR

TRAIT: Shapechanger ACTION: Invisibility

1 Quasit The quasit can use its action to polymorph into a The quasit magically turns invisible until it attacks
beast form that resembles a bat (speed 10 ft. fly or uses Scare, or until its concentration ends (as
CR 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad if concentrating on a spell). Any equipment the
SIZE: tiny
(40 ft., swim 40 ft.), or back into its true form . Its quasit wears or carries is invisible with it.
ALIGNMENT: chaotic evil
TYPE: fiend (demon)
statistics are the same in each form, except for the
speed changes noted. Any equipment it is wearing EXPERIENCE POINTS: 200
or carrying isn't transformed . It reverts to its true
-3 SKILLS: Stealth +5 form if it dies.
RESISTANCES: cold, fire, lightning,
STR
bludgeoning, piercing,
TRAIT: Magic Resistance
and slashing from The quasit has advantage on saving throws
nonmagical weapons against spells and other magical effects.

+3 IMMUNITIES: poison
CONDITIONS: poisoned
TRAIT: Variant: Familiar
The quasit can serve another creature as a
DEX SENSES: darkvision 120 ft. familiar, forming a telepathic bond with its willing
PASSIVE PERCEPTION: 10 master. While the two are bonded, the master can
LANGUAGES: Abyssal, Common sense what the quasit senses as long as they are
within 1 mile of each other. While the quasit is
+0 within 10 feet of its master, the master shares the
quasit's Magic Resistance trait. At any time and
CON for any reason, the quasit can end its service as a
familiar, ending the telepathic bond.
ACTION: Claw (Bite in Beast Form)
-2 Melee Weapon Attack: +4 to hit, reach 5 ft ., one
target. Hit: 5 (1d4 + 3) piercing damage, and the
INT target must succeed on a DC 10 Constitution
saving throw or take 5 (2d4) poison damage and
become poisoned for 1 minute. The target can

+0 40 ft. repeat the saving throw at the end of each of its


turns, ending the effect on itself on a success.
WIS SPEED ACTION: Scare (1/day)
One creature of the quasit's choice within 20 ft.
of it must succeed on a DC 10 Wisdom saving

+0
throw or be frightened for 1 minute. The target can
7 13 repeat the saving throw at the end of each of its
turns, with disadvantage if the quasit is within line
CHA HIT POINTS ARMOUR
of sight, ending the effect on itself on a success.
TRAIT: Magic Resistance ACTION: Variant: Summon Demon (1/Day)

6 Vrock The vrock has advantage on saving throws The demon chooses what to summon and
against spells and other magical effects. attempts a magical summoning.
CR SIZE: large ACTION: Multiattack A vrock has a 30 percent chance of summoning
ALIGNMENT: chaotic evil 2d4 dretches or one vrock.
The vrock makes two attacks: one with its beak
TYPE: fiend (demon) and one with its talons. A summoned demon appears in an unoccupied
space within 60 feet of its summoner, acts as an
+3 SAVES: Dex +5, Wis +4, Cha +2
ACTION: Beak
Melee Weapon Attack: +6 to hit, reach 5 ft., one
ally of its summoner, and can't summon other
demons. It remains for 1 minute, until it or its
STR RESISTANCES: cold, fire, lightning, target. Hit: 10 (2d6 + 3) piercing damage. summoner dies, or until its summoner dismisses it
bludgeoning, piercing,
as an action.
and slashing from ACTION: Talons
nonmagical weapons
Melee Weapon Attack: +6 to hit, reach 5 ft., one
+2 IMMUNITIES: poison
CONDITIONS: poisoned
target. Hit: 14 (2d10 + 3) slashing damage. EXPERIENCE POINTS: 2,300

SENSES: darkvision 120 ft. ACTION: Spores (Recharge 6)


DEX
PASSIVE PERCEPTION: 11 A 15-foot-radius cloud of toxic spores extends out
from the vrock. The spores spread around corners.
LANGUAGES: Abyssal, telepathy 120 ft.
Each creature in that area must succeed on a DC
+4 14 Constitution saving throw or become poisoned.
While poisoned in this way, a target takes 5 (1d10)
CON poison damage at the start of each of its turns.
A target can repeat the saving throw at the end
of each of its turns, ending the effect on itself on
a success. Emptying a vial of holy water on the
-1 target also ends the effect on it.

INT ACTION: Stunning Screech (1/Day)


The vrock emits a horrific screech. Each creature
within 20 feet of it that can hear it and that isn't
a demon must succeed on a DC 14 Constitution
+1 40 ft., fly 60 ft. saving throw or be stunned until the end of the
vrock's next turn .
WIS SPEED

-1 104 15
CHA HIT POINTS ARMOUR

TRAIT: Barbed Hide

5 Barbed Devil At the start of each of its turns, the barbed devil
deals 5 (1d10) piercing damage to any creature
CR grappling it.
SIZE: medium
ALIGNMENT: lawful evil TRAIT: Devil's Sight
TYPE: fiend (devil) Magical darkness doesn't impede the devil's
darkvision.
+3 SAVES: Str +6, Con +7, Wis +5, Cha +5 TRAIT: Magic Resistance
STR SKILLS: Deception +5, Insight +5, The devil has advantage on saving throws against
Perception +8
spells and other magical effects.
RESISTANCES: cold, bludgeoning,
piercing, and slashing ACTION: Multiattack
+3 from nonmagical
weapons that aren't
The devil makes three melee attacks: one with its
tail and two with its claws. Alternatively, it can use
silvered
DEX Hurl Flame twice.
IMMUNITIES: fire, poison
CONDITIONS: poisoned ACTION: Claw
SENSES: darkvision 120 ft. Melee Weapon Attack: +6 to hit, reach 5 ft ., one
+4 PASSIVE PERCEPTION: 18
LANGUAGES: Infernal, telepathy 120 ft.
target. Hit: 6 (1d6 + 3) piercing damage.
ACTION: Tail
CON
Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage.

+1
ACTION: Hurl Flame
Ranged Spell Attack: +5 to hit, range 150 ft., one
target. Hit: 10 (3d6) fire damage. If the target is a
INT
flammable object that isn't being worn or carried, it
also catches fire.

+2 30 ft. EXPERIENCE POINTS: 1,800

WIS SPEED

+2 110 15
CHA HIT POINTS ARMOUR
TRAIT: Devil's Sight ACTION: Glaive

3 Bearded Devil Magical darkness doesn't impede the devil's Melee Weapon Attack: +5 to hit, reach 10 ft., one
darkvision. target. Hit: 8 (1d10 + 3) slashing damage. If the
CR target is a creature other than an undead or a
SIZE: medium TRAIT: Magic Resistance construct, it must succeed on a DC 12 Constitution
ALIGNMENT: lawful evil The devil has advantage on saving throws against
TYPE: fiend (devil)
saving throw or lose 5 (1d10) hit points at the start
spells and other magical effects. of each of its turns due to an infernal wound. Each
time the devil hits the wounded target with this
+3 SAVES: Str +5, Con +4, Wis +2
TRAIT: Steadfast
The devil can't be frightened while it can see an
attack, the damage dealt by the wound increases
RESISTANCES: cold, bludgeoning, by 5 (1d10). Any creature can take an action
STR allied creature within 30 feet of it.
piercing, and slashing to stanch the wound with a successful DC 12
from nonmagical ACTION: Multiattack Wisdom (Medicine) check. The wound also closes
weapons that aren't if the target receives magical healing.
The devil makes two attacks: one with its beard
+2
silvered
and one with its glaive.
IMMUNITIES: fire, poison
EXPERIENCE POINTS: 700
CONDITIONS: poisoned ACTION: Beard
DEX
SENSES: darkvision 120 ft. Melee Weapon Attack: +5 to hit, reach 5 ft., one
PASSIVE PERCEPTION: 10 creature. Hit: 6 (1d8 + 2) piercing damage, and
LANGUAGES: Infernal, telepathy 120 ft. the target must succeed on a DC 12 Constitution
+2 saving throw or be poisoned for 1 minute. While
poisoned in this way, the target can't regain hit
CON points. The target can repeat the saving throw at
the end of each of its turns, ending the effect on
itself on a success.

-1
INT

+0 30 ft.
WIS SPEED

+0 52 13
CHA HIT POINTS ARMOUR

TRAIT: Devil's Sight

12 Bone Devil Magical darkness doesn't impede the devil's


darkvision.
CR SIZE: large TRAIT: Magic Resistance
ALIGNMENT: lawful evil The devil has advantage on saving throws against
TYPE: fiend (devil) spells and other magical effects.

+4 SAVES: Int +5, Wis +6, Cha +7


ACTION: Multiattack
The devil makes three attacks: two with its claws
STR SKILLS: Deception +7, Insight +6 and one with its sting.
RESISTANCES: cold, bludgeoning,
piercing, and slashing ACTION: Claw
from nonmagical Melee Weapon Attack: +8 to hit, reach 10 ft., one
+3 weapons that
aren't silvered
target. Hit: 8 (1d8 + 4) slashing damage.
IMMUNITIES: fire, poison ACTION: Sting
DEX
CONDITIONS: poisoned Melee Weapon Attack: +8 to hit, reach 10 ft., one
SENSES: darkvision 120 ft. target. Hit: 13 (2d8 + 4) piercing damage plus
PASSIVE PERCEPTION: 9 17 (5d6) poison damage, and the target must
+4 LANGUAGES: Infernal, telepathy 120 ft.
succeed on a DC 14 Constitution saving throw
or become poisoned for 1 minute. The target can
CON repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success .

EXPERIENCE POINTS: 8,400


+1
INT

+2 40 ft., fly 40 ft.


WIS SPEED

+3 142 19
CHA HIT POINTS ARMOUR
TRAIT: Devil's Sight REACTION: Unnerving Mask

11 Chain Devil Magical darkness doesn't impede the devil's When a creature the devil can see starts its turn
darkvision. within 30 feet of the devil, the devil can create
CR the illusion that it looks like one of the creature's
SIZE: medium TRAIT: Magic Resistance departed loved ones or bitter enemies. If the
ALIGNMENT: lawful evil The devil has advantage on saving throws against
TYPE: fiend (devil)
creature can see the devil, it must succeed on a
spells and other magical effects. DC 14 Wisdom saving throw or be frightened until
the end of its turn.
+4 SAVES: Con +7, Wis +4, Cha +5
ACTION: Multiattack
The devil makes two attacks with its chains.
STR RESISTANCES: cold, bludgeoning, EXPERIENCE POINTS: 7,200
piercing, and slashing ACTION: Chain
from nonmagical Melee Weapon Attack: +8 to hit, reach 10 ft., one
weapons that
target. Hit: 11 (2d6 + 4) slashing damage. The
+2
aren't silvered
target is grappled (escape DC 14) if the devil isn't
IMMUNITIES: fire, poison
already grappling a creature. Until this grapple
CONDITIONS: poisoned ends, the target is restrained and takes 7 (2d6)
DEX
SENSES: darkvision 120 ft. piercing damage at the start of each of its turns.
PASSIVE PERCEPTION: 8
LANGUAGES: Infernal, telepathy 120 ft.
ACTION: Animate Chains
+4 (Recharges after a Short or Long Rest)
Up to four chains the devil can see within 60
CON 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.
Each animated chain is an object with AC 20, 20
+0 hit points, resistance to piercing damage, and
immunity to psychic and thunder damage. When
INT the devil uses Multiattack on its turn, it can use
each animated chain to make one additional
chain attack. An animated chain can grapple

+1 30 ft.
one creature of its own but can't make attacks
while grappling. An animated chain reverts to its
SPEED
inanimate state if reduced to 0 hit points or if the
WIS
devil is incapacitated or dies.

+2 85 16
CHA HIT POINTS ARMOUR

TRAIT: Hellish Weapons

12 Erinyes The erinyes's weapon attacks are magical and


deal an extra 13 (3d8) poison damage on a hit
CR (included in the attacks).
SIZE: medium
ALIGNMENT: lawful evil TRAIT: Magic Resistance
TYPE: fiend (devil) The erinyes has advantage on saving throws
against spells and other magical effects.
+4 SAVES: Dex +7, Con +8, Wis +6, Cha +8 ACTION: Multiattack
STR RESISTANCES: cold, bludgeoning, The erinyes makes three attacks
piercing, and slashing
from nonmagical ACTION: Longsword
weapons that
Melee Weapon Attack: +8 to hit, reach 5 ft., one
+3
aren't silvered
target. Hit: 8 (1d8 + 4) slashing damage, or 9
IMMUNITIES: fire, poison
(1d10 + 4) slashing damage if used with two
CONDITIONS: poisoned hands, plus 13 (3d8) poison damage.
DEX
SENSES: truesight 120 ft.
PASSIVE PERCEPTION: 12 ACTION: Longbow
LANGUAGES: Infernal, telepathy 120 ft. Ranged Weapon Attack: +7 to hit, range 150/600
+4 ft., one target. Hit: 7 (1d8 + 3) piercing damage
plus 13 (3d8) poison damage, and the target must
CON succeed on a DC 14 Constitution saving throw or
be poisoned. The poison lasts until it is removed
by the lesser restoration spell or similar magic.

+2 ACTION: Variant: Rope of Entanglement


Some erinyes carry a rope of entanglement
INT (detailed in the Dungeon Master's Guide). When
such an erinyes uses its Multiattack, the erinyes
can use the rope in place of two of the attacks.

+2 30 ft., fly 60 ft. REACTION: Parry


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

+4
EXPERIENCE POINTS: 8,400
153 18
CHA HIT POINTS ARMOUR
TRAIT: Devil's Sight

11 Horned Devil Magical darkness doesn't impede the devil's


darkvision.
CR SIZE: large TRAIT: Magic Resistance
ALIGNMENT: lawful evil The devil has advantage on saving throws against
TYPE: fiend (devil) spells and other magical effects.

+6 SAVES: Str +10, Dex +7, Wis +7, Cha +7


ACTION: Multiattack
The devil makes three melee attacks: two with its
STR RESISTANCES: cold, bludgeoning, fork and one with its tail. It can use Hurl Flame in
piercing, and slashing
place of any melee attack.
from nonmagical
weapons that ACTION: Fork
+3
aren't silvered
Melee Weapon Attack: +10 to hit, reach 10 ft., one
IMMUNITIES: fire, poison
target. Hit: 15 (2d8 + 6) piercing damage.
CONDITIONS: poisoned
DEX
SENSES: darkvision 120 ft. ACTION: Tail
PASSIVE PERCEPTION: 13 Melee Weapon Attack: +10 to hit, reach 10 ft.,
LANGUAGES: Infernal, telepathy 120 ft. one target. Hit: 10 (1d8 + 6) piercing damage. If
+5 the target is a creature other than an undead or a
construct, it must succeed on a DC 17 Constitution
CON saving throw or lose 10 (3d6) hit points at the start
of each of its turns due to an infernal wound. Each
time the devil hits the wounded target with this
attack, the damage dealt by the wound increases
+1 by 10 (3d6). Any creature can take an action
to stanch the wound with a successful DC 12
INT Wisdom (Medicine) check. The wound also closes
if the target receives magical healing.
ACTION: Hurl Flame
+3 20 ft., fly 60 ft. Ranged Spell Attack: +7 to hit, range 150 ft., one
target. Hit: 14 (4d6) fire damage. If the target is a
WIS SPEED flammable object that isn't being worn or carried, it
also catches fire.

+3 178 18 EXPERIENCE POINTS: 7,200

CHA HIT POINTS ARMOUR

TRAIT: Devil's Sight ACTION: Wall of Ice

14 Ice Devil Magical darkness doesn't impede the devil's The devil magically forms an opaque wall of ice
darkvision. on a solid surface it can see within 60 feet of it.
CR The wall is 1 foot thick and up to 30 feet long and
SIZE: large TRAIT: Magic Resistance 10 feet high, or it's a hemispherical dome up to 20
ALIGNMENT: lawful evil The devil has advantage on saving throws against
TYPE: fiend (devil)
feet in diameter.
spells and other magical effects.
When the wall appears, each creature in its space
+5 SAVES: Dex +7, Con +9, Wis +7, Cha +9
ACTION: Multiattack
The devil makes three attacks: one with its bite,
is pushed out of it by the shortest route. The
creature chooses which side of the wall to end
STR RESISTANCES: bludgeoning, piercing, one with its claws, and one with its tail. up on, unless the creature is incapacitated. The
and slashing from creature then makes a DC 17 Dexterity saving
nonmagical weapons ACTION: Bite throw, taking 35 (10d6) cold damage on a failed
that aren't silvered
Melee Weapon Attack: +10 to hit, reach 5 ft., one save, or half as much damage on a successful
+2 IMMUNITIES: fire, poison
CONDITIONS: poisoned
target. Hit: 12 (2d6 + 5) piercing damage plus 10
(3d6) cold damage.
one.
The wall lasts for 1 minute or until the devil is
DEX SENSES: blindsight 60 ft., incapacitated or dies. The wall can be damaged
darkvision 120 ft. ACTION: Claws
and breached; each 10-foot section has AC 5,
PASSIVE PERCEPTION: 12 Melee Weapon Attack: +10 to hit, reach 5 ft., one
30 hit points, vulnerability to fire damage, and
LANGUAGES: Infernal, telepathy 120 ft. target. Hit: 10 (2d4 + 5) slashing damage plus 10
immunity to acid, cold, necrotic, poison, and
+4 (3d6) cold damage.
psychic damage. If a section is destroyed, it
ACTION: Tail leaves behind a sheet of frigid air in the space
CON the wall occupied. Whenever a creature finishes
Melee Weapon Attack:+10 to hit, reach 10 ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage plus moving through the frigid air on a turn, willingly
10 (3d6) cold damage. or otherwise, the creature must make a DC 17

+4 Constitution saving throw, taking 17 (5d6) cold


damage on a failed save, or half as much damage
INT
on a successful one. The frigid air dissipates when
the rest of the wall vanishes.

EXPERIENCE POINTS: 11,500


+2 40 ft.
WIS SPEED

+4 180 18
CHA HIT POINTS ARMOUR
TRAIT: Shapechanger ACTION: Invisibility

1 Imp The imp can use its action to polymorph into a The imp magically turns invisible until it attacks, or
beast form that resembles a rat (speed 20 ft.), a until its concentration ends (as if concentrating on
CR raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 a spell). Any equipment the imp wears or carries is
SIZE: tiny
ft.), or back into its true form. Its statistics are the invisible with it.
ALIGNMENT: lawful evil
TYPE: fiend (devil)
same in each form, except for the speed changes
noted. Any equipment it is wearing or carrying isn't
EXPERIENCE POINTS: 200
transformed. It reverts to its true form if it dies.
-2 SKILLS: Deception +4, Insight +3,
TRAIT: Devil's Sight
Persuasion +4, Stealth +5
STR Magical darkness doesn't impede the imp's
RESISTANCES: cold, bludgeoning,
piercing, and slashing darkvision.
from nonmagical/
TRAIT: Magic Resistance
+3
nonsilver weapons
IMMUNITIES: fire, poison The imp has advantage on saving throws against
spells and other magical effects.
CONDITIONS: poisoned
DEX
SENSES: darkvision 120 ft. TRAIT: Variant: Familiar
PASSIVE PERCEPTION: 11 The imp can serve another creature as a familiar,
LANGUAGES: Infernal, Common forming a telepathic bond with its willing master.
+1 While the two are bonded, the master can sense
what the quasit senses as long as they are within
CON 1 mile of each other. While the imp is within 10
feet of its master, the master shares the quasit's
Magic Resistance trait. At any time and for any
reason, the imp can end its service as a familiar,
+0 ending the telepathic bond.
INT ACTION: Sting (Bite in Beast Form)
Melee Weapon Attack: +5 to hit, reach 5 ft ., one
target. Hit: 5 (1d4 + 3) piercing damage, and the
target must make on a DC 11 Constitution saving
+1 20 ft., fly 40 ft. throw, taking 10 (3d6) poison damage on a failed
save, or half as much damage on a successful
WIS SPEED one.

+2 10 13
CHA HIT POINTS ARMOUR

TRAIT: Fear Aura ACTION: Mace

20 Pit Fiend Any creature hostile to the pit fiend that starts its Melee Weapon Attack: +14 to hit, reach 10ft., one
turn within 20 feet of the pit fiend must make a target. Hit: 15 (2d6 + 8) bludgeoning damage plus
CR DC 21 Wisdom saving throw, unless the pit fiend 21 (6d6) fire damage.
SIZE: large
is incapacitated. On a failed save, the creature
ALIGNMENT: lawful evil ACTION: Tail
TYPE: fiend (devil)
is frightened until the start of its next turn. If a
creature's saving throw is successful, the creature Melee Weapon Attack: +14 to hit, reach 10ft., one
is immune to the pit fiend's Fear Aura for the next target. Hit: 24 (3d10 + 8) bludgeoning damage.
+8 SAVES: Dex +8, Con +13, Wis +10 24 hours.
RESISTANCES: cold, bludgeoning, EXPERIENCE POINTS: 25,000
STR
piercing, and slashing
TRAIT: Magic Resistance
from nonmagical The pit fiend has advantage on saving throws
weapons that aren't against spells and other magical effects.

+2
silvered
IMMUNITIES: fire, poison
TRAIT: Magic Weapons
The pit fiend's weapon attacks are magical.
CONDITIONS: poisoned
DEX
SENSES: truesight 120 ft. TRAIT: Innate Spellcasting — +13 / DC 21
PASSIVE PERCEPTION: 14 At will: detect magic, fireball
LANGUAGES: Infernal, telepathy 120 ft. 3/day each: hold monster, wall of fire
+7 ACTION: Multiattack
CON The pit fiend makes four attacks: one with its bite,
one with its claw, one with its mace, and one with
its tail.

+6 ACTION: Bite
Melee Weapon Attack: +14 to hit, reach 5 ft., one
INT target. Hit: 22 (4d6 + 8) piercing damage. The
target must succeed on a DC 21 Constitution
saving throw or become poisoned. While poisoned
in this way, the target can't regain hit points, and it
+4 30 ft., fly 60 ft. takes 21 (6d6) poison damage at the start of each
of its turns. The poisoned target can repeat the
WIS SPEED saving throw at the end of each of its turns, ending
the effect on itself on a success.
ACTION: Claw
+7 300 19 Melee Weapon Attack: +14 to hit, reach 10 ft. , one
target. Hit: 17 (2d8 + 8) slashing damage.
CHA HIT POINTS ARMOUR
TRAIT: Shapechanger ACTION: Read Thoughts

3 Doppelganger The doppelganger can use its action to polymorph The doppelganger magically reads the surface
into a Small or Medium humanoid it has seen, or thoughts of one creature within 60 ft. of it. The
CR back into its true form. Its statistics, other than its effect can penetrate barriers, but 3 ft. of wood or
SIZE: medium
size, are the same in each form. Any equipment it dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet
ALIGNMENT: unaligned
TYPE: monstrosity (shapechanger)
is wearing or carrying isn't transformed. It reverts of lead blocks it. While the target is in range, the
to its true form if it dies. doppelganger can continue reading its thoughts,
as long as the doppelganger's concentration isn't
+0 SKILLS: Deception +6, Insight +3
TRAIT: Ambusher
In the first round of a combat, the doppelganger
broken (as if concentrating on a spell). While
IMMUNITIES: charmed reading the target's mind, the doppelganger has
STR has advantage on attack rolls against any creature
SENSES: darkvision 60 ft. advantage on Wisdom (Insight) and Charisma
it surprised (Deception, Intimidation, and Persuasion) checks
PASSIVE PERCEPTION: 11
TRAIT: Surprise Attack against the target.
LANGUAGES: Common
+4 If the doppelganger surprises a creature and hits
it with an attack during the first round of combat, EXPERIENCE POINTS: 7,200
DEX the target takes an extra 10 (3d6) damage from
the attack.
ACTION: Multiattack
+2 The doppelganger makes two melee attacks.

CON ACTION: Slam


Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) bludgeoning damage.

+0
INT

+1 30 ft.
WIS SPEED

+2 52 14
CHA HIT POINTS ARMOUR

TRAIT: Amphibious

17 Dragon Turtle The dragon turtle can breathe air and water.
ACTION: Multiattack
CR SIZE: gargantuan The dragon turtle makes three attacks: one with
ALIGNMENT: neutral its bite and two with its claws. It can make one tail
TYPE: dragon attack in place of its two claw attacks.

+7 SAVES: Dex +6, Con +11, Wis +7


ACTION: Bite
Melee Weapon Attack: +13 to hit, reach 15 ft., one
STR RESISTANCES: fire target. Hit: 26 (3d12 + 7) piercing damage.
SENSES: darkvision 120 ft.
PASSIVE PERCEPTION: 11 ACTION: Claw
LANGUAGES: Aquan, Draconic Melee Weapon Attack: +13 to hit, reach 10 ft., one
+0 target. Hit: 16 (2d8 + 7) slashing damage.
ACTION: Tail
DEX
Melee Weapon Attack: +13 to hit, reach 15 ft., one
target. Hit: 26 (3d12 + 7) bludgeoning damage.
If the target is a creature, it must succeed on a
+5 DC 20 Strength saving throw or be pushed up to
10 feet away from the dragon turtle and knocked
CON prone.
ACTION: Steam Breath (Recharge 5-6)
The dragon turtle exhales scalding steam in a 60-
+0 foot cone. Each creature in that area must make a
DC 18 Constitution saving throw, taking 52 (15d6)
INT fire damage on a failed save, or half as much
damage on a successful one. Being underwater
doesn't grant resistance against this damage.

+1 20 ft., swim 40 ft. EXPERIENCE POINTS: 18,000


WIS SPEED

+1 341 20
CHA HIT POINTS ARMOUR
TRAIT: Amphibious ACTION: Acid Breath (Recharge 5-6)

14 Adult Black Dragon The dragon can breathe air and water. The dragon exhales acid in a 60-foot line that is
5 feet wide. Each creature in that line must make
TRAIT: Legendary Resistance (3/Day) a DC 18 Dexterity saving throw, taking 54 (12d8)
CR SIZE: huge If the dragon fails a saving throw, it can choose to acid damage on a failed save, or half as much
ALIGNMENT: chaotic evil succeed instead.
TYPE: dragon
damage on a successful one.
ACTION: Multiattack LEGENDARY ACTIONS
+6 SAVES: Dex +7, Con +10, Wis +6, Cha +8
The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with
The dragon can take 3 legendary actions,
choosing from the options below. Only one
STR SKILLS: Perception +11, Stealth +7 its claws. legendary action option can be used at a time and
IMMUNITIES: acid
ACTION: Bite only at the end of another creature’s turn. The
SENSES: blindsight 60 ft., dragon regains spent legendary actions at the
darkvision 120 ft. Melee Weapon Attack: +11 to hit, reach 10 ft., one
start of its turn.
+2 PASSIVE PERCEPTION: 21
LANGUAGES: Common, Draconic
target. Hit: 17 (2d10 + 6) piercing damage plus 4
(1d8) acid damage. LEGENDARY: Detect
DEX The dragon makes a Wisdom (Perception) check.
ACTION: Claw
Melee Weapon Attack: +11 to hit, reach 5 ft., one LEGENDARY: Tail Attack
target. Hit: 13 (2d6 + 6) slashing damage. The dragon makes a tail attack.
+5 ACTION: Tail LEGENDARY: Wing Attack (Costs 2 Actions)
CON
Melee Weapon Attack: +11 to hit, reach 15 ft., one The dragon beats its wings. Each creature within
target. Hit: 15 (2d8 + 6) bludgeoning damage. 10 ft. of the dragon must succeed on a DC 23
ACTION: Frightful Presence Dexterity saving throw or take 15 (2d6 + 8)
bludgeoning damage and be knocked prone. The
+2 Each creature of the dragon's choice that is
within 120 feet of the dragon and aware of it must
dragon can then fly up to half its flying speed.
succeed on a DC 16 Wisdom saving throw or
INT
become frightened for 1 minute. A creature can EXPERIENCE POINTS: 11,500
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a
+1 40 ft., fly 80 ft., swim 40 ft. creature's saving throw is successful or the effect
ends for it, the creature is immune to the dragon's
WIS SPEED Frightful Presence for the next 24 hours.

+3 195 19
CHA HIT POINTS ARMOUR

TRAIT: Amphibious ACTION: Acid Breath (Recharge 5-6)

21 Ancient Black Dragon The dragon can breathe air and water. The dragon exhales acid in a 90-foot line that is
10 feet wide. Each creature in that line must make
TRAIT: Legendary Resistance (3/Day) a DC 22 Dexterity saving throw, taking 67 (15d8)
CR SIZE: gargantuan If the dragon fails a saving throw, it can choose to acid damage on a failed save, or half as much
ALIGNMENT: chaotic evil succeed instead.
TYPE: dragon
damage on a successful one.
TRAIT: Legendary Resistance (3/Day) LEGENDARY ACTIONS
+8 SAVES: Dex +9, Con +14, Wis +9,
If the dragon fails a saving throw, it can choose to
succeed instead.
The dragon can take 3 legendary actions,
choosing from the options below. Only one
Cha +11
STR legendary action option can be used at a time and
SKILLS: Perception +16, Stealth +9 ACTION: Multiattack
only at the end of another creature’s turn. The
IMMUNITIES: acid The dragon can use its Frightful Presence. It then
dragon regains spent legendary actions at the
SENSES: blindsight 60 ft., makes three attacks: one with its bite and two with
start of its turn.
+2 darkvision 120 ft.
PASSIVE PERCEPTION: 26
its claws.
LEGENDARY: Detect
ACTION: Bite
DEX LANGUAGES: Common, Draconic The dragon makes a Wisdom (Perception) check.
Melee Weapon Attack: +15 to hit, reach 15 ft., one
target. Hit: 19 (2d10 + 8) piercing damage plus 9 LEGENDARY: Tail Attack
(2d8) acid damage. The dragon makes a tail attack.
+7 ACTION: Claw LEGENDARY: Wing Attack (Costs 2 Actions)
CON
Melee Weapon Attack: +15 to hit, reach 10 ft., one The dragon beats its wings. Each creature within
target. Hit: 15 (2d6 + 8) slashing damage. 15 ft. of the dragon must succeed on a DC 23
ACTION: Tail Dexterity saving throw or take 15 (2d6 + 8)
bludgeoning damage and be knocked prone. The
+3 Melee Weapon Attack: +15 to hit, reach 20 ft ., one
target. Hit: 17 (2d8 + 8) bludgeoning damage.
dragon can then fly up to half its flying speed.

INT ACTION: Frightful Presence EXPERIENCE POINTS: 33,000


Each creature of the dragon's choice that is
within 120 feet of the dragon and aware of it must

+2 40 ft., fly 80 ft., swim 40 ft.


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
WIS SPEED
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
+4 367 22 Frightful Presence for the next 24 hours.

CHA HIT POINTS ARMOUR


TRAIT: Legendary Resistance (3/Day) LEGENDARY ACTIONS

16 Adult Blue Dragon If the dragon fails a saving throw, it can choose to The dragon can take 3 legendary actions,
succeed instead. choosing from the options below. Only one
CR legendary action option can be used at a time and
SIZE: huge ACTION: Multiattack only at the end of another creature’s turn. The
ALIGNMENT: lawful evil The dragon can use its Frightful Presence. It then
TYPE: dragon
dragon regains spent legendary actions at the
makes three attacks: one with its bite and two with start of its turn.
its claws.
+7 SAVES: Dex +5, Con +11, Wis +7, Cha +9 ACTION: Bite
LEGENDARY: Detect
The dragon makes a Wisdom (Perception) check.
STR SKILLS: Perception +12, Stealth +5 Melee Weapon Attack: +12 to hit, reach 10 ft., one
IMMUNITIES: lightning target. Hit: 18 (2d10 + 7) piercing damage plus 5 LEGENDARY: Tail Attack
SENSES: blindsight 60 ft., (1d10) lightning damage. The dragon makes a tail attack.
darkvision 120 ft.
+0 PASSIVE PERCEPTION: 22
LANGUAGES: Common, Draconic
ACTION: Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one
LEGENDARY: Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within
DEX target. Hit: 14 (2d6 + 7) slashing damage. 10 ft. of the dragon must succeed on a DC 20
Dexterity saving throw or take 14 (2d6 + 7)
ACTION: Tail bludgeoning damage and be knocked prone. The
Melee Weapon Attack: +12 to hit, reach 15 ft., one dragon can then fly up to half its flying speed.
+6 target. Hit: 16 (2d8 + 7) bludgeoning damage.
ACTION: Frightful Presence EXPERIENCE POINTS: 15,000
CON
Each creature of the dragon's choice that is within
120 ft. of the dragon and aware of it must succeed
on a DC 17 Wisdom saving throw or become
+3 frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending
INT 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
40 ft., burrow 30 ft., Presence for the next 24 hours.
+2 fly 80 ft. ACTION: Lightning Breath (Recharge 5-6)
WIS SPEED The dragon exhales lightning in a 90-foot line that
is 5 ft. 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
+4 225 19 damage on a successful one.

CHA HIT POINTS ARMOUR

ACTION: Multiattack LEGENDARY ACTIONS

23 Ancient Blue Dragon The dragon can use its Frightful Presence. It then The dragon can take 3 legendary actions,
makes three attacks: one with its bite and two with choosing from the options below. Only one
CR its claws. legendary action option can be used at a time and
SIZE: gargantuan
only at the end of another creature’s turn. The
ALIGNMENT: lawful evil ACTION: Bite
TYPE: dragon
dragon regains spent legendary actions at the
Melee Weapon Attack: +16 to hit, reach 15 ft., one start of its turn.
target. Hit: 20 (2d10 + 9) piercing damage plus 11
+9 SAVES: Dex +7, Con +15, Wis +10, (2d10) lightning damage. LEGENDARY: Detect
The dragon makes a Wisdom (Perception) check.
Cha +12
STR ACTION: Claw
SKILLS: Perception +17, Stealth +7 LEGENDARY: Tail Attack
Melee Weapon Attack: +16 to hit, reach 10 ft., one
IMMUNITIES: lightning target. Hit: 16 (2d6 + 9) slashing damage. The dragon makes a tail attack.
SENSES: blindsight 60 ft.,
+0 darkvision 120 ft.
PASSIVE PERCEPTION: 27
ACTION: Tail
Melee Weapon Attack: +16 to hit, reach 20 ft., one
LEGENDARY: Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within
DEX LANGUAGES: Common, Draconic target. Hit: 18 (2d8 + 9) bludgeoning damage. 15 ft. of the dragon must succeed on a DC 24
Dexterity saving throw or take 16 (2d6 + 9)
ACTION: Frightful Presence bludgeoning damage and be knocked prone. The
Each creature of the dragon's choice that is dragon can then fly up to half its flying speed.
+8 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 EXPERIENCE POINTS: 50,000
CON
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
+4 ends for it, the creature is immune to the dragon's
Frightful Presence for the next 24 hours.
INT
ACTION: Lightning Breath (Recharge 5-6)
The dragon exhales lightning in a 120-foot line
40 ft., burrow 40 ft., that is 10 feet wide. Each creature in that line must
+3 fly 80 ft.
make a DC 23 Dexterity saving throw, taking 88
(16d10) lightning damage on a failed save, or half
WIS SPEED as much damage on a successful one.

+5 481 22
CHA HIT POINTS ARMOUR
TRAIT: Amphibious

8 Young Green Dragon The dragon can breathe air and water.
ACTION: Multiattack
CR SIZE: large The dragon makes three attacks: one with its bite
ALIGNMENT: lawful evil and two with its claws.
TYPE: dragon
ACTION: Bite
+4 SAVES: Dex +4, Con +6, Wis +4, Cha +5
Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 15 (2d10 + 4) piercing damage plus 7
STR SKILLS: Deception +5, Perception +7, (2d6) poison damage.
Stealth +4
IMMUNITIES: poison ACTION: Claw
CONDITIONS: poisoned Melee Weapon Attack: +7 to hit, reach 5 ft., one
+1 SENSES: blindsight 30 ft.,
darkvision 120 ft.
target. Hit: 11 (2d6 + 4) slashing damage.
ACTION: Poison Breath (Recharge 5-6)
DEX PASSIVE PERCEPTION: 17
The dragon exhales poisonous gas in a 30-foot
LANGUAGES: Common, Draconic
cone. Each creature in that area must make a DC
14 Constitution saving throw, taking 42 (12d6)
+3 poison damage on a failed save, or half as much
damage on a successful one.
CON
EXPERIENCE POINTS: 3,900

+3
INT

+1 40 ft., fly 80 ft., swim 40 ft.


WIS SPEED

+2 136 18
CHA HIT POINTS ARMOUR

TRAIT: Amphibious ACTION: Poison Breath (Recharge 5-6)

15 Adult Green Dragon The dragon can breathe air and water. The dragon exhales poisonous gas in a 60-foot
cone. Each creature in that area must make a DC
TRAIT: Legendary Resistance (3/Day) 18 Constitution saving throw, taking 56 (16d6)
CR SIZE: huge If the dragon fails a saving throw, it can choose to poison damage on a failed save, or half as much
ALIGNMENT: lawful evil succeed instead.
TYPE: dragon
damage on a successful one.
ACTION: Multiattack LEGENDARY ACTIONS
+6 SAVES: Dex +6, Con +10, Wis +7, Cha +8
The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with
The dragon can take 3 legendary actions,
choosing from the options below. Only one
STR SKILLS: Deception +8, Insight +7, its claws.
Perception +12, Persuasion +8, legendary action option can be used at a time and
Stealth +6 ACTION: Bite only at the end of another creature’s turn. The
IMMUNITIES: poison dragon regains spent legendary actions at the
Melee Weapon Attack: +11 to hit, reach 10 ft., one
start of its turn.
+1 CONDITIONS: poisoned
SENSES: blindsight 60 ft.,
target. Hit: 17 (2d10 + 6) piercing damage plus 7
(2d6) poison damage. LEGENDARY: Detect
DEX darkvision 120 ft. The dragon makes a Wisdom (Perception) check.
PASSIVE PERCEPTION: 22
ACTION: Claw
Melee Weapon Attack: +11 to hit, reach 5 ft., one LEGENDARY: Tail Attack
LANGUAGES: Common, Draconic
target. Hit: 13 (2d6 + 6) slashing damage. The dragon makes a tail attack.
+5 ACTION: Tail LEGENDARY: Wing Attack (Costs 2 Actions)
CON
Melee Weapon Attack: +11 to hit, reach 15 ft., one The dragon beats its wings. Each creature within
target. Hit: 15 (2d8 + 6) bludgeoning damage. 10 ft. of the dragon must succeed on a DC 19
ACTION: Frightful Presence Dexterity saving throw or take 13 (2d6 + 6)
bludgeoning damage and be knocked prone. The
+4 Each creature of the dragon's choice that is
within 120 feet of the dragon and aware of it must
dragon can then fly up to half its flying speed.
succeed on a DC 16 Wisdom saving throw or
INT
become frightened for 1 minute. A creature can EXPERIENCE POINTS: 13,000
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a
+2 40 ft., fly 80 ft., swim 40 ft. creature's saving throw is successful or the effect
ends for it, the creature is immune to the dragon's
WIS SPEED Frightful Presence for the next 24 hours.

+3 207 19
CHA HIT POINTS ARMOUR
TRAIT: Amphibious ACTION: Poison Breath (Recharge 5-6)

22 Ancient Green Dragon The dragon can breathe air and water. The dragon exhales poisonous gas in a 90-foot
cone. Each creature in that area must make a DC
TRAIT: Legendary Resistance (3/Day) 22 Constitution saving throw, taking 77 (22d6)
CR SIZE: gargantuan If the dragon fails a saving throw, it can choose to poison damage on a failed save, or half as much
ALIGNMENT: lawful evil succeed instead.
TYPE: dragon
damage on a successful one.
ACTION: Multiattack LEGENDARY ACTIONS
+8 SAVES: Dex +8, Con +14, Wis +10,
The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with
The dragon can take 3 legendary actions,
choosing from the options below. Only one
Cha +11
STR its claws. legendary action option can be used at a time and
SKILLS: Deception +11, Insight +10, only at the end of another creature’s turn. The
Perception +17, Persuasion +11, ACTION: Bite dragon regains spent legendary actions at the
Stealth +8
Melee Weapon Attack: +15 to hit, reach 15 ft., one start of its turn.
+1 IMMUNITIES: poison
CONDITIONS: poisoned
target. Hit: 19 (2d10 + 8) piercing damage plus 10
(3d6) poison damage. LEGENDARY: Detect
DEX SENSES: blindsight 60 ft., The dragon makes a Wisdom (Perception) check.
darkvision 120 ft. ACTION: Claw
Melee Weapon Attack: +15 to hit, reach 10 ft., one LEGENDARY: Tail Attack
PASSIVE PERCEPTION: 27
target. Hit: 22 (4d6 + 8) slashing damage. The dragon makes a tail attack.
LANGUAGES: Common, Draconic
+7 ACTION: Tail LEGENDARY: Wing Attack (Costs 2 Actions)
Melee Weapon Attack: +15 to hit, reach 20 ft., one The dragon beats its wings. Each creature within
CON
target. Hit: 17 (2d8 + 8) bludgeoning damage. 15 ft. of the dragon must succeed on a DC 23
Dexterity saving throw or take 15 (2d6 + 8)
ACTION: Frightful Presence bludgeoning damage and be knocked prone. The

+5 Each creature of the dragon's choice that is


within 120 feet of the dragon and aware of it must
dragon can then fly up to half its flying speed.

succeed on a DC 19 Wisdom saving throw or


INT
become frightened for 1 minute. A creature can EXPERIENCE POINTS: 41,000
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a
+3 40 ft., fly 80 ft., swim 40 ft. creature's saving throw is successful or the effect
ends for it, the creature is immune to the dragon's
WIS SPEED Frightful Presence for the next 24 hours.

+4 385 21
CHA HIT POINTS ARMOUR

TRAIT: Legendary Resistance (3/Day) LEGENDARY ACTIONS

17 Adult Red Dragon If the dragon fails a saving throw, it can choose to The dragon can take 3 legendary actions,
succeed instead. choosing from the options below. Only one
CR legendary action option can be used at a time and
SIZE: huge ACTION: Multiattack only at the end of another creature’s turn. The
ALIGNMENT: chaotic evil The dragon can use its Frightful Presence. It then
TYPE: dragon
dragon regains spent legendary actions at the
makes three attacks: one with its bite and two with start of its turn.
its claws.
+8 SAVES: Dex +6, Con +13, Wis +7, ACTION: Bite
LEGENDARY: Detect
The dragon makes a Wisdom (Perception) check.
Cha +11
STR Melee Weapon Attack: +14 to hit, reach 10 ft., one
SKILLS: Perception +13, Stealth +6 LEGENDARY: Tail Attack
target. Hit: 19 (2d10 + 8) piercing damage plus 7
IMMUNITIES: fire (2d6) fire damage. The dragon makes a tail attack.
SENSES: blindsight 60 ft.,
+0 darkvision 120 ft.
PASSIVE PERCEPTION: 23
ACTION: Claw
Melee Weapon Attack: +14 to hit, reach 5 ft., one
LEGENDARY: Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within
DEX LANGUAGES: Common, Draconic target. Hit: 15 (2d6 + 8) slashing damage. 10 ft. of the dragon must succeed on a DC 22
Dexterity saving throw or take 15 (2d6 + 8)
ACTION: Tail bludgeoning damage and be knocked prone. The
Melee Weapon Attack: +14 to hit, reach 15 ft., one dragon can then fly up to half its flying speed.
+7 target. Hit: 17 (2d8 + 8) bludgeoning damage.
ACTION: Frightful Presence EXPERIENCE POINTS: 18,000
CON
Each creature of the dragon's choice that is within
120 ft. of the dragon and aware of it must succeed
on a DC 19 Wisdom saving throw or become
+3 frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending
INT 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.
+1 40 ft., climb 40 ft., fly 80 ft. ACTION: Fire Breath (Recharge 5-6)
WIS SPEED 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
+5 256 19 successful one.

CHA HIT POINTS ARMOUR


TRAIT: Legendary Resistance (3/Day) LEGENDARY ACTIONS

24 Ancient Red Dragon If the dragon fails a saving throw, it can choose to The dragon can take 3 legendary actions,
succeed instead. choosing from the options below. Only one
legendary action option can be used at a time and
CR SIZE: gargantuan ACTION: Multiattack only at the end of another creature’s turn. The
ALIGNMENT: chaotic evil The dragon can use its Frightful Presence. It then dragon regains spent legendary actions at the
TYPE: dragon makes three attacks: one with its bite and two with start of its turn.
its claws.
+10 SAVES: Dex +7, Con +16, Wis +9, ACTION: Bite
LEGENDARY: Detect
The dragon makes a Wisdom (Perception) check.
Cha +13
STR Melee Weapon Attack: +17 to hit, reach 15 ft., one
SKILLS: Perception +16, Stealth +7
target. Hit: 21 (2d10 + 10) piercing damage plus LEGENDARY: Tail Attack
IMMUNITIES: fire 14 (4d6) fire damage. The dragon makes a tail attack.
SENSES: blindsight 60 ft.,
+0 darkvision 120 ft. ACTION: Claw LEGENDARY: Wing Attack (Costs 2 Actions)
PASSIVE PERCEPTION: 26 Melee Weapon Attack: +17 to hit, reach 10 ft., one The dragon beats its wings. Each creature within
DEX target. Hit: 17 (2d6 + 10) slashing damage. 15 ft. of the dragon must succeed on a DC 25
LANGUAGES: Common, Draconic
Dexterity saving throw or take 17 (2d6 + 10)
ACTION: Tail bludgeoning damage and be knocked prone. The
Melee Weapon Attack: +17 to hit, reach 20 ft., one dragon can then fly up to half its flying speed.
+9 target. Hit: 19 (2d8 + 10) bludgeoning damage.
ACTION: Frightful Presence EXPERIENCE POINTS: 62,000
CON
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
+4 become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its
INT 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.
+2 40 ft., climb 40 ft., fly 80 ft. ACTION: Fire Breath (Recharge 5-6)
WIS SPEED 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
+6 546 22 successful one.

CHA HIT POINTS ARMOUR

TRAIT: Ice Walk

6 Young White Dragon The dragon can move across and climb icy
surfaces without needing to make an ability check.
CR Additionally, difficult terrain composed of ice or
SIZE: large
snow doesn't cost it extra moment.
ALIGNMENT: chaotic evil
TYPE: dragon ACTION: Multiattack
The dragon makes three attacks: one with its bite
+4 SAVES: Dex +3, Con +7, Wis +3, Cha +4 and two with its claws.

STR SKILLS: Perception +6, Stealth +3 ACTION: Bite


IMMUNITIES: cold Melee Weapon Attack: +7 to hit, reach 10 ft., one
SENSES: blindsight 30 ft., target. Hit: 15 (2d10 + 4) piercing damage plus 4
darkvision 120 ft. (1d8) cold damage.
+0 PASSIVE PERCEPTION: 16
LANGUAGES: Common, Draconic
ACTION: Claw
DEX Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
ACTION: Cold Breath (Recharge 5-6)
+4 The dragon exhales an icy blast in a 30-foot cone.
Each creature in that area must make a DC 15
CON Constitution saving throw, taking 45 (10d8) cold
damage on a failed save, or half as much damage
on a successful one.

-2 EXPERIENCE POINTS: 2,300


INT

40 ft., burrow 20 ft.,


+0 fly 80 ft., swim 40 ft.
WIS SPEED

+1 133 17
CHA HIT POINTS ARMOUR
TRAIT: Ice Walk ACTION: Cold Breath (Recharge 5-6)

13 Adult White Dragon The dragon can move across and climb icy The dragon exhales an icy blast in a 60-foot cone.
surfaces without needing to make an ability check. Each creature in that area must make a DC 19
CR Additionally, difficult terrain composed of ice or Constitution saving throw, taking 54 (12d8) cold
SIZE: huge
snow doesn't cost it extra moment. damage on a failed save, or half as much damage
ALIGNMENT: chaotic evil
TYPE: dragon
on a successful one.
TRAIT: Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to LEGENDARY ACTIONS
+6 SAVES: Dex +5, Con +11, Wis +6, Cha +6 succeed instead. The dragon can take 3 legendary actions,
choosing from the options below. Only one
STR SKILLS: Perception +11, Stealth +5 ACTION: Multiattack legendary action option can be used at a time and
IMMUNITIES: cold The dragon can use its Frightful Presence. It then only at the end of another creature’s turn. The
SENSES: blindsight 60 ft., makes three attacks: one with its bite and two with dragon regains spent legendary actions at the
darkvision 120 ft. its claws. start of its turn.
+0 PASSIVE PERCEPTION: 21
LANGUAGES: Common, Draconic
ACTION: Bite LEGENDARY: Detect
DEX Melee Weapon Attack: +11 to hit, reach 10 ft., one The dragon makes a Wisdom (Perception) check.
target. Hit: 17 (2d10 + 6) piercing damage plus 4
(1d8) cold damage. LEGENDARY: Tail Attack
The dragon makes a tail attack.
+6 ACTION: Claw
Melee Weapon Attack: +11 to hit, reach 5 ft., one LEGENDARY: Wing Attack (Costs 2 Actions)
CON target. Hit: 13 (2d6 + 6) slashing damage. The dragon beats its wings. Each creature within
10 ft. of the dragon must succeed on a DC 19
ACTION: Tail Dexterity saving throw or take 13 (2d6 + 6)
Melee Weapon Attack: +11 to hit, reach 15 ft., one bludgeoning damage and be knocked prone. The
-1 target. Hit: 15 (2d8 + 6) bludgeoning damage. dragon can then fly up to half its flying speed.
ACTION: Frightful Presence
INT
Each creature of the dragon's choice that is within EXPERIENCE POINTS: 10,000
120 ft. of the dragon and aware of it must succeed
on a DC 14 Wisdom saving throw or become
40 ft., burrow 30 ft.,
+1 fly 80 ft., swim 40 ft.
frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending
WIS SPEED 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.
+1 200 18
CHA HIT POINTS ARMOUR

TRAIT: Ice Walk ACTION: Cold Breath (Recharge 5-6)

20 Ancient White Dragon The dragon can move across and climb icy The dragon exhales an icy blast in a 90-foot cone.
surfaces without needing to make an ability check. Each creature in that area must make a DC 22
CR Additionally, difficult terrain composed of ice or Constitution saving throw, taking 72 (l6d8) cold
SIZE: gargantuan
snow doesn't cost it extra moment. damage on a failed save, or half as much damage
ALIGNMENT: chaotic evil
TYPE: dragon
on a successful one.
TRAIT: Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to LEGENDARY ACTIONS
+8 SAVES: Dex +6, Con +14, Wis +7, Cha +8 succeed instead. The dragon can take 3 legendary actions,
choosing from the options below. Only one
STR SKILLS: Perception +13, Stealth +6 ACTION: Multiattack legendary action option can be used at a time and
IMMUNITIES: cold The dragon can use its Frightful Presence. It then only at the end of another creature’s turn. The
SENSES: blindsight 60 ft., makes three attacks: one with its bite and two with dragon regains spent legendary actions at the
darkvision 120 ft. its claws. start of its turn.
+0 PASSIVE PERCEPTION: 23
LANGUAGES: Common, Draconic
ACTION: Bite LEGENDARY: Detect
DEX Melee Weapon Attack: +14 to hit, reach 15 ft., one The dragon makes a Wisdom (Perception) check.
target. Hit: 19 (2d10 + 8) piercing damage plus 9
(2d8) cold damage. LEGENDARY: Tail Attack
The dragon makes a tail attack.
+8 ACTION: Claw
Melee Weapon Attack: +14 to hit, reach 10 ft., one LEGENDARY: Wing Attack (Costs 2 Actions)
CON target. Hit: 15 (2d6 + 8) slashing damage. The dragon beats its wings. Each creature within
15 feet of the dragon must succeed on a DC
ACTION: Tail 22 Dexterity saving throw or take 15 (2d6 + 8)
Melee Weapon Attack: +14 to hit, reach 20 ft., one bludgeoning damage and be knocked prone. The
+0 target. Hit: 17 (2d8 + 8) bludgeoning damage. dragon can then fly up to half its flying Speed.
ACTION: Frightful Presence
INT EXPERIENCE POINTS: 25,000
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
40 ft., burrow 40 ft.,
+1 fly 80 ft., swim 40 ft.
become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its
WIS SPEED 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.
+2 333 20
CHA HIT POINTS ARMOUR
ACTION: Multiattack

6 Young Brass Dragon The dragon makes three attacks: one with its bite
and two with its claws.
CR SIZE: large ACTION: Bite
ALIGNMENT: chaotic good Melee Weapon Attack: +7 to hit, reach 10 ft., one
TYPE: dragon target. Hit: 15 (2d10 + 4) piercing damage.

+4 SAVES: Dex +3, Con +6, Wis +3, Cha +5


ACTION: Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR SKILLS: Perception +6, Persuasion +5, target. Hit: 11 (2d6 + 4) slashing damage.
Stealth +3
IMMUNITIES: fire ACTION: Breath Weapons (Recharge 5-6)
SENSES: blindsight 30 ft., The dragon uses one of the following breath
+0 darkvision 120 ft.
PASSIVE PERCEPTION: 16
weapons.
Fire Breath: The dragon exhales fire in a 40-foot
DEX LANGUAGES: Common, Draconic line that is 5 feet wide. Each creature in that line
must make a DC 14 Dexterity saving throw, taking
42 (12d6) fire damage on a failed save, or half as
much damage on a successful one.
+3 Sleep Breath: The dragon exhales sleep gas in
CON
a 30-foot cone. Each creature in that area must
succeed on a DC 14 Constitution saving throw or
fall unconscious for 5 minutes. This effect ends
for a creature if the creature takes damage or
+1 someone uses an action to wake it.

INT EXPERIENCE POINTS: 2,300

40 ft., burrow 20 ft.,


+0 fly 80 ft.
WIS SPEED

+2 110 17
CHA HIT POINTS ARMOUR

TRAIT: Legendary Resistance (3/Day) ACTION: Breath Weapons (Recharge 5-6)

13 Adult Brass Dragon If the dragon fails a saving throw, it can choose to The dragon uses one of the following breath
succeed instead. weapons.
CR SIZE: huge ACTION: Multiattack Fire Breath: The dragon exhales fire in an 60-foot
ALIGNMENT: chaotic good line that is 5 feet wide. Each creature in that line
The dragon can use its Frightful Presence. It then
TYPE: dragon must make a DC 18 Dexterity saving throw, taking
makes three attacks: one with its bite and two with
45 (13d6) fire damage on a failed save, or half as
its claws.
+6 SAVES: Dex +5, Con +10, Wis +6, Cha +8 ACTION: Bite
much damage on a successful one.
Sleep Breath: The dragon exhales sleep gas in
STR SKILLS: History +7, Perception +11, Melee Weapon Attack: +11 to hit, reach,.0 ft., one a 60-foot cone. Each creature in that area must
Persuasion +8, Stealth +5
target. Hit: 17 (2d10 + 6) piercing damage. succeed on a DC 18 Constitution saving throw or
IMMUNITIES: fire fall unconscious for 10 minutes. This effect ends
SENSES: blindsight 60 ft., ACTION: Claw for a creature if the creature takes damage or
+0 darkvision 120 ft.
PASSIVE PERCEPTION: 21
Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) slashing damage.
someone uses an action to wake it.

DEX LANGUAGES: Common, Draconic LEGENDARY ACTIONS


ACTION: Tail The dragon can take 3 legendary actions,
Melee Weapon Attack: +11 to hit, reach 15 ft., one choosing from the options below. Only one
target. Hit: 15 (2d8 + 6) bludgeoning damage. legendary action option can be used at a time and
+5 ACTION: Frightful Presence only at the end of another creature’s turn. The
dragon regains spent legendary actions at the
Each creature of the dragon's choice that is
CON start of its turn.
within 120 feet of the dragon and aware of it must
succeed on a DC 16 Wisdom saving throw or LEGENDARY: Detect
become frightened for 1 minute. A creature can The dragon makes a Wisdom (Perception) check.
+2 repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a LEGENDARY: Tail Attack
INT creature's saving throw is successful or the effect The dragon makes a tail attack.
ends for it, the creature is immune to the dragon's
Frightful Presence for the next 24 hours. LEGENDARY: Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within
40 ft., burrow 40 ft.,
+1 fly 80 ft.
10 ft. of the dragon must succeed on a DC 19
Dexterity saving throw or take 13 (2d6 + 6)
WIS SPEED bludgeoning damage and be knocked prone. The
dragon can then fly up to half its flying speed.

EXPERIENCE POINTS: 10,000


+3 172 18
CHA HIT POINTS ARMOUR
TRAIT: Legendary Resistance (3/Day) Sleep Breath: The dragon exhales sleep gas in
a 90-foot cone. Each creature in that area must
20 Ancient Brass Dragon If the dragon fails a saving throw, it can choose to
succeed instead. succeed on a DC 21 Constitution saving throw or
fall unconscious for 10 minutes. This effect ends
CR SIZE: gargantuan ACTION: Multiattack for a creature if the creature takes damage or
ALIGNMENT: chaotic good The dragon can use its Frightful Presence. It then someone uses an action to wake it.
TYPE: dragon makes three attacks: one with its bite and two with ACTION: Change Shape
its claws. The dragon magically polymorphs into a humanoid
+8 SAVES: Dex +6, Con +13, Wis +8, ACTION: Bite
or beast that has a challenge rating no higher than
its own, or back into its true form. It reverts to its
Cha +10
STR Melee Weapon Attack: +14 to hit, reach 15 ft., one true form if it dies. Any equipment it is wearing or
SKILLS: History +9, Perception +14,
target. Hit: 19 (2d10 + 8) piercing damage. carrying is absorbed or borne by the new form (the
Persuasion +10, Stealth +6
dragon's choice).
IMMUNITIES: fire ACTION: Claw
In a new form, the dragon retains its alignment,
+0 SENSES: blindsight 60 ft.,
darkvision 120 ft.
Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 15 (2d6 + 8) slashing damage.
hit points, Hit Dice, ability to speak, proficiencies,
Legendary Resistance, lair actions, and
DEX PASSIVE PERCEPTION: 24 Intelligence, Wisdom, and Charisma scores, as
ACTION: Tail
LANGUAGES: Common, Draconic well as this action. Its statistics and capabilities
Melee Weapon Attack: +14 to hit, reach 20 ft., one are otherwise replaced by those of the new form,
target. Hit: 17 (2d8 + 8) bludgeoning damage. except any class features or legendary actions of
+7 ACTION: Frightful Presence
that form.
Each creature of the dragon's choice that is LEGENDARY ACTIONS
CON
within 120 feet of the dragon and aware of it must The dragon can take 3 legendary actions,
succeed on a DC 18 Wisdom saving throw or choosing from the options below. Only one
become frightened for 1 minute. A creature can legendary action option can be used at a time and
only at the end of another creature’s turn. The
+3 repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a
dragon regains spent legendary actions at the
start of its turn.
INT creature's saving throw is successful or the effect
ends for it, the creature is immune to the dragon's LEGENDARY: Detect
Frightful Presence for the next 24 hours. The dragon makes a Wisdom (Perception) check.
40 ft., burrow 40 ft., LEGENDARY: Tail Attack
+2 fly 80 ft.
ACTION: Breath Weapons (Recharge 5-6)
The dragon uses one of the following breath
The dragon makes a tail attack.
WIS SPEED weapons: LEGENDARY: Wing Attack (Costs 2 Actions)
Fire Breath: The dragon exhales fire in an 90-foot The dragon beats its wings. Each creature within
line that is 10 feet wide. Each creature in that line 15 ft. of the dragon must succeed on a DC 22
Dexterity saving throw or take 15 (2d6 + 8)
must make a DC 21 Dexterity saving throw, taking
+4 297 20 56 (16d6) fire damage on a failed save, or half as
much damage on a successful one.
bludgeoning damage and be knocked prone. The
dragon can then fly up to half its flying speed.
CHA HIT POINTS ARMOUR EXPERIENCE POINTS: 25,000

TRAIT: Amphibious
Bronze Dragon
2
The dragon can breathe air and water.
Wyrmling
ACTION: Bite
CR SIZE: medium Melee Weapon Attack: +5 to hit, reach 5 ft., one
ALIGNMENT: lawful good target. Hit: 8 (1d10 + 3) piercing damage.
TYPE: dragon
ACTION: Breath Weapons (Recharge 5-6)
+3 SAVES: Dex +2, Con +4, Wis +2, Cha +4
The dragon uses one of the following breath
weapons.
STR SKILLS: Perception +4, Stealth +2
Lightning Breath: The dragon exhales lightning
IMMUNITIES: lightning
in a 40-foot line that is 5 feet wide. Each creature
SENSES: blindsight 10 ft., darkvision 60 ft. in that line must make a DC 12 Dexterity saving
PASSIVE PERCEPTION: 14 throw, taking 16 (3d10) lightning damage on
+0 LANGUAGES: Draconic a failed save, or half as much damage on a
successful one.
DEX
Repulsion Breath: The dragon exhales repulsion
energy in a 30-foot cone. Each creature in that
area must succeed on a DC 12 Strength saving
+2 throw. On a failed save, the creature is pushed 30
feet away from the dragon.
CON
EXPERIENCE POINTS: 450

+1
INT

+0 30 ft., fly 60 ft., swim 30 ft.


WIS SPEED

+2 32 17
CHA HIT POINTS ARMOUR
TRAIT: Amphibious

8 Young Bronze Dragon The dragon can breathe air and water.
ACTION: Multiattack
CR SIZE: large The dragon makes three attacks: one with its bite
ALIGNMENT: lawful good and two with its claws.
TYPE: dragon
ACTION: Bite
+5 SAVES: Dex +3, Con +7, Wis +4, Cha +6
Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 16 (2d10 + 5) piercing damage.
STR SKILLS: Insight +4, Perception +7,
Stealth +3 ACTION: Claw
IMMUNITIES: lightning Melee Weapon Attack: +8 to hit, reach 5 ft., one
SENSES: blindsight 30 ft., target. Hit: 12 (2d6 + 5) slashing damage.
+0 darkvision 120 ft.
PASSIVE PERCEPTION: 17
ACTION: Breath Weapons (Recharge 5-6)
DEX The dragon uses one of the following breath
LANGUAGES: Common, Draconic
weapons.
Lightning Breath: The dragon exhales lightning
in a 60-foot line that is 5 feet wide. Each creature
+4 in that line must make a DC 15 Dexterity saving
throw, taking 55 (10d10) lightning damage on
CON a failed save, or half as much damage on a
successful one.
Repulsion Breath: The dragon exhales repulsion

+2 energy in a 30-foot cone. Each creature in that


area must succeed on a DC 15 Strength saving
throw. On a failed save, the creature is pushed 40
INT
feet away from the dragon.

EXPERIENCE POINTS: 3,900


+1 40 ft., fly 80 ft., swim 40 ft.
WIS SPEED

+3 142 18
CHA HIT POINTS ARMOUR

TRAIT: Amphibious ACTION: Breath Weapons (Recharge 5-6)

15 Adult Bronze Dragon The dragon can breathe air and water. The dragon uses one of the following breath
weapons.
TRAIT: Legendary Resistance (3/Day)
CR SIZE: huge Lightning Breath: The dragon exhales lightning
If the dragon fails a saving throw, it can choose to
ALIGNMENT: lawful good in a 90-foot line that is 5 feet wide. Each creature
succeed instead.
TYPE: dragon in that line must make a DC 19 Dexterity saving
ACTION: Multiattack throw, taking 66 (12d10) lightning damage on
+7 SAVES: Dex +5, Con +11, Wis +7, Cha +9
The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with
a failed save, or half as much damage on a
successful one.
STR SKILLS: Insight +7, Perception +12, its claws. Repulsion Breath: The dragon exhales repulsion
Stealth +5
energy in a 30-foot cone. Each creature in that
IMMUNITIES: lightning ACTION: Bite area must succeed on a DC 19 Strength saving
SENSES: blindsight 60 ft., Melee Weapon Attack: +12 to hit, reach 10 ft., one throw. On a failed save, the creature is pushed 60
+0 darkvision 120 ft.
PASSIVE PERCEPTION: 22
target. Hit: 18 (2d10 + 7) piercing damage. feet away from the dragon.
ACTION: Claw LEGENDARY ACTIONS
DEX LANGUAGES: Common, Draconic
Melee Weapon Attack: +12 to hit, reach 5 ft., one The dragon can take 3 legendary actions,
target. Hit: 14 (2d6 + 7) slashing damage. choosing from the options below. Only one
legendary action option can be used at a time and
+6
ACTION: Tail
only at the end of another creature’s turn. The
Melee Weapon Attack: +12 to hit, reach 15 ft., one
dragon regains spent legendary actions at the
target. Hit: 16 (2d8 + 7) bludgeoning damage.
CON start of its turn.
ACTION: Frightful Presence
LEGENDARY: Detect
Each creature of the dragon's choice that is
The dragon makes a Wisdom (Perception) check.
+3 within 120 feet of the dragon and aware of it must
succeed on a DC 17 Wisdom saving throw or LEGENDARY: Tail Attack
become frightened for 1 minute. A creature can The dragon makes a tail attack.
INT
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a LEGENDARY: Wing Attack (Costs 2 Actions)
creature's saving throw is successful or the effect The dragon beats its wings. Each creature within
+2 40 ft., fly 80 ft., swim 40 ft. ends for it, the creature is immune to the dragon's
Frightful Presence for the next 24 hours.
10 ft. of the dragon must succeed on a DC 20
Dexterity saving throw or take 14 (2d6 + 7)
WIS SPEED bludgeoning damage and be knocked prone. The
dragon can then fly up to half its flying speed.

EXPERIENCE POINTS: 13,000


+4 212 19
CHA HIT POINTS ARMOUR
TRAIT: Amphibious Repulsion Breath: The dragon exhales repulsion
The dragon can breathe air and water. energy in a 30-foot cone. Each creature in that
22 Ancient Bronze Dragon
TRAIT: Legendary Resistance (3/Day)
area must succeed on a DC 23 Strength saving
throw. On a failed save, the creature is pushed 60
CR SIZE: gargantuan If the dragon fails a saving throw, it can choose to feet away from the dragon.
ALIGNMENT: lawful good succeed instead.
TYPE: dragon ACTION: Change Shape
ACTION: Multiattack The dragon magically polymorphs into a humanoid
The dragon can use its Frightful Presence. It then or beast that has a challenge rating no higher than
+9 SAVES: Dex +7, Con +15, Wis +10, makes three attacks: one with its bite and two with
its claws.
its own, or back into its true form. It reverts to its
true form if it dies. Any equipment it is wearing or
Cha +12
STR carrying is absorbed or borne by the new form (the
SKILLS: Insight +10, Perception +17, ACTION: Bite
Stealth +7
dragon's choice).
Melee Weapon Attack: +16 to hit, reach 15 ft., one
IMMUNITIES: lightning target. Hit: 20 (2d10 + 9) piercing damage. In a new form, the dragon retains its alignment,
hit points, Hit Dice, ability to speak, proficiencies,
+0 SENSES: blindsight 60 ft.,
darkvision 120 ft.
ACTION: Claw Legendary Resistance, lair actions, and
Intelligence, Wisdom, and Charisma scores, as
Melee Weapon Attack: +16 to hit, reach 10 ft., one
DEX PASSIVE PERCEPTION: 27 target. Hit: 16 (2d6 + 9) slashing damage. well as this action. Its statistics and capabilities
LANGUAGES: Common, Draconic are otherwise replaced by those of the new form,
ACTION: Tail except any class features or legendary actions of
Melee Weapon Attack: +16 to hit, reach 20 ft., one that form.
+8 target. Hit: 18 (2d8 + 9) bludgeoning damage.
LEGENDARY ACTIONS
ACTION: Frightful Presence The dragon can take 3 legendary actions,
CON choosing from the options below. Only one
Each creature of the dragon's choice that is
within 120 feet of the dragon and aware of it must legendary action option can be used at a time and
succeed on a DC 20 Wisdom saving throw or only at the end of another creature’s turn. The
become frightened for 1 minute. A creature can dragon regains spent legendary actions at the
+4 repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a
start of its turn.

INT creature's saving throw is successful or the effect LEGENDARY: Detect


ends for it, the creature is immune to the dragon's The dragon makes a Wisdom (Perception) check.
Frightful Presence for the next 24 hours. LEGENDARY: Tail Attack

+3 ACTION: Breath Weapons (Recharge 5 -6) The dragon makes a tail attack.
40 ft., fly 80 ft., swim 40 ft. The dragon uses one of the following breath LEGENDARY: Wing Attack (Costs 2 Actions)
weapons.
WIS SPEED The dragon beats its wings. Each creature within
Lightning Breath: The dragon exhales lightning 15 ft. of the dragon must succeed on a DC 24
in a 120-foot line that is 10 feet wide. Each Dexterity saving throw or take 16 (2d6 + 9)
creature in that line must make a DC 23 Dexterity bludgeoning damage and be knocked prone. The
+5 444 22 saving throw, taking 88 (16d10) lightning damage
on a failed save, or half as much damage on a
dragon can then fly up to half its flying speed.
successful one.
CHA HIT POINTS ARMOUR EXPERIENCE POINTS: 41,000

ACTION: Bite
Copper Dragon
1
Melee Weapon Attack: +4 to hit, reach 5 ft., one
Wyrmling target. Hit: 7 (1d10 + 2) piercing damage.
CR SIZE: medium ACTION: Breath Weapons (Recharge 5-6)
ALIGNMENT: chaotic good The dragon uses one of the following breath
TYPE: dragon weapons.
Acid Breath: The dragon exhales acid in an 20-
+2 SAVES: Dex +3, Con +3, Wis +2, Cha +3 foot line that is 5 feet wide. Each creature in that
SKILLS: Perception +4, Stealth +3 line must make a DC 11 Dexterity saving throw,
STR
IMMUNITIES: acid taking 18 (4d8) acid damage on a failed save, or
half as much damage on a successful one.
SENSES: blindsight 10 ft., darkvision 60 ft.
PASSIVE PERCEPTION: 14 Slowing Breath: The dragon exhales gas in a
+1 LANGUAGES: Draconic
1 5-foot cone. Each creature in that area must
succeed on a DC 11 Constitution saving throw.
DEX 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,
+1 but not both. These effects last for 1 minute. The
creature can repeat the saving throw at the end of
CON each of its turns, ending the effect on itself with a
successful save.

+2 EXPERIENCE POINTS: 200

INT

+0 30 ft., climb 30 ft., fly 60 ft.


WIS SPEED

+1 22 16
CHA HIT POINTS ARMOUR
ACTION: Multiattack

7 Young Copper Dragon The dragon makes three attacks: one with its bite
and two with its claws.
CR SIZE: large ACTION: Bite
ALIGNMENT: chaotic good Melee Weapon Attack: +7 to hit, reach 10 ft., one
TYPE: dragon target. Hit: 15 (2d10 + 4) piercing damage.

+4 SAVES: Dex +4, Con +6, Wis +4, Cha +5


ACTION: Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR SKILLS: Deception +5, Perception +7, target. Hit: 11 (2d6 + 4) slashing damage.
Stealth +4
IMMUNITIES: acid ACTION: Breath Weapons (Recharge 5-6)
SENSES: blindsight 30 ft., The dragon uses one of the following breath
+1 darkvision 120 ft.
PASSIVE PERCEPTION: 17
weapons.
Acid Breath: The dragon exhales acid in an 40-
DEX LANGUAGES: Common, Draconic foot line that is 5 feet wide. Each creature in that
line must make a DC 14 Dexterity saving throw,
taking 40 (9d8) acid damage on a failed save, or
half as much damage on a successful one.
+3 Slowing Breath: The dragon exhales gas in a
CON
30-foot cone. Each creature in that area must
succeed on a DC 14 Constitution saving throw.
On a failed save, the creature can't use reactions,
its speed is halved, and it can't make more than
+3 one attack on its turn. In addition, the creature can
use either an action or a bonus action on its turn,
INT 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.
+1 40 ft., climb 40 ft., fly 80 ft.
EXPERIENCE POINTS: 2,900
WIS SPEED

+2 119 17
CHA HIT POINTS ARMOUR

TRAIT: Legendary Resistance (3/Day) ACTION: Breath Weapons (Recharge 5-6)

14 Adult Copper Dragon If the dragon fails a saving throw, it can choose to The dragon uses one of the following breath
succeed instead. weapons.
CR SIZE: huge ACTION: Multiattack Acid Breath: The dragon exhales acid in an 60-
ALIGNMENT: chaotic good foot line that is 5 feet wide. Each creature in that
The dragon can use its Frightful Presence. It then
TYPE: dragon line must make a DC 18 Dexterity saving throw,
makes three attacks: one with its bite and two with
taking 54 (12d8) acid damage on a failed save, or
its claws.
+6 SAVES: Dex +6, Con +10, Wis +7, Cha +8 ACTION: Bite
half as much damage on a successful one.
Slowing Breath: The dragon exhales gas in a
STR SKILLS: Deception +8, Perception +12, Melee Weapon Attack: +11 to hit, reach 10 ft., one 60-foot cone. Each creature in that area must
Stealth +6
target. Hit: 17 (2d10 + 6) piercing damage. succeed on a DC 18 Constitution saving throw.
IMMUNITIES: acid On a failed save, the creature can't use reactions,
SENSES: blindsight 60 ft., ACTION: Claw its speed is halved, and it can't make more than
+1 darkvision 120 ft.
PASSIVE PERCEPTION: 22
Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) slashing damage.
one attack on its turn. In addition, the creature can
use either an action or a bonus action on its turn,
DEX LANGUAGES: Common, Draconic but not both. These effects last for 1 minute. The
ACTION: Tail
creature can repeat the saving throw at the end of
Melee Weapon Attack: +11 to hit, reach 15 ft., one
each of its turns, ending the effect on itself with a
target. Hit: 15 (2d8 + 6) bludgeoning damage.
successful save.
+5 ACTION: Frightful Presence
LEGENDARY: Detect
Each creature of the dragon's choice that is
CON The dragon makes a Wisdom (Perception) check.
within 120 feet of the dragon and aware of it must
succeed on a DC 16 Wisdom saving throw or LEGENDARY: Tail Attack
become frightened for 1 minute. A creature can The dragon makes a tail attack.
+4 repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a LEGENDARY: Wing Attack (Costs 2 Actions)
INT creature's saving throw is successful or the effect The dragon beats its wings. Each creature within
ends for it, the creature is immune to the dragon's 10 ft. of the dragon must succeed on a DC 19
Frightful Presence for the next 24 hours. Dexterity saving throw or take 13 (2d6 + 6)
bludgeoning damage and be knocked prone. The
+2 40 ft., climb 40 ft., fly 80 ft. dragon can then fly up to half its flying speed.

WIS SPEED
EXPERIENCE POINTS: 11,500

+3 184 18
CHA HIT POINTS ARMOUR
TRAIT: Legendary Resistance (3/Day) Acid Breath: The dragon exhales acid in an 90-
If the dragon fails a saving throw, it can choose to foot line that is 10 feet wide. Each creature in that
21 Ancient Copper Dragon
succeed instead. line must make a DC 22 Dexterity saving throw,
taking 63 (14d8) acid damage on a failed save, or
CR SIZE: gargantuan ACTION: Multiattack half as much damage on a successful one.
ALIGNMENT: chaotic good The dragon can use its Frightful Presence. It then
TYPE: dragon makes three attacks: one with its bite and two with ACTION: Change Shape
its claws. The dragon magically polymorphs into a humanoid
or beast that has a challenge rating no higher than
+8 SAVES: Dex +8, Con +14, Wis +10, ACTION: Bite
Melee Weapon Attack: +15 to hit, reach 15 ft., one
its own, or back into its true form. It reverts to its
true form if it dies. Any equipment it is wearing or
Cha +11
STR target. Hit: 19 (2d10 + 8) piercing damage. carrying is absorbed or borne by the new form (the
SKILLS: Deception +11, Perception +17,
Stealth +8
dragon's choice).
ACTION: Claw
IMMUNITIES: acid Melee Weapon Attack: +15 to hit, reach 10 ft., one In a new form, the dragon retains its alignment,
hit points, Hit Dice, ability to speak, proficiencies,
+1 SENSES: blindsight 60 ft.,
darkvision 120 ft.
target. Hit: 15 (2d6 + 8) slashing damage.
ACTION: Tail
Legendary Resistance, lair actions, and
Intelligence, Wisdom, and Charisma scores, as
DEX PASSIVE PERCEPTION: 27 Melee Weapon Attack: +15 to hit, reach 20 ft., one well as this action. Its statistics and capabilities
LANGUAGES: Common, Draconic target. Hit: 17 (2d8 + 8) bludgeoning damage. are otherwise replaced by those of the new form,
except any class features or legendary actions of
ACTION: Frightful Presence that form.
+7 Each creature of the dragon's choice that is
within 120 feet of the dragon and aware of it must LEGENDARY ACTIONS
succeed on a DC 19 Wisdom saving throw or The dragon can take 3 legendary actions,
CON choosing from the options below. Only one
become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its legendary action option can be used at a time and
turns, ending the effect on itself on a success. If a only at the end of another creature’s turn. The
dragon regains spent legendary actions at the
+5
creature's saving throw is successful or the effect
ends for it, the creature is immune to the dragon's start of its turn.
Frightful Presence for the next 24 hours. LEGENDARY: Detect
INT
ACTION: Breath Weapons (Recharge 5-6) The dragon makes a Wisdom (Perception) check.
The dragon uses one of the following breath LEGENDARY: Tail Attack
weapons.
+3
The dragon makes a tail attack.
40 ft., climb 40 ft., fly 80 ft. Slowing Breath: The dragon exhales gas in a 90-
foot cone. Each creature in that area must succeed LEGENDARY: Wing Attack (Costs 2 Actions)
WIS SPEED on a DC 22 Constitution saving throw. On a failed The dragon beats its wings. Each creature within
save, the creature can’t use reactions, its speed is 15 ft. of the dragon must succeed on a DC 23
halved, and it can’t make more than one attack on its Dexterity saving throw or take 15 (2d6 + 8)
turn. In addition, the creature can use either an action bludgeoning damage and be knocked prone. The
+4 350 21 or a bonus action on its turn, but not both. These
effects last for 1 minute. The creature can repeat the
dragon can then fly up to half its flying speed.
saving throw at the end of each of its turns, ending
CHA HIT POINTS ARMOUR EXPERIENCE POINTS: 33,000
the effect on itself with a successful save.

TRAIT: Amphibious

3 Gold Dragon Wyrmling The dragon can breathe air and water.
ACTION: Bite
CR SIZE: medium Melee Weapon Attack: +6 to hit, reach 5 ft., one
ALIGNMENT: lawful good target. Hit: 9 (1d10 + 4) piercing damage.
TYPE: dragon
ACTION: Breath Weapons (Recharge 5-6)
+4 SAVES: Dex +4, Con +5, Wis +2, Cha +5
The dragon uses one of the following breath
weapons.
STR SKILLS: Perception +4, Stealth +4
Fire Breath: The dragon exhales fire in a 15-foot
IMMUNITIES: fire
cone. Each creature in that area must make a DC
SENSES: blindsight 10 ft., darkvision 60 ft. 13 Dexterity saving throw, taking 22 (4d10) fire
PASSIVE PERCEPTION: 14 damage on a failed save, or half as much damage
+2 LANGUAGES: Draconic on a successful one.
DEX Weakening Breath: The dragon exhales gas in
a 15-foot cone. Each creature in that area must
succeed on a DC 13 Strength saving throw or
have disadvantage on Strength-based attack rolls,
+3 Strength checks, and Strength saving throws for
1 minute. A creature can repeat the saving throw
CON at the end of each of its turns, ending the effect on
itself on a success.

+2 EXPERIENCE POINTS: 700

INT

+0 30 ft., fly 60 ft., swim 30 ft.


WIS SPEED

+3 60 17
CHA HIT POINTS ARMOUR
TRAIT: Amphibious

10 Young Gold Dragon The dragon can breathe air and water.
ACTION: Multiattack
CR SIZE: large The dragon makes three attacks: one with its bite
ALIGNMENT: lawful good and two with its claws.
TYPE: dragon
ACTION: Bite
+6 SAVES: Dex +6, Con +9, Wis +5, Cha +9
Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 17 (2d10 + 6) piercing damage.
STR SKILLS: Insight +5, Perception +9,
Persuasion +9, Stealth +6 ACTION: Claw
IMMUNITIES: fire Melee Weapon Attack: +10 to hit, reach 5 ft., one
SENSES: blindsight 30 ft., target. Hit: 13 (2d6 + 6) slashing damage.
+2 darkvision 120 ft.
PASSIVE PERCEPTION: 19
ACTION: Breath Weapons (Recharge 5-6)
DEX The dragon uses one of the following breath
LANGUAGES: Common, Draconic
weapons.
Fire Breath: The dragon exhales fire in a 30-foot
cone. Each creature in that area must make a DC
+5 17 Dexterity saving throw, taking 55 (10d10) fire
damage on a failed save, or half as much damage
CON on a successful one.
Weakening Breath: The dragon exhales gas in
a 30-foot cone. Each creature in that area must

+3 succeed on a DC 17 Strength saving throw or


have disadvantage on Strength-based attack rolls,
Strength checks, and Strength saving throws for
INT
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.
+1 40 ft., fly 80 ft., swim 40 ft.
EXPERIENCE POINTS: 5,900
WIS SPEED

+5 178 18
CHA HIT POINTS ARMOUR

TRAIT: Amphibious ACTION: Breath Weapons (Recharge 5-6)

17 Adult Gold Dragon The dragon can breathe air and water. The dragon uses one of the following breath
weapons.
TRAIT: Legendary Resistance (3/Day)
CR SIZE: huge Fire Breath: The dragon exhales fire in a 60-foot
If the dragon fails a saving throw, it can choose to
ALIGNMENT: lawful good cone. Each creature in that area must make a DC
succeed instead.
TYPE: dragon 21 Dexterity saving throw, taking 66 (12d10) fire
ACTION: Multiattack damage on a failed save, or half as much damage
+8 SAVES: Dex +8, Con +13, Wis +8,
The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with
on a successful one.
Weakening Breath: The dragon exhales gas in
Cha +13
STR its claws. a 60-foot cone. Each creature in that area must
SKILLS: Insight +8, Perception +14,
succeed on a DC 21 Strength saving throw or
Persuasion +13, Stealth +8 ACTION: Bite have disadvantage on Strength-based attack rolls,
IMMUNITIES: fire Melee Weapon Attack: +14 to hit, reach 10 ft., one Strength checks, and Strength saving throws for
+2 SENSES: blindsight 60 ft.,
darkvision 120 ft.
target. Hit: 19 (2d10 + 8) piercing damage. 1 minute. A creature can repeat the saving throw
at the end of each of its turns, ending the effect on
PASSIVE PERCEPTION: 24 ACTION: Claw
DEX itself on a success.
LANGUAGES: Common, Draconic Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 15 (2d6 + 8) slashing damage. LEGENDARY ACTIONS
The dragon can take 3 legendary actions,
+7
ACTION: Tail
choosing from the options below. Only one
Melee Weapon Attack: +14 to hit, reach 15 ft., one
legendary action option can be used at a time and
target. Hit: 17 (2d8 + 8) bludgeoning damage.
CON only at the end of another creature’s turn. The
ACTION: Frightful Presence dragon regains spent legendary actions at the
Each creature of the dragon's choice that is start of its turn.

+3 within 120 feet of the dragon and aware of it must


succeed on a DC 21 Wisdom saving throw or
LEGENDARY: Detect
The dragon makes a Wisdom (Perception) check.
become frightened for 1 minute. A creature can
INT
repeat the saving throw at the end of each of its LEGENDARY: Tail Attack
turns, ending the effect on itself on a success. If a The dragon makes a tail attack.
creature's saving throw is successful or the effect
+2 40 ft., fly 80 ft., swim 40 ft. ends for it, the creature is immune to the dragon's
Frightful Presence for the next 24 hours.
LEGENDARY: Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within
WIS SPEED 10 ft. 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.
+7 256 19
EXPERIENCE POINTS: 18,000
CHA HIT POINTS ARMOUR
TRAIT: Amphibious Fire Breath: The dragon exhales fire in a 90-foot
The dragon can breathe air and water. cone. Each creature in that area must make a DC
24 Ancient Gold Dragon
TRAIT: Legendary Resistance (3/Day)
24 Dexterity saving throw, taking 71 (13d10) fire
damage on a failed save, or half as much damage
CR SIZE: gargantuan If the dragon fails a saving throw, it can choose to on a successful one.
ALIGNMENT: lawful good succeed instead.
TYPE: dragon ACTION: Change Shape
ACTION: Multiattack The dragon magically polymorphs into a humanoid
The dragon can use its Frightful Presence. It then or beast that has a challenge rating no higher than
+10 SAVES: Dex +9, Con +16, Wis +10, makes three attacks: one with its bite and two with
its claws.
its own, or back into its true form. It reverts to its
true form if it dies. Any equipment it is wearing or
Cha +16
STR carrying is absorbed or borne by the new form (the
SKILLS: Insight +10, Perception +17, ACTION: Bite
Persuasion +16, Stealth +9 dragon's choice).
Melee Weapon Attack: +17 to hit, reach 15 ft., one
IMMUNITIES: fire target. Hit: 21 (2d10 + 10) piercing damage. In a new form, the dragon retains its alignment,
hit points, Hit Dice, ability to speak, proficiencies,
+2 SENSES: blindsight 60 ft.,
darkvision 120 ft.
ACTION: Claw Legendary Resistance, lair actions, and
Intelligence, Wisdom, and Charisma scores, as
Melee Weapon Attack: +17 to hit, reach 10 ft., one
DEX PASSIVE PERCEPTION: 27 target. Hit: 17 (2d6 + 10) slashing damage. well as this action. Its statistics and capabilities
LANGUAGES: Common, Draconic are otherwise replaced by those of the new form,
ACTION: Tail except any class features or legendary actions of
Melee Weapon Attack: +17 to hit, reach 20 ft., one that form.
+9 target. Hit: 19 (2d8 + 10) bludgeoning damage.
LEGENDARY ACTIONS
ACTION: Frightful Presence The dragon can take 3 legendary actions,
CON choosing from the options below. Only one
Each creature of the dragon's choice that is
within 120 feet of the dragon and aware of it must legendary action option can be used at a time and
succeed on a DC 24 Wisdom saving throw or only at the end of another creature’s turn. The
become frightened for 1 minute. A creature can dragon regains spent legendary actions at the
+4 repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a
start of its turn.

INT creature's saving throw is successful or the effect LEGENDARY: Detect


ends for it, the creature is immune to the dragon's The dragon makes a Wisdom (Perception) check.
Frightful Presence for the next 24 hours. LEGENDARY: Tail Attack

+3 ACTION: Breath Weapons (Recharge 5-6) The dragon makes a tail attack.
40 ft., fly 80 ft., swim 40 ft. The dragon uses one of the following weapons. LEGENDARY: Wing Attack (Costs 2 Actions)
WIS SPEED Weakening Breath: The dragon exhales gas in The dragon beats its wings. Each creature within
a 90-foot cone. Each creature in that area must 15 ft. of the dragon must succeed on a DC 25
succeed on a DC 24 Strength saving throw or Dexterity saving throw or take 17 (2d6 + 10)
have disadvantage on Strength-based attack rolls, bludgeoning damage and be knocked prone. The
+9 546 22 Strength checks, and Strength saving throws for
1 minute. A creature can repeat the saving throw
dragon can then fly up to half its flying speed.
at the end of each of its turns, ending the effect on
CHA HIT POINTS ARMOUR itself on a success. EXPERIENCE POINTS: 62,000

ACTION: Multiattack

9 Young Silver Dragon The dragon makes three attacks: one with its bite
and two with its claws.
CR SIZE: large ACTION: Bite
ALIGNMENT: lawful good Melee Weapon Attack: +10 to hit, reach 10 ft., one
TYPE: dragon target. Hit: 17 (2d10 + 6) piercing damage.

+6 SAVES: Dex +4, Con +9, Wis +4, Cha +8


ACTION: Claw
Melee Weapon Attack: +10 to hit, reach 5 ft., one
STR SKILLS: Arcana +6, History +6, target. Hit: 13 (2d6 + 6) slashing damage.
Perception +8, Stealth +4
IMMUNITIES: cold ACTION: Breath Weapons (Recharge 5-6)
SENSES: blindsight 30 ft., The dragon uses one of the following breath
+0 darkvision 120 ft.
PASSIVE PERCEPTION: 18
weapons.
Cold Breath: The dragon exhales an icy blast in
DEX LANGUAGES: Common, Draconic a 30-foot cone. Each creature in that area must
make a DC 17 Constitution saving throw, taking
54 (12d8) cold damage on a failed save, or half as
much damage on a successful one.
+5 Paralyzing Breath: The dragon exhales
CON
paralyzing gas in a 30-foot cone. Each creature in
that area must succeed on a DC 17 Constitution
saving throw or be paralyzed for 1 minute. A
creature can repeat the saving throw at the end
+2 of each of its turns, ending the effect on itself on
a success.
INT
EXPERIENCE POINTS: 5,000

+0 40 ft., fly 80 ft.


WIS SPEED

+4 168 18
CHA HIT POINTS ARMOUR
TRAIT: Legendary Resistance (3/Day) ACTION: Breath Weapons (Recharge 5-6)

16 Adult Silver Dragon If the dragon fails a saving throw, it can choose to The dragon uses one of the following breath
succeed instead. weapons.
CR SIZE: huge ACTION: Multiattack Cold Breath: The dragon exhales an icy blast in
ALIGNMENT: lawful good a 60-foot cone. Each creature in that area must
The dragon can use its Frightful Presence. It then
TYPE: dragon make a DC 20 Constitution saving throw, taking
makes three attacks: one with its bite and two with
58 (13d8) cold damage on a failed save, or half as
its claws.
+8 SAVES: Dex +5, Con +12, Wis +6, ACTION: Bite
much damage on a successful one.
Paralyzing Breath: The dragon exhales
Cha +10
STR Melee Weapon Attack: +13 to hit, reach 10 ft., one paralyzing gas in a 60-foot cone. Each creature in
SKILLS: Arcana +8, History +8,
target. Hit: 19 (2d10 + 8) piercing damage. that area must succeed on a DC 20 Constitution
Perception +11, Stealth +5
saving throw or be paralyzed for 1 minute. A
IMMUNITIES: cold ACTION: Claw creature can repeat the saving throw at the end
+0 SENSES: blindsight 60 ft.,
darkvision 120 ft.
Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 15 (2d6 + 8) slashing damage.
of each of its turns, ending the effect on itself on
a success.
DEX PASSIVE PERCEPTION: 21
LANGUAGES: Common, Draconic
ACTION: Tail LEGENDARY ACTIONS
Melee Weapon Attack: +13 to hit, reach 15 ft., one The dragon can take 3 legendary actions,
target. Hit: 17 (2d8 + 8) bludgeoning damage. choosing from the options below. Only one
+7 ACTION: Frightful Presence legendary action option can be used at a time and
only at the end of another creature’s turn. The
Each creature of the dragon's choice that is
CON dragon regains spent legendary actions at the
within 120 feet of the dragon and aware of it must
start of its turn.
succeed on a DC 18 Wisdom saving throw or
become frightened for 1 minute. A creature can LEGENDARY: Detect
+3 repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a
The dragon makes a Wisdom (Perception) check.

INT creature's saving throw is successful or the effect LEGENDARY: Tail Attack
ends for it, the creature is immune to the dragon's The dragon makes a tail attack.
Frightful Presence for the next 24 hours.
LEGENDARY: Wing Attack (Costs 2 Actions)
+1 40 ft., fly 80 ft. The dragon beats its wings. Each creature within
10 ft. of the dragon must succeed on a DC 21
WIS SPEED 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.

+5 243 19 EXPERIENCE POINTS: 15,000


CHA HIT POINTS ARMOUR

TRAIT: Legendary Resistance (3/Day) Cold Breath: The dragon exhales an icy blast in
If the dragon fails a saving throw, it can choose to a 90-foot cone. Each creature in that area must
23 Ancient Silver Dragon
succeed instead. make a DC 24 Constitution saving throw, taking
67 (15d8) cold damage on a failed save, or half as
CR SIZE: gargantuan ACTION: Multiattack much damage on a successful one.
ALIGNMENT: lawful good The dragon can use its Frightful Presence. It then
TYPE: dragon makes three attacks: one with its bite and two with ACTION: Change Shape
its claws. The dragon magically polymorphs into a humanoid
or beast that has a challenge rating no higher than
+10 SAVES: Dex +7, Con +16, Wis +9, ACTION: Bite
Melee Weapon Attack: +17 to hit, reach 15 ft., one
its own, or back into its true form. It reverts to its
true form if it dies. Any equipment it is wearing or
Cha +13
STR target. Hit: 21 (2d10 + 10) piercing damage. carrying is absorbed or borne by the new form (the
SKILLS: Arcana +11, History +11,
Perception +16, Stealth +7
dragon's choice).
ACTION: Claw
IMMUNITIES: cold Melee Weapon Attack: +17 to hit, reach 10 ft., one In a new form, the dragon retains its alignment,
hit points, Hit Dice, ability to speak, proficiencies,
+0 SENSES: blindsight 60 ft.,
darkvision 120 ft.
target. Hit: 17 (2d6 + 10) slashing damage.
ACTION: Tail
Legendary Resistance, lair actions, and
Intelligence, Wisdom, and Charisma scores, as
DEX PASSIVE PERCEPTION: 26 Melee Weapon Attack: +17 to hit, reach 20 ft., one well as this action. Its statistics and capabilities
LANGUAGES: Common, Draconic target. Hit: 19 (2d8 + 10) bludgeoning damage. are otherwise replaced by those of the new form,
except any class features or legendary actions of
ACTION: Frightful Presence that form.
+9 Each creature of the dragon's choice that is
within 120 feet of the dragon and aware of it must LEGENDARY ACTIONS
succeed on a DC 21 Wisdom saving throw or The dragon can take 3 legendary actions,
CON choosing from the options below. Only one
become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its legendary action option can be used at a time and
turns, ending the effect on itself on a success. If a only at the end of another creature’s turn. The
dragon regains spent legendary actions at the
+4
creature's saving throw is successful or the effect
ends for it, the creature is immune to the dragon's start of its turn.
Frightful Presence for the next 24 hours. LEGENDARY: Detect
INT
ACTION: Breath Weapons (Recharge 5-6) The dragon makes a Wisdom (Perception) check.
The dragon uses one of the following breath LEGENDARY: Tail Attack
weapons.
+2
The dragon makes a tail attack.
40 ft., fly 80 ft. Paralyzing Breath: The dragon exhales
paralyzing gas in a 90- foot cone. Each creature in LEGENDARY: Wing Attack (Costs 2 Actions)
WIS SPEED that area must succeed on a DC 24 Constitution The dragon beats its wings. Each creature within
saving throw or be paralyzed for 1 minute. A 15 ft. of the dragon must succeed on a DC 25
creature can repeat the saving throw at the end Dexterity saving throw or take 17 (2d6 + 10)
of each of its turns, ending the effect on itself on bludgeoning damage and be knocked prone. The
+6 487 22 a success. dragon can then fly up to half its flying speed.

CHA HIT POINTS ARMOUR EXPERIENCE POINTS: 50,000


TRAIT: Fey Ancestry ACTION: Longbow

6 Drider The drider has advantage on saving throws Ranged Weapon Attack: +6 to hit, range 150/600
against being charmed, and magic can't put the ft., one target. Hit: 7 (1d8 + 3) piercing damage
CR drider to sleep. plus 4 (1d8) poison damage.
SIZE: large
ALIGNMENT: chaotic evil TRAIT: Innate Spellcasting — +5 / DC 13
TYPE: monstrosity At will: dancing lights EXPERIENCE POINTS: 2,300
1/day each: darkness, faerie fire
+3 SKILLS: Perception +5, Stealth +9
TRAIT: Spider Climb
STR SENSES: darkvision 120 ft.
The drider can climb difficult surfaces, including
PASSIVE PERCEPTION: 15
upside down on ceilings, without needing to make
LANGUAGES: Elvish, Undercommon an ability check.

+3 TRAIT: Sunlight Sensitivity


While in sunlight, the drider has disadvantage on
DEX attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
TRAIT: Web Walker
+4 The drider ignores movement restrictions caused
by webbing.
CON
ACTION: Multiattack
The drider makes three attacks, either with its
longsword or its longbow. It can replace one of
+1 those attacks with a bite attack.

INT ACTION: Bite


Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 2 (1d4) piercing damage plus 9 (2d8)
poison damage.
+2 30 ft., climb 30 ft. ACTION: Longsword
WIS SPEED Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8
(1d10 + 3) slashing damage if used with two
hands.
+1 123 19
CHA HIT POINTS ARMOUR

TRAIT: Innate Spellcasting — +6 / DC 14 ACTION: Fey Charm

1 Dryad At will: druidcraft The dryad targets one humanoid or beast that she
3/day each: entangle, goodberry can see within 30 feet of her. If the target can see
CR the dryad, it must succeed on a DC 14 Wisdom
SIZE: medium 1/day each: barkskin, pass without trace, shillelagh
saving throw or be magically charmed. The
ALIGNMENT: neutral
TYPE: fey TRAIT: Magic Resistance charmed creature regards the dryad as a trusted
The dryad has advantage on saving throws friend to be heeded and protected. Although the
target isn't under the dryad's control, it takes the
+0 SKILLS: Perception +4, Stealth +5
against spells and other magical effects.
dryad's requests or actions in the most favorable
SENSES: darkvision 60 ft. TRAIT: Speak with Beasts and Plants way it can.
STR
PASSIVE PERCEPTION: 14 The dryad can communicate with beasts and Each time the dryad or its allies do anything
plants as if they shared a language. harmful to the target, it can repeat the saving
LANGUAGES: Elvish, Sylvan
TRAIT: Tree Stride throw, ending the effect on itself on a success.
+1 Once on her turn, the dryad can use 10 ft. of her
Otherwise, the effect lasts 24 hours or until the
dryad dies, is on a different plane of existence
movement to step magically into one living tree
DEX from the target, or ends the effect as a bonus
within her reach and emerge from a second living
action. If a target's saving throw is successful, the
tree within 60 ft. of the first tree, appearing in an
target is immune to the dryad's Fey Charm for the
unoccupied space within 5 ft. of the second tree.
next 24 hours.
+0 Both trees must be large or bigger.
ACTION: Club
The dryad can have no more than one humanoid
and up to three beasts charmed at a time.
CON Melee Weapon Attack: +2 to hit (+6 to hit with
shillelagh), reach 5 ft., one target. Hit: 2 (1d4)
EXPERIENCE POINTS: 200
bludgeoning damage, or 8 (1d8 + 4) bludgeoning

+2 damage with shillelagh.

INT

+2 30 ft.
WIS SPEED

+4 22 11
CHA HIT POINTS ARMOUR
TRAIT: Duergar Resilience ACTION: Invisibility
(Recharges after a Short or Long Rest)
1 Duergar The duergar has advantage on saving throws
against poison, spells, and illusions, as well as to The duergar magically turns invisible until it
CR resist being charmed or paralyzed. attacks, casts a spell, or uses its Enlarge, or
SIZE: medium
until its concentration is broken, up to 1 hour (as
ALIGNMENT: lawful evil TRAIT: Sunlight Sensitivity
TYPE: humanoid (dwarf)
if concentrating on a spell). Any equipment the
While in sunlight, the duergar has disadvantage duergar wears or carries is invisible with it.
on attack rolls, as well as on Wisdom (Perception)
+2 RESISTANCES: poison checks that rely on sight.
EXPERIENCE POINTS: 200
STR SENSES: darkvision 120 ft. ACTION: Enlarge
PASSIVE PERCEPTION: 10 (Recharges after a Short or Long Rest)
LANGUAGES: Dwarvish, Undercommon For 1 minute, the duergar magically increases in
size, along with anything it is wearing or carrying.
+0 While enlarged, the duergar is Large, doubles
its damage dice on Strength-based weapon
DEX attacks (included in the attacks), and makes
Strength checks and Strength saving throws
with advantage. If the duergar lacks the room
to become Large, it attains the maximum size
+2 possible in the space available.
CON ACTION: War Pick
Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8
+ 2) piercing damage while enlarged.
+0 ACTION: Javelin
INT Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2)
piercing damage, or 9 (2d6 + 2) piercing damage
while enlarged.
+0 25 ft.
WIS SPEED

-1 26 16
CHA HIT POINTS ARMOUR

TRAIT: Air Form

5 Air Elemental The elemental can enter a hostile creature's space


and stop there. It can move through a space as
CR narrow as 1 inch wide without squeezing.
SIZE: large
ALIGNMENT: neutral ACTION: Multiattack
TYPE: elemental The elemental makes two slam attacks.

+2 RESISTANCES: lightning, thunder,


ACTION: Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., one
bludgeoning, piercing,
STR and slashing from target. Hit: 14 (2d8 + 5) bludgeoning damage.
nonmagical weapons
ACTION: Whirlwind (Recharge 4-6)
IMMUNITIES: poison
Each creature in the elemental's space must make
+5 CONDITIONS: exhaustion, grappled,
paralyzed, petrified,
a DC 13 Strength saving throw. On a failure, a
target takes 15 (3d8 + 2) bludgeoning damage
poisoned, prone,
DEX restrained, unconscious and is flung up 20 feet away from the elemental in
a random direction and knocked prone. If a thrown
SENSES: darkvision 60 ft.
target strikes an object, such as a wall or floor,
PASSIVE PERCEPTION: 10
the target takes 3 (1d6) bludgeoning damage for
+2 LANGUAGES: Auran every 10 feet it was thrown. If the target is thrown
at another creature, that creature must succeed on
CON a DC 13 Dexterity saving throw or take the same
damage and be knocked prone.
If the saving throw is successful, the target takes

-2 half the bludgeoning damage and isn't flung away


or knocked prone.
INT
EXPERIENCE POINTS: 13,000

+0 fly 90 ft. (hover)


WIS SPEED

-2 90 15
CHA HIT POINTS ARMOUR
TRAIT: Earth Glide

5 Earth Elemental The elemental can burrow through nonmagical,


unworked earth and stone. While doing so, the
CR elemental doesn't disturb the material it moves
SIZE: large
through.
ALIGNMENT: neutral
TYPE: elemental TRAIT: Siege Monster
The elemental deals double damage to objects
+5 RESISTANCES: bludgeoning, piercing, and structures.
and slashing from
STR nonmagical weapons
ACTION: Multiattack
The elemental makes two slam attacks.
VULNERABILITIES: thunder
IMMUNITIES: poison ACTION: Slam
-1 CONDITIONS: exhaustion, paralyzed,
petrified, poisoned,
Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 14 (2d8 + 5) bludgeoning damage.
unconscious
DEX
SENSES: darkvision 60 ft.,
tremorsense 60 ft. EXPERIENCE POINTS: 1,800
PASSIVE PERCEPTION: 10
+5 LANGUAGES: Terran

CON

-3
INT

+0 30 ft., burrow 30 ft.


WIS SPEED

-3 126 17
CHA HIT POINTS ARMOUR

TRAIT: Fire Form

5 Fire Elemental The elemental can move through a space as


narrow as 1 inch wide without squeezing. A
CR creature that touches the elemental or hits it with a
SIZE: large
melee attack while within 5 ft. of it takes 5 (1d10)
ALIGNMENT: neutral
TYPE: elemental
fire damage. In addition, the elemental can enter
a hostile creature's space and stop there. The first
time it enters a creature's space on a turn, that
+0 RESISTANCES: bludgeoning, piercing, creature takes 5 (1d10) fire damage and catches
and slashing from fire; until someone takes an action to douse the
STR nonmagical weapons fire, the creature takes 5 (1d10) fire damage at the
IMMUNITIES: fire, poison start of each of its turns.
CONDITIONS: exhaustion, grappled,
TRAIT: Illumination
+3 paralyzed, petrified,
poisoned, prone, The elemental sheds bright light in a 30-foot radius
restrained, unconscious and dim light in an additional 30 ft..
DEX
SENSES: darkvision 60 ft.
TRAIT: Water Susceptibility
PASSIVE PERCEPTION: 10
For every 5 ft. the elemental moves in water, or
LANGUAGES: Ignan
for every gallon of water splashed on it, it takes 1
+3 cold damage.
CON ACTION: Multiattack
The elemental makes two touch attacks.
ACTION: Touch
-2 Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) fire damage. If the target
INT is a creature or a flammable object, it ignites. Until
a creature takes an action to douse the fire, the
target takes 5 (1d10) fire damage at the start of
each of its turns.
+0 50 ft.
WIS SPEED EXPERIENCE POINTS: 1,800

-2 102 13
CHA HIT POINTS ARMOUR
TRAIT: Water Form

5 Water Elemental The elemental can enter a hostile creature's space


and stop there. It can move through a space as
CR narrow as 1 inch wide without squeezing.
SIZE: large
ALIGNMENT: neutral TRAIT: Freeze
TYPE: elemental If the elemental takes cold damage, it partially
freezes; its speed is reduced by 20 ft. until the end
+4 RESISTANCES: acid, bludgeoning, of its next turn.
piercing, and slashing
STR from nonmagical
ACTION: Multiattack
weapons The elemental makes two slam attacks.
IMMUNITIES: poison ACTION: Slam
+2 CONDITIONS: exhaustion, grappled,
paralyzed, petrified,
Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
poisoned, prone,
DEX restrained, unconscious ACTION: Whelm (Recharge 4-6)
SENSES: darkvision 60 ft. Each creature in the elemental's space must make
PASSIVE PERCEPTION: 10 a DC 15 Strength saving throw. On a failure, a
+4 LANGUAGES: Aquan target takes 13 (2d8 + 4) bludgeoning damage. If it
is Large or smaller, it is also grappled (escape DC
CON 14). Until this grapple ends, the target is restrained
and unable to breathe unless it can breathe water.
If the saving throw is successful, the target is
pushed out of the elemental's space.
-3 The elemental can grapple one Large creature
or up to two Medium or smaller creatures at one
INT time. At the start of each of the elemental's turns,
each target grappled by it takes 13 (2d8 + 4)
bludgeoning damage. A creature within 5 feet of

+0 30 ft., swim 90 ft.


the elemental can pull a creature or object out of it
by taking an action to make a DC 14 Strength and
SPEED
succeeding.
WIS

EXPERIENCE POINTS: 1,800

-1 114 14
CHA HIT POINTS ARMOUR

TRAIT: Fey Ancestry

1/4 Drow The drow has advantage on saving throws against


being charmed, and magic can't put the drow to
CR sleep.
SIZE: medium
ALIGNMENT: neutral evil TRAIT: Innate Spellcasting — +3 / DC 11
TYPE: humanoid (elf) At will: dancing lights
1/day each: darkness, faerie fire
+0 SKILLS: Perception +2, Stealth +4
TRAIT: Sunlight Sensitivity
STR SENSES: darkvision 120 ft.
While in sunlight, the drow has disadvantage on
PASSIVE PERCEPTION: 12
attack rolls, as well as on Wisdom (Perception)
LANGUAGES: Elvish, Undercommon checks that rely on sight.

+2 ACTION: Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one
DEX target. Hit: 5 (1d6 + 2) piercing damage.
ACTION: Hand Crossbow
Ranged Weapon Attack: +4 to hit, range 30/120 ft.,
+0 one target. Hit: 5 (1d6 + 2) piercing damage, and
the target must succeed on a DC 13 Constitution
CON saving throw or be poisoned for 1 hour. If the
saving throw fails by 5 or more, the target is also
unconscious while poisoned in this way. The target
wakes up if it takes damage or if another creature
+0 takes an action to shake it awake.
INT
EXPERIENCE POINTS: 50

+0 30 ft.
WIS SPEED

+1 13 15
CHA HIT POINTS ARMOUR
TRAIT: Spider Climb ACTION: Variant: Web Garrote

2 Ettercap The ettercap can climb difficult surfaces, including Melee Weapon Attack: +4 to hit, reach 5 ft., one
upside down on ceilings, without needing to make Medium or Small creature against which the
CR an ability check. ettercap has advantage on the attack roll. Hit: 4
SIZE: medium
(1d4 + 2) bludgeoning damage, and the target is
ALIGNMENT: neutral evil TRAIT: Web Sense
TYPE: monstrosity
grappled (escape DC 12). Until this grapple ends,
While in contact with a web, the ettercap knows the target can't breathe, and the ettercap has
the exact location of any other creature in contact advantage on attack rolls against it.
+2 SKILLS: Perception +3, Stealth +4, with the same web.
Survival +3
STR TRAIT: Web Walker EXPERIENCE POINTS: 450
SENSES: darkvision 60 ft.
The ettercap ignores movement restrictions
PASSIVE PERCEPTION: 13 caused by webbing.

+2 ACTION: Multiattack
The ettercap makes two attacks: one with its bite
DEX and one with its claws.
ACTION: Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one
+1 creature. Hit: 6 (1d8 + 2) piercing damage plus 4
(1d8) poison damage. The target must succeed on
CON a DC 11 Constitution saving throw or be poisoned
for 1 minute. The creature can repeat the saving
throw at the end of each of its turns, ending the
effect on itself on a success.
-2 ACTION: Claws
INT Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage.
ACTION: Web (Recharge 5-6)
+1 30 ft., climb 30 ft. Ranged Weapon Attack: +4 to hit, range 30/60 ft.,
one Large or smaller creature. Hit: The creature
WIS SPEED is restrained by webbing. As an action, the
restrained creature can make a DC 11 Strength
check, escaping from the webbing on a success.
The effect ends if the webbing is destroyed. The
-1 44 13 webbing has AC 10, 5 hit points, is vulnerable to
fire damage and immune to bludgeoning damage.
CHA HIT POINTS ARMOUR

TRAIT: False Appearance

2 Gargoyle While the gargoyle remains motion less, it is


indistinguishable from an inanimate statue.
CR SIZE: medium ACTION: Multiattack
ALIGNMENT: chaotic evil The gargoyle makes two attacks: one with its bite
TYPE: elemental and one with its claws.

+2 RESISTANCES: bludgeoning, piercing,


ACTION: Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one
and slashing from
STR nonmagical weapons target. Hit: 5 (1d6 + 2) piercing damage.
that aren't adamantine
ACTION: Claws
IMMUNITIES: poison
Melee Weapon Attack: +4 to hit, reach 5 ft., one
+0 CONDITIONS: exhaustion, petrified,
poisoned
target. Hit: 5 (1d6 + 2) slashing damage.
SENSES: darkvision 60 ft.
DEX
PASSIVE PERCEPTION: 10 EXPERIENCE POINTS: 450
LANGUAGES: Terran

+3
CON

-2
INT

+0 30 ft., fly 60 ft.


WIS SPEED

-2 52 15
CHA HIT POINTS ARMOUR
TRAIT: Elemental Demise TRAIT: Variant: Genie Powers

11 Djinni If the djinni dies, its body disintegrates into a warm Genies have a variety of magical capabilities,
breeze, leaving behind only equipment the djinni including spells. A few have even greater powers
CR was wearing or carrying. that allow them to alter their appearance or the
SIZE: large
nature of reality.
ALIGNMENT: chaotic good TRAIT: Innate Spellcasting — +9 / DC 17
TYPE: elemental Disguises: Some genies can veil themselves
At will: detect evil and good, detect magic,
in illusion to pass as other similarly shaped
thunderwave 3/day each: create food and water
+5 SAVES: Dex +6, Wis +7, Cha +9 (can create wine instead of water), tongues, wind
walk
creatures. Such genies can innately cast the
disguise self spell at will, often with a longer
STR IMMUNITIES: lightning, thunder duration than is normal for that spell. Mightier
SENSES: darkvision 120 ft. 1/day each: conjure elemental (air elemental only), genies can cast the true polymorph spell one to
creation, gaseous form, invisibility, major image, three times per day, possibly with a longer duration
PASSIVE PERCEPTION: 13
plane shift than normal. Such genies can change only their
LANGUAGES: Auran
+2 ACTION: Multiattack own shape, but a rare few can use the spell on
other creatures and objects as well.
The djinni makes three scimitar attacks.
DEX Wishes: The genie power to grant wishes is
ACTION: Scimitar legendary among mortals. Only the most potent
Melee Weapon Attack: +9 to hit, reach 5 ft., one genies, such as those among the nobility, can do
target. Hit: 12 (2d6 + 5) slashing damage plus 3 so. A particular genie that has this power can grant
+6 (1d6) lightning or thunder damage (djinni's choice). one to three wishes to a creature that isn’t a genie.
Once a genie has granted its limit of wishes, it
CON ACTION: Create Whirlwind can’t grant wishes again for some amount of time
A 5-foot-radius, 30-foot-tall cylinder of swirling air (usually 1 year). and cosmic law dictates that
magically forms on a point the djinni can see within the same genie can expend its limit of wishes on
120 feet of it. The whirlwind lasts as long as the
+2 djinni maintains concentration (as if concentrating
a specific creature only once in that creature’s
existence.
on a spell). Any creature but the djinni that enters
INT To be granted a wish, a creature within 60 feet of
the whirlwind must succeed on a DC 18 Strength
the genie states a desired effect to it. The genie
saving throw or be restrained by it. The djinni can
can then cast the wish spell on the creature’s
move the whirlwind up to 60 feet as an action, and
behalf to bring about the effect. Depending on
+3 30 ft., fly 90 ft.
creatures restrained by the whirlwind move with it.
The whirlwind ends if the djinni loses sight of it.
the genie’s nature, the genie might try to pervert
the intent of the wish by exploiting the wish’s poor
WIS SPEED A creature can use its action to free a creature wording. The perversion of the wording is usually
restrained by the whirlwind, including itself, crafted to be to the genie’s benefit.
by succeeding on a DC 18 Strength check. If
the check succeeds, the creature is no longer
+5 161 17 restrained and moves to the nearest space outside
the whirlwind.
EXPERIENCE POINTS: 7,200

CHA HIT POINTS ARMOUR

TRAIT: Elemental Demise TRAIT: Variant: Genie Powers

11 Efreeti If the efreeti dies, its body disintegrates in a flash Genies have a variety of magical capabilities,
of fire and puff of smoke, leaving behind only including spells. A few have even greater powers
CR equipment the djinni was wearing or carrying. that allow them to alter their appearance or the
SIZE: large
nature of reality.
ALIGNMENT: lawful evil TRAIT: Innate Spellcasting — +7 / DC 15
TYPE: elemental Disguises: Some genies can veil themselves
At will: detect magic
in illusion to pass as other similarly shaped
3/day: enlarge/reduce, tongues
+6 SAVES: Int +7, Wis +6, Cha +7 1/day each: conjure elemental (fire elemental
creatures. Such genies can innately cast the
disguise self spell at will, often with a longer
STR IMMUNITIES: fire only), gaseous form, invisibility, major image, duration than is normal for that spell. Mightier
SENSES: darkvision 120 ft. plane shift, wall of fire genies can cast the true polymorph spell one to
PASSIVE PERCEPTION: 12 three times per day, possibly with a longer duration
ACTION: Multiattack than normal. Such genies can change only their
LANGUAGES: Ignan
+1 The efreeti makes two scimitar attacks or uses its
Hurl Flame twice.
own shape, but a rare few can use the spell on
other creatures and objects as well.
DEX ACTION: Scimitar Wishes: The genie power to grant wishes is
Melee Weapon Attack: +10 to hit, reach 5 ft., one legendary among mortals. Only the most potent
target. Hit: 13 (2d6 + 6) slashing damage plus 7 genies, such as those among the nobility, can do
so. A particular genie that has this power can grant
+7 (2d6) fire damage.
ACTION: Hurl Flame
one to three wishes to a creature that isn’t a genie.
Once a genie has granted its limit of wishes, it
CON Ranged Spell Attack: +7 to hit, range 120 ft., one can’t grant wishes again for some amount of time
target. Hit: 17 (5d6) fire damage. (usually 1 year). and cosmic law dictates that
the same genie can expend its limit of wishes on

+3 a specific creature only once in that creature’s


existence.
INT To be granted a wish, a creature within 60 feet of
the genie states a desired effect to it. The genie
can then cast the wish spell on the creature’s
behalf to bring about the effect. Depending on
+2 40 ft., fly 60 ft. the genie’s nature, the genie might try to pervert
the intent of the wish by exploiting the wish’s poor
WIS SPEED wording. The perversion of the wording is usually
crafted to be to the genie’s benefit.

+3 200 17 EXPERIENCE POINTS: 7,200

CHA HIT POINTS ARMOUR


TRAIT: Ethereal Sight ACTION: Possession (Recharge 6)

4 Ghost The ghost can see 60 ft. into the Ethereal Plane One humanoid that the ghost can see within 5 ft.
when it is on the Material Plane, and vice versa. of it must succeed on a DC 13 Charisma saving
CR throw or be possessed by the ghost; the ghost
SIZE: medium TRAIT: Incorporeal Movement then disappears, and the target is incapacitated
ALIGNMENT: any alignment The ghost can move through other creatures and
TYPE: undead
and loses control of its body. The ghost now
objects as if they were difficult terrain. It takes 5 controls the body but doesn't deprive the target
(1d10) force damage if it ends its turn inside an of awareness. The ghost can't be targeted by
-2 RESISTANCES: acid, fire, lightning, object. any attack, spell, or other effect, except ones
thunder, bludgeoning,
ACTION: Withering Touch that turn undead, and it retains its alignment,
STR piercing, and slashing Intelligence, Wisdom, Charisma, and immunity to
from nonmagical Melee Weapon Attack: +5 to hit, reach 5 ft., one
being charmed and frightened. It otherwise uses
weapons target. Hit: 17 (4d6 + 3) necrotic damage.
the possessed target's statistics, but doesn't gain
+1
IMMUNITIES: cold, necrotic, poison access to the target's knowledge, class features,
ACTION: Etherealness
CONDITIONS: charmed, exhaustion, or proficiencies.
The ghost enters the Ethereal Plane from the
frightened, grappled,
DEX paralyzed, petrified, Material Plane, or vice versa. It is visible on the The possession lasts until the body drops to 0 hit
poisoned, prone, Material Plane while it is in the Border Ethereal, points, the ghost ends it as a bonus action, or the
restrained and vice versa, yet it can't affect or be affected by ghost is turned or forced out by an effect like the
SENSES: darkvision 60 ft. anything on the other plane. dispel evil and good spell. When the possession
+0 PASSIVE PERCEPTION: 11 ACTION: Horrifying Visage
ends, the ghost reappears in an unoccupied
space within 5 ft. of the body. The target is
LANGUAGES: any languages it Each non-undead creature within 60 ft. of the
CON immune to this ghost's Possession for 24 hours
knew in life
ghost that can see it must succeed on a DC after succeeding on the saving throw or after the
13 Wisdom saving throw or be frightened for 1 possession ends.
minute. If the save fails by 5 or more, the target
+0 also ages 1d4 _ 10 years. A frightened target can
repeat the saving throw at the end of each of its EXPERIENCE POINTS: 1,100
INT turns, ending the frightened condition on itself on a
success. If a target's saving throw is successful or
the effect ends for it, the target is immune to this
ghost's Horrifying Visage for the next 24 hours.
+1 0 ft., fly 40 ft. It can hover. The aging effect can be reversed with a greater
restoration spell, but only within 24 hours of it
WIS SPEED occurring.

+3 45 11
CHA HIT POINTS ARMOUR

TRAIT: Stench

2 Ghast Any creature that starts its turn within 5 ft. of the
ghast must succeed on a DC 10 Constitution
CR saving throw or be poisoned until the start of
SIZE: medium
its next turn. On a successful saving throw, the
ALIGNMENT: chaotic evil
TYPE: undead
creature is immune to the ghast's Stench for 24
hours.

+3 IMMUNITIES: necrotic
TRAIT: Turn Defiance
The ghast and any ghouls within 30 ft. of it have
STR CONDITIONS: poisoned
advantage on saving throws against effects that
SENSES: darkvision 60 ft.
turn undead.
PASSIVE PERCEPTION: 10
LANGUAGES: Common ACTION: Bite
+3 Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 12 (2d8 + 3) piercing damage.
DEX
ACTION: Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage. If the
+0 target is a creature other than an undead, it must
succeed on a DC 10 Constitution saving throw or
CON be paralyzed for 1 minute. The target can repeat
the saving throw at the end of each of its turns,
ending the effect on itself on a success.

+0 EXPERIENCE POINTS: 450


INT

+0 30 ft.
WIS SPEED

-1 36 13
CHA HIT POINTS ARMOUR
TRAIT: Amphibious

1/4 Giant Frog The frog can breathe air and water
TRAIT: Standing Leap
CR SIZE: medium The frog's long jump is up to 20 ft. and its high
ALIGNMENT: unaligned jump is up to 10 ft., with or without a running start.
TYPE: beast
ACTION: Bite
+1 SKILLS: Perception +2, Stealth +3
Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage, and
STR SENSES: darkvision 30 ft. the target is grappled (escape DC 11). Until this
PASSIVE PERCEPTION: 12 grapple ends, the target is restrained, and the frog
can't bite another target.

+1 ACTION: Swallow
The frog makes one bite attack against a Small
DEX or smaller target it is grappling. If the attack hits,
the target is swallowed, and the grapple ends.
The swallowed target is blinded and restrained, it
has total cover against attacks and other effects
+0 outside the frog, and it takes 5 (2d4) acid damage
at the start of each of the frog's turns. The frog
CON can have only one target swallowed at a time. If
the frog dies, a swallowed creature is no longer
restrained by it and can escape from the corpse
using 5 ft. of movement, exiting prone.
-4
INT EXPERIENCE POINTS: 50

+0 30 ft., swim 30 ft.


WIS SPEED

-4 18 11
CHA HIT POINTS ARMOUR

TRAIT: Hold Breath

1 Giant Octopus While out of water, the octopus can hold its breath
for 1 hour.
CR SIZE: large TRAIT: Underwater Camouflage
ALIGNMENT: unaligned The octopus has advantage on Dexterity (Stealth)
TYPE: beast checks made while underwater.

+3 SKILLS: Perception +4, Stealth +5


TRAIT: Water Breathing
The octopus can breathe only underwater.
STR SENSES: darkvision 60 ft.
PASSIVE PERCEPTION: 14 ACTION: Tentacles
Melee Weapon Attack: +5 to hit, reach 15 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage.
+1 If the target is a creature, it is grappled (escape
DC 16). Until this grapple ends, the target is
DEX restrained, and the octopus can't use its tentacles
on another target.
ACTION: Ink Cloud
+1 (Recharges after a Short or Long Rest)
A 20-foot-radius cloud of ink extends all around
CON the octopus if it is underwater. The area is heavily
obscured for 1 minute, although a significant
current can disperse the ink. After releasing the
ink, the octopus can use the Dash action as a
-3 bonus action.

INT
EXPERIENCE POINTS: 200

+0 10 ft., swim 60 ft.


WIS SPEED

-3 52 11
CHA HIT POINTS ARMOUR
TRAIT: Spider Climb

1 Giant Spider The spider can climb difficult surfaces, including


upside down on ceilings, without needing to make
CR an ability check.
SIZE: large
ALIGNMENT: unaligned TRAIT: Web Sense
TYPE: beast While in contact with a web, the spider knows the
exact location of any other creature in contact with
+2 SKILLS: Stealth +7 the same web.

STR SENSES: blindsight 10 ft., darkvision 60 ft. TRAIT: Web Walker


PASSIVE PERCEPTION: 10 The spider ignores movement restrictions caused
by webbing.

+3 ACTION: Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one
DEX creature. Hit: 7 (1d8 + 3) piercing damage, and
the target must make a DC 11 Constitution saving
throw, taking 9 (2d8) poison damage on a failed
save, or half as much damage on a successful
+1 one. If the poison damage reduces the target
to 0 hit points, the target is stable but poisoned
CON for 1 hour, even after regaining hit points, and is
paralyzed while poisoned in this way.
ACTION: Web (Recharge 5-6)
-4 Ranged Weapon Attack: +5 to hit, range 30/60
ft., one creature. Hit: The target is restrained
INT by webbing. As an action, the restrained target
can make a DC 12 Strength check, bursting the
webbing on a success. The webbing can also be
attacked and destroyed (AC 10; hp 5; vulnerability
+0 30 ft., climb 30 ft. to fire damage; immunity to bludgeoning, poison,
and psychic damage).
WIS SPEED

EXPERIENCE POINTS: 200

-3 26 14
CHA HIT POINTS ARMOUR

TRAIT: Amphibious

1 Giant Toad The toad can breathe air and water


TRAIT: Standing Leap
CR SIZE: large The toad's long jump is up to 20 ft. and its high
ALIGNMENT: unaligned jump is up to 10 ft., with or without a running start.
TYPE: beast
ACTION: Bite
+2 SENSES: darkvision 30 ft.
Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (1d10 + 2) piercing damage plus 5
STR PASSIVE PERCEPTION: 10 (1d10) poison damage, and the target is grappled
(escape DC 13). Until this grapple ends, the target
is restrained, and the toad can't bite another
target.
+1 ACTION: Swallow
DEX The toad makes one bite attack against a Medium
or smaller target it is grappling. If the attack hits,
the target is swallowed, and the grapple ends.
The swallowed target is blinded and restrained, it
+1 has total cover against attacks and other effects
outside the toad, and it takes 10 (3d6) acid
CON damage at the start of each of the toad's turns.
The toad can have only one target swallowed at
a time.

-4 If the toad dies, a swallowed creature is no longer


restrained by it and can escape from the corpse
INT
using 5 feet of movement, exiting prone.

EXPERIENCE POINTS: 200

+0 20 ft., swim 40 ft.


WIS SPEED

-4 39 11
CHA HIT POINTS ARMOUR
TRAIT: Amphibious

13 Storm Giant The giant can breathe air and water.


TRAIT: Innate Spellcasting — +9 / DC 17
CR SIZE: huge At will: detect magic, feather fall, levitate, light
ALIGNMENT: chaotic good
3/day each: control weather, water breathing
TYPE: giant
ACTION: Multiattack
+9 SAVES: Str +14, Con +10, Wis +9, Cha +9 The giant makes two greatsword attacks.

STR SKILLS: Arcana +8, Athletics +14, ACTION: Greatsword


History +8, Perception +9
Melee Weapon Attack: +14 to hit, reach 10 ft., one
RESISTANCES: cold target. Hit: 30 (6d6 + 9) slashing damage.
IMMUNITIES: lightning, thunder
+2 PASSIVE PERCEPTION: 19
LANGUAGES: Common, Giant
ACTION: Rock
Ranged Weapon Attack: +14 to hit, range 60/240
DEX ft., one target. Hit: 35 (4d12 + 9) bludgeoning
damage.
ACTION: Lightning Strike (Recharge 5-6)
+5 The giant hurls a magical lightning bolt at a point it
can see within 500 feet of it. Each creature within
CON 10 feet of that point must make a DC 17 Dexterity
saving throw, taking 54 (12d8) lightning damage
on a failed save, or half as much damage on a
successful one.
+3
EXPERIENCE POINTS: 5,900
INT

+4 50 ft., swim 50 ft.


WIS SPEED

+4 230 16
CHA HIT POINTS ARMOUR

TRAIT: Stone Camouflage

7 Stone Giant The giant has advantage on Dexterity (Stealth)


checks made to hide in rocky terrain.
CR SIZE: huge ACTION: Multiattack
ALIGNMENT: neutral The giant makes two greatclub attacks.
TYPE: giant
ACTION: Greatclub
+6 SAVES: Dex +5, Con +8, Wis +4
Melee Weapon Attack: +9 to hit, reach 15 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage.
STR SKILLS: Athletics +12, Perception +4
SENSES: darkvision 60 ft. ACTION: Rock
PASSIVE PERCEPTION: 14 Ranged Weapon Attack: +9 to hit, range 60/240
LANGUAGES: Giant ft., one target. Hit: 28 (4d10 + 6) bludgeoning
+2 damage. If the target is a creature, it must
succeed on a DC 17 Strength saving throw or be
DEX knocked prone.
REACTION: Rock Catching
If a rock or similar object is hurled at the giant,
+5 the giant can, with a successful DC 10 Dexterity
saving throw, catch the missile and take no
CON bludgeoning damage from it.

EXPERIENCE POINTS: 2,900

+0
INT

+1 40 ft.
WIS SPEED

-1 126 17
CHA HIT POINTS ARMOUR
TRAIT: Aberrant Ground ACTION: Blinding Spittle (Recharge 5-6)

2 Gibbering Mouther The ground in a 10-foot radius around the mouther The mouther spits a chemical glob at a point it
is doughlike difficult terrain. Each creature that can see within 15 feet of it. The glob explodes in
CR starts its turn in that area must succeed on a a blinding flash of light on impact. Each creature
SIZE: medium
DC 10 Strength saving throw or have its speed within 5 feet of the flash must succeed on a DC 13
ALIGNMENT: neutral
TYPE: aberration
reduced to 0 until the start of its next turn. Dexterity saving throw or be blinded until the end
of the mouther's next turn.
TRAIT: Gibbering
+0 CONDITIONS: prone The mouther babbles incoherently while it can see
any creature and isn't incapacitated. Each creature EXPERIENCE POINTS: 450
STR SENSES: darkvision 60 ft.
that starts its turn within 20 feet of the mouther
PASSIVE PERCEPTION: 10
and can hear the gibbering must succeed on a DC
10 Wisdom saving throw. On a failure, the creature
can't take reactions until the start of its next turn
-1 and rolls a d8 to determine what it does during its
turn. On a 1 to 4, the creature does nothing. On
DEX
a 5 or 6, the creature takes no action or bonus
action and uses all its movement to move in a
randomly determined direction. On a 7 or 8, the

+3 creature makes a melee attack against a randomly


determined creature within its reach or does
CON
nothing if it can't make such an attack.
ACTION: Multiattack
The gibbering mouther makes one bite attack and,

-4 if it can, uses its Blinding Spittle.


ACTION: Bites
INT Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 17 (5d6) piercing damage. If the
target is Medium or smaller, it must succeed on a

+0 10 ft., swim 10 ft. DC 10 Strength saving throw or be knocked prone.


If the target is killed by this damage, it is absorbed
SPEED
into the mouther.
WIS

-2 67 9
CHA HIT POINTS ARMOUR

TRAIT: Brave

5 Gladiator The gladiator has advantage on saving throws


against being frightened.
CR SIZE: medium TRAIT: Brute
ALIGNMENT: any alignment A melee weapon deals one extra die of its damage
TYPE: humanoid (any race) when the gladiator hits with it (included in the
attack).
+4 SAVES: Str +7, Dex +5, Con +6 ACTION: Multiattack
STR SKILLS: Athletics +10, Intimidation +5 The gladiator makes three melee attacks or two
PASSIVE PERCEPTION: 11 ranged attacks.
LANGUAGES: any one language
(usually Common) ACTION: Spear
+2 Melee or Ranged Weapon Attack: +7 to hit, reach
5 ft. and range 20/60 ft., one target. Hit: 11 (2d6
DEX + 4) piercing damage, or 13 (2d8 + 4) piercing
damage if used with two hands to make a melee
attack.

+3 ACTION: Shield Bash


Melee Weapon Attack: +7 to hit, reach 5 ft., one
CON creature. Hit: 9 (2d4 + 4) bludgeoning damage. If
the target is a Medium or smaller creature, it must
succeed on a DC 15 Strength saving throw or be
knocked prone.
+0 REACTION: Parry
INT The gladiator adds 3 to its AC against one melee
attack that would hit it. To do so, the gladiator must
see the attacker and be wielding a melee weapon.

+1 30 ft. EXPERIENCE POINTS: 1,800


WIS SPEED

+2 112 16
CHA HIT POINTS ARMOUR
TRAIT: Stone Camouflage
Deep Gnome
1/2
The gnome has advantage on Dexterity (Stealth)
(Svirfneblin) checks made to hide in rocky terrain.
CR SIZE: small TRAIT: Gnome Cunning
ALIGNMENT: neutral good The gnome has advantage on Intelligence,
TYPE: humanoid (gnome) Wisdom, and Charisma saving throws against
magic.
+2 SKILLS: Investigation +3, Perception +2, TRAIT: Innate Spellcasting — +3 / DC 11
Stealth +4
STR At will: nondetection (self only)
SENSES: darkvision 120 ft.
1/day each: blindness/deafness, blur, disguise self
PASSIVE PERCEPTION: 12
LANGUAGES: Gnomish, Terran, ACTION: War Pick
+2 Undercommon Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.
DEX
ACTION: Poisoned Dart
Ranged Weapon Attack: +4 to hit, range 30/120
ft., one creature. Hit: 4 (1d4 + 2) piercing
+2 damage, and the target must succeed on a DC
12 Constitution saving throw or be poisoned for 1
CON minute. The target can repeat the saving throw at
the end of each of its turns, ending the effect on
itself on a success

+1 EXPERIENCE POINTS: 100


INT

+0 20 ft.
WIS SPEED

-1 16 15
CHA HIT POINTS ARMOUR

TRAIT: Acid Absorption ACTION: Haste (Recharge 5-6)

9 Clay Golem Whenever the golem is subjected to acid damage, Until the end of its next turn, the golem magically
it takes no damage and instead regains a number gains a +2 bonus to its AC, has advantage on
CR of hit points equal to the acid damage dealt. Dexterity saving throws, and can use its slam
SIZE: large
attack as a bonus action.
ALIGNMENT: unaligned TRAIT: Berserk
TYPE: construct Whenever the golem starts its turn with 60 hit
EXPERIENCE POINTS: 5,000
points or fewer, roll a d6. On a 6, the golem goes
+5 IMMUNITIES: acid, poison, psychic, berserk. On each of its turns while berserk, the
golem attacks the nearest creature it can see. If
bludgeoning, piercing, and
STR slashing from nonmagical no creature is near enough to move to and attack,
weapons that aren't the golem attacks an object, with preference for
adamantine an object smaller than itself. Once the golem goes
berserk, it continues to do so until it is destroyed
-1
CONDITIONS: charmed, exhaustion,
frightened, paralyzed, or regains all its hit points.
petrified, poisoned
DEX SENSES: darkvision 60 ft. TRAIT: Immutable Form
PASSIVE PERCEPTION: 9 The golem is immune to any spell or effect that
LANGUAGES: understands languages of would alter its form.

+4 its creator but can't speak


TRAIT: Magic Resistance
The golem has advantage on saving throws
CON against spells and other magical effects.
TRAIT: Magic Weapons
The golem's weapon attacks are magical.
-4 ACTION: Multiattack
INT The golem makes two slam attacks.
ACTION: Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., one
-1 20 ft. target. Hit: 16 (2d10 + 5) bludgeoning damage.
If the target is a creature, it must succeed on a
WIS SPEED 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
-5 133 14 lasts until removed by the greater restoration spell
or other magic.
CHA HIT POINTS ARMOUR
TRAIT: Berserk ACTION: Multiattack

5 Flesh Golem Whenever the golem starts its turn with 40 hit The golem makes two slam attacks.
points or fewer, roll a d6. On a 6, the golem goes
berserk. On each of its turns while berserk, the ACTION: Slam
CR SIZE: medium
golem attacks the nearest creature it can see. If Melee Weapon Attack: +7 to hit, reach 5 ft., one
ALIGNMENT: neutral target. Hit: 13 (2d8 + 4) bludgeoning damage.
TYPE: construct
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
+4 IMMUNITIES: lightning, poison, berserk, it continues to do so until it is destroyed
EXPERIENCE POINTS: 1,800
bludgeoning, piercing, and or regains all its hit points.
STR slashing from nonmagical
The golem's creator, if within 60 feet of the berserk
weapons that aren't
adamantine golem, can try to calm it by speaking firmly and
persuasively. The golem must be able to hear its
-1
CONDITIONS: charmed, exhaustion,
frightened, paralyzed, creator, who must take an action to make a DC
petrified, poisoned 15 Charisma (Persuasion) check. If the check
DEX SENSES: darkvision 60 ft. succeeds, the golem ceases being berserk. If it
takes damage while still at 40 hit points or fewer,
PASSIVE PERCEPTION: 10
the golem might go berserk again.
LANGUAGES: understands languages of

+4 its creator but can't speak TRAIT: Aversion of Fire


If the golem takes fire damage, it has
CON disadvantage on attack rolls and ability checks
until the end of its next turn.
TRAIT: Immutable Form
-2 The golem is immune to any spell or effect that
would alter its form.
INT
TRAIT: Lightning Absorption
Whenever the golem is subjected to lightning
damage, it takes no damage and instead regains a
+0 30 ft. number of hit points equal to the lightning damage
dealt.
WIS SPEED
TRAIT: Magic Resistance
The golem has advantage on saving throws
against spells and other magical effects.
-3 93 9 TRAIT: Magic Weapons
The golem's weapon attacks are magical.
CHA HIT POINTS ARMOUR

TRAIT: Fire Absorption

16 Iron Golem Whenever the golem is subjected to fire damage,


it takes no damage and instead regains a number
CR of hit points equal to the fire damage dealt.
SIZE: large
ALIGNMENT: unaligned TRAIT: Immutable Form
TYPE: construct The golem is immune to any spell or effect that
would alter its form.
+7 IMMUNITIES: fire, poison, psychic, TRAIT: Magic Resistance
bludgeoning, piercing, and
STR slashing from nonmagical The golem has advantage on saving throws
weapons that aren't against spells and other magical effects.
adamantine
TRAIT: Magic Weapons
-1
CONDITIONS: charmed, exhaustion,
frightened, paralyzed, The golem's weapon attacks are magical.
petrified, poisoned
ACTION: Multiattack
DEX SENSES: darkvision 120 ft.
The golem makes two melee attacks.
PASSIVE PERCEPTION: 10
LANGUAGES: understands languages of ACTION: Slam

+5 its creator but can't speak Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 20 (3d8 + 7) bludgeoning damage.
CON ACTION: Sword
Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 23 (3d10 + 7) slashing damage.

-4 ACTION: Poison Breath (Recharge 5-6)


The golem exhales poisonous gas in a 15-foot
INT cone. Each creature in that area must make a
DC 19 Constitution saving throw, taking 45 (l0d8)
poison damage on a failed save, or half as much

+0 30 ft.
damage on a successful one.

WIS SPEED EXPERIENCE POINTS: 15,000

-5 210 20
CHA HIT POINTS ARMOUR
TRAIT: Immutable Form

10 Stone Golem The golem is immune to any spell or effect that


would alter its form.
CR SIZE: large TRAIT: Magic Resistance
ALIGNMENT: unaligned The golem has advantage on saving throws
TYPE: construct against spells and other magical effects.

+6 IMMUNITIES: poison, psychic,


TRAIT: Magic Weapons
The golem's weapon attacks are magical.
bludgeoning, piercing, and
STR slashing from nonmagical ACTION: Multiattack
weapons that aren't
adamantine The golem makes two slam attacks.

-1
CONDITIONS: charmed, exhaustion, ACTION: Slam
frightened, paralyzed,
Melee Weapon Attack: +10 to hit, reach 5 ft., one
petrified, poisoned
DEX target. Hit: 19 (3d8 + 6) bludgeoning damage.
SENSES: darkvision 120 ft.
PASSIVE PERCEPTION: 10 ACTION: Slow (Recharge 5-6)
LANGUAGES: understands languages of The golem targets one or more creatures it can

+5 its creator but can't speak see within 10 ft. of it. Each target must make a DC
17 Wisdom saving throw against this magic. On a
CON
failed save, a target can't use reactions, its speed
is halved, and it can't make more than one attack
on its turn. In addition, the target can take either
an action or a bonus action on its turn, not both.
-4 These effects last for 1 minute. A target can repeat
the saving throw at the end of each of its turns,
INT ending the effect on itself on a success.

EXPERIENCE POINTS: 5,900

+0 30 ft.
WIS SPEED

-5 178 17
CHA HIT POINTS ARMOUR

TRAIT: Trampling Charge

5 Gorgon If the gorgon moves at least 20 feet straight toward


a creature and then hits it with a gore attack on the
CR same turn, that target must succeed on a DC 16
SIZE: large
Strength saving throw or be knocked prone. If the
ALIGNMENT: unaligned
TYPE: monstrosity
target is prone, the gorgon can make one attack
with its hooves against it as a bonus action.

+5 SKILLS: Perception +4
ACTION: Gore
Melee Weapon Attack: +8 to hit, reach 5 ft., one
STR IMMUNITIES: petrified
target. Hit: 18 (2d12 + 5) piercing damage.
SENSES: darkvision 60 ft.
PASSIVE PERCEPTION: 14 ACTION: Hooves
Melee Weapon Attack: +8 to hit, reach 5 ft., one
+0 target. Hit: 16 (2d10 + 5) bludgeoning damage.

DEX ACTION: Petrifying Breath (Recharge 5-6)


The gorgon exhales petrifying gas in a 30-foot
cone. Each creature in that area must succeed
on a DC 13 Constitution saving throw. On a
+4 failed save, a target begins to turn to stone and
is restrained. The restrained target must repeat
CON the saving throw at the end of its next turn. On
a success, the effect ends on the target. On a
failure, the target is petrified until freed by the
greater restoration spell or other magic.
-4
INT EXPERIENCE POINTS: 1,800

+1 40 ft.
WIS SPEED

-2 114 19
CHA HIT POINTS ARMOUR
TRAIT: Amphibious TRAIT: Shared Spellcasting (Coven Only)
— +5 / DC 13
2 Sea Hag The hag can breathe air and water.
• 1st level (4 slots): identify, ray of sickness
TRAIT: Horrific Appearance
CR SIZE: medium • 2nd level (3 slots): hold person, locate object
Any humanoid that starts its turn within 30 feet
ALIGNMENT: chaotic evil of the hag and can see the hag's true form must • 3rd level (3 slots): bestow curse, counterspell,
TYPE: fey make a DC 11 Wisdom saving throw. On a failed lightning bolt
save, the creature is frightened for 1 minute. A • 4th level (3 slots): phantasmal killer, polymorph
+3 SENSES: darkvision 60 ft. creature can repeat the saving throw at the end of
each of its turns, with disadvantage if the hag is
• 5th level (2 slots): contact other plane, scrying
STR PASSIVE PERCEPTION: 11 • 6th level (1 slot): eye bite
within line of sight, ending the effect on itself on a
LANGUAGES: Aquan, Common, Giant
success. If a creature's saving throw is successful TRAIT: Hag Eye (Coven Only)
or the effect ends for it, the creature is immune A hag coven can craft a magic item called a
to the hag's Horrific Appearance for the next 24
+1 hours.
hag eye, which is made from a real eye coated
in varnish and often fitted to a pendant or other
DEX Unless the target is surprised or the revelation of wearable item. The hag eye is usually entrusted
the hag's true form is sudden, the target can avert to a minion for safekeeping and transport. A
its eyes and avoid making the initial saving throw. hag in the coven can take an action to see what
Until the start of its next turn, a creature that averts the hag eye sees if the hag eye is on the same
+3 its eyes has disadvantage on attack rolls against
the hag.
plane of existence. A hag eye has AC 10, 1 hit
point, and darkvision with a radius of 60 feet. If
CON it is destroyed, each coven member takes 3d10
TRAIT: Hag Coven psychic damage and is blinded for 24 hours.
When hags must work together, they form covens,
A hag coven can have only one hag eye at a
in spite of their selfish natures. A coven is made up
time, and creating a new one requires all three
+1 of hags of any type, all of whom are equals within
the group. However, each of the hags continues to
members of the coven to perform a ritual. The
ritual takes 1 hour, and the hags can't perform it
INT desire more personal power.
while blinded. During the ritual, if the hags take
A coven consists of three hags so that any any action other than performing the ritual, they
arguments between two hags can be settled must start over.
by the third. If more than three hags ever come
+1 30 ft., swim 40 ft. together, as might happen if two covens come into ACTION: Claws
conflict, the result is usually chaos. Melee Weapon Attack: +5 to hit, reach 5 ft., one
WIS SPEED target. Hit: 10 (2d6 + 3) slashing damage.

+1 52 14
CHA HIT POINTS ARMOUR
CONTINUED ON OPPOSITE SIDE...

ACTION: Death Glare

2 Sea Hag The hag targets one frightened creature she can
see within 30 ft. of her. If the target can see the
CR hag, it must succeed on a DC 11 Wisdom saving
SIZE: medium
throw against this magic or drop to 0 hit points.
ALIGNMENT: chaotic evil
TYPE: fey ACTION: Illusory Appearance
The hag covers herself and anything she is
+3 SENSES: darkvision 60 ft. wearing or carrying with a magical illusion that
makes her look like an ugly creature of her general
STR PASSIVE PERCEPTION: 11
size and humanoid shape. The effect ends if the
LANGUAGES: Aquan, Common, Giant
hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold

+1 up to physical inspection. For example, the hag


could appear to have no claws, but someone
DEX touching her hand might feel the claws. Otherwise,
a creature must take an action to visually inspect
the illusion and succeed on a DC 16 Intelligence
(Investigation) check to discern that the hag is
+3 disguised.

CON EXPERIENCE POINTS: 450

+1
INT

+1 30 ft., swim 40 ft.


WIS SPEED

+1 52 14
CHA HIT POINTS ARMOUR
TRAIT: Innate Spellcasting — +5 / DC 13 TRAIT: Shared Spellcasting (Coven Only)
— +7 / DC 15
5 Night Hag At will: detect magic, magic missile
2/day each: plane shift (self only), ray of • 1st level (4 slots): identify, ray of sickness
CR SIZE: medium enfeeblement, sleep • 2nd level (3 slots): hold person, locate object
ALIGNMENT: neutral evil
TRAIT: Magic Resistance • 3rd level (3 slots): bestow curse, counterspell,
TYPE: fiend lightning bolt
The hag has advantage on saving throws against
spells and other magical effects. • 4th level (3 slots): phantasmal killer, polymorph
+4 SKILLS: Deception +7, Insight +6,
TRAIT: Night Hag Items
• 5th level (2 slots): contact other plane, scrying
Perception +6, Stealth +6 • 6th level (1 slot): eye bite
STR A night hag carries two very rare magic items that
RESISTANCES: cold, fire, bludgeoning,
piercing, and slashing she must craft for herself If either object is lost, the TRAIT: Hag Eye (Coven Only)
from nonmagical night hag will go to great lengths to retrieve it, as A hag coven can craft a magic item called a
creating a new tool takes time and effort.
+2
weapons that hag eye, which is made from a real eye coated
aren't silvered
Heartstone: This lustrous black gem allows a in varnish and often fitted to a pendant or other
CONDITIONS: charmed night hag to become ethereal while it is in her wearable item. The hag eye is usually entrusted
DEX
SENSES: darkvision 120 ft. possession. The touch of a heartstone also cures to a minion for safekeeping and transport. A
PASSIVE PERCEPTION: 16 any disease. Crafting a heartstone takes 30 days. hag in the coven can take an action to see what
LANGUAGES: Abyssal, Common, Soul Bag: When an evil humanoid dies as a the hag eye sees if the hag eye is on the same
+3 Infernal, Primordial result of a night hag's Nightmare Haunting, the
hag catches the soul in this black sack made of
plane of existence. A hag eye has AC 10, 1 hit
point, and darkvision with a radius of 60 feet. If
CON stitched flesh. A soul bag can hold only one evil it is destroyed, each coven member takes 3d10
soul at a time, and only the night hag who crafted psychic damage and is blinded for 24 hours.
the bag can catch a soul with it. Crafting a soul A hag coven can have only one hag eye at a
bag takes 7 days and a humanoid sacrifice (whose time, and creating a new one requires all three
+3 flesh is used to make the bag). members of the coven to perform a ritual. The
ritual takes 1 hour, and the hags can't perform it
INT TRAIT: Hag Coven while blinded. During the ritual, if the hags take
When hags must work together, they form covens, any action other than performing the ritual, they
in spite of their selfish natures. A coven is made up must start over.
of hags of any type, all of whom are equals within
+2 30 ft. the group. However, each of the hags continues to ACTION: Claws (Hag Form Only)
desire more personal power. Melee Weapon Attack: +7 to hit, reach 5 ft., one
WIS SPEED target. Hit: 13 (2d8 + 4) slashing damage.
A coven consists of three hags so that any
arguments between two hags can be settled
by the third. If more than three hags ever come
+3 112 17 together, as might happen if two covens come into
conflict, the result is usually chaos.
CHA HIT POINTS ARMOUR
CONTINUED ON OPPOSITE SIDE...

ACTION: Change Shape

5 Night Hag The hag magically polymorphs into a Small or


Medium female humanoid, or back into her true
CR form. Her statistics are the same in each form.
SIZE: medium
Any equipment she is wearing or carrying isn't
ALIGNMENT: neutral evil
TYPE: fiend
transformed. She reverts to her true form if she
dies.

+4 SKILLS: Deception +7, Insight +6,


ACTION: Etherealness
The hag magically enters the Ethereal Plane from
Perception +6, Stealth +6
STR the Material Plane, or vice versa. To do so, the hag
RESISTANCES: cold, fire, bludgeoning,
piercing, and slashing must have a heartstone in her possession.
from nonmagical
ACTION: Nightmare Haunting (1/Day)
+2
weapons that
aren't silvered While on the Ethereal Plane, the hag magically
CONDITIONS: charmed touches a sleeping humanoid on the Material
DEX Plane. A protection from evil and good spell cast
SENSES: darkvision 120 ft.
on the target prevents this contact, as does a
PASSIVE PERCEPTION: 16
magic circle. As long as the contact persists, the
LANGUAGES: Abyssal, Common,
target has dreadful visions. If these visions last for
+3 Infernal, Primordial
at least 1 hour, the target gains no benefit from
its rest, and its hit point maximum is reduced by 5
CON (1d10). If this effect reduces the target's hit point
maximum to 0, the target dies, and if the target
was evil, its soul is trapped in the hag's soul bag.

+3 The reduction to the target's hit point maximum


lasts until removed by the greater restoration spell
INT
or similar magic.

EXPERIENCE POINTS: 1,800

+2 30 ft.
WIS SPEED

+3 112 17
CHA HIT POINTS ARMOUR
TRAIT: Amphibious TRAIT: Shared Spellcasting (Coven Only)
The hag can breathe air and water. — +5 / +16
3 Green Hag
TRAIT: Innate Spellcasting — +4 / DC 12
• 1st level (4 slots): identify, ray of sickness
• 2nd level (3 slots): hold person, locate object
CR SIZE: medium At will: dancing lights, minor illusion, vicious
ALIGNMENT: neutral evil mockery • 3rd level (3 slots): bestow curse, counterspell,
TYPE: fey
lightning bolt
TRAIT: Mimicry • 4th level (3 slots): phantasmal killer, polymorph
The hag can mimic animal sounds and humanoid
+4 SKILLS: Arcana +3, Deception +4, voices. A creature that hears the sounds can
tell they are imitations with a successful DC 14
• 5th level (2 slots): contact other plane, scrying
• 6th level (1 slot): eye bite
Perception +4, Stealth +3
STR Wisdom (Insight) check. ACTION: Claws
SENSES: darkvision 60 ft.
PASSIVE PERCEPTION: 14 TRAIT: Hag Coven Melee Weapon Attack: +6 to hit, reach 5 ft., one
When hags must work together, they form covens, target. Hit: 13 (2d8 + 4) slashing damage.
LANGUAGES: Common, Draconic,
+1 Sylvan in spite of their selfish natures. A coven is made up
of hags of any type, all of whom are equals within
ACTION: Illusory Appearance
The hag covers herself and anything she is
the group. However, each of the hags continues to
DEX
desire more personal power. wearing or carrying with a magical illusion that
makes her look like another creature of her
A coven consists of three hags so that any general size and humanoid shape. The illusion
arguments between two hags can be settled ends if the hag takes a bonus action to end it or if
+3 by the third. If more than three hags ever come
together, as might happen if two covens come into
she dies.
The changes wrought by this effect fail to hold
conflict, the result is usually chaos.
CON up to physical inspection. For example, the
TRAIT: Hag Eye (Coven Only) hag could appear to have smooth skin, but
A hag coven can craft a magic item called a someone touching her would feel her rough flesh.
hag eye, which is made from a real eye coated Otherwise, a creature must take an action to
+1 in varnish and often fitted to a pendant or other
wearable item. The hag eye is usually entrusted
visually inspect the illusion and succeed on a DC
20 Intelligence (Investigation) check to discern that
to a minion for safekeeping and transport. A the hag is disguised.
INT
hag in the coven can take an action to see what ACTION: Invisible Passage
the hag eye sees if the hag eye is on the same
plane of existence. A hag eye has AC 10, 1 hit The hag magically turns invisible until she attacks
or casts a spell, or until her concentration ends (as
+2 30 ft. point, and darkvision with a radius of 60 feet. If
it is destroyed, each coven member takes 3d10 if concentrating on a spell). While invisible, she
leaves no physical evidence of her passage, so
psychic damage and is blinded for 24 hours.
WIS SPEED she can be tracked only by magic. Any equipment
A hag coven can have only one hag eye at a she wears or carries is invisible with her.
time, and creating a new one requires all three
members of the coven to perform a ritual. The
ritual takes 1 hour, and the hags can't perform it EXPERIENCE POINTS: 700
+2 82 17 while blinded. During the ritual, if the hags take
any action other than performing the ritual, they
CHA HIT POINTS ARMOUR must start over.

ACTION: Multiattack
Half-Red Dragon
5
The veteran makes two longsword attacks. If
Veteran it has a shortsword drawn, it can also make a
CR shortsword attack.
SIZE: medium
ALIGNMENT: any alignment ACTION: Longsword
TYPE: humanoid (human) Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
+3 SAVES: Str +5, Con +4 slashing damage if used with two hands.

STR SKILLS: Athletics +5, Perception +2 ACTION: Shortsword


RESISTANCES: fire Melee Weapon Attack: +5 to hit, reach 5 ft., one
SENSES: blindsight 10 ft., darkvision 60 ft. target. Hit: 6 (1d6 + 3) piercing damage.
PASSIVE PERCEPTION: 12
+1 LANGUAGES: Common, Draconic
ACTION: Heavy Crossbow
Ranged Weapon Attack: +3 to hit, range 100/400
DEX ft., one target. Hit: 6 (1d10 + 1) piercing damage.
ACTION: Fire Breath (Recharge 5-6)
The veteran exhales fire in a 15-foot cone. Each
+2 creature in that area must make a DC 15 Dexterity
saving throw, taking 24 (7d6) fire damage on
CON a failed save, or half as much damage on a
successful one.

+0 EXPERIENCE POINTS: 1,800

INT

+0 30 ft.
WIS SPEED

+0 65 18
CHA HIT POINTS ARMOUR
ACTION: Multiattack

1 Harpy The harpy makes two attacks: one with its claws
and one with its club.
CR SIZE: medium ACTION: Claws
ALIGNMENT: chaotic evil Melee Weapon Attack: +3 to hit, reach 5 ft., one
TYPE: monstrosity target. Hit: 6 (2d4 + 1) slashing damage.

+1 PASSIVE PERCEPTION: 10
ACTION: Club
Melee Weapon Attack: +3 to hit, reach 5 ft., one
STR LANGUAGES: Common target. Hit: 3 (1d4 + 1) bludgeoning damage.
ACTION: Luring Song
The harpy sings a magical melody. Every
+1 humanoid and giant within 300 ft. of the harpy
that can hear the song must succeed on a DC 11
DEX Wisdom saving throw or be charmed until the song
ends. The harpy must take a bonus action on its
subsequent turns to continue singing. It can stop
singing at any time. The song ends if the harpy is
+1 incapacitated.
While charmed by the harpy, a target is
CON incapacitated and ignores the songs of other
harpies. If the charmed target is more than 5
ft. away from the harpy, the must move on its

-2 turn toward the harpy by the most direct route.


It doesn't avoid opportunity attacks, but before
INT
moving into damaging terrain, such as lava or
a pit, and whenever it takes damage from a
source other than the harpy, a target can repeat
the saving throw. A creature can also repeat the
+0 20 ft., fly 40 ft. saving throw at the end of each of its turns. If a
creature's saving throw is successful, the effect
WIS SPEED ends on it.
A target that successfully saves is immune to this
harpy's song for the next 24 hours.

+1 38 11 EXPERIENCE POINTS: 200


CHA HIT POINTS ARMOUR

TRAIT: Hold Breath

8 Hydra The hydra can hold its breath for 1 hour.


TRAIT: Multiple Heads
CR SIZE: huge The hydra has five heads. While it has more than
ALIGNMENT: unaligned one head, the hydra has advantage on saving
TYPE: monstrosity throws against being blinded, charmed, deafened,
frightened, stunned, and knocked unconscious.
+5 SKILLS: Perception +6 Whenever the hydra takes 25 or more damage in
SENSES: darkvision 60 ft. a single turn, one of its heads dies. If all its heads
STR
PASSIVE PERCEPTION: 16 die, the hydra dies.
At the end of its turn, it grows two heads for each
of its heads that died since its last turn, unless
+1 it has taken fire damage since its last turn. The
hydra regains 10 hit points for each head regrown
DEX in this way.
TRAIT: Reactive Heads
For each head the hydra has beyond one, it
+5 gets an extra reaction that can be used only for
opportunity attacks.
CON
TRAIT: Wakeful
While the hydra sleeps, at least one of its heads
is awake.
-4 ACTION: Multiattack
The hydra makes as many bite attacks as it has
INT
heads.
ACTION: Bite

+0 30 ft., swim 30 ft.


Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 10 (1d10 + 5) piercing damage.
WIS SPEED
EXPERIENCE POINTS: 3,900

-2 172 15
CHA HIT POINTS ARMOUR
TRAIT: Invisibility

6 Invisible Stalker The stalker is invisible.


TRAIT: Faultless Tracker
CR SIZE: medium The stalker is given a quarry by its summoner.
ALIGNMENT: neutral The stalker knows the direction and distance to its
TYPE: elemental quarry as long as the two of them are on the same
plane of existence. The stalker also knows the
+3 SKILLS: Perception +8, Stealth +10 location of its summoner.

STR RESISTANCES: bludgeoning, piercing, ACTION: Multiattack


and slashing from
The stalker makes two slam attacks.
nonmagical weapons
IMMUNITIES: poison ACTION: Slam
+4 CONDITIONS: exhaustion, grappled,
paralyzed, petrified,
Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage.
poisoned, prone,
DEX
restrained, unconscious
SENSES: darkvision 60 ft. EXPERIENCE POINTS: 2,300
PASSIVE PERCEPTION: 18
+2 LANGUAGES: Auran, understands
Common but doesn't
CON speak it

+0
INT

+2 50 ft., fly 50 ft. (hover)


WIS SPEED

+0 104 14
CHA HIT POINTS ARMOUR

TRAIT: Brave

3 Knight The knight has advantage on saving throws


against being frightened.
CR SIZE: medium ACTION: Multiattack
ALIGNMENT: any alignment The knight makes two melee attacks.
TYPE: humanoid (any race)
ACTION: Greatsword
+3 SAVES: Con +4, Wis +2
Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
STR PASSIVE PERCEPTION: 10
LANGUAGES: any one language ACTION: Heavy Crossbow
(usually Common) Ranged Weapon Attack: +2 to hit, range 100/400
ft., one target. Hit: 5 (1d10) piercing damage.
+0 ACTION: Leadership
(Recharges after a Short or Long Rest)
DEX
For 1 minute, the knight can utter a special
command or warning whenever a nonhostile
creature that it can see within 30 ft. of it makes an
+2 attack roll or a saving throw. The creature can add
a d4 to its roll provided it can hear and understand
CON the knight. A creature can benefit from only one
Leadership die at a time. This effect ends if the
knight is incapacitated.

+0 REACTION: Parry
The knight adds 2 to its AC against one melee
INT attack that would hit it. To do so, the knight must
see the attacker and be wielding a melee weapon.

+0 30 ft.
EXPERIENCE POINTS: 700

WIS SPEED

+2 52 18
CHA HIT POINTS ARMOUR
TRAIT: Amphibious ACTION: Tentacle

23 Kraken The kraken can breathe air and water. Melee Weapon Attack: +7 to hit, reach 30 ft., one
target. Hit: 20 (3d6 + 10) bludgeoning damage,
TRAIT: Freedom of Movement and the target is grappled (escape DC 18). Until
CR SIZE: gargantuan The kraken ignores difficult terrain, and magical this grapple ends, the target is restrained. The
ALIGNMENT: chaotic evil effects can't reduce its speed or cause it to be
TYPE: monstrosity (titan)
kraken has ten tentacles, each of which can
restrained. It can spend 5 feet of movement grapple one target.
to escape from nonmagical restraints or being
+10 SAVES: Str +17, Dex +7, Con +14, grappled. ACTION: Fling
One Large or smaller object held or creature
Int +13, Wis +11
STR TRAIT: Siege Monster grappled by the kraken is thrown up to 60 feet in a
IMMUNITIES: lightning, bludgeoning,
The kraken deals double damage to objects and random direction and knocked prone. If a thrown
piercing, and slashing from
nonmagical weapons structures. target strikes a solid surface, the target takes 3
(1d6) bludgeoning damage for every 10 feet it was
+0 CONDITIONS: frightened, paralyzed
SENSES: truesight 120 ft.
ACTION: Multiattack
The kraken makes three tentacle attacks, each of
thrown. If the target is thrown at another creature,
that creature must succeed on a DC 18 Dexterity
DEX PASSIVE PERCEPTION: 14 which it can replace with one use of Fling.
saving throw or take the same damage and be
LANGUAGES: understands Abyssal,
ACTION: Bite knocked prone.
Celestial, Infernal, and
Primordial but can't speak, Melee Weapon Attack: +7 to hit, reach 5 ft., one
ACTION: Lightning Storm
+7 telepathy 120 ft. target. Hit: 23 (3d8 + 10) piercing damage. If the
target is a Large or smaller creature grappled by
The kraken magically creates three bolts of
lightning, each of which can strike a target the
CON the kraken, that creature is swallowed, and the
kraken can see within 120 feet of it. A target must
grapple ends. While swallowed, the creature is
make a DC 23 Dexterity saving throw, taking 22
blinded and restrained, it has total cover against
(4d10) lightning damage on a failed save, or half
attacks and other effects outside the kraken, and
+6 it takes 42 (12d6) acid damage at the start of
each of the kraken's turns. If the kraken takes 50
as much damage on a successful one.

INT damage or more on a single turn from a creature


inside it, the kraken must succeed on a DC 25
Constitution saving throw at the end of that turn
or regurgitate all swallowed creatures, which fall
+4 20 ft., swim 60 ft. prone in a space within 10 feet of the kraken. If
the kraken dies, a swallowed creature is no longer
WIS SPEED restrained by it and can escape from the corpse
using 15 feet of movement, exiting prone.

+5 472 18
CHA HIT POINTS ARMOUR
CONTINUED ON OPPOSITE SIDE...

LEGENDARY ACTIONS

23 Kraken The kraken can take 3 legendary actions,


choosing from the options below. Only one
CR legendary action option can be used at a time and
SIZE: gargantuan
only at the end of another creature’s turn. The
ALIGNMENT: chaotic evil
TYPE: monstrosity (titan)
kraken regains spent legendary actions at the start
of its turn.

+10 SAVES: Str +17, Dex +7, Con +14,


LEGENDARY: Tentacle Attack or Fling
The kraken makes one tentacle attack or uses its
Int +13, Wis +11
STR Fling.
IMMUNITIES: lightning, bludgeoning,
piercing, and slashing from
nonmagical weapons
LEGENDARY: Lightning Storm (Costs 2 Actions)
The kraken uses Lightning Storm.
+0 CONDITIONS: frightened, paralyzed
SENSES: truesight 120 ft. LEGENDARY: Ink Cloud (Costs 3 Actions)
DEX PASSIVE PERCEPTION: 14 While underwater, the kraken expels an ink cloud
LANGUAGES: understands Abyssal, in a 60-foot radius. The cloud spreads around
Celestial, Infernal, and corners, and that area is heavily obscured to
Primordial but can't speak, creatures other than the kraken. Each creature
+7 telepathy 120 ft. other than the kraken that ends its turn there
must succeed on a DC 23 Constitution saving
CON throw, taking 16 (3d10) poison damage on a failed
save, or half as much damage on a successful
one. A strong current disperses the cloud, which
otherwise disappears at the end of the kraken's
+6 next turn.
INT
EXPERIENCE POINTS: 50,000

+4 20 ft., swim 60 ft.


WIS SPEED

+5 472 18
CHA HIT POINTS ARMOUR
TRAIT: Innate Spellcasting — +5 / DC 13

4 Lamia At will: disguise self (any humanoid form), major


image
CR SIZE: large 3/day each: charm person, mirror image, scrying,
ALIGNMENT: chaotic evil suggestion 1/day: geas
TYPE: monstrosity
ACTION: Multiattack
The lamia makes two attacks: one with its claws
+3 SKILLS: Deception +7, Insight +4, and one with its dagger or Intoxicating Touch.
Stealth +3
STR
SENSES: darkvision 60 ft.
ACTION: Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one
PASSIVE PERCEPTION: 12
target. Hit: 14 (2d10 + 3) slashing damage.
LANGUAGES: Abyssal, Common
+1 ACTION: Dagger
Melee Weapon Attack: +5 to hit, reach 5 ft., one
DEX target. Hit: 5 (1d4 + 3) piercing damage.
ACTION: Intoxicating Touch
Melee Spell Attack: +5 to hit, reach 5 ft., one
+2 creature. Hit: The target is magically cursed
for 1 hour. Until the curse ends, the target has
CON disadvantage on Wisdom saving throws and all
ability checks.

+2 EXPERIENCE POINTS: 1,100

INT

+2 30 ft.
WIS SPEED

+3 97 13
CHA HIT POINTS ARMOUR

TRAIT: Legendary Resistance (3/Day) LEGENDARY: Cantrip

21 Lich If the lich fails a saving throw, it can choose to The lich casts a cantrip.
succeed instead.
LEGENDARY: Paralyzing Touch
CR SIZE: medium TRAIT: Rejuvenation (Costs 2 Actions)
ALIGNMENT: any evil alignment If it has a phylactery, a destroyed lich gains a new The lich uses its Paralyzing Touch.
TYPE: undead body in 1d10 days, regaining all its hit points and
becoming active again. The new body appears LEGENDARY: Frightening Gaze
+0 SAVES: Con +10, Int +12, Wis +9 within 5 feet of the phylactery. (Costs 2 Actions)
The lich fixes its gaze on one creature it can see
STR SKILLS: Arcana +18, History +12, TRAIT: Spellcasting — +12 / DC 20 within 10 feet of it. The target must succeed on a
Insight +9, Perception +9
• Cantrips (at will): mage hand, prestidigitation, DC 18 Wisdom saving throw against this magic
RESISTANCES: cold, lightning, necrotic ray of frost or become frightened for 1 minute. The frightened
IMMUNITIES: poison, bludgeoning, target can repeat the saving throw at the end of
• 1st level (4 slots): detect magic, magic missile,
+3 piercing, and slashing from
nonmagical weapons shield, thunderwave each of its turns, ending the effect on itself on a
success. If a target's saving throw is successful or
DEX CONDITIONS: charmed, exhaustion, • 2nd level (3 slots): detect thoughts, invisibility,
the effect ends for it, the target is immune to the
frightened, paralyzed, Melf's acid arrow, mirror image
lich's gaze for the next 24 hours.
poisoned • 3rd level (3 slots): animate dead, counterspell,
SENSES: truesight 120 ft. dispel magic, fireball LEGENDARY: Disrupt Life (Costs 3 Actions)
+3 PASSIVE PERCEPTION: 19
LANGUAGES: Common plus up to five
• 4th level (3 slots): blight, dimension door Each non-undead creature within 20 feet of the
lich must make a DC 18 Constitution saving
• 5th level (3 slots): cloudkill, scrying
CON other languages throw against this magic, taking 21 (6d6) necrotic
• 6th level (1 slot): disintegrate, globe of damage on a failed save, or half as much damage
invulnerability on a successful one.
• 7th level (1 slot): finger of death, plane shift
+5 • 8th level (1 slot): dominate monster, power word
ACTION: Paralyzing Touch
Melee Spell Attack: +12 to hit, reach 5 ft., one
stun
INT creature. Hit: 10 (3d6) cold damage. The target
• 9th level (1 slot): power word kill must succeed on a DC 18 Constitution saving
TRAIT: Turn Resistance throw or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each of its
+2 30 ft. The lich has advantage on saving throws against
any effect that turns undead.
turns, ending the effect on itself on a success.
WIS SPEED
LEGENDARY ACTIONS EXPERIENCE POINTS: 33,000
The lich can take 3 legendary actions, choosing
from the options below. Only one legendary action
+3 135 17 option can be used at a time and only at the end
of another creature’s turn. The lich regains spent
CHA HIT POINTS ARMOUR legendary actions at the start of its turn.
TRAIT: Keen Smell

1 Lion The lion has advantage on Wisdom (Perception)


checks that rely on smell.
CR SIZE: large TRAIT: Pack Tactics
ALIGNMENT: unaligned The lion has advantage on an attack roll against a
TYPE: beast creature if at least one of the lion's allies is within 5
ft. of the creature and the ally isn't incapacitated.
+3 SKILLS: Perception +3, Stealth +6 TRAIT: Pounce
STR PASSIVE PERCEPTION: 13 If the lion moves at least 20 ft. straight toward a
creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 13
Strength saving throw or be knocked prone. If the
+2 target is prone, the lion can make one bite attack
against it as a bonus action.
DEX
TRAIT: Running Leap
With a 10-foot running start, the lion can long jump
up to 25 ft..
+1 ACTION: Bite
CON Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
ACTION: Claw
-4 Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.
INT
EXPERIENCE POINTS: 200

+1 50 ft.
WIS SPEED

-1 26 12
CHA HIT POINTS ARMOUR

TRAIT: Hold Breath

1/2 Lizardfolk The lizardfolk can hold its breath for 15 minutes.
ACTION: Multiattack
CR SIZE: medium The lizardfolk makes two melee attacks, each one
ALIGNMENT: neutral with a different weapon.
TYPE: humanoid (lizardfolk)
ACTION: Bite
+2 SKILLS: Perception +3, Stealth +4,
Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Survival +5
STR
PASSIVE PERCEPTION: 13 ACTION: Heavy Club
LANGUAGES: Draconic Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.
+0 ACTION: Javelin
DEX Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.

+1
ACTION: Spiked Shield
Melee Weapon Attack: +4 to hit, reach 5 ft., one
CON
target. Hit: 5 (1d6 + 2) piercing damage.

EXPERIENCE POINTS: 100

-2
INT

+1 30 ft., swim 30 ft.


WIS SPEED

-2 22 15
CHA HIT POINTS ARMOUR
TRAIT: Shapechanger

5 Werebear The werebear can use its action to polymorph


into a Large bear-humanoid hybrid or into a Large
CR bear, or back into its true form, which is humanoid.
SIZE: medium
Its statistics, other than its size and AC, are the
ALIGNMENT: neutral good
TYPE: humanoid (human, shapechanger)
same in each form. Any equipment it. is wearing
or carrying isn't transformed. It reverts to its true
form if it dies.
+4 SKILLS: Perception +7
TRAIT: Keen Smell
STR IMMUNITIES: bludgeoning, piercing,
and slashing damage from The werebear has advantage on WisGlom
nonmagical weapons that (Perception) checks that rely on smell.
aren't silvered
ACTION: Multiattack
+0 PASSIVE PERCEPTION: 17
LANGUAGES: Common
In bear form, the werebear makes two claw
attacks. In humanoid form, it makes two greataxe
(can't speak in bear form)
DEX attacks. In hybrid form, it can attack like a bear or
a humanoid.
ACTION: Bite (Bear or Hybrid Form Only)
+3 Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 15 (2d10 + 4) piercing damage. If the
CON target is a humanoid, it must succeed on a DC 14
Constitution saving throw or be cursed with were
bear lycanthropy.

+0 ACTION: Claw (Bear or Hybrid Form Only)


Melee Weapon Attack: +7 to hit, reach 5 ft., one
INT target. Hit: 13 (2d8 + 4) slashing damage.
ACTION: Greataxe
(Humanoid or Hybrid Form Only)
30 ft. (40 ft., climb 30 ft. in
+1 bear or hybrid form)
Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (1d12 + 4) slashing damage.
WIS SPEED

EXPERIENCE POINTS: 1,800

+1 135 10
CHA HIT POINTS ARMOUR

TRAIT: Shapechanger

4 Wereboar The wereboar can use its action to polymorph


into a boar-humanoid hybrid or into a boar, or
CR back into its true form, which is humanoid. Its
SIZE: medium
statistics, other than its AC, are the same in each
ALIGNMENT: neutral evil
TYPE: humanoid (human, shapechanger)
form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies.

+3 SKILLS: Perception +2
TRAIT: Charge (Boar or Hybrid Form Only)
If the wereboar moves at least 15 feet straight
STR IMMUNITIES: bludgeoning, piercing,
and slashing damage from toward a target and then hits it with its tusks on
nonmagical weapons that the same turn, the target takes an extra 7 (2d6)
aren't silvered slashing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be
+0 PASSIVE PERCEPTION: 12
LANGUAGES: Common knocked prone.
(can't speak in boar form)
DEX TRAIT: Relentless
(Recharges after a Short or Long Rest)
If the wereboar takes 14 damage or less that
would reduce it to 0 hit points, it is reduced to 1 hit
+2 point instead.
CON ACTION: Multiattack
(Humanoid or Hybrid Form Only)
The wereboar makes two attacks, only one of
which can be with its tusks.
+0 ACTION: Maul (Humanoid or Hybrid Form Only)
INT Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage.
ACTION: Tusks (Boar or Hybrid Form Only)
+0 30 ft. (40 ft. in boar form) Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage. If the
WIS SPEED target is a humanoid, it must succeed on a DC
12 Constitution saving throw or be cursed with
wereboar lycanthropy.

-1 78 10 EXPERIENCE POINTS: 1,100


CHA HIT POINTS ARMOUR
TRAIT: Shapechanger

2 Wererat The wererat can use its action to polymorph into


a rat-humanoid hybrid or into a giant rat, or back
CR into its true form, which is humanoid. Its statistics,
SIZE: medium
other than its size, are the same in each form.
ALIGNMENT: lawful evil
TYPE: humanoid (human, shapechanger)
Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies.

+0 SKILLS: Perception +2, Stealth +4


TRAIT: Keen Smell
The wererat has advantage on Wisdom
STR IMMUNITIES: bludgeoning, piercing,
and slashing damage from (Perception) checks that rely on smell.
nonmagical weapons that
aren't silvered
ACTION: Multiattack
(Humanoid or Hybrid Form Only)
+2 SENSES: darkvision 60 ft. (rat form only)
PASSIVE PERCEPTION: 12
The wererat makes two attacks, only one of which
can be a bite.
DEX LANGUAGES: Common
(can't speak in rat form) ACTION: Bite (Rat or Hybrid Form Only).
Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage. If the
+1 target is a humanoid, it must succeed on a DC
11 Constitution saving throw or be cursed with
CON wererat lycanthropy.
ACTION: Shortsword
(Humanoid or Hybrid Form Only)
+0 Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
INT
ACTION: Hand Crossbow
(Humanoid or Hybrid Form Only)
Ranged Weapon Attack: +4 to hit, range 30/120 ft.,
+0 30 ft. one target. Hit: 5 (1d6 + 2) piercing damage.

WIS SPEED
EXPERIENCE POINTS: 450

-1 33 12
CHA HIT POINTS ARMOUR

TRAIT: Shapechanger ACTION: Scimitar


(Humanoid or Hybrid Form Only)
4 Weretiger The weretiger can use its action to polymorph
into a tiger-humanoid hybrid or into a tiger, or Melee Weapon Attack: +5 to hit, reach 5 ft., one
CR back into its true form, which is humanoid. Its target. Hit: 6 (1d6 + 3) slashing damage.
SIZE: medium
statistics, other than its size, are the same in each
ALIGNMENT: neutral ACTION: Longbow
TYPE: humanoid (human, shapechanger)
form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies. (Humanoid or Hybrid Form Only)
Ranged Weapon Attack: +4 to hit, range 150/600
+3 SKILLS: Perception +5, Stealth +4
TRAIT: Keen Hearing and Smell
The weretiger has advantage on Wisdom
ft., one target. Hit: 6 (1d8 + 2) piercing damage.

STR IMMUNITIES: bludgeoning, piercing,


(Perception) checks that rely on hearing or smell.
and slashing damage from EXPERIENCE POINTS: 1,100
nonmagical weapons that
aren't silvered
TRAIT: Pounce (Tiger or Hybrid Form Only)
If the weretiger moves at least 15 feet straight
+2 SENSES: darkvision 60 ft.
PASSIVE PERCEPTION: 15
toward a creature and then hits it with a claw
attack on the same turn, that target must succeed
DEX LANGUAGES: Common on a DC 14 Strength saving throw or be knocked
(can't speak in tiger form)
prone. If the target is prone, the weretiger can
make one bite attack against it as a bonus action.

+3 ACTION: Multiattack
(Humanoid or Hybrid Form Only)
CON In humanoid form, the weretiger makes two
scimitar attacks or two longbow attacks. In hybrid
form, it can attack like a humanoid or make two
claw attacks.
+0 ACTION: Bite (Tiger or Hybrid Form Only)
INT Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) piercing damage. If the
target is a humanoid, it must succeed on a DC
13 Constitution saving throw or be cursed with
+1 30 ft. (40 ft. in tiger form) weretiger lycanthropy.
WIS SPEED ACTION: Claw (Tiger or Hybrid Form Only)
Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.

+0 120 12
CHA HIT POINTS ARMOUR
TRAIT: Shapechanger

3 Werewolf The werewolf can use its action to polymorph


into a wolf-humanoid hybrid or into a wolf, or
CR back into its true form, which is humanoid. Its
SIZE: medium
statistics, other than its AC, are the same in each
ALIGNMENT: chaotic evil
TYPE: humanoid (human, shapechanger)
form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies.

+2 SKILLS: Perception +4
TRAIT: Keen Hearing and Smell
The werewolf has advantage on Wisdom
STR IMMUNITIES: bludgeoning, piercing,
and slashing damage from (Perception) checks that rely on hearing or smell.
nonmagical weapons that
aren't silvered
ACTION: Multiattack
(Humanoid or Hybrid Form Only)
+1 PASSIVE PERCEPTION: 14
LANGUAGES: Common
The werewolf makes two attacks: one with its bite
and one with its claws or spear.
(can't speak in wolf form)
DEX
ACTION: Bite (Wolf or Hybrid Form Only)
Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage. If the
+2 target is a humanoid, it must succeed on a DC
12 Constitution saving throw or be cursed with
CON werewolf lycanthropy.
ACTION: Claws (Hybrid Form Only)
Melee Weapon Attack: +4 to hit, reach 5 ft., one
+0 creature. Hit: 7 (2d4 + 2) slashing damage.

INT ACTION: Spear (Humanoid Form Only)


Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6
+ 2) piercing damage, or 6 (1d8 + 2) piercing
+0 30 ft. (40 ft. in wolf form) damage if used with two hands to make a melee
attack.
WIS SPEED

EXPERIENCE POINTS: 700

+0 58 11
CHA HIT POINTS ARMOUR

TRAIT: Petrifying Gaze ACTION: Longbow

6 Medusa When a creature that can see the medusa's eyes Ranged Weapon Attack: +5 to hit, range 150/600
starts its turn within 30 ft. of the medusa, the ft., one target. Hit: 6 (1d8 + 2) piercing damage
CR medusa can force it to make a DC 14 Constitution plus 7 (2d6) poison damage.
SIZE: medium
saving throw if the medusa isn't incapacitated
ALIGNMENT: lawful evil
and can see the creature. If the saving throw fails
TYPE: monstrosity EXPERIENCE POINTS: 2,300
by 5 or more, the creature is instantly petrified.
Otherwise, a creature that fails the save begins
+0 SKILLS: Deception +5, Insight +4, to turn to stone and is restrained. The restrained
Perception +4, Stealth +5 creature must repeat the saving throw at the end
STR
SENSES: darkvision 60 ft. of its next turn, becoming petrified on a failure or
PASSIVE PERCEPTION: 14 ending the effect on a success. The petrification
LANGUAGES: Common lasts until the creature is freed by the greater
+2 restoration spell or other magic.
Unless surprised, a creature can avert its eyes
DEX to avoid the saving throw at the start of its turn. If
the creature does so, it can't see the medusa until
the start of its next turn, when it can avert its eyes
again. If the creature looks at the medusa in the
+3 meantime, it must immediately make the save.
If the medusa sees itself reflected on a polished
CON surface within 30 ft. of it and in an area of bright
light, the medusa is, due to its curse, affected by
its own gaze.

+1 ACTION: Multiattack
The medusa makes either three melee attacks —
INT one with its snake hair and two with its shortsword
— or two ranged attacks with its longbow.
ACTION: Snake Hair
+1 30 ft. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage plus 14
WIS SPEED (4d6) poison damage.
ACTION: Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one
+2 127 15 target. Hit: 5 (1d6 + 2) piercing damage.
CHA HIT POINTS ARMOUR
TRAIT: Death Burst

1/2 Dust Mephit When the mephit dies, it explodes in a burst of


dust. Each creature within 5 ft. of it must then
CR succeed on a DC 10 Constitution saving throw
SIZE: small
or be blinded for 1 minute. A blinded creature
ALIGNMENT: neutral evil
TYPE: elemental
can repeat the saving throw on each of its turns,
ending the effect on itself on a success.

-3 SKILLS: Perception +2, Stealth +4


TRAIT: Innate Spellcasting (1/Day)
The mephit can innately cast sleep, requiring no
STR VULNERABILITIES: fire
material components. Its innate spellcasting ability
IMMUNITIES: poison
is Charisma.
CONDITIONS: poisoned
SENSES: darkvision 60 ft. ACTION: Claws
+2 PASSIVE PERCEPTION: 12 Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) slashing damage.
LANGUAGES: Auran, Terran
DEX
ACTION: Blinding Breath (Recharge 6)
The mephit exhales a 15-foot cone of blinding
dust. Each creature in that area must succeed on
+0 a DC 10 Dexterity saving throw or be blinded for
1 minute. A creature can repeat the saving throw
CON at the end of each of its turns, ending the effect on
itself on a success.
ACTION: Variant: Summon Mephits (1/Day)
-1 The mephit has a 25 percent chance of
summoning 1d4 mephits of its kind. A summoned
INT mephit appears in an unoccupied space within
60 feet of its summoner, acts as an ally of its
summoner, and can't summon other mephits. It
remains for 1 minute, until it or its summoner dies,
+0 30 ft., fly 30 ft. or until its summoner dismisses it as an action.
WIS SPEED
EXPERIENCE POINTS: 50

+0 17 12
CHA HIT POINTS ARMOUR

TRAIT: Death Burst

1/2 Ice Mephit When the mephit dies, it explodes in a burst of


jagged ice. Each creature within 5 ft. of it must
CR make a DC 10 Dexterity saving throw, taking 4
SIZE: small
(1d8) slashing damage on a failed save, or half as
ALIGNMENT: neutral evil
TYPE: elemental
much damage on a successful one.
TRAIT: False Appearance
-2 SKILLS: Perception +2, Stealth +3 While the mephit remains motionless, it is
indistinguishable from an ordinary shard of ice.
STR VULNERABILITIES: bludgeoning, fire
IMMUNITIES: cold, poison TRAIT: Innate Spellcasting (1/Day)
CONDITIONS: poisoned The mephit can innately cast fog cloud, requiring
SENSES: darkvision 60 ft. no material components. Its innate spellcasting
+1 PASSIVE PERCEPTION: 12 ability is Charisma.
LANGUAGES: Aquan, Auran ACTION: Claws
DEX
Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4 + 1) slashing damage plus 2
(1d4) cold damage.
+0 ACTION: Frost Breath (Recharge 6)
CON The mephit exhales a 15-foot cone of cold air.
Each creature in that area must succeed on a
DC 10 Dexterity saving throw, taking 5 (2d4) cold
damage on a failed save, or half as much damage
-1 on a successful one.

INT ACTION: Variant: Summon Mephits (1/Day)


The mephit has a 25 percent chance of
summoning 1d4 mephits of its kind. A summoned
mephit appears in an unoccupied space within
+0 30 ft., fly 30 ft. 60 feet of its summoner, acts as an ally of its
summoner, and can't summon other mephits. It
WIS SPEED remains for 1 minute, until it or its summoner dies,
or until its summoner dismisses it as an action.

+1 21 11 EXPERIENCE POINTS: 100

CHA HIT POINTS ARMOUR


TRAIT: Death Burst

1/2 Magma Mephit When the mephit dies, it explodes in a burst of


lava. Each creature within 5 ft. of it must make a
CR DC 11 Dexterity saving throw, taking 7 (2d6) fire
SIZE: small
damage on a failed save, or half as much damage
ALIGNMENT: neutral evil
TYPE: elemental
on a successful one.
TRAIT: False Appearance
-1 SKILLS: Stealth +3 While the mephit remains motionless, it is
indistinguishable from an ordinary mound of
STR VULNERABILITIES: cold
magma.
IMMUNITIES: fire, poison
CONDITIONS: poisoned TRAIT: Innate Spellcasting (1/Day)
SENSES: darkvision 60 ft. The mephit can innately cast heat metal (spell
+1 PASSIVE PERCEPTION: 10 save DC 10), requiring no material components.
Its innate spellcasting ability is Charisma.
LANGUAGES: Ignan, Terran
DEX
ACTION: Claws
Melee Weapon Attack: +3 to hit, reach 5 ft ., one
creature. Hit: 3 (1d4 + 1) slashing damage plus 2
+1 (1d4) fire damage.

CON ACTION: Fire Breath (Recharge 6)


The mephit exhales a 15-foot cone of fire.
Each creature in that area must make a DC 11
Dexterity saving throw, taking 7 (2d6) fire damage
-2 on a failed save, or half as much damage on a
successful one.
INT
ACTION: Variant: Summon Mephits (1/Day)
The mephit has a 25 percent chance of
summoning 1d4 mephits of its kind. A summoned
+0 30 ft., fly 30 ft. mephit appears in an unoccupied space within
60 feet of its summoner, acts as an ally of its
WIS SPEED summoner, and can't summon other mephits. It
remains for 1 minute, until it or its summoner dies,
or until its summoner dismisses it as an action.

+0 22 11 EXPERIENCE POINTS: 100


CHA HIT POINTS ARMOUR

TRAIT: Death Burst

1/4 Steam Mephit When the mephit dies, it explodes in a cloud of


steam. Each creature within 5 ft. of the mephit
CR must succeed on a DC 10 Dexterity saving throw
SIZE: small
or take 4 (1d8) fire damage.
ALIGNMENT: neutral evil
TYPE: elemental TRAIT: Innate Spellcasting (1/Day)
The mephit can innately cast blur, requiring no
-3 IMMUNITIES: fire, poison material components. Its innate spellcasting ability
is Charisma.
STR CONDITIONS: poisoned
SENSES: darkvision 60 ft. ACTION: Claws
PASSIVE PERCEPTION: 10 Melee Weapon Attack: +2 to hit, reach 5 ft., one
LANGUAGES: Aquan, Ignan creature. Hit: 2 (1d4) slashing damage plus 2
+0 (1d4) fire damage.

DEX ACTION: Steam Breath (Recharge 6)


The mephit exhales a 15-foot cone of scalding
steam. Each creature in that area must succeed
on a DC 10 Dexterity saving throw, taking 4 (1d8)
+0 fire damage on a failed save, or half as much
damage on a successful one.
CON
ACTION: Variant: Summon Mephits (1/Day)
The mephit has a 25 percent chance of
summoning 1d4 mephits of its kind. A summoned
+0 mephit appears in an unoccupied space within
60 feet of its summoner, acts as an ally of its
INT summoner, and can't summon other mephits. It
remains for 1 minute, until it or its summoner dies,
or until its summoner dismisses it as an action.

+0 30 ft., fly 30 ft. EXPERIENCE POINTS: 50


WIS SPEED

+1 21 10
CHA HIT POINTS ARMOUR
TRAIT: Shapechanger

2 Mimic The mimic can use its action to polymorph


into an object or back into its true, amorphous
CR form. Its statistics are the same in each form.
SIZE: medium
Any equipment it is wearing or carrying isn 't
ALIGNMENT: neutral
TYPE: monstrosity (shapechanger)
transformed. It reverts to its true form if it dies.
TRAIT: Adhesive (Object Form Only)
+3 SKILLS: Stealth +5 The mimic adheres to anything that touches it. A
Huge or smaller creature adhered to the mimic is
STR IMMUNITIES: acid
also grappled by it (escape DC 13). Ability checks
CONDITIONS: prone
made to escape this grapple have disadvantage.
SENSES: darkvision 60 ft.
PASSIVE PERCEPTION: 11 TRAIT: False Appearance (Object Form Only)
+1 While the mimic remains motionless, it is
indistinguishable from an ordinary object.
DEX
TRAIT: Grappler
The mimic has advantage on attack rolls against
any creature grappled by it.
+2 ACTION: Pseudopod
CON Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage. If the
mimic is in object form, the target is subjected to
its Adhesive trait.
-3 ACTION: Bite
INT Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage plus 4
(1d8) acid damage.

+1 15 ft. EXPERIENCE POINTS: 450


WIS SPEED

-1 58 12
CHA HIT POINTS ARMOUR

TRAIT: Charge

3 Minotaur If the minotaur moves at least 10 ft. straight toward


a target and then hits it with a gore attack on
CR the same turn, the target takes an extra 9 (2d8)
SIZE: large
piercing damage. If the target is a creature, it must
ALIGNMENT: chaotic evil
TYPE: monstrosity
succeed on a DC 14 Strength saving throw or be
pushed up to 10 ft. away and knocked prone.

+4 SKILLS: Perception +7
TRAIT: Labyrinthine Recall
The minotaur can perfectly recall any path it has
STR SENSES: darkvision 60 ft.
traveled.
PASSIVE PERCEPTION: 17
LANGUAGES: Abyssal TRAIT: Reckless
At the start of its turn, the minotaur can gain
+0 advantage on all melee weapon attack rolls it
makes during that turn, but attack rolls against it
DEX have advantage until the start of its next turn.
ACTION: Greataxe
Melee Weapon Attack: +6 to hit, reach 5 ft., one
+3 target. Hit: 17 (2d12 + 4) slashing damage.

CON ACTION: Gore


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

-2 EXPERIENCE POINTS: 700


INT

+3 40 ft.
WIS SPEED

-1 76 14
CHA HIT POINTS ARMOUR
TRAIT: Magic Resistance ACTION: Dreadful Glare

15 Mummy Lord The mummy lord has advantage on saving throws The mummy lord targets one creature it can
against spells and other magical effects. see within 60 feet of it. If the target can see the
CR mummy lord, it must succeed on a DC 16 Wisdom
SIZE: medium TRAIT: Rejuvenation saving throw against this magic or become
ALIGNMENT: lawful evil A destroyed mummy lord gains a new body in
TYPE: undead
frightened until the end of the mummy's next turn.
24 hours if its heart is intact, regaining all its hit If the target fails the saving throw by 5 or more, it
points and becoming active again. The new body is also paralyzed for the same duration. A target
+4 SAVES: Con +8, Int +5, Wis +9, Cha +8 appears within 5 feet of the mummy lord's heart. that succeeds on the saving throw is immune to
SKILLS: History +5, Religion +5 TRAIT: Spellcasting — +9 / DC 17 the Dreadful Glare of all mummies and mummy
STR
VULNERABILITIES: bludgeoning lords for the next 24 hours.
• Cantrips (at will): sacred flame, thaumaturgy
IMMUNITIES: necrotic, poison, • 1st level (4 slots): command, guiding bolt, shield LEGENDARY ACTIONS
bludgeoning, piercing, and
of faith The mummy lord can take 3 legendary actions,
+0 slashing from nonmagical
weapons • 2nd level (3 slots): hold person, silence, spiritual choosing from the options below. Only one
weapon legendary action option can be used at a time and
DEX CONDITIONS: charmed, exhaustion,
frightened, paralyzed, only at the end of another creature’s turn. The
• 3rd level (3 slots): animate dead, dispel magic
poisoned mummy lord regains spent legendary actions at
• 4th level (3 slots): divination, guardian of faith the start of its turn.
SENSES: darkvision 60 ft.
+3 PASSIVE PERCEPTION: 14
LANGUAGES: the languages it knew
• 5th level (2 slots): contagion, insect plague
• 6th level (1 slot): harm
LEGENDARY: Attack
The mummy lord makes one attack with its rotting
CON in life fist or uses its Dreadful Glare.
ACTION: Multiattack
The mummy can use its Dreadful Glare and
LEGENDARY: Blinding Dust
makes one attack with its rotting fist.
Blinding dust and sand swirls magically around
+0 ACTION: Rotting Fist the mummy lord. Each creature within 5 feet
Melee Weapon Attack: +9 to hit, reach 5 ft., one of the mummy lord must succeed on a DC 16
INT Constitution saving throw or be blinded until the
target. Hit: 14 (3d6 + 4) bludgeoning damage
plus 21 (6d6) necrotic damage. If the target is a end of the creature's next turn.
creature, it must succeed on a DC 16 Constitution
LEGENDARY: Blasphemous Word
+4 20 ft. saving throw or be cursed with mummy rot. The
cursed target can't regain hit points, and its hit
(Costs 2 Actions)
The mummy lord utters a blasphemous word.
WIS SPEED point maximum decreases by 10 (3d6) for every
Each non-undead creature within 10 feet of the
24 hours that elapse. If the curse reduces the
mummy lord that can hear the magical utterance
target's hit point maximum to 0, the target dies,
must succeed on a DC 16 Constitution saving
and its body turns to dust. The curse lasts until
+3
throw or be stunned until the end of the mummy
97 17 removed by the remove curse spell or other magic.
lord's next turn.
CHA HIT POINTS ARMOUR
CONTINUED ON OPPOSITE SIDE...

LEGENDARY: Channel Negative Energy


(Costs 2 Actions)
15
CR
Mummy Lord
The mummy lord magically unleashes negative
energy. Creatures within 60 feet of the mummy
SIZE: medium
lord, including ones behind barriers and around
ALIGNMENT: lawful evil
TYPE: undead
corners, can't regain hit points until the end of the
mummy lord's next turn.

+4 SAVES: Con +8, Int +5, Wis +9, Cha +8


LEGENDARY: Whirlwind of Sand
(Costs 2 Actions)
STR SKILLS: History +5, Religion +5
The mummy lord magically transforms into a
VULNERABILITIES: bludgeoning
whirlwind of sand, moves up to 60 feet, and
IMMUNITIES: necrotic, poison, reverts to its normal form. While in whirlwind form,
bludgeoning, piercing, and
the mummy lord is immune to all damage, and
+0 slashing from nonmagical
weapons it can't be grappled, petrified, knocked prone,
restrained, or stunned. Equipment worn or carried
DEX CONDITIONS: charmed, exhaustion,
frightened, paralyzed, by the mummy lord remain in its possession.
poisoned
SENSES: darkvision 60 ft. EXPERIENCE POINTS: 13,000
+3 PASSIVE PERCEPTION: 14
LANGUAGES: the languages it knew
CON in life

+0
INT

+4 20 ft.
WIS SPEED

+3 97 17
CHA HIT POINTS ARMOUR
ACTION: Multiattack

3 Mummy The mummy can use its Dreadful Glare and


makes one attack with its rotting fist.
CR SIZE: medium ACTION: Rotting Fist
ALIGNMENT: lawful evil Melee Weapon Attack: +5 to hit, reach 5 ft., one
TYPE: undead target. Hit: 10 (2d6 + 3) bludgeoning damage
plus 10 (3d6) necrotic damage. If the target is a
+3 SAVES: Wis +2 creature, it must succeed on a DC 12 Constitution
saving throw or be cursed with mummy rot. The
STR VULNERABILITIES: fire
cursed target can't regain hit points, and its hit
IMMUNITIES: bludgeoning, piercing,
point maximum decreases by 10 (3d6) for every
and slashing from
nonmagical weapons 24 hours that elapse. If the curse reduces the
target's hit point maximum to 0, the target dies,
-1 CONDITIONS: necrotic, poisoned
SENSES: darkvision 60 ft.
and its body turns to dust. The curse lasts until
removed by the remove curse spell or other magic.
DEX PASSIVE PERCEPTION: 10
LANGUAGES: the languages it knew ACTION: Dreadful Glare
in life The mummy targets one creature it can see within
60 ft. of it. If the target can see the mummy, it
+2 must succeed on a DC 11 Wisdom saving throw
against this magic or become frightened until the
CON end of the mummy's next turn. If the target fails
the saving throw by 5 or more, it is also paralyzed
for the same duration. A target that succeeds on

-2 the saving throw is immune to the Dreadful Glare


of all mummies (but not mummy lords) for the next
INT
24 hours.

EXPERIENCE POINTS: 700

+0 20 ft.
WIS SPEED

+1 58 11
CHA HIT POINTS ARMOUR

TRAIT: Rejuvenation

10 Guardian Naga If it dies, the naga returns to life in 1d6 days and
regains all its hit points. Only a wish spell can
CR prevent this trait from functioning.
SIZE: large
ALIGNMENT: lawful good TRAIT: Spellcasting — +8 / DC 16
TYPE: monstrosity • Cantrips (at will): mending, sacred flame,
thaumaturgy
+4 SAVES: Dex +8, Con +7, Int +7, Wis +8, • 1st level (4 slots): command, cure wounds, shield
Cha +8 of faith
STR
IMMUNITIES: poison • 2nd level (3 slots): calm emotions, hold person
CONDITIONS: charmed, poisoned • 3rd level (3 slots): bestow curse, clairvoyance
SENSES: darkvision 60 ft.
• 4th level (3 slots): banishment, freedom of
+4 PASSIVE PERCEPTION: 14
LANGUAGES: Celestial, Common
movement
DEX • 5th level (2 slots): flame strike, geas
• 6th level (1 slot): true seeing
ACTION: Bite
+3 Melee Weapon Attack: +8 to hit, reach 10 ft., one
creature. Hit: 8 (1d8 + 4) piercing damage, and
CON the target must make a DC 15 Constitution saving
throw, taking 45 (10d8) poison damage on a failed
save, or half as much damage on a successful
one.
+3 ACTION: Spit Poison
INT Ranged Weapon Attack: +8 to hit, range 15/30 ft.,
one creature. Hit: The target must make a DC 15
Constitution saving throw, taking 45 (10d8) poison
damage on a failed save, or half as much damage
+4 40 ft. on a successful one.

WIS SPEED
EXPERIENCE POINTS: 5,900

+4 127 18
CHA HIT POINTS ARMOUR
TRAIT: Rejuvenation

8 Spirit Naga If it dies, the naga returns to life in 1d6 days and
regains all its hit points. Only a wish spell can
CR prevent this trait from functioning.
SIZE: large
ALIGNMENT: chaotic evil TRAIT: Spellcasting — +6 / DC 14
TYPE: monstrosity • Cantrips (at will): mage hand, minor illusion, ray
of frost
+4 SAVES: Dex +6, Con +5, Wis +5, Cha +6 • 1st level (4 slots): charm person, detect magic,
IMMUNITIES: poison sleep
STR
CONDITIONS: charmed, poisoned • 2nd level (3 slots): detect thoughts, hold person
SENSES: darkvision 60 ft. • 3rd level (3 slots): lightning bolt, water breathing
PASSIVE PERCEPTION: 12 • 4th level (3 slots): blight, dimension door
+3 LANGUAGES: Abyssal, Common • 5th level (2 slots): dominate person
DEX ACTION: Bite
Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 7 (1d6 + 4) piercing damage, and

+2 the target must make a DC 13 Constitution saving


throw, taking 31 (7d8) poison damage on a failed
CON
save, or half as much damage on a successful
one.

EXPERIENCE POINTS: 3,900


+3
INT

+2 40 ft.
WIS SPEED

+3 75 15
CHA HIT POINTS ARMOUR

TRAIT: Hold Breath

0 Octopus While out of water, the octopus can hold its breath
for 30 minutes.
CR SIZE: small TRAIT: Underwater Camouflage
ALIGNMENT: unaligned The octopus has advantage on Dexterity (Stealth)
TYPE: beast checks made while underwater.

-3 SKILLS: Perception +2, Stealth +4


TRAIT: Water Breathing
The octopus can breathe only underwater.
STR SENSES: darkvision 30 ft.
PASSIVE PERCEPTION: 12 ACTION: Tentacles
Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1 bludgeoning damage, and the target
+2 is grappled (escape DC 10). Until this grapple
ends, the octopus can't use its tentacles on
DEX another target.
ACTION: Ink Cloud
(Recharges after a Short or Long Rest)
+0 A 5-foot-radius cloud of ink extends all around
the octopus if it is underwater. The area is heavily
CON obscured for 1 minute, although a significant
current can disperse the ink. After releasing the
ink, the octopus can use the Dash action as a
bonus action.
-4
EXPERIENCE POINTS: 10
INT

+0 5 ft., swim 30 ft.


WIS SPEED

-3 3 12
CHA HIT POINTS ARMOUR
TRAIT: Innate Spellcasting — +5 / DC 13

7 Oni At will: darkness, invisibility


1/day each: charm person, cone of cold, gaseous
CR SIZE: large form, sleep
ALIGNMENT: lawful evil
TRAIT: Magic Weapons
TYPE: giant
The oni's weapon attacks are magical.

+4 SAVES: Dex +3, Con +6, Wis +4, Cha +5


TRAIT: Regeneration
The oni regains 10 hit points at the start of its turn
STR SKILLS: Arcana +5, Deception +8,
Perception +4 if it has at least 1 hit point.
SENSES: darkvision 60 ft. ACTION: Multiattack
PASSIVE PERCEPTION: 14 The oni makes two attacks, either with its claws or
+0 LANGUAGES: Common, Giant its glaive.

DEX ACTION: Claw (Oni Form Only)


Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage.

+3 ACTION: Glaive
Melee Weapon Attack: +7 to hit, reach 10 ft., one
CON target. Hit: 15 (2d10 + 4) slashing damage, or 9
(1d10 + 4) slashing damage in Small or Medium
form.

+2 ACTION: Change Shape


The oni magically polymorphs into a Small or
INT Medium humanoid, into a Large giant, or back into
its true form. Other than its size, its statistics are
the same in each form. The only equipment that
is transformed is its glaive, which shrinks so that it
+1 30 ft., fly 30 ft. can be wielded in humanoid form. If the oni dies, it
reverts to its true form, and its glaive reverts to its
WIS SPEED normal size.

EXPERIENCE POINTS: 2,900


+2 110 16
CHA HIT POINTS ARMOUR

TRAIT: Amorphous REACTION: Split

4 Black Pudding The pudding can move through a space as narrow When a pudding that is Medium or larger is
as 1 inch wide without squeezing. subjected to lightning or slashing damage, it splits
CR into two new puddings if it has at least 10 hit
SIZE: large TRAIT: Corrosive Form points. Each new pudding has hit points equal to
ALIGNMENT: unaligned A creature that touches the pudding or hits it with a
TYPE: ooze
half the original pudding's, rounded down. New
melee attack while within 5 feet of it takes 4 (1d8) puddings are one size smaller than the original
acid damage. Any nonmagical weapon made of pudding.
+3 IMMUNITIES: acid, cold, lightning, metal or wood that hits the pudding corrodes. After
dealing damage, the weapon takes a permanent
slashing EXPERIENCE POINTS: 1,100
STR and cumulative -1 penalty to damage rolls. If its
CONDITIONS: blinded, charmed,
deafened, exhaustion, penalty drops to -5, the weapon is destroyed.
frightened, prone Nonmagical ammunition made of metal or wood
that hits the pudding is destroyed after dealing
-3 SENSES: blindsight 60 ft.
(blind beyond this radius) damage. The pudding can eat through 2-inch-
PASSIVE PERCEPTION: 8 thick, nonmagical wood or metal in 1 round.
DEX
TRAIT: Spider Climb
The pudding can climb difficult surfaces, including
upside down on ceilings, without needing to make
+3 an ability check.
CON ACTION: Pseudopod
Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage plus
18 (4d8) acid damage. In addition, nonmagical
-5 armor worn by the target is partly dissolved and
takes a permanent and cumulative -1 penalty
INT to the AC it offers. The armor is destroyed if the
penalty reduces its AC to 10.

-2 20 ft., climb 20 ft.


WIS SPEED

-5 85 7
CHA HIT POINTS ARMOUR
TRAIT: Ooze Cube ACTION: Engulf

2 Gelatinous Cube The cube takes up its entire space. Other The cube moves up to its speed. While doing so,
creatures can enter the space, but a creature that it can enter Large or smaller creatures' spaces.
CR does so is subjected to the cube's Engulf and has Whenever the cube enters a creature's space,
SIZE: large
disadvantage on the saving throw. the creature must make a DC 12 Dexterity saving
ALIGNMENT: unaligned
TYPE: ooze Creatures inside the cube can be seen but have throw.
total cover. On a successful save, the creature can choose to
+2 CONDITIONS: blinded, charmed,
A creature within 5 feet of the cube can take an
action to pull a creature or object out of the cube.
be pushed 5 feet back or to the side of the cube. A
creature that chooses not to be pushed suffers the
deafened, exhaustion, consequences of a failed saving throw.
STR frightened, prone Doing so requires a successful DC 12 Strength
check, and the creature making the attempt takes On a failed save, the cube enters the creature's
SENSES: blindsight 60 ft.
(blind beyond this radius) 10 (3d6) acid damage. space, and the creature takes 10 (3d6) acid
The cube can hold only one Large creature or up damage and is engulfed. The engulfed creature
-4 PASSIVE PERCEPTION: 8
to four Medium or smaller creatures inside it at a can't breathe, is restrained, and takes 21 (6d6)
acid damage at the start of each of the cube's
time.
DEX turns. When the cube moves, the engulfed
TRAIT: Transparent creature moves with it.
Even when the cube is in plain sight, it takes a An engulfed creature can try to escape by taking
successful DC 15 Wisdom (Perception) check to
+5 spot a cube that has neither moved nor attacked. A
an action to make a DC 12 Strength check. On a
success, the creature escapes and enters a space
creature that tries to enter the cube's space while of its choice within 5 feet of the cube.
CON unaware of the cube is surprised by the cube.
ACTION: Pseudopod EXPERIENCE POINTS: 450
Melee Weapon Attack: +4 to hit, reach 5 ft., one
-5 creature. Hit: 10 (3d6) acid damage.
INT

-2 15 ft.
WIS SPEED

-5 84 6
CHA HIT POINTS ARMOUR

TRAIT: Amorphous

1/2 Gray Ooze The ooze can move through a space as narrow as
1 inch wide without squeezing.
CR SIZE: medium TRAIT: Corrode Metal
ALIGNMENT: unaligned Any nonmagical weapon made of metal that hits
TYPE: ooze the ooze corrodes. After dealing damage, the
weapon takes a permanent and cumulative -1
+1 SKILLS: Stealth +2 penalty to damage rolls. If its penalty drops to -5,
the weapon is destroyed. Nonmagical ammunition
STR RESISTANCES: acid, cold, fire
made of metal that hits the ooze is destroyed after
CONDITIONS: blinded, charmed,
dealing damage.
deafened, exhaustion,
frightened, prone The ooze can eat through 2-inch-thick, nonmagical

-2 SENSES: blindsight 60 ft.


(blind beyond this radius)
metal in 1 round.
TRAIT: False Appearance
DEX PASSIVE PERCEPTION: 8
While the ooze remains motionless, it is
indistinguishable from an oily pool or wet rock.
ACTION: Pseudopod
+3 Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage plus
CON 7 (2d6) acid damage, and if the target is wearing
nonmagical metal armor, its armor is partly
corroded and takes a permanent and cumulative

-5 -1 penalty to the AC it offers. The armor is


destroyed if the penalty reduces its AC to 10.
INT
EXPERIENCE POINTS: 100

-2 10 ft., climb 10 ft.


WIS SPEED

-4 22 8
CHA HIT POINTS ARMOUR
TRAIT: Limited Telepathy ACTION: Tentacle Slam

5 Otyugh The otyugh can magically transmit simple The otyugh slams creatures grappled by it into
messages and images to any creature within 120 each other or a solid surface. Each creature must
CR ft. of it that can understand a language. This form succeed on a DC 14 Constitution saving throw or
SIZE: large
of telepathy doesn't allow the receiving creature to take 10 (2d6 + 3) bludgeoning damage and be
ALIGNMENT: neutral
TYPE: aberration
telepathically respond. stunned until the end of the otyugh's next turn.
On a successful save, the target takes half the
ACTION: Multiattack bludgeoning damage and isn't stunned.
+3 SAVES: Con +7 The otyugh makes three attacks: one with its bite
and two with its tentacles.
STR SENSES: darkvision 120 ft. EXPERIENCE POINTS: 1,800
PASSIVE PERCEPTION: 11 ACTION: Bite
LANGUAGES: Otyugh Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage. If the
+0 target is a creature, it must succeed on a DC
15 Constitution saving throw against disease or
DEX become poisoned until the disease is cured. Every
24 hours that elapse, the target must repeat the
saving throw, reducing its hit point maximum by
5 (1d10) on a failure. The disease is cured on a
+4 success. The target dies if the disease reduces
its hit point maximum to 0. This reduction to the
CON target's hit point maximum lasts until the disease
is cured.
ACTION: Tentacle
-2 Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage plus
INT 4 (1d8) piercing damage. If the target is Medium
or smaller, it is grappled (escape DC 13) and
restrained until the grapple ends. The otyugh has

+1 30 ft. two tentacles, each of which can grapple one


target.
WIS SPEED

-2 114 14
CHA HIT POINTS ARMOUR

TRAIT: Ethereal Jaunt

3 Phase Spider As a bonus action, the spider can magically shift


from the Material Plane to the Ethereal Plane, or
CR vice versa.
SIZE: large
ALIGNMENT: unaligned TRAIT: Spider Climb
TYPE: monstrosity The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make
+2 SKILLS: Stealth +6 an ability check.

STR SENSES: darkvision 60 ft. TRAIT: Web Walker


PASSIVE PERCEPTION: 10 The spider ignores movement restrictions caused
by webbing.

+2 ACTION: Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one
DEX creature. Hit: 7 (1d10 + 2) piercing damage, and
the target must make a DC 11 Constitution saving
throw, taking 18 (4d8) poison damage on a failed
save, or half as much damage on a successful
+1 one. If the poison damage reduces the target
to 0 hit points, the target is stable but poisoned
CON for 1 hour, even after regaining hit points, and is
paralyzed while poisoned in this way.

-2 EXPERIENCE POINTS: 700

INT

+0 30 ft., climb 30 ft.


WIS SPEED

-2 32 13
CHA HIT POINTS ARMOUR
TRAIT: Keen Senses ACTION: Sting

1/4 Pseudodragon The pseudodragon has advantage on Wisdom Melee Weapon Attack: +4 to hit, reach 5 ft., one
(Perception) checks that rely on sight, hearing, or creature. Hit: 4 (1d4 + 2) piercing damage, and
CR smell. the target must succeed on a DC 11 Constitution
SIZE: tiny
saving throw or become poisoned for 1 hour. If
ALIGNMENT: neutral good TRAIT: Magic Resistance
TYPE: dragon
the saving throw fails by 5 or more, the target falls
The pseudodragon has advantage on saving unconscious for the same duration, or until it takes
throws against spells and other magical effects. damage or another creature uses an action to
-2 SKILLS: Perception +3, Stealth +4 TRAIT: Limited Telepathy shake it awake.
STR SENSES: blindsight 10 ft., darkvision 60 ft. The pseudodragon can magically communicate
PASSIVE PERCEPTION: 13 simple ideas, emotions, and images telepathically EXPERIENCE POINTS: 50
LANGUAGES: understands Common and with any creature within 100 ft. of it that can
Draconic but can't speak understand a language.
+2 TRAIT: Variant: Familiar
DEX The pseudodragon can serve another creature as
a familiar, forming a magic, telepathic bond with
that willing companion. While the two are bonded,
the companion can sense what the pseudodragon
+1 senses as long as they are within 1 mile of each
other. While the pseudodragon is within 10 feet
CON of its companion, the companion shares the
pseudodragon's Magic Resistance trait. At any
time and for any reason, the pseudodragon can
end its service as a familiar, ending the telepathic
+0 bond.
INT ACTION: Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.

+1 15 ft., fly 60 ft.


WIS SPEED

+0 7 13
CHA HIT POINTS ARMOUR

TRAIT: Tunneler

15 Purple Worm The worm can burrow through solid rock at half
its burrow speed and leaves a 10-foot-diameter
CR tunnel in its wake.
SIZE: gargantuan
ALIGNMENT: unaligned ACTION: Multiattack
TYPE: monstrosity The worm makes two attacks: one with its bite and
one with its stinger.
+9 SAVES: Con +11, Wis +4 ACTION: Bite
STR SENSES: blindsight 30 ft., Melee Weapon Attack: +9 to hit, reach 10 ft.,
tremorsense 60 ft.
one target. Hit: 22 (3d8 + 9) piercing damage. If
PASSIVE PERCEPTION: 9 the target is a Large or smaller creature, it must
succeed on a DC 19 Dexterity saving throw or be
-2 swallowed by the worm. A swallowed creature is
blinded and restrained, it has total cover against
DEX attacks and other effects outside the worm, and it
takes 21 (6d6) acid damage at the start of each of
the worm's turns.

+6 If the worm takes 30 damage or more on a single


turn from a creature inside it, the worm must
CON
succeed on a DC 21 Constitution saving throw at
the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 10
feet of the worm. If the worm dies, a swallowed
-5 creature is no longer restrained by it and can
escape from the corpse by using 20 feet of
INT movement, exiting prone.
ACTION: Tail Stinger
Melee Weapon Attack: +9 to hit, reach 10 ft., one
-1 50 ft., burrow 30 ft. creature. Hit: 19 (3d6 + 9) piercing damage, and
the target must make a DC 19 Constitution saving
WIS SPEED throw, taking 42 (12d6) poison damage on a failed
save, or half as much damage on a successful
one.

-3 247 18 EXPERIENCE POINTS: 13,000


CHA HIT POINTS ARMOUR
TRAIT: Limited Magic Immunity

13 Rakshasa The rakshasa can't be affected or detected by


spells of 6th level or lower unless it wishes to be. It
CR has advantage on saving throws against all other
SIZE: medium
spells and magical effects.
ALIGNMENT: lawful evil
TYPE: fiend TRAIT: Innate Spellcasting — +10 / DC 18
At will: detect thoughts, disguise self, mage hand,
+2 SKILLS: Deception +10, Insight +8 minor illusion
VULNERABILITIES: piercing from magic 3/day each: charm person, detect magic,
STR
weapons wielded by invisibility, major image, suggestion
good creatures 1/day each: dominate person, fly, plane shift, true
IMMUNITIES: bludgeoning, piercing, and seeing
+3 slashing from nonmagical
weapons ACTION: Multiattack
DEX
SENSES: darkvision 60 ft. The rakshasa makes two claw attacks
PASSIVE PERCEPTION: 13
ACTION: Claw
LANGUAGES: Common, Infernal
Melee Weapon Attack: +7 to hit, reach 5 ft., one

+4 target. Hit: 9 (2d6 + 2) slashing damage, and the


target is cursed if it is a creature. The magical
CON
curse takes effect whenever the target takes a
short or long rest, filling the target's thoughts with
horrible images and dreams. The cursed target
gains no benefit from finishing a short or long rest.
+1 The curse lasts until it is lifted by a remove curse
spell or similar magic.
INT
EXPERIENCE POINTS: 10,000

+3 40 ft.
WIS SPEED

+5 110 16
CHA HIT POINTS ARMOUR

TRAIT: Heated Body

11 Remorhaz A creature that touches the remorhaz or hits it with


a melee attack while within 5 feet of it takes 10
CR (3d6) fire damage.
SIZE: huge
ALIGNMENT: unaligned ACTION: Bite
TYPE: monstrosity Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 40 (6d10 + 7) piercing damage plus 10
+7 IMMUNITIES: cold, fire (3d6) fire damage. If the target is a creature, it is
grappled (escape DC 17). Until this grapple ends,
STR SENSES: darkvision 60 ft.,
tremorsense 60 ft. the target is restrained, and the remorhaz can't
bite another target.
PASSIVE PERCEPTION: 10
ACTION: Swallow
+1 The remorhaz makes one bite attack against a
Medium or smaller creature it is grappling. If the
DEX attack hits, that creature takes the bite's damage
and is swallowed, and the grapple ends. While
swallowed, the creature is blinded and restrained,
it has total cover against attacks and other effects
+5 outside the remorhaz, and it takes 21 (6d6) acid
damage at the start of each of the remorhaz's
CON turns.
If the remorhaz takes 30 damage or more on a
single turn from a creature inside it, the remorhaz
-3 must succeed on a DC 15 Constitution saving
throw at the end of that turn or regurgitate all
INT swallowed creatures, which fall prone in a space
within 10 feet oft he remorhaz. If the remorhaz
dies, a swallowed creature is no longer restrained
by it and can escape from the corpse using 15 feet
+0 30 ft., burrow 20 ft. of movement, exiting prone.

WIS SPEED
EXPERIENCE POINTS: 7,200

-3 195 17
CHA HIT POINTS ARMOUR
TRAIT: False Appearance

5 Roper While the roper remains motionless, it is


indistinguishable from a normal cave formation,
CR such as a stalagmite.
SIZE: large
ALIGNMENT: neutral evil TRAIT: Grasping Tendrils
TYPE: monstrosity The roper can have up to six tendrils at a time.
Each tendril can be attacked (AC 20; 10 hit
+4 SKILLS: Perception +6, Stealth +5 points; immunity to poison and psychic damage).
Destroying a tendril deals no damage to the
STR SENSES: darkvision 60 ft.
roper, which can extrude a replacement tendril
PASSIVE PERCEPTION: 16
on its next turn. A tendril can also be broken if a
creature takes an action and succeeds on a DC 15
Strength check against it.
-1 TRAIT: Spider Climb
DEX The roper can climb difficult surfaces, including
upside down on ceilings, without needing to make
an ability check.

+3 ACTION: Multiattack
The roper makes four attacks with its tendrils,
CON uses Reel, and makes one attack with its bite.
ACTION: Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one
-2 target. Hit: 22 (4d8 + 4) piercing damage.

INT ACTION: Tendril


Melee Weapon Attack: +7 to hit, reach 50 ft., one
creature. Hit: The target is grappled (escape DC
15). Until the grapple ends, the target is restrained
+3 10 ft., climb 10 ft. and has disadvantage on Strength checks and
Strength saving throws, and the roper can't use
WIS SPEED the same tendril on another target.
ACTION: Reel
The roper pulls each creature grappled by it up to
-2 93 20 25 ft. straight toward it.

CHA HIT POINTS ARMOUR


EXPERIENCE POINTS: 1,800

TRAIT: Antimagic Susceptibility

2 Rug of Smothering The rug is incapacitated while in the area of


an antimagic field. If targeted by dispel magic,
CR the rug must succeed on a Constitution saving
SIZE: large
throw against the caster's spell save DC or fall
ALIGNMENT: unaligned
TYPE: construct
unconscious for 1 minute.
TRAIT: Damage Transfer
+3 IMMUNITIES: poison, psychic While it is grappling a creature, the rug takes
only half the damage dealt to it, and the creature
STR CONDITIONS: blinded, charmed,
deafened, frightened, grappled by the rug takes the other half.
paralyzed, petrified,
poisoned
TRAIT: False Appearance
While the rug remains motionless, it is
+2 SENSES: blindsight 60 ft.
(blind beyond this radius) indistinguishable from a normal rug.
PASSIVE PERCEPTION: 6 ACTION: Smother
DEX
Melee Weapon Attack: +5 to hit, reach 5 ft., one
Medium or smaller creature. Hit: The creature
is grappled (escape DC 13). Until this grapple
+0 ends, the target is restrained, blinded, and at
risk of suffocating, and the rug can't smother
CON another target. In addition, at the start of each of
the target's turns, the target takes 10 (2d6 + 3)
bludgeoning damage.

-5 EXPERIENCE POINTS: 450


INT

-4 10 ft.
WIS SPEED

-5 33 12
CHA HIT POINTS ARMOUR
TRAIT: Iron Scent

1/2 Rust Monster The rust monster can pinpoint, by scent, the
location of ferrous metal within 30 feet of it.
CR SIZE: medium TRAIT: Rust Metal
ALIGNMENT: unaligned Any nonmagical weapon made of metal that hits
TYPE: monstrosity the rust monster corrodes. After dealing damage,
the weapon takes a permanent and cumulative -1
+1 SENSES: darkvision 60 ft. penalty to damage rolls. If its penalty drops to -5,
the weapon is destroyed. Non magical ammunition
STR PASSIVE PERCEPTION: 11
made of metal that hits the rust monster is
destroyed after dealing damage.
ACTION: Bite
+1 Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) piercing damage.
DEX
ACTION: Antennae
The rust monster corrodes a nonmagical ferrous
metal object it can see within 5 feet of it. If the
+1 object isn't being worn or carried, the touch
destroys a 1-foot cube of it. If the object is being
CON worn or carried by a creature, the creature can
make a DC 11 Dexterity saving throw to avoid the
rust monster's touch.

-4 If the object touched is either metal armor or a


metal shield being worn or carried, its takes a
INT
permanent and cumulative -1 penalty to the AC it
offers. Armor reduced to an AC of 10 or a shield
that drops to a +0 bonus is destroyed. If the
object touched is a held metal weapon, it rusts as
+1 40 ft. described in the Rust Metal trait.

WIS SPEED EXPERIENCE POINTS: 100

-2 27 14
CHA HIT POINTS ARMOUR

TRAIT: Blood Frenzy

1/2 Sahuagin The sahuagin has advantage on melee attack rolls


against any creature that doesn't have all its hit
CR points.
SIZE: medium
ALIGNMENT: lawful evil TRAIT: Limited Amphibiousness
TYPE: humanoid (sahuagin) The sahuagin can breathe air and water, but it
needs to be submerged at least once every 4
+1 SKILLS: Perception +5 hours to avoid suffocating.

STR SENSES: darkvision 120 ft. TRAIT: Shark Telepathy


PASSIVE PERCEPTION: 15 The sahuagin can magically command any shark
LANGUAGES: Sahuagin within 120 feet of it, using a limited telepathy.

+0 ACTION: Multiattack
The sahuagin makes two melee attacks: one with
DEX its bite and one with its claws or spear.
ACTION: Bite
Melee Weapon Attack: +3 to hit, reach 5 ft., one
+1 target. Hit: 3 (1d4 + 1) piercing damage.
ACTION: Claws
CON
Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) slashing damage.

+1
ACTION: Spear
Melee or Ranged Weapon Attack: +3 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1)
INT
piercing damage, or 5 (1d8 + 1) piercing damage if
used with two hands to make a melee attack.

+1 30 ft., swim 40 ft. EXPERIENCE POINTS: 100

WIS SPEED

-1 22 12
CHA HIT POINTS ARMOUR
TRAIT: Heated Body

5 Salamander A creature that touches the salamander or hits it


with a melee attack while within 5 ft. of it takes 7
CR (2d6) fire damage.
SIZE: large
ALIGNMENT: neutral evil TRAIT: Heated Weapons
TYPE: elemental Any metal melee weapon the salamander wields
deals an extra 3 (1d6) fire damage on a hit
+4 RESISTANCES: bludgeoning, piercing, (included in the attack).
and slashing from
STR nonmagical weapons
ACTION: Multiattack
The salamander makes two attacks: one with its
VULNERABILITIES: cold
spear and one with its tail.
IMMUNITIES: fire

+2 SENSES: darkvision 60 ft.


PASSIVE PERCEPTION: 10
ACTION: Spear
Melee or Ranged Weapon Attack: +7 to hit, reach
DEX LANGUAGES: Ignan 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6
+ 4) piercing damage, or 13 (2d8 + 4) piercing
damage if used with two hands to make a melee
attack, plus 3 (1d6) fire damage.
+2 ACTION: Tail
CON Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage plus
7 (2d6) fire damage, and the target is grappled
(escape DC 14). Until this grapple ends, the target
+0 is restrained, the salamander can automatically
hit the target with its tail, and the salamander can't
INT make tail attacks against other targets.

EXPERIENCE POINTS: 1,800


+0 30 ft.
WIS SPEED

+1 90 15
CHA HIT POINTS ARMOUR

TRAIT: Magic Resistance

1/2 Satyr The satyr has advantage on saving throws against


spells and other magical effects.
CR SIZE: medium ACTION: Ram
ALIGNMENT: chaotic neutral Melee Weapon Attack: +3 to hit, reach 5 ft., one
TYPE: fey target. Hit: 6 (2d4 + 1) bludgeoning damage.

+1 SKILLS: Perception +2, Performance +6,


ACTION: Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one
Stealth +5
STR target. Hit: 6 (1 d6 + 3) piercing damage.
PASSIVE PERCEPTION: 12
LANGUAGES: Common, Elvish, Sylvan ACTION: Shortbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
+3 one target. Hit: 6 (1d6 + 3) piercing damage.
ACTION: Variant: Panpipes
DEX
Gentle Lullaby: The creature falls asleep and is
unconscious for 1 minute. The effect ends if the
creature takes damage or if someone takes an
+0 action to shake the creature awake.

CON EXPERIENCE POINTS: 100

+1
INT

+0 40 ft.
WIS SPEED

+2 31 14
CHA HIT POINTS ARMOUR
TRAIT: Amorphous

1/2 Shadow The shadow can move through a space as narrow


as 1 inch wide without squeezing.
CR SIZE: medium TRAIT: Shadow Stealth
ALIGNMENT: chaotic evil While in dim light or darkness, the shadow can
TYPE: undead take the Hide action as a bonus action. Its stealth
bonus is also improved to +6.
-2 SKILLS: Stealth +4 TRAIT: Sunlight Weakness
STR RESISTANCES: acid, cold, fire, lightning, While in sunlight, the shadow has disadvantage on
thunder, bludgeoning,
attack rolls, ability checks, and saving throws.
piercing, and slashing
from nonmagical ACTION: Strength Drain
+2
weapons
Melee Weapon Attack: +4 to hit, reach 5 ft., one
VULNERABILITIES: radiant
creature. Hit: 9 (2d6 + 2) necrotic damage, and
IMMUNITIES: necrotic, poison the target's Strength score is reduced by 1d4.
DEX
CONDITIONS: exhaustion, frightened, The target dies if this reduces its Strength to 0.
grappled, paralyzed, Otherwise, the reduction lasts until the target
petrified, poisoned, prone,
finishes a short or long rest.
+1 restrained
SENSES: darkvision 60 ft. If a non-evil humanoid dies from this attack, a new
shadow rises from the corpse 1d4 hours later.
CON PASSIVE PERCEPTION: 10

EXPERIENCE POINTS: 100

-2
INT

+0 40 ft.
WIS SPEED

-1 16 12
CHA HIT POINTS ARMOUR

TRAIT: Lightning Absorption

5 Shambling Mound Whenever the shambling mound is subjected to


lightning damage, it takes no damage and regains
CR a number of hit points equal to the lightning
SIZE: large
damage dealt.
ALIGNMENT: unaligned
TYPE: plant ACTION: Multiattack
The shambling mound makes two slam attacks.
+4 SKILLS: Stealth +2 If both attacks hit a Medium or smaller target,
the target is grappled (escape DC 14), and the
STR RESISTANCES: cold, fire
shambling mound uses its Engulf on it.
IMMUNITIES: lightning
CONDITIONS: blinded, deafened, ACTION: Slam
exhaustion Melee Weapon Attack: +7 to hit, reach 5 ft., one
-1 SENSES: blindsight 60 ft.
(blind beyond this radius)
target. Hit: 13 (2d8 + 4) bludgeoning damage.

DEX PASSIVE PERCEPTION: 10 ACTION: Engulf


The shambling mound engulfs a Medium or
smaller creature grappled by it. The engulfed
target is blinded, restrained, and unable to
+3 breathe, and it must succeed on a DC 14
Constitution saving throw at the start of each of the
CON mound's turns or take 13 (2d8 + 4) bludgeoning
damage. If the mound moves, the engulfed target
moves with it. The mound can have only one
creature engulfed at a time.
-3
INT EXPERIENCE POINTS: 1,800

+0 20 ft., swim 20 ft.


WIS SPEED

-3 136 15
CHA HIT POINTS ARMOUR
TRAIT: Bound REACTION: Shield

7 Shield Guardian The shield guardian is magically bound to an When a creature makes an attack against the
amulet. As long as the guardian and its amulet wearer of the guardian's amulet, the guardian
CR are on the same plane of existence, the amulet's grants a +2 bonus to the wearer's AC if the
SIZE: large
wearer can telepathically call the guardian to travel guardian is within 5 feet of the wearer.
ALIGNMENT: unaligned
TYPE: construct
to it, and the guardian knows the distance and
direction to the amulet. If the guardian is within 60
EXPERIENCE POINTS: 2,900
feet of the amulet's wearer, half of any damage
+4 IMMUNITIES: poison the wearer takes (rounded up) is transferred to the
CONDITIONS: charmed, exhaustion, guardian.
STR
frightened, paralyzed,
poisoned TRAIT: Regeneration
SENSES: blindsight 10 ft., darkvision 60 ft. The shield guardian regains 10 hit points at the
start of its turn if it has at least 1 hit. point.
-1 PASSIVE PERCEPTION: 10
LANGUAGES: understands commands TRAIT: Spell Storing
DEX given in any language but A spellcaster who wears the shield guardian's
can't speak
amulet can cause the guardian to store one spell
of 4th level or lower. To do so, the wearer must
cast the spell on the guardian. The spell has no
+4 effect but is stored within the guardian. When
commanded to do so by the wearer or when
CON a situation arises that was predefined by the
spellcaster, the guardian casts the stored spell
with any parameters set by the original caster,

-2 requiring no components. When the spell is cast or


a new spell is stored, any previously stored spell
INT
is lost.
ACTION: Multiattack
The guardian makes two fist attacks.

+0 30 ft. ACTION: Fist


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

-4 142 17
CHA HIT POINTS ARMOUR

TRAIT: Incorporeal Movement

1 Specter The specter can move through other creatures


and objects as if they were difficult terrain. It takes
CR 5 (1d10) force damage if it ends its turn inside an
SIZE: medium
object.
ALIGNMENT: chaotic evil
TYPE: undead TRAIT: Sunlight Sensitivity
While in sunlight, the specter has disadvantage
-5 RESISTANCES: acid, cold, fire, lightning, on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
thunder, bludgeoning,
STR piercing, and slashing
from nonmagical ACTION: Life Drain
weapons Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) necrotic damage. The
+2
IMMUNITIES: necrotic, poison
CONDITIONS: charmed, exhaustion, target must succeed on a DC 10 Constitution
grappled, paralyzed, saving throw or its hit point maximum is reduced
DEX petrified, poisoned, prone, by an amount equal to the damage taken. This
restrained, unconscious reduction lasts until the creature finishes a long
SENSES: darkvision 60 ft. rest. The target dies if this effect reduces its hit
point maximum to 0.
+0 PASSIVE PERCEPTION: 10
LANGUAGES: understands languages it
knew in life but can't speak EXPERIENCE POINTS: 200
CON

+0
INT

+0 0 ft., fly 50 ft. (hover)


WIS SPEED

+0 22 12
CHA HIT POINTS ARMOUR
TRAIT: Inscrutable First Roar: Each creature that fails a DC 18
Wisdom saving throw is frightened for 1 minute. A
17 Androsphinx The sphinx is immune to any effect that would
sense its emotions or read its thoughts, as well frightened creature can repeat the saving throw at
CR as any divination spell that it refuses. Wisdom the end of each of its turns, ending the effect on
SIZE: large
(Insight) checks made to ascertain the sphinx's itself on a success.
ALIGNMENT: lawful neutral
TYPE: monstrosity
intentions or sincerity have disadvantage. Second Roar: Each creature that fails a DC 18
Wisdom saving throw is deafened and frightened
TRAIT: Magic Weapons
+6 SAVES: Dex +6, Con +11, Int +9, Wis +10 The sphinx's weapon attacks are magical.
for 1 minute. A frightened creature is paralyzed
and can repeat the saving throw at the end of
STR SKILLS: Arcana +9, Perception +10, TRAIT: Spellcasting — +10 / DC 18 each of its turns, ending the effect on itself on a
Religion +15
• Cantrips (at will): sacred flame, spare the dying, success.
IMMUNITIES: psychic, bludgeoning, thaumaturgy Third Roar: Each creature makes a DC 18
piercing, and slashing Constitution saving throw. On a failed save, a
• 1st level (4 slots): command, detect evil and
+0 from nonmagical weapons
CONDITIONS: charmed, frightened good, detect magic creature takes 44 (8d10) thunder damage and
is knocked prone. On a successful save, the
SENSES: truesight 120 ft. • 2nd level (3 slots): lesser restoration, zone of
DEX creature takes half as much damage and isn't
truth
PASSIVE PERCEPTION: 20 knocked prone.
LANGUAGES: Common, Sphinx • 3rd level (3 slots): dispel magic, tongues
• 4th level (3 slots): banishment, freedom of LEGENDARY ACTIONS
+5 movement The sphinx can take 3 legendary actions, choosing
from the options below. Only one legendary action
• 5th level (2 slots): flame strike, greater
CON option can be used at a time and only at the end of
restoration
another creature’s turn. The sphinx regains spent
• 6th level (1 slot): heroes' feast legendary actions at the start of its turn.

+3 ACTION: Multiattack
The sphinx makes two claw attacks.
LEGENDARY: Claw Attack
The sphinx makes one claw attack.
INT
ACTION: Claw LEGENDARY: Teleport (Costs 2 Actions)
Melee Weapon Attack: +12 to hit, reach 5 ft., one The sphinx magically teleports, along with any
target. Hit: 17 (2d10 + 6) slashing damage. equipment it is wearing or carrying, up to 120 feet
+4 40 ft., fly 60 ft. ACTION: Roar (3/Day)
to an unoccupied space it can see.
The sphinx emits a magical roar. Each time it roars LEGENDARY: Cast a Spell (Costs 3 Actions)
WIS SPEED
before finishing a long rest, the roar is louder and The sphinx casts a spell from its list of prepared
the effect is different, as detailed below. Each spells, using a spell slot as normal.
creature within 500 feet of the sphinx and able to
+6 199 17 hear the roar must make a saving throw.
EXPERIENCE POINTS: 18,000

CHA HIT POINTS ARMOUR

TRAIT: Inscrutable LEGENDARY: Claw Attack

11 Gynosphinx The sphinx is immune to any effect that would The sphinx makes one claw attack.
sense its emotions or read its thoughts, as well
as any divination spell that it refuses. Wisdom LEGENDARY: Teleport (Costs 2 Actions)
CR SIZE: large
(Insight) checks made to ascertain the sphinx's The sphinx magically teleports, along with any
ALIGNMENT: lawful neutral equipment it is wearing or carrying, up to 120 feet
TYPE: monstrosity
intentions or sincerity have disadvantage.
to an unoccupied space it can see.
TRAIT: Magic Weapons
+4 SKILLS: Arcana +12, History +12, The sphinx's weapon attacks are magical. LEGENDARY: Cast a Spell (Costs 3 Actions)
The sphinx casts a spell from its list of prepared
Perception +8, Religion +8
STR TRAIT: Spellcasting — +8 / DC 16 spells, using a spell slot as normal.
RESISTANCES: bludgeoning, piercing,
• Cantrips (at will): mage hand, minor illusion,
and slashing from
nonmagical weapons prestidigitation
EXPERIENCE POINTS: 7,200
• 1st level (4 slots): detect magic, identify, shield
+2 IMMUNITIES: psychic
CONDITIONS: charmed, frightened • 2nd level (3 slots): darkness, locate object,
DEX SENSES: truesight 120 ft. suggestion
PASSIVE PERCEPTION: 18 • 3rd level (3 slots): dispel magic, remove curse,
LANGUAGES: Common, Sphinx tongues
• 4th level (3 slots): banishment, greater invisibility
+3 • 5th level (1 slot): legend lore
CON ACTION: Multiattack
The sphinx makes two claw attacks.
ACTION: Claw
+4 Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) slashing damage.
INT
LEGENDARY ACTIONS
The sphinx can take 3 legendary actions, choosing
from the options below. Only one legendary action
+4 40 ft., fly 60 ft. option can be used at a time and only at the end of
another creature’s turn. The sphinx regains spent
WIS SPEED legendary actions at the start of its turn.

+4 136 17
CHA HIT POINTS ARMOUR
ACTION: Longsword

1/4 Sprite Melee Weapon Attack: +2 to hit, reach 5 ft., one


target. Hit: 1 slashing damage.
CR SIZE: tiny ACTION: Shortbow
ALIGNMENT: neutral good Ranged Weapon Attack: +6 to hit, range 40/160
TYPE: fey ft., one target. Hit: 1 piercing damage, and the
target must succeed on a DC 10 Constitution
-4 SKILLS: Perception +3, Stealth +8 saving throw or become poisoned for 1 minute. If
its saving throw result is 5 or lower, the poisoned
STR PASSIVE PERCEPTION: 13
target falls unconscious for the same duration, or
LANGUAGES: Common, Elvish, Sylvan
until it takes damage or another creature takes an
action to shake it awake.

+4 ACTION: Heart Sight


The sprite touches a creature and magically
DEX knows the creature's current emotional state. If
the target fails a DC 10 Charisma saving throw,
the sprite also knows the creature's alignment.
Celestials, fiends, and undead automatically fail
+0 the saving throw.
CON ACTION: Invisibility
The sprite magically turns invisible until it attacks
or casts a spell, or until its concentration ends (as
if concentrating on a spell). Any equipment the
+2 sprite wears or carries is invisible with it.
INT
EXPERIENCE POINTS: 50

+1 10 ft., fly 40 ft.


WIS SPEED

+0 2 15
CHA HIT POINTS ARMOUR

TRAIT: Telepathic Bond ACTION: Draining Kiss

4 Succubus/Incubus The fiend ignores the range restriction on its The fiend kisses a creature charmed by it or a
telepathy when communicating with a creature it willing creature. The target must make a DC 15
CR has charmed. The two don't even need to be on Constitution saving throw against this magic,
SIZE: medium
the same plane of existence. taking 32 (5d10 + 5) psychic damage on a failed
ALIGNMENT: neutral evil
TYPE: fiend (shapechanger)
save, or half as much damage on a successful
TRAIT: Shapechanger one. The target's hit point maximum is reduced
The fiend can use its action to polymorph into a by an amount equal to the damage taken. This
-1 SKILLS: Deception +9, Insight +5, Small or Medium humanoid, or back into its true
form. Without wings, the fiend loses its flying
reduction lasts until the target finishes a long rest.
Perception +5, Persuasion +9, The target dies if this effect reduces its hit point
STR Stealth +7 speed. Other than its size and speed, its statistics maximum to 0.
RESISTANCES: cold, fire, lightning, are the same in each form. Any equipment it is
poison, bludgeoning, wearing or carrying isn't transformed. It reverts to ACTION: Etherealness
its true form if it dies. The fiend magically enters the Ethereal Plane from
+3
piercing, and slashing
from nonmagical the Material Plane, or vice versa.
weapons ACTION: Claw (Fiend Form Only)
DEX SENSES: darkvision 60 ft. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage. EXPERIENCE POINTS: 1,100
PASSIVE PERCEPTION: 15
LANGUAGES: Abyssal, Common, ACTION: Charm
+1 Infernal, telepathy 60 ft.
One humanoid the fiend can see within 30 feet of
it must succeed on a DC 15 Wisdom saving throw
CON or be magically charmed for 1 day. The charmed
target obeys the fiend's verbal or telepathic
commands. If the target suffers any harm or
receives a suicidal command, it can repeat the
+2 saving throw, ending the effect on a success. If the
target successfully saves against the effect, or if
INT the effect on it ends, the target is immune to this
fiend's Charm for the next 24 hours.
The fiend can have only one target charmed
+1 30 ft., fly 60 ft. at a time. If it charms another, the effect on the
previous target ends.
WIS SPEED

+5 66 15
CHA HIT POINTS ARMOUR
TRAIT: Legendary Resistance (3/Day) ACTION: Tail

30 Tarrasque If the tarrasque fails a saving throw, it can choose Melee Weapon Attack: +19 to hit, reach 20 ft., one
to succeed instead. target. Hit: 24 (4d6 + 10) bludgeoning damage. If
CR the target is a creature, it must succeed on a DC
SIZE: gargantuan TRAIT: Magic Resistance 20 Strength saving throw or be knocked prone.
ALIGNMENT: unaligned The tarrasque has advantage on saving throws
TYPE: monstrosity (titan) against spells and other magical effects. ACTION: Frightful Presence
Each creature of the tarrasque's choice within 120
+10 SAVES: Int +5, Wis +9, Cha +9
TRAIT: Reflective Carapace
Any time the tarrasque is targeted by a magic
feet of it and aware of it must succeed on a DC
17 Wisdom saving throw or become frightened for
STR IMMUNITIES: fire, poison, bludgeoning, missile spell, a line spell, or a spell that requires
piercing, and slashing from 1 minute. A creature can repeat the saving throw
a ranged attack roll, roll a d6. On a 1 to 5, the at the end of each of its turns, with disadvantage
nonmagical weapons
tarrasque is unaffected. On a 6, the tarrasque is if the tarrasque is within line of sight, ending the
CONDITIONS: charmed, frightened,
unaffected, and the effect is reflected back at the effect on itself on a success. If a creature's saving
+0 paralyzed, poisoned
SENSES: blindsight 120 ft.
caster as though it originated from the tarrasque,
turning the caster into the target.
throw is successful or the effect ends for it, the
creature is immune to the tarrasque's Frightful
DEX PASSIVE PERCEPTION: 10
TRAIT: Siege Monster Presence for the next 24 hours.
The tarrasque deals double damage to objects ACTION: Swallow
and structures. The tarrasque makes one bite attack against a
+10 ACTION: Multiattack Large or smaller creature it is grappling. If the
attack hits, the target takes the bite's damage, the
CON The tarrasque can use its Frightful Presence. It
target is swallowed, and the grapple ends. While
then makes five attacks: one with its bite, two with
swallowed, the creature is blinded and restrained,
its claws, one with its horns, and one with its tai l.
it has total cover against attacks and other effects
It can use its Swallow instead of its bite.
-4 ACTION: Bite
outside the tarrasque, and it takes 56 (16d6) acid
damage at the start of each of the tarrasque's
INT Melee Weapon Attack: +19 to hit, reach 10 ft., one turns.
target. Hit: 36 (4d12 + 10) piercing damage. If the If the tarrasque takes 60 damage or more on a
target is a creature, it is grappled (escape DC 20). single turn from a creature inside it, the tarrasque
Until this grapple ends, the target is restrained, must succeed on a DC 20 Constitution saving
+0 40 ft. and the tarrasque can't bite another target. throw at the end of that turn or regurgitate all
swallowed creatures, which fall prone in a space
WIS SPEED ACTION: Claw within 10 feet of the tarrasque. If the tarrasque
Melee Weapon Attack: +19 to hit, reach 15 ft., one dies, a swallowed creature is no longer restrained
target. Hit: 28 (4d8 + 10) slashing damage. by it and can escape from the corpse by using 30
feet of movement, exiting prone.
+0 676 25 ACTION: Horns
Melee Weapon Attack: +19 to hit, reach 10 ft., one
CHA HIT POINTS ARMOUR target. Hit: 32 (4d10 + 10) piercing damage.
CONTINUED ON OPPOSITE SIDE...

LEGENDARY ACTION

30 Tarrasque The tarrasque can take 3 legendary actions,


choosing from the options below. Only one
CR legendary action option can be used at a time and
SIZE: gargantuan
only at the end of another creature’s turn. The
ALIGNMENT: unaligned
TYPE: monstrosity (titan)
tarrasque regains spent legendary actions at the
start of its turn.

+10 SAVES: Int +5, Wis +9, Cha +9


LEGENDARY: Attack
The tarrasque makes one claw attack or tail
STR IMMUNITIES: fire, poison, bludgeoning,
piercing, and slashing from attack.
nonmagical weapons
LEGENDARY: Move
CONDITIONS: charmed, frightened,
The tarrasque moves up to half its speed.
+0 paralyzed, poisoned
SENSES: blindsight 120 ft. LEGENDARY: Chomp (Costs 2 Actions)
DEX PASSIVE PERCEPTION: 10 The tarrasque makes one bite attack or uses its
Swallow.

+10 EXPERIENCE POINTS: 155,000

CON

-4
INT

+0 40 ft.
WIS SPEED

+0 676 25
CHA HIT POINTS ARMOUR
TRAIT: False Appearance

9 Treant While the treant remains motionless, it is


indistinguishable from a normal tree.
CR SIZE: huge TRAIT: Siege Monster
ALIGNMENT: chaotic good The treant deals double damage to objects and
TYPE: plant structures.

+6 RESISTANCES: bludgeoning, piercing


ACTION: Multiattack
The treant makes two slam attacks.
STR VULNERABILITIES: fire
PASSIVE PERCEPTION: 13 ACTION: Slam
LANGUAGES: Common, Druidic, Elvish, Melee Weapon Attack: +10 to hit, reach 5 ft., one
Sylvan target. Hit: 16 (3d6 + 6) bludgeoning damage.
-1 ACTION: Rock
DEX Ranged Weapon Attack: +10 to hit, range 60/180
ft., one target. Hit: 28 (4d10 + 6) bludgeoning
damage.

+5
ACTION: Animate Trees (1/Day)
The treant magically animates one or two trees
CON
it can see within 60 feet of it. These trees have
the same statistics as a treant, except they have
Intelligence and Charisma scores of 1, they can't
speak, and they have only the Slam action option.
+1 An animated tree acts as an ally of the treant. The
tree remains animate for 1 day or until it dies; until
INT the treant dies or is more than 120 feet from the
tree; or until the treant takes a bonus action to turn
it back into an inanimate tree. The tree then takes
root if possible.
+3 30 ft.
EXPERIENCE POINTS: 5,000
WIS SPEED

+1 138 16
CHA HIT POINTS ARMOUR

TRAIT: Keen Smell TRAIT: Variant: Loathsome Limbs

5 Troll The troll has advantage on Wisdom (Perception) 1-10: Nothing else happens.
checks that rely on smell. 11-14: One leg is severed from the troll if it has
CR SIZE: large TRAIT: Regeneration any legs left.
ALIGNMENT: chaotic evil The troll regains 10 hit points at the start of its 15-18: One arm is severed from the troll if it has
TYPE: giant turn. If the troll takes acid or fire damage, this any arms left.
trait doesn't function at the start of the troll's next 19-20: The troll is decapitated, but the troll dies
+4 SKILLS: Perception +2 turn. The troll dies only if it starts its turn with 0 hit
points and doesn't regenerate.
only if it can't regenerate. If it dies, so does the
severed head.
STR SENSES: darkvision 60 ft.
PASSIVE PERCEPTION: 12 ACTION: Multiattack If the troll finishes a short or long rest without
reattaching a severed limb or head, the part
LANGUAGES: Giant The troll makes three attacks: one with its bite and
regrows. At that point, the severed part dies. Until
two with its claws.
+1 ACTION: Bite
then, a severed part acts on the troll's initiative
and has its own action and movement. A severed
DEX Melee Weapon Attack: +7 to hit, reach 5 ft., one part has AC 13, 10 hit points, and the troll's
target. Hit: 7 (1d6 + 4) piercing damage. Regeneration trait.
A severed leg is unable to attack and has a speed
ACTION: Claw of 5 feet.
+5 Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
A severed arm has a speed of 5 feet and
can make one claw attack on its turn, with
CON disadvantage on the attack roll unless the troll
can see the arm and its target. Each time the troll
loses an arm, it loses a claw attack.

-2 If its head is severed, the troll loses its bite attack


and its body is blinded unless the head can see it.
INT The severed head has a speed of 0 feet and the
troll's Keen Smell trait. It can make a bite attack
but only against a target in its space.
The troll's speed is halved if it's missing a leg. If it
-1 30 ft. loses both legs, it falls prone. If it has both arms,
it can crawl. With only one arm, it can still crawl,
WIS SPEED but its speed is halved. With no arms or legs, its
speed is 0, and it can't benefit from bonuses to
speed.

-2 84 15
EXPERIENCE POINTS: 1,800
CHA HIT POINTS ARMOUR
TRAIT: Charge ACTION: Teleport (1/Day)

5 Unicorn If the unicorn moves at least 20 ft. straight toward The unicorn magically teleports itself and up to
a target and then hits it with a horn attack on three willing creatures it can see within 5 ft. of it,
CR the same turn, the target takes an extra 9 (2d8) along with any equipment they are wearing or
SIZE: large
piercing damage. If the target is a creature, it must carrying, to a location the unicorn is familiar with,
ALIGNMENT: lawful good
TYPE: celestial
succeed on a DC 15 Strength saving throw or be up to 1 mile away.
knocked prone.
LEGENDARY: Hooves
+4 IMMUNITIES: poison
TRAIT: Innate Spellcasting — +6 / DC 14
At will: detect evil and good, druidcraft, pass
The unicorn makes one attack with its hooves.

STR CONDITIONS: charmed, paralyzed, LEGENDARY: Shimmering Shield


poisoned without trace
(Costs 2 Actions)
SENSES: darkvision 60 ft. 1/day each: calm emotions, dispel evil and good,
The unicorn creates a shimmering, magical field
PASSIVE PERCEPTION: 13 entangle
around itself or another creature it can see within
+2 LANGUAGES: Celestial, Elvish, Sylvan,
telepathy 60 ft.
TRAIT: Magic Resistance 60 ft. of it. The target gains a +2 bonus to AC until
the end of the unicorn's next turn.
The unicorn has advantage on saving throws
DEX
against spells and other magical effects. LEGENDARY: Heal Self (Costs 3 Actions)
TRAIT: Magic Weapons The unicorn magically regains 11 (2d8 + 2) hit
The unicorn's weapon attacks are magical. points.
+2 ACTION: Multiattack
EXPERIENCE POINTS: 1,800
CON The unicorn makes two attacks: one with its
hooves and one with its horn.
ACTION: Hooves
+0 Melee Weapon Attack: +7 to hit, reach 5 ft ., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.
INT
ACTION: Horn
Melee Weapon Attack: +7 to hit, reach 5 ft ., one
target. Hit: 8 (1d8 + 4) piercing damage.
+3 50 ft. ACTION: Healing Touch (3/Day)
WIS SPEED The unicorn touches another creature with its
horn. The target magically regains 11 (2d8 + 2) hit
points. In addition, the touch removes all diseases
and neutralizes all poisons afflicting the target..
+3 67 12
CHA HIT POINTS ARMOUR

TRAIT: Regeneration ACTION: Bite

5 Vampire Spawn The vampire regains 10 hit points at the start Melee Weapon Attack: +6 to hit, reach 5 ft., one
of its turn if it has at least 1 hit point and isn't in willing creature, or a creature that is grappled
CR sunlight or running water. If the vampire takes by the vampire, incapacitated, or restrained.
SIZE: medium
radiant damage or damage from holy water, this Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6)
ALIGNMENT: neutral evil
TYPE: undead
trait doesn't function at the start of the vampire's necrotic damage. The target's hit point maximum
next turn. is reduced by an amount equal to the necrotic
damage taken, and the vampire regains hit points
+3 SAVES: Dex +6, Wis +3
TRAIT: Spider Climb
The vampire can climb difficult surfaces, including
equal to that amount. The reduction lasts until the
SKILLS: Perception +3, Stealth +6 target finishes a long rest. The target dies if this
STR upside down on ceilings, without needing to make
RESISTANCES: necrotic, bludgeoning, effect reduces its hit point maximum to 0.
an ability check.
piercing, and slashing
from nonmagical
ACTION: Claws
TRAIT: Vampire Weaknesses Melee Weapon Attack: +6 to hit, reach 5 ft.,
+3 weapons
SENSES: darkvision 60 ft.
Forbiddance. The vampire can't enter a residence
without an invitation from one of the occupants.
one creature. Hit: 8 (2d4 + 3) slashing damage.
Instead of dealing damage, the vampire can
DEX PASSIVE PERCEPTION: 13
Harmed by Running Water. The vampire takes grapple the target (escape DC 13).
LANGUAGES: the languages it knew
20 acid damage when it ends its turn in running
in life
water.
EXPERIENCE POINTS: 1,800
+3 Stake to the Heart. The vampire is destroyed if a
piercing weapon made of wood is driven into its
CON heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20
radiant damage when it starts its turn in sunlight.
While in sunlight, it has disadvantage on attack
+0 rolls and ability checks.
INT ACTION: Multiattack
The vampire makes two attacks, only one of which
can be a bite attack..

+0 30 ft.
WIS SPEED

+1 82 15
CHA HIT POINTS ARMOUR
TRAIT: Shapechanger TRAIT: Regeneration

13 Vampire If the vampire isn't in sun light or running water, it The vampire regains 20 hit points at the start
can use its action to polymorph into a Tiny bat or a of its turn if it has at least 1 hit point and isn't in
CR Medium cloud of mist, or back into its true form. sunlight or running water. If the vampire takes
SIZE: medium
While in bat form, the vampire can't speak, its radiant damage or damage from holy water, this
ALIGNMENT: lawful evil
TYPE: undead (shapechanger) walking speed is 5 feet, and it has a flying speed trait doesn't function at the start of the vampire's
of 30 feet. Its statistics, other than its size and next turn.

+4 SAVES: Dex +9, Wis +7, Cha +9


speed, are unchanged. Anything it is wearing
transforms with it, but nothing it is carrying does. It
TRAIT: Spider Climb
The vampire can climb difficult surfaces, including
STR SKILLS: Perception +7, Stealth +9 reverts to its true form if it dies.
upside down on ceilings, without needing to make
RESISTANCES: necrotic, bludgeoning, While in mist form, the vampire can't take any an ability check.
piercing, and slashing actions, speak, or manipulate objects. It is
from nonmagical TRAIT: Vampire Weaknesses
weightless, has a flying speed of 20 feet, can
+4 weapons
SENSES: darkvision 120 ft.
hover, and can enter a hostile creature's space
and stop there. In addition, if air can pass through
Forbiddance. The vampire can't enter a residence
without an invitation from one of the occupants.
DEX PASSIVE PERCEPTION: 17 a space, the mist can do so without squeezing, Harmed by Running Water. The vampire takes 20
LANGUAGES: the languages it knew and it can't pass through water. It has advantage acid damage if it ends its turn in running water.
in life on Strength, Dexterity, and Constitution saving
Stake to the Heart. If a piercing weapon made of
throws, and it is immune to all nonmagical
+4 damage, except the damage it takes from sunlight.
wood is driven into the vampire's heart while the
vampire is incapacitated in its resting place, the
CON TRAIT: Legendary Resistance (3/Day) vampire is paralyzed until the stake is removed.
If the vampire fails a saving throw, it can choose to Sunlight Hypersensitivity. The vampire takes 20
succeed instead. radiant damage when it starts its turn in sunlight.
While in sunlight, it has disadvantage on attack
+3 TRAIT: Misty Escape
When it drops to 0 hit points outside its resting
rolls and ability checks.
INT place, the vampire transforms into a cloud of mist ACTION: Multiattack (Vampire Form Only)
(as in the Shapechanger trait) instead of falling The vampire makes two attacks, only one of which
unconscious, provided that it isn't in sunlight or can be a bite attack.
running water. If it can't transform, it is destroyed.
+2 30 ft. While it has 0 hit points in mist form, it can't revert
ACTION: Unarmed Strike (Vampire Form Only)
Melee Weapon Attack: +9 to hit, reach 5 ft., one
to its vampire form, and it must reach its resting
WIS SPEED creature. Hit: 8 (1d8 + 4) bludgeoning damage.
place within 2 hours or be destroyed. Once in its
Instead of dealing damage, the vampire can
resting place, it reverts to its vampire form. It is
grapple the target (escape DC 18).
then paralyzed until it regains at least 1 hit point.
+4 144 16 After spending 1 hour in its resting place with 0 hit
points, it regains 1 hit point.
CHA HIT POINTS ARMOUR
CONTINUED ON OPPOSITE SIDE...

ACTION: Bite (Bat or Vampire Form Only) ACTION: Children of the Night (1/Day)

13 Vampire Melee Weapon Attack: +9 to hit, reach 5 ft., one The vampire magically calls 2d4 swarms of bats
willing creature, or a creature that is grappled or rats, provided that the sun isn't up. While
CR by the vampire, incapacitated, or restrained. outdoors, the vampire can call 3d6 wolves instead.
SIZE: medium
Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) The called creatures arrive in 1d4 rounds, acting
ALIGNMENT: lawful evil
TYPE: undead (shapechanger)
necrotic damage. The target's hit point maximum as allies of the vampire and obeying its spoken
is reduced by an amount equal to the necrotic commands. The beasts remain for 1 hour, until the
damage taken, and the vampire regains hit points vampire dies, or until the vampire dismisses them
+4 SAVES: Dex +9, Wis +7, Cha +9 equal to that amount. The reduction lasts until as a bonus action.
SKILLS: Perception +7, Stealth +9 the target finishes a long rest. The target dies
STR
if this effect reduces its hit point maximum to 0. LEGENDARY ACTIONS
RESISTANCES: necrotic, bludgeoning,
A humanoid slain in this way and then buried in The vampire can take 3 legendary actions,
piercing, and slashing
from nonmagical the ground rises the following night as a vampire choosing from the options below. Only one
legendary action option can be used at a time and
+4 weapons
SENSES: darkvision 120 ft.
spawn under the vampire's control.
only at the end of another creature’s turn. The
ACTION: Charm vampire regains spent legendary actions at the
DEX PASSIVE PERCEPTION: 17
The vampire targets one humanoid it can see start of its turn.
LANGUAGES: the languages it knew
within 30 ft. of it. If the target can see the vampire,
in life LEGENDARY: Move
the target must succeed on a DC 17 Wisdom
The vampire moves up to its speed without
+4 saving throw against this magic or be charmed
by the vampire. The charmed target regards the provoking opportunity attacks.
CON
vampire as a trusted friend to be heeded and LEGENDARY: Unarmed Strike
protected. Although the target isn't under the
The vampire makes one unarmed strike.
vampire's control, it takes the vampire's requests
or actions in the most favorable way it can, and it LEGENDARY: Bite (Costs 2 Actions)
+3 is a willing target for the vampire's bit attack.
Each time the vampire or the vampire's
The vampire makes one bite attack.

INT companions do anything harmful to the target,


EXPERIENCE POINTS: 10,000
it can repeat the saving throw, ending the effect
on itself on a success. Otherwise, the effect lasts
24 hours or until the vampire is destroyed, is on
+2 30 ft. a different plane of existence than the target, or
takes a bonus action to end the effect.
WIS SPEED

+4 144 16
CHA HIT POINTS ARMOUR
TRAIT: Sunlight Sensitivity

3 Wight While in sunlight, the wight has disadvantage on


attack rolls, as well as on Wisdom (Perception)
CR checks that rely on sight.
SIZE: medium
ALIGNMENT: neutral evil ACTION: Multiattack
TYPE: undead The wight makes two longsword attacks or two
longbow attacks. It can use its Life Drain in place
+2 SKILLS: Perception +3, Stealth +4 of one longsword attack.

STR IMMUNITIES: necrotic, bludgeoning, ACTION: Life Drain


piercing, and slashing from
Melee Weapon Attack: +4 to hit, reach 5 ft., one
nonmagical weapons that
aren't silvered creature. Hit: 5 (1d6 + 2) necrotic damage. The
target must succeed on a DC 13 Constitution
+2 CONDITIONS: poisoned
SENSES: darkvision 60 ft.
saving throw or its hit point maximum is reduced
by an amount equal to the damage taken. This
DEX PASSIVE PERCEPTION: 13 reduction lasts until the target finishes a long rest.
LANGUAGES: the languages it knew The target dies if this effect reduces its hit point
in life maximum to 0.

+3 A humanoid slain by this attack rises 24 hours


later as a zombie under the wight's control,
CON
unless the humanoid is restored to life or its body
is destroyed. The wight can have no more than
twelve zombies under its control at one time.

+0
ACTION: Longsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one
INT
target. Hit: 6 (1d8 + 2) slashing damage, or 7
(1d10 + 2) slashing damage if used with two
hands.

+1
ACTION: Longbow
30 ft. Ranged Weapon Attack: +4 to hit, range 150/600
SPEED
ft., one target. Hit: 6 (1d8 + 2) piercing damage.
WIS

EXPERIENCE POINTS: 700

+2 45 14
CHA HIT POINTS ARMOUR

TRAIT: Consume Life

2 Will-o'-Wisp As a bonus action, the will-o'-wisp can target one


creature it can see within 5 ft. of it that has 0 hit
CR points and is still alive. The target must succeed
SIZE: tiny
on a DC 10 Constitution saving throw against this
ALIGNMENT: chaotic evil
TYPE: undead
magic or die. If the target dies, the will-o'-wisp
regains 10 (3d6) hit points.

-5 RESISTANCES: acid, cold, fire, necrotic,


TRAIT: Ephemeral
The will-o'-wisp can't wear or carry anything.
thunder, bludgeoning,
STR piercing, and slashing
from nonmagical TRAIT: Incorporeal Movement
weapons The will-o'-wisp can move through other creatures
and objects as if they were difficult terrain. It takes
+9
IMMUNITIES: lightning, poison
CONDITIONS: exhaustion, grappled, 5 (1d10) force damage if it ends its turn inside an
paralyzed, poisoned, object.
DEX prone, restrained,
unconscious TRAIT: Variable Illumination
SENSES: darkvision 120 ft. The will-o'-wisp sheds bright light in a 5- to 20-foot
radius and dim light for an additional number of ft.
+0 PASSIVE PERCEPTION: 12
LANGUAGES: the languages it knew
equal to the chosen radius. The will-o'-wisp can
alter the radius as a bonus action.
in life
CON
ACTION: Shock
Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 9 (2d8) lightning damage.
+1 ACTION: Invisibility
INT The will-o'-wisp and its light magically become
invisible until it attacks or uses its Consume Life,
or until its concentration ends (as if concentrating
on a spell).
+2 0 ft., fly 50 ft. (hover)
EXPERIENCE POINTS: 450
WIS SPEED

+0 22 19
CHA HIT POINTS ARMOUR
TRAIT: Keen Hearing and Smell

3 Winter Wolf The wolf has advantage on Wisdom (Perception)


checks that rely on hearing or smell.
CR SIZE: large TRAIT: Pack Tactics
ALIGNMENT: neutral evil The wolf has advantage on an attack roll against a
TYPE: monstrosity creature if at least one of the wolf's allies is within
5 ft. of the creature and the ally isn't incapacitated.
+4 SKILLS: Perception +5, Stealth +3 TRAIT: Snow Camouflage
STR IMMUNITIES: cold The wolf has advantage on Dexterity (Stealth)
PASSIVE PERCEPTION: 15 checks made to hide in snowy terrain.
LANGUAGES: Common, Giant,
Winter Wolf ACTION: Bite
+1 Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage. If the
DEX target is a creature, it must succeed on a DC 14
Strength saving throw or be knocked prone.
ACTION: Cold Breath (Recharge 5-6)
+2 The wolf exhales a blast of freezing wind in a 15-
foot cone. Each creature in that area must make a
CON DC 12 Dexterity saving throw, taking 18 (4d8) cold
damage on a failed save, or half as much damage
on a successful one.

-2 EXPERIENCE POINTS: 700


INT

+1 50 ft.
WIS SPEED

-1 75 13
CHA HIT POINTS ARMOUR

TRAIT: Incorporeal Movement

5 Wraith The wraith can move through other creatures and


objects as if they were difficult terrain. It takes 5
CR (1d10) force damage if it ends its turn inside an
SIZE: medium
object.
ALIGNMENT: neutral evil
TYPE: undead TRAIT: Sunlight Sensitivity
While in sunlight, the wraith has disadvantage on
-2 RESISTANCES: acid, cold, fire, lightning, attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
thunder, bludgeoning,
STR piercing, and slashing
from nonmagical ACTION: Life Drain
weapons that aren't Melee Weapon Attack: +6 to hit, reach 5 ft., one
silvered creature. Hit: 21 (4d8 + 3) necrotic damage. The
+3 IMMUNITIES: necrotic, poison target must succeed on a DC 14 Constitution
saving throw or its hit point maximum is reduced
CONDITIONS: charmed, exhaustion,
DEX grappled, paralyzed, by an amount equal to the damage taken. This
petrified, poisoned, prone, reduction lasts until the target finishes a long rest.
restrained The target dies if this effect reduces its hit point
SENSES: darkvision 60 ft. maximum to 0.
+3 PASSIVE PERCEPTION: 12
ACTION: Create Specter
LANGUAGES: the languages it knew
CON
in life The wraith targets a humanoid within 10 feet of it
that has been dead for no longer than 1 minute
and died violently. The target's spirit rises as a
specter in the space of its corpse or in the nearest
+1 unoccupied space. The specter is under the
wraith's control. The wraith can have no more than
INT seven specters under its control at one time.

EXPERIENCE POINTS: 1,800


+2 0 ft., fly 60 ft. (hover)
WIS SPEED

+2 67 13
CHA HIT POINTS ARMOUR
TRAIT: Earth Glide

5 Xorn The xorn can burrow through nonmagical,


unworked earth and stone. While doing so, the
CR xorn doesn't disturb the material it moves through.
SIZE: medium
ALIGNMENT: neutral TRAIT: Stone Camouflage
TYPE: elemental The xorn has advantage on Dexterity (Stealth)
checks made to hide in rocky terrain.
+3 SKILLS: Perception +6, Stealth +3 TRAIT: Treasure Sense
STR RESISTANCES: piercing and slashing The xorn can pinpoint, by scent, the location of
from nonmagical
precious metals and stones, such as coins and
weapons that aren't
adamantine gems, within 60 ft. of it.

+0 SENSES: darkvision 60 ft.,


tremorsense 60 ft.
ACTION: Multiattack
The xorn makes three claw attacks and one bite
PASSIVE PERCEPTION: 16 attack.
DEX
LANGUAGES: Terran
ACTION: Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one
+6 target. Hit: 13 (3d6 + 3) piercing damage.
ACTION: Claw
CON
Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.

+0 EXPERIENCE POINTS: 1,800


INT

+0 20 ft., burrow 20 ft.


WIS SPEED

+0 73 19
CHA HIT POINTS ARMOUR

TRAIT: Undead Fortitude 4. Disintegration Ray: If the target is a creature,


it must succeed on a DC 14 Dexterity saving throw
5 Beholder Zombie If damage reduces the zombie to 0 hit points, it
must make a Constitution saving throw with a or take 45 (10d8) force damage. If this damage
CR DC of 5+the damage taken, unless the damage reduces the creature to 0 hit points, its body
SIZE: large
is radiant or from a critical hit. On a success, the becomes a pile of fine gray dust.
ALIGNMENT: neutral evil
TYPE: undead
zombie drops to 1 hit point instead. If the target is a Large or smaller nonmagical
object or creation of magical force, it is
ACTION: Bite
+0 SAVES: Wis +2 Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 14 (4d6) piercing damage.
disintegrated without a saving throw. If the target
is a Huge or larger nonmagical object or creation
STR IMMUNITIES: poison of magical force, this ray disintegrates a 10-foot
CONDITIONS: poisoned, prone ACTION: Eye Ray cube of it.
SENSES: darkvision 60 ft. The zombie uses a random magical eye ray,
PASSIVE PERCEPTION: 9 choosing a target that it can see within 60 feet of EXPERIENCE POINTS: 1,800
-1 LANGUAGES: understands Deep Speech
and Undercommon but
it.
1. Paralyzing Ray: The targeted creature must
DEX can't speak succeed on a DC 14 Constitution saving throw or
be paralyzed for 1 minute. The target can repeat
the saving throw at the end of each of its turns,

+3 ending the effect on itself on a success.


2. Fear Ray: The targeted creature must succeed
CON on a DC 14 Wisdom saving throw or be frightened
for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the
effect on itself on a success.
-4 3. Enervation Ray: The targeted creature must
make a DC 14 Constitution saving throw, taking 36
INT (8d8) necrotic damage on a failed save, or half as
much damage on a successful one.

-1 0 ft., fly 20 ft. (hover)


WIS SPEED

-3 93 15
CHA HIT POINTS ARMOUR
TRAIT: Antimagic ACTION: Bite

+2
STR
Animated Armor Susceptibility
The armor is
incapacitated while in CR
1 +3
STR
Ankheg Melee Weapon Attack:
+5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3)
2
CR
SIZE: medium SIZE: large
the area of an antimagic slashing damage plus 3
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: construct
field. If targeted by dispel TYPE: monstrosity
(1d6) acid damage. If the
+0 magic, the armor must succeed on
a Constitution saving throw against +0 target is a Large or smaller creature,
it is grappled (escape DC 13). Until
DEX IMMUNITIES: poison, psychic the caster’s spell save DC or fall DEX SENSES: darkvision 60 ft., this grapple ends, the ankheg can bite
CONDITIONS: blinded, charmed, tremorsense 60 ft.
unconscious for 1 minute. only the grappled creature and has
deafened, exhaustion, PASSIVE PERCEPTION: 11 advantage on attack rolls to do so.
+1 TRAIT: False Appearance
+1
frightened, paralyzed,
petrified, poisoned While the armor remains motionless, it ACTION: Acid Spray (Recharge 6)
CON SENSES: blindsight 60 ft. is indistinguishable from a normal suit CON The ankheg spits acid in a line that
(blind beyond this radius) of armor. is 30 ft. long and 5 ft. wide, provided
PASSIVE PERCEPTION: 6 that it has no creature grappled. Each
-5 -5
ACTION: Multiattack creature in that line must make a DC
The armor makes two melee attacks. 13 Dexterity saving throw, taking 10
INT INT (3d6) acid damage on a failed save, or
ACTION: Slam
half as much damage on a successful
25 ft. Melee Weapon Attack: +4 to hit, 30 ft., burrow 10 ft. one.
-4 +1
reach 5 ft., one target. Hit: 5 (1d6 + 2)
SPEED bludgeoning damage. SPEED
WIS WIS
EXPERIENCE POINTS: 450
EXPERIENCE POINTS: 200

-5 33 18 -2 39 14
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

ACTION: Multiattack TRAIT: False Appearance

+3
STR
Ape The ape makes two fist
attacks. 1/2CR
-4
STR
Awakened Shrub While the shrub
remains motionless, it is
indistinguishable from a
0
CR
SIZE: medium ACTION: Fist SIZE: small
normal shrub.
ALIGNMENT: unaligned Melee Weapon Attack: ALIGNMENT: unaligned
TYPE: beast TYPE: plant ACTION: Rake
+2 -1
+5 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) bludgeoning damage. Melee Weapon Attack: +1 to hit,
DEX SKILLS: Athletics +5, Perception +3 DEX RESISTANCES: piercing reach 5 ft., one target. Hit: 1 (1d4 - 1)
PASSIVE PERCEPTION: 13
ACTION: Rock VULNERABILITIES: fire slashing damage.
Ranged Weapon Attack: +5 to hit, PASSIVE PERCEPTION: 10
range 25/50 ft., one target. Hit: 6 (1d6
+2 + 3) bludgeoning damage. +0 LANGUAGES: one language known
by its creator
EXPERIENCE POINTS: 10
CON CON
EXPERIENCE POINTS: 100

-2 +0
INT INT

30 ft., climb 30 ft. 20 ft.


+1 SPEED +0 SPEED
WIS WIS

-2 19 12 -2 10 9
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: False Appearance ACTION: Beak

+4
STR
Awakened Tree While the tree remains
motionless, it is
indistinguishable from a
2
CR
+2
STR
Axe Beak Melee Weapon Attack:
+4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2)
1/4CR
SIZE: huge SIZE: large
normal tree. slashing damage.
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: plant ACTION: Slam TYPE: beast
-2 Melee Weapon Attack: +6 to hit, reach +1 EXPERIENCE POINTS: 50
DEX RESISTANCES: bludgeoning, piercing 10 ft., one target. Hit: 14 (3d6 + 4) DEX PASSIVE PERCEPTION: 10
VULNERABILITIES: fire bludgeoning damage.
PASSIVE PERCEPTION: 10

+2 LANGUAGES: one language known


by its creator
EXPERIENCE POINTS: 450 +1
CON CON

+0 -4
INT INT

20 ft. 50 ft.
+0 SPEED +0 SPEED
WIS WIS

-2 59 13 -3 19 11
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Heated Body TRAIT: Pack Tactics

+3
STR
Azer A creature that touches
the azer or hits it with a
melee attack while within
2
CR
-1
STR
Baboon The baboon has
advantage on an attack
roll against a creature
0
CR
SIZE: medium SIZE: small
5 ft. of it takes 5 (1d10) if at least one of the
ALIGNMENT: lawful neutral ALIGNMENT: unaligned
TYPE: elemental
fire damage. TYPE: beast
baboon’s allies is within
+1 TRAIT: Heated Weapons +2 5 ft. of the creature and the ally isn’t
incapacitated.
DEX SAVES: Con +4 When the azer hits with a metal melee DEX PASSIVE PERCEPTION: 11
IMMUNITIES: fire, poison weapon, it deals an extra 3 (1d6) fire ACTION: Bite
CONDITIONS: poisoned damage (included in the attack). Melee Weapon Attack: +1 to hit,
+2 PASSIVE PERCEPTION: 11
LANGUAGES: Ignan
TRAIT: Illumination +0 reach 5 ft., one target. Hit: 1 (1d4 - 1)
piercing damage.
CON The azer sheds bright light in a 10-foot CON
radius and dim light for an additional
EXPERIENCE POINTS: 10
10 ft..

+1 ACTION: Warhammer -3
INT Melee Weapon Attack: +5 to hit, INT
reach 5 ft., one target. Hit: 7 (1d8 + 3)
30 ft. bludgeoning damage, or 8 (1d10 + 3) 30 ft., climb 30 ft.
+1 +1
bludgeoning damage if used with two
SPEED hands to make a melee attack, plus 3 SPEED
WIS (1d6) fire damage. WIS

EXPERIENCE POINTS: 450


+0 39 17 -2 3 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Keen Smell ACTION: Multiattack

-3
STR
Badger The badger has
advantage on Wisdom
(Perception) checks that
0
CR
+2
STR
Bandit Captain The captain makes three
melee attacks: two with
its scimitar and one with
2
CR
SIZE: tiny SIZE: medium
rely on smell. its dagger. Or the captain
ALIGNMENT: unaligned ALIGNMENT: any non-lawful
TYPE: beast TYPE: humanoid (any race)
makes two ranged
ACTION: Bite
+0 Melee Weapon Attack: +2 to hit, +3 attacks with its daggers.

DEX SENSES: darkvision 30 ft. reach 5 ft., one target. Hit: 1 piercing DEX SAVES: Str +4, Dex +5, Wis +2 ACTION: Scimitar
PASSIVE PERCEPTION: 11 damage. SKILLS: Athletics +4, Deception +4 Melee Weapon Attack: +5 to hit,
PASSIVE PERCEPTION: 10 reach 5 ft., one target. Hit: 6 (1d6 + 3)
+1 EXPERIENCE POINTS: 10 +2 LANGUAGES: any two languages slashing damage.

CON CON ACTION: Dagger


Melee or Ranged Weapon Attack: +5
to hit, reach 5 ft. or range 20/60 ft.,

-4 +2 one target. Hit: 5 (1d4 + 3) piercing


damage.
INT INT
REACTION: Parry
20 ft., burrow 5 ft. 30 ft. The captain adds 2 to its AC against

+1 +0
one melee attack that would hit it.
SPEED SPEED To do so, the captain must see the
WIS WIS attacker and be wielding a melee
weapon.

-3 3 10 +2 65 15 EXPERIENCE POINTS: 450

CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

ACTION: Scimitar TRAIT: Echolocation

+0
STR
Bandit Melee Weapon Attack:
+3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1)
1/8
CR
-4
STR
Bat The bat can’t use
its blindsight while
deafened.
0
CR
SIZE: medium SIZE: tiny
slashing damage.
ALIGNMENT: any non-lawful ALIGNMENT: unaligned TRAIT: Keen Hearing
TYPE: humanoid (any race) ACTION: Light Crossbow TYPE: beast
+1 +2
The bat has advantage on Wisdom
Ranged Weapon Attack: +3 to hit, (Perception) checks that rely on
DEX PASSIVE PERCEPTION: 10 range 80 ft./320 ft., one target. Hit: 5 DEX SENSES: blindsight 60 ft. hearing.
LANGUAGES: any one language (1d8 + 1) piercing damage. PASSIVE PERCEPTION: 11
(usually Common) ACTION: Bite
Melee Weapon Attack: +0 to hit, reach
+1 EXPERIENCE POINTS: 25 -1 5 ft., one creature. Hit: 1 piercing
CON CON damage.

EXPERIENCE POINTS: 10
+0 -4
INT INT

30 ft. 5 ft., fly 30 ft.


+0 SPEED +1 SPEED
WIS WIS

alignment
+0 11 12 -3 1 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Reckless TRAIT: Keen Smell

+3
STR
Berserker At the start of its turn,
the berserker can gain
advantage on all melee
2
CR
+2
STR
Black Bear The bear has advantage
on Wisdom (Perception)
checks that rely on smell.
1/2CR
SIZE: medium SIZE: medium
weapon attack rolls
ALIGNMENT: any chaotic ALIGNMENT: unaligned ACTION: Multiattack
TYPE: humanoid (any race)
during that turn, but TYPE: beast
+1 +0
attack rolls against it have advantage The bear makes two attacks: one with
until the start of its next turn. its bite and one with its claws.
DEX PASSIVE PERCEPTION: 10 DEX PASSIVE PERCEPTION: 13
LANGUAGES: any one language ACTION: Greataxe ACTION: Bite
(usually Common) Melee Weapon Attack: +5 to hit, reach Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2)
+3 5 ft., one target. Hit: 9 (1d12 + 3)
slashing damage. +2 piercing damage.
CON CON
ACTION: Claws
EXPERIENCE POINTS: 450 Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 7 (2d4 + 2)
-1 -4 slashing damage.
INT INT
EXPERIENCE POINTS: 100
30 ft. 40 ft., climb 30 ft.
+0 SPEED +1 SPEED
WIS WIS

alignment
-1 67 13 -2 19 11
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Keen Hearing TRAIT: Keen Sight

+1
STR
Blink Dog and Smell
The dog has advantage
on Wisdom (Perception)
1/4CR
-2
STR
Blood Hawk The hawk has advantage
on Wisdom (Perception)
checks that rely on sight.
1/8CR
SIZE: medium SIZE: small
checks that rely on
ALIGNMENT: lawful good ALIGNMENT: unaligned TRAIT: Pack Tactics
TYPE: fey
hearing or smell. TYPE: beast
+3 +2
The hawk has advantage on an
ACTION: Bite attack roll against a creature if at least
DEX SKILLS: Perception +3, Stealth +5 Melee Weapon Attack: +3 to hit, DEX SKILLS: Perception +4 one of the hawk’s allies is within 5
PASSIVE PERCEPTION: 10 reach 5 ft., one target. Hit: 4 (1d6 + 1) PASSIVE PERCEPTION: 14 ft. of the creature and the ally isn’t
LANGUAGES: Blink Dog, understands piercing damage. incapacitated.
+1 Sylvan but can’t speak it
ACTION: Teleport (Recharge 4-6) +0 ACTION: Beak
CON The dog magically teleports, along CON Melee Weapon Attack: +4 to hit,
with any equipment it is wearing or reach 5 ft., one target. Hit: 4 (1d4 + 2)
carrying, up to 40 ft. to an unoccupied piercing damage.

+0 space it can see. Before or after


teleporting, the dog can make one bite -4 EXPERIENCE POINTS: 25
INT attack. INT

40 ft. EXPERIENCE POINTS: 50 10 ft., fly 60 ft.


+1 SPEED +2 SPEED
WIS WIS

+0 22 13 -3 7 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Charge TRAIT: Keen Smell

+1
STR
Boar If the boar moves at least
20 ft. straight toward
a target and then hits
1/4
CR
+4
STR
Brown Bear The bear has advantage
on Wisdom (Perception)
checks that rely on smell.
1CR
SIZE: medium SIZE: large
it with a tusk attack
ALIGNMENT: unaligned ALIGNMENT: unaligned ACTION: Multiattack
TYPE: beast
on the same turn, the TYPE: beast
+0 +0
target takes an extra 3 (1d6) slashing The bear makes two attacks: one with
damage. If the target is a creature, it its bite and one with its claws.
DEX PASSIVE PERCEPTION: 9 must succeed on a DC 11 Strength DEX SKILLS: Perception +3
PASSIVE PERCEPTION: 13
ACTION: Bite
saving throw or be knocked prone.
Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) piercing
+1 TRAIT: Relentless (Recharges
after a Short or Long Rest) +3 damage.
CON If the boar takes 7 damage or less CON
ACTION: Claws
that would reduce it to 0 hit points, it is
Melee Weapon Attack: +5 to hit, reach
reduced to 1 hit point instead.
5 ft., one target. Hit: 11 (2d6 + 4)
-4 ACTION: Tusk -4 slashing damage.
INT Weapon Attack: +3 to hit, reach 5 ft., INT
one target. Hit: 4 (1d6 + 1) slashing EXPERIENCE POINTS: 200
40 ft. damage. 40 ft., climb 30 ft.
-1 SPEED EXPERIENCE POINTS: 50
+1 SPEED
WIS WIS

-3 11 11 -2 34 11
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Brute ACTION: Bite

+2
STR
Bugbear A melee weapon deals
one extra die of its
damage when the
1
CR
+3
STR
Camel Melee Weapon Attack:
+5 to hit, reach 5 ft.,
one target. Hit: 2 (1d4)
1/8CR
SIZE: medium SIZE: large
bugbear hits with it bludgeoning damage.
ALIGNMENT: chaotic evil ALIGNMENT: unaligned
TYPE: humanoid (goblinoid)
(included in the attack). TYPE: beast
+2 TRAIT: Surprise Attack -1 EXPERIENCE POINTS: 25
DEX SKILLS: Stealth +6, Survival +2 If the bugbear surprises a creature and DEX PASSIVE PERCEPTION: 9
SENSES: darkvision 60 ft. hits it with an attack during the first
PASSIVE PERCEPTION: 10 round of combat, the target takes an
+1 LANGUAGES: Common, Goblin extra 7 (2d6) damage from the attack.
+2
CON ACTION: Morningstar CON
Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 11 (2d8 + 2)

-1 piercing damage.
ACTION: Javelin
-4
INT INT
Melee or Ranged Weapon Attack: +4
30 ft. to hit, reach 5 ft. or range 30/120 ft., 50 ft.
+0 -1
one target. Hit: 9 (2d6 + 2) piercing
SPEED damage in melee or 5 (1d6 + 2) SPEED
WIS piercing damage at range. WIS

EXPERIENCE POINTS: 200


-1 27 16 -3 15 9
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Keen Smell ACTION: Bite

-4
STR
Cat The cat has advantage
on Wisdom (Perception)
checks that rely on smell.
0
CR
-2
STR
Cockatrice Melee Weapon Attack:
+3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4 +
1/2CR
SIZE: tiny SIZE: small
1) piercing damage, and
ALIGNMENT: unaligned ACTION: Claws ALIGNMENT: unaligned
TYPE: beast TYPE: monstrosity
the target must succeed
+2 +1
Melee Weapon Attack: +0 to hit, on a DC 11 Constitution saving throw
reach 5 ft., one target. Hit: 1 slashing against being magically petrified. On
DEX SKILLS: Perception +3, Stealth +4 damage. DEX SENSES: darkvision 60 ft. a failed save, the creature begins to
PASSIVE PERCEPTION: 13 PASSIVE PERCEPTION: 11 turn to stone and is restrained. It must
EXPERIENCE POINTS: 10 repeat the saving throw at the end of
+0 +1 its next turn. On a success, the effect
ends. On a failure, the creature is
CON CON petrified for 24 hours.

-4 -4 EXPERIENCE POINTS: 100

INT INT

40 ft., climb 30 ft. 20 ft., fly 40 ft.


+1 SPEED +1 SPEED
WIS WIS

-2 2 12 -3 27 11
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

ACTION: Club ACTION: Bite

+0
STR
Commoner Melee Weapon Attack:
+2 to hit, reach 5 ft.,
one target. Hit: 2 (1d4)
0
CR
+2
STR
Constrictor Snake Melee Weapon Attack:
+4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2)
1/4
CR
SIZE: medium SIZE: large
bludgeoning damage. piercing damage.
ALIGNMENT: any alignment ALIGNMENT: unaligned
TYPE: humanoid (any race) TYPE: beast ACTION: Constrict
+0 EXPERIENCE POINTS: 10 +2 Melee Weapon Attack: +4 to hit,
DEX PASSIVE PERCEPTION: 10 DEX SENSES: blindsight 10 ft. reach 5 ft., one creature. Hit: 6 (1d8
LANGUAGES: any one language PASSIVE PERCEPTION: 10 + 2) bludgeoning damage, and the
(usually Common) target is grappled (escape DC 14).
+0 +1 Until this grapple ends, the creature
is restrained, and the snake can’t
CON CON constrict another target.

EXPERIENCE POINTS: 50
+0 -5
INT INT

30 ft. 30 ft., swim 30 ft.


+0 SPEED +0 SPEED
WIS WIS

+0 4 10 -4 13 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Amphibious TRAIT: Hold Breath

-4
STR
Crab The crab can breathe air
and water. 0
CR
+2
STR
Crocodile The crocodile can hold
its breath for 15 minutes. 1/2
CR
SIZE: tiny ACTION: Claw SIZE: large ACTION: Bite
ALIGNMENT: unaligned Melee Weapon Attack: ALIGNMENT: unaligned Melee Weapon Attack:
TYPE: beast TYPE: beast
+0 +0
+0 to hit, reach 5 ft., one target. Hit: 1 +4 to hit, reach 5 ft., one creature. Hit:
bludgeoning damage. 7 (1d10 + 2) piercing damage, and
DEX SKILLS: Stealth +2 DEX SKILLS: Stealth +2 the target is grappled (escape DC 12).
SENSES: blindsight 30 ft. PASSIVE PERCEPTION: 10 Until this grapple ends, the target is
EXPERIENCE POINTS: 10
PASSIVE PERCEPTION: 9 restrained, and the crocodile can’t bite
+0 +1 another target

CON CON
EXPERIENCE POINTS: 100

-5 -4
INT INT

20 ft., swim 20 ft. 20 ft., swim 20 ft.


-1 SPEED +0 SPEED
WIS WIS

-4 2 11 -3 19 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Dark Devotion TRAIT: Dark Devotion

+0
STR
Cult Fanatic The fanatic has
advantage on saving
throws against being
2
CR
+0
STR
Cultist The cultist has
advantage on saving
throws against being
1/8
CR
SIZE: medium SIZE: medium
charmed or frightened. charmed or frightened.
ALIGNMENT: any non-good ALIGNMENT: any non-good
TYPE: humanoid (any race) TRAIT: Spellcasting — +3 / DC 11 TYPE: humanoid (any race) ACTION: Scimitar
+2 Cantrips (at will): light, sacred flame, +1 Melee Weapon Attack: +3 to hit, reach
DEX SKILLS: Deception +4, Persuasion +4, thaumaturgy DEX SKILLS: Deception +2, Religion +2 5 ft., one creature. Hit: 4 (1d6 + 1)
Religion +2 PASSIVE PERCEPTION: 10 slashing damage.
• 1st level (4 slots): command, inflict
PASSIVE PERCEPTION: 11 wounds, shield of faith LANGUAGES: any one language

+1 LANGUAGES: any one language


(usually Common)
• 2nd level (3 slots): hold person,
spiritual weapon
+0 (usually Common)
EXPERIENCE POINTS: 25
CON CON
ACTION: Multiattack
The fanatic makes two melee attacks.
+0 ACTION: Dagger +0
INT Melee or Ranged Weapon Attack: +4 INT
to hit, reach 5 ft. or range 20/60 ft.,
30 ft. one creature. Hit: 4 (1d4 + 2) piercing 30 ft.
+1 SPEED
damage.
+0 SPEED
WIS WIS
EXPERIENCE POINTS: 450
alignment alignment
+2 22 13 +0 9 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
ACTION: Bite TRAIT: Hold Breath

+0
STR
Deer Melee Weapon Attack:
+2 to hit, reach 5 ft.,
one target. Hit: 2 (1d4)
0CR
+4
STR
Plesiosaurus The plesiosaurus can
hold its breath for 1 hour. 2
CR
SIZE: medium SIZE: large ACTION: Bite
piercing damage.
ALIGNMENT: unaligned ALIGNMENT: unaligned Melee Weapon Attack:
TYPE: beast TYPE: beast
+3 +2
+6 to hit, reach 10 ft., one target. Hit:
EXPERIENCE POINTS: 10 14 (3d6 + 4) piercing damage.
DEX PASSIVE PERCEPTION: 12 DEX SKILLS: Perception +3, Stealth +4
PASSIVE PERCEPTION: 13
EXPERIENCE POINTS: 450

+0 +3
CON CON

-4 -4
INT INT

50 ft. 20 ft., swim 40 ft.


+2 SPEED +1 SPEED
WIS WIS

-3 4 13 -3 68 13
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Trampling Charge ACTION: Multiattack

+6
STR
Triceratops If the triceratops moves
at least 20 ft. straight
toward a creature and
5 CR
+7
STR
Tyrannosaurus Rex The tyrannosaurus
makes two attacks: one
with its bite and one with
8
CR
SIZE: huge SIZE: huge
then hits it with a gore its tail. It can’t make both
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: beast
attack on the same turn, TYPE: beast
attacks against the same
-1 that target must succeed on a DC 13
Strength saving throw or be knocked +0 target.

DEX PASSIVE PERCEPTION: 10 prone. If the target is prone, the DEX SKILLS: Perception +4 ACTION: Bite
triceratops can make one stomp attack PASSIVE PERCEPTION: 14 Melee Weapon Attack: +10 to hit,
against it as a bonus action. reach 10 ft., one target. Hit: 33 (4d12
+3 ACTION: Gore +4 + 7) piercing damage. If the target is
a Medium or smaller creature, it is
CON Melee Weapon Attack: +9 to hit, reach CON grappled (escape DC 17). Until this
5 ft., one target. Hit: 24 (4d8 + 6) grapple ends, the target is restrained,
piercing damage. and the tyrannosaurus can’t bite
-4 ACTION: Stomp -4 another target.

INT Melee Weapon Attack: +9 to hit, reach INT ACTION: Tail


5 ft., one prone creature. Hit: 22 (3d10 Melee Weapon Attack: +10 to hit,
50 ft. + 6) bludgeoning damage 50 ft. reach 10 ft., one target. Hit: 20 (3d8 +
+0 SPEED
EXPERIENCE POINTS: 1,800
+1 SPEED
7) bludgeoning damage.

WIS WIS
EXPERIENCE POINTS: 3,900

-3 95 13 -1 136 13
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Keen Hearing ACTION: Hooves

+3
STR
Dire Wolf and Smell
The wolf has advantage
on Wisdom (Perception)
1
CR
+4
STR
Draft Horse Melee Weapon Attack:
+6 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4)
1/4
CR
SIZE: large SIZE: large
checks that rely on bludgeoning damage.
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: beast
hearing or smell. TYPE: beast
+2 TRAIT: Pack Tactics +0 EXPERIENCE POINTS: 50
DEX SKILLS: Perception +3, Stealth +4 The wolf has advantage on an attack DEX PASSIVE PERCEPTION: 10
PASSIVE PERCEPTION: 13 roll against a creature if at least
one of the wolf’s allies is within 5
+2 ft. of the creature and the ally isn’t
incapacitated. +1
CON CON
ACTION: Bite
Melee Weapon Attack: +5 to hit,

-4 reach 5 ft., one target. Hit: 10 (2d6 +


3) piercing damage. If the target is a -4
INT creature, it must succeed on a DC 13 INT
Strength saving throw or be knocked
50 ft. prone. 40 ft.
+1 SPEED
EXPERIENCE POINTS: 200
+0 SPEED
WIS WIS

-2 37 14 -2 19 10
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Amphibious ACTION: Bite

+2
STR
Black Dragon Wyrmling The dragon can breathe
air and water. 2
CR
+3
STR
Blue Dragon Wyrmling Melee Weapon Attack:
+5 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3)
3
CR
SIZE: medium ACTION: Bite SIZE: medium
piercing damage plus 3
ALIGNMENT: chaotic evil Melee Weapon Attack: ALIGNMENT: lawful evil
TYPE: dragon TYPE: dragon
(1d6) lightning damage.
+2 +0
+4 to hit, reach 5 ft., one target. Hit:
7 (1d10 + 2) piercing damage plus 2 ACTION: Lightning Breath
DEX SAVES: Dex +4, Con +3, Wis +2, Cha +3 (1d4) acid damage. DEX SAVES: Dex +2, Con +4, Wis +2, Cha +4 (Recharge 5-6)
SKILLS: Perception +4, Stealth +4 SKILLS: Perception +4, Stealth +2 The dragon exhales lightning in a
ACTION: Acid Breath (Recharge 5-6) 30-foot line that is 5 feet wide. Each
IMMUNITIES: acid IMMUNITIES: lightning
The dragon exhales acid in a 15-foot
+1 SENSES: blindsight 10 ft., darkvision 60 ft.
PASSIVE PERCEPTION: 14
line that is 5 feet wide. Each creature +2 SENSES: blindsight 10 ft., darkvision 60 ft.
PASSIVE PERCEPTION: 14
creature in that line must make a DC
12 Dexterity saving throw, taking 22
CON in that line must make a DC 11 CON (4d10) lightning damage on a failed
LANGUAGES: Draconic Dexterity saving throw, taking 22 (Sd8) LANGUAGES: Draconic
save, or half as much damage on a
acid damage on a failed save, or half successful one.
+0 as much damage on a successful one.
+1 EXPERIENCE POINTS: 700
INT EXPERIENCE POINTS: 450 INT
30 ft., burrow 15 ft.,
30 ft., fly 60 ft., swim 30 ft.
fly 60 ft.
+0 SPEED +0 SPEED
WIS WIS

+1 33 17 +2 52 17
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
ACTION: Bite TRAIT: Amphibious

+2
STR
Brass Dragon Wyrmling Melee Weapon Attack:
+4 to hit, reach 5 ft., one
target. Hit: 7 (1d10 + 2)
1
CR
+2
STR
Green Dragon Wyrmling The dragon can breathe
air and water. 2
CR
SIZE: medium SIZE: medium ACTION: Bite
piercing damage.
ALIGNMENT: chaotic good ALIGNMENT: lawful evil Melee Weapon Attack:
TYPE: dragon ACTION: Breath Weapons TYPE: dragon
+0 +1
+4 to hit, reach 5 ft., one target. Hit:
(Recharge 5-6) 7 (1d10 + 2) piercing damage plus 3
DEX SAVES: Dex +2, Con +3, Wis +2, Cha +3 The dragon uses one of the following DEX SAVES: Dex +3, Con +3, Wis +2, Cha +3 (1d6) poison damage.
SKILLS: Perception +4, Stealth +2 breath weapons. SKILLS: Perception +4, Stealth +3
ACTION: Poison Breath
IMMUNITIES: fire Fire Breath: The dragon exhales fire IMMUNITIES: poison
(Recharge 5-6)
+1 SENSES: blindsight 10 ft., darkvision 60 ft.
PASSIVE PERCEPTION: 14
in an 20-foot line that is 5 feet wide.
Each creature in that line must make
+1 CONDITIONS: poisoned
SENSES: blindsight 10 ft., darkvision 60 ft.
The dragon exhales poisonous gas in
CON CON a 15-foot cone. Each creature in that
LANGUAGES: Draconic a DC 11 Dexterity saving throw, taking PASSIVE PERCEPTION: 14 area must make a DC 11 Constitution
14 (4d6) fire damage on a failed LANGUAGES: Draconic saving throw, taking 21 (6d6) poison
save, or half as much damage on a
+0 successful one. +2 damage on a failed save, or half as
much damage on a successful one.
INT Sleep Breath: The dragon exhales INT
sleep gas in a 15-foot cone. Each
30 ft., burrow 15 ft., creature in that area must succeed EXPERIENCE POINTS: 450
30 ft., fly 60 ft., swim 30 ft.
fly 60 ft.
+0 +0
on a DC 11 Constitution saving throw
SPEED or fall unconscious for 1 minute. SPEED
WIS This effect ends for a creature if the WIS
creature takes damage or someone
uses an action to wake it.

+1 16 16 +1 38 17
EXPERIENCE POINTS: 200
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

ACTION: Bite ACTION: Bite

+4
STR
Red Dragon Wyrmling Melee Weapon Attack:
+6 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4)
4
CR
+4
STR
Silver Dragon Wyrmling Melee Weapon Attack:
+6 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4)
2
CR
SIZE: medium SIZE: medium
piercing damage plus 3 piercing damage.
ALIGNMENT: chaotic evil ALIGNMENT: lawful good
TYPE: dragon
(1d6) fire damage. TYPE: dragon ACTION: Breath Weapons
+0 ACTION: Fire Breath (Recharge 5-6) +0 (Recharge 5-6)
DEX SAVES: Dex +2, Con +5, Wis +2, Cha +4 The dragon exhales fire in a 15-foot DEX SAVES: Dex +2, Con +5, Wis +2, Cha +4 The dragon uses one of the following
SKILLS: Perception +4, Stealth +2 cone. Each creature in that area must SKILLS: Perception +4, Stealth +2 breath weapons.
IMMUNITIES: fire make a DC l3 Dexterity saving throw, IMMUNITIES: cold Cold Breath: The dragon exhales
+3 SENSES: blindsight 10 ft., darkvision 60 ft.
PASSIVE PERCEPTION: 14
taking 24 (7d6) fire damage on a failed
save, or half as much damage on a +3 SENSES: blindsight 10 ft., darkvision 60 ft.
PASSIVE PERCEPTION: 14
an icy blast in a 15-foot cone. Each
creature in that area must make a DC
CON successful one. CON 13 Constitution saving throw, taking 18
LANGUAGES: Draconic LANGUAGES: Draconic
(4d8) cold damage on a failed save, or
EXPERIENCE POINTS: 1,100 half as much damage on a successful
+1 +1 one.
INT INT Paralyzing Breath: The dragon
exhales paralyzing gas in a 15-foot
30 ft., climb 30 ft., fly 60 ft. 30 ft., fly 60 ft. cone. Each creature in that area must

+0 +0
succeed on a DC 13 Constitution
SPEED SPEED saving throw or be paralyzed for 1
WIS WIS minute. A creature can repeat the
saving throw at the end of each of its
turns, ending the effect on itself on a

+2 75 17 +2 45 17 success.

CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR EXPERIENCE POINTS: 450
ACTION: Bite TRAIT: Amphibious

+2
STR
White Dragon Wyrmling Melee Weapon Attack:
+4 to hit, reach 5 ft., one
target. Hit: 7 (1d10 + 2)
2
CR
+4
STR
Young Black Dragon The dragon can breathe
air and water. 7
CR
SIZE: medium
piercing damage plus 2
SIZE: large ACTION: Multiattack
ALIGNMENT: chaotic evil ALIGNMENT: chaotic evil The dragon makes three
TYPE: dragon
(1d4) cold damage. TYPE: dragon attacks: one with its bite and two with
+0 ACTION: Cold Breath (Recharge 5-6) +2 its claws.
DEX SAVES: Dex +2, Con +4, Wis +2, Cha +2 The dragon exhales an icy blast of hail DEX SAVES: Dex +5, Con +6, Wis +3, Cha +5
ACTION: Bite
SKILLS: Perception +4, Stealth +2 in a 15-foot cone. Each creature in that SKILLS: Perception +6, Stealth +5
Melee Weapon Attack: +7 to hit, reach
IMMUNITIES: cold area must make a DC 12 Constitution IMMUNITIES: acid 10 ft., one target. Hit: 15 (2d10 + 4)
+2 SENSES: blindsight 10 ft., darkvision 60 ft.
PASSIVE PERCEPTION: 14
saving throw, taking 22 (5d8) cold
damage on a failed save, or half as +3 SENSES: blindsight 30 ft.,
darkvision 120 ft.
piercing damage plus 4 (1d8) acid
damage.
CON much damage on a successful one. CON PASSIVE PERCEPTION: 16
LANGUAGES: Draconic
LANGUAGES: Common, Draconic ACTION: Claw
EXPERIENCE POINTS: 450 Melee Weapon Attack: +7 to hit, reach
-3 +1 5 ft., one target. Hit: 11 (2d6 + 4)
slashing damage.
INT INT
30 ft., burrow 15 ft., ACTION: Acid Breath (Recharge 5-6)
40 ft., fly 80 ft., swim 40 ft. The dragon exhales acid in a 30-
fly 60 ft., swim 30 ft.
+0 SPEED +0 SPEED
foot line that is 5 feet wide. Each
creature in that line must make a
WIS WIS DC 14 Dexterity saving throw, taking
49 (11d8) acid damage on a failed
save, or half as much damage on a
+0 32 16 +2 127 18 successful one.

CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR


EXPERIENCE POINTS: 2,900

ACTION: Multiattack ACTION: Multiattack

+5
STR
Young Blue Dragon The dragon makes three
attacks: one with its bite
and two with its claws.
9
CR
+6
STR
Young Red Dragon The dragon makes three
attacks: one with its bite
and two with its claws.
10
CR
SIZE: large SIZE: large
ALIGNMENT: lawful evil ACTION: Bite ALIGNMENT: chaotic evil ACTION: Bite
TYPE: dragon TYPE: dragon
+0 +0
Melee Weapon Attack: +9 to hit, Melee Weapon Attack: +10 to hit,
reach 10 ft., one target. Hit: 16 (2d10 reach 10 ft., one target. Hit: 17 (2d10
DEX SAVES: Dex +4, Con +8, Wis +5, Cha +7 + 5) piercing damage plus 5 (1d10) DEX SAVES: Dex +4, Con +9, Wis +4, Cha +8 + 6) piercing damage plus 3 (1d6) fire
SKILLS: Perception +9, Stealth +4 lightning damage. SKILLS: Perception +8, Stealth +4 damage.
IMMUNITIES: lightning IMMUNITIES: fire
ACTION: Claw ACTION: Claw
+4 SENSES: blindsight 30 ft.,
darkvision 120 ft.
Melee Weapon Attack: +9 to hit, reach +5 SENSES: blindsight 30 ft.,
darkvision 120 ft.
Melee Weapon Attack: +10 to hit,
CON 5 ft., one target. Hit: 12 (2d6 + 5) CON reach 5 ft., one target. Hit: 13 (2d6 +
PASSIVE PERCEPTION: 19 PASSIVE PERCEPTION: 18
slashing damage. 6) slashing damage.
LANGUAGES: Common, Draconic LANGUAGES: Common, Draconic
ACTION: Lightning Breath ACTION: Fire Breath (Recharge 5-6)
+2 (Recharge 5-6) +2 The dragon exhales fire in a 30-foot
INT The dragon exhales lightning in an INT cone. Each creature in that area must
60-foot line that is 5 feet wide. Each make a DC 17 Dexterity saving throw,
40 ft., burrow 40 ft., creature in that line must make a DC taking 56 (16d6) fire damage on a
40 ft., climb 40 ft., fly 80 ft.
fly 80 ft.
+1 +0
16 Dexterity saving throw, taking 55 failed save, or half as much damage
SPEED (10d10) lightning damage on a failed SPEED on a successful one.
WIS save, or half as much damage on a WIS
successful one.
EXPERIENCE POINTS: 5,900

+3 152 18 EXPERIENCE POINTS: 5,000 +4 178 18


CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Spellcasting TRAIT: Keen Sight

+0
STR
Druid — +4 / DC 12
• Cantrips (at will):
druidcraft, produce
2
CR
-2
STR
Eagle The eagle has advantage
on Wisdom (Perception)
checks that rely on sight.
0
CR
SIZE: medium SIZE: small
flame, shillelagh
ALIGNMENT: any alignment ALIGNMENT: unaligned ACTION: Talons
TYPE: humanoid (any race) • 1st level (4 slots): TYPE: beast
+1 +2
Melee Weapon Attack: +4 to hit,
entangle, longstrider, speak with
reach 5 ft., one target. Hit: 4 (1d4 + 2)
animals, thunderwave
DEX SKILLS: Medicine +4, Nature +3, DEX SKILLS: Perception +4 slashing damage.
Perception +4 • 2nd level (3 slots): animal PASSIVE PERCEPTION: 14
PASSIVE PERCEPTION: 14 messenger, barkskin
EXPERIENCE POINTS: 10
+1 LANGUAGES: Druidic plus any two
languages
ACTION: Quarterstaff
Melee Weapon Attack: +2 to hit (+4
+0
CON CON
to hit with shillelagh), reach 5 ft.,
one target. Hit: 3 (1d6) bludgeoning
damage, or 6 (1d8 + 2) bludgeoning
+1 damage with shillelagh or if wielded -4
INT with two hands. INT

30 ft. EXPERIENCE POINTS: 450 10 ft., fly 60 ft.


+2 SPEED +2 SPEED
WIS WIS

+0 27 11 -2 3 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Trampling Charge TRAIT: Charge

+6
STR
Elephant If the elephant moves
at least 20 ft. straight
toward a creature and
4 CR
+3
STR
Elk If the elk moves at least
20 ft. straight toward a
target and then hits it
1/4CR
SIZE: huge SIZE: large
then hits it with a gore with a ram attack on the
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: beast
attack on the same turn, TYPE: beast
same turn, the target
-1 that target must succeed on a DC 12
Strength saving throw or be knocked +0 takes an extra 7 (2d6) damage. If the
target is a creature, it must succeed
DEX PASSIVE PERCEPTION: 10 prone. If the target is prone, the DEX PASSIVE PERCEPTION: 10 on a DC 13 Strength saving throw or
elephant can make one stomp attack be knocked prone.
against it as a bonus action.
+3 ACTION: Gore +1 ACTION: Ram
Melee Weapon Attack: +5 to hit,
CON Melee Weapon Attack: +8 to hit, reach CON reach 5 ft., one target. Hit: 6 (1d6 + 3)
5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
piercing damage.
-4 -4
ACTION: Hooves
ACTION: Stomp Melee Weapon Attack: +5 to hit, reach
INT Melee Weapon Attack: +8 to hit, reach INT 5 ft., one prone creature. Hit: 8 (2d4 +
5 ft., one prone creature. Hit: 22 (3d10 3) bludgeoning damage.
40 ft. + 6) bludgeoning damage. 50 ft.
+0 SPEED
EXPERIENCE POINTS: 1,100
+0 SPEED
EXPERIENCE POINTS: 50
WIS WIS

-2 76 12 -2 13 10
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Two Heads TRAIT: Flyby

+5
STR
Ettin The ettin has advantage
on Wisdom (Perception)
checks and on saving CR
4 -3
STR
Flying Snake The snake doesn’t
provoke opportunity
attacks when it flies out
1/8CR
SIZE: large SIZE: tiny
throws against being of an enemy’s reach.
ALIGNMENT: chaotic evil ALIGNMENT: unaligned
TYPE: giant
blinded, charmed, TYPE: beast ACTION: Bite
-1 deafened, frightened, stunned, and
knocked unconscious. +4 Melee Weapon Attack: +6 to hit,
DEX SKILLS: Perception +4 DEX SENSES: blindsight 10 ft. reach 5 ft., one target. Hit: 1 piercing
SENSES: darkvision 60 ft. TRAIT: Wakeful PASSIVE PERCEPTION: 11 damage plus 7 (3d4) poison damage.
PASSIVE PERCEPTION: 14 When one of the ettin’s heads is
+3 LANGUAGES: Giant, Orc asleep, its other head is awake.
+0 EXPERIENCE POINTS: 25
CON ACTION: Multiattack CON
The ettin makes two attacks: one
with its battleaxe and one with its

-2 morningstar.
ACTION: Battleaxe
-4
INT INT
Melee Weapon Attack: +7 to hit, reach
40 ft. 5 ft., one target. Hit: 14 (2d8 + 5) 30 ft., fly 60 ft., swim 30 ft.
+0 +1
slashing damage.
SPEED SPEED
ACTION: Morningstar
WIS WIS
Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 14 (2d8 + 5)
piercing damage.
-1 85 12 -3 5 14
CHA HIT POINTS ARMOUR EXPERIENCE POINTS: 1,100 CHA HIT POINTS ARMOUR

TRAIT: Amphibious TRAIT: False Appearance

-5
STR
Frog The frog can breathe air
and water 0CR
-5
STR
Shrieker While the shrieker
remains motionless, it is
indistinguishable from an
0
CR
SIZE: tiny TRAIT: Standing Leap SIZE: medium
ordinary fungus.
ALIGNMENT: unaligned The frog’s long jump is ALIGNMENT: unaligned
TYPE: beast TYPE: plant ACTION: Shriek
+1 -5
up to 10 ft. and its high jump is up to 5
ft., with or without a running start. When bright light or a creature is
DEX SKILLS: Perception +1, Stealth +3 DEX CONDITIONS: blinded, deafened, within 30 feet of the shrieker, it emits
SENSES: darkvision 30 ft. frightened a shriek audible within 300 feet of it.
EXPERIENCE POINTS: 10
PASSIVE PERCEPTION: 11 SENSES: blindsight 30 ft. The shrieker continues to shriek until
-1 +0
(blind beyond this radius) the disturbance moves out of range
PASSIVE PERCEPTION: 6 and for 1d4 of the shrieker’s turns
CON CON afterward

EXPERIENCE POINTS: 10
-5 -5
INT INT

20 ft., swim 20 ft. 0 ft.


-1 SPEED -4 SPEED
WIS WIS

-4 1 11 -5 13 5
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: False Appearance ACTION: Bite

-4
STR
Violet Fungus While the violet fungus
remains motionless, it is
indistinguishable from an
1/4CR
+1
STR
Ghoul Melee Weapon Attack:
+2 to hit, reach 5 ft., one
creature. Hit: 9 (2d6 + 2)
1
CR
SIZE: medium SIZE: medium
ordinary fungus. piercing damage.
ALIGNMENT: unaligned ALIGNMENT: chaotic evil
TYPE: plant ACTION: Multiattack TYPE: undead ACTION: Claws
-5 The fungus makes 1d4 Rotting Touch +2 Melee Weapon Attack: +4 to hit,
DEX CONDITIONS: blinded, deafened, attacks. DEX CONDITIONS: poisoned reach 5 ft., one target. Hit: 7 (2d4 +
frightened SENSES: darkvision 60 ft. 2) slashing damage. If the target is a
SENSES: blindsight 30 ft. ACTION: Rotting Touch creature other than an elf or undead, it
PASSIVE PERCEPTION: 10
Melee Weapon Attack: +2 to hit,
+0 +0
(blind beyond this radius) must succeed on a DC 10 Constitution
LANGUAGES: Common
PASSIVE PERCEPTION: 6 reach 10 ft., one creature. Hit: 4 (1d8) saving throw or be paralyzed for 1
CON necrotic damage. CON minute. The target can repeat the
saving throw at the end of each of its
EXPERIENCE POINTS: 50 turns, ending the effect on itself on a
-5 -2 success.

INT INT
EXPERIENCE POINTS: 200
5 ft. 30 ft.
-4 SPEED +0 SPEED
WIS WIS

-5 18 5 -2 22 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

ACTION: Multiattack TRAIT: Keen Smell

+6
STR
Giant Ape The ape makes two fist
attacks. 7
CR
+1
STR
Giant Badger The badger has
advantage on Wisdom
(Perception) checks that
1/4CR
SIZE: huge ACTION: Fist SIZE: medium
rely on smell.
ALIGNMENT: unaligned Melee Weapon Attack: ALIGNMENT: unaligned
TYPE: beast TYPE: beast ACTION: Multiattack
+2 +0
+9 to hit, reach 10 ft., one target. Hit:
22 (3d10 + 6) bludgeoning damage. The badger makes two attacks: one
DEX SKILLS: Athletics +9, Perception +4 DEX SENSES: darkvision 30 ft. with its bite and one with its claws.
PASSIVE PERCEPTION: 14
ACTION: Rock PASSIVE PERCEPTION: 11
Ranged Weapon Attack: +9 to hit, ACTION: Bite
range 50/100 ft., one target. Hit: 30 Melee Weapon Attack: +3 to hit,
+4 (7d6 + 6) bludgeoning damage. +2 reach 5 ft., one target. Hit: 4 (1d6 + 1)
CON CON piercing damage.
EXPERIENCE POINTS: 2,900 ACTION: Claws
Melee Weapon Attack: +3 to hit,
-2 -4 reach 5 ft., one target. Hit: 6 (2d4 + 1)
INT INT slashing damage.

40 ft., climb 40 ft. 30 ft., burrow 10 ft. EXPERIENCE POINTS: 50


+1 SPEED +1 SPEED
WIS WIS

-2 157 12 -3 13 10
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Echolocation TRAIT: Charge

+2
STR
Giant Bat The bat can’t use
its blindsight while
deafened.
1/4CR
+3
STR
Giant Boar If the boar moves at least
20 ft. straight toward
a target and then hits CR
2
SIZE: large SIZE: large
it with a tusk attack
ALIGNMENT: unaligned TRAIT: Keen Hearing ALIGNMENT: unaligned
TYPE: beast TYPE: beast
on the same turn, the
+3 +0
The bat has advantage on Wisdom target takes an extra 7 (2d6) slashing
(Perception) checks that rely on damage. If the target is a creature, it
DEX SENSES: blindsight 60 ft. hearing. DEX PASSIVE PERCEPTION: 8 must succeed on a DC 13 Strength
PASSIVE PERCEPTION: 11 saving throw or be knocked prone.
ACTION: Bite
Melee Weapon Attack: +4 to hit, reach
+0 5 ft., one creature. Hit: 5 (1d6 + 2) +3 TRAIT: Relentless (Recharges after
a Short or Long Rest)
CON piercing damage. CON If the boar takes 10 damage or less
that would reduce it to 0 hit points, it is
EXPERIENCE POINTS: 50 reduced to 1 hit point instead.
-4 -4 ACTION: Tusk
INT INT Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 10 (2d6 + 3)
10 ft., fly 60 ft. 40 ft. slashing damage.
+1 SPEED -2 SPEED
EXPERIENCE POINTS: 450
WIS WIS

-2 22 13 -3 42 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

ACTION: Bite ACTION: Bite

-3
STR
Giant Centipede Bite. Melee Weapon
Attack: +4 to hit, reach
5 ft., one creature. Hit:
1/4 CR
+4
STR
Giant Constrictor Snake Melee Weapon Attack:
+6 to hit, reach 10 ft.,
one creature. Hit: 11 (2d6
2
CR
SIZE: small SIZE: huge
4 (1d4 + 2) piercing + 4) piercing damage.
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: beast
damage, and the target TYPE: beast ACTION: Constrict
+2 must succeed on a DC 11 Constitution
saving throw or take 10 (3d6) poison +2 Melee Weapon Attack: +6 to hit,
DEX SENSES: blindsight 30 ft. damage. If the poison damage DEX SKILLS: Perception +2 reach 5 ft., one creature. Hit: 13 (2d8
PASSIVE PERCEPTION: 8 reduces the target to 0 hit points, the SENSES: blindsight 10 ft. + 4) bludgeoning damage, and the
target is stable but poisoned for 1 PASSIVE PERCEPTION: 12 target is grappled (escape DC 16).
+1 hour, even after regaining hit points,
and is paralyzed while poisoned in
+1 Until this grapple ends, the creature
is restrained, and the snake can’t
CON this way. CON constrict another target.

EXPERIENCE POINTS: 450


-5 EXPERIENCE POINTS: 50
-5
INT INT

30 ft., climb 30 ft. 30 ft., swim 30 ft.


-2 SPEED +0 SPEED
WIS WIS

-4 4 13 -4 60 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Amphibious TRAIT: Hold Breath

+1
STR
Giant Crab The crab can breathe air
and water. 1/8CR
+5
STR
Giant Crocodile The crocodile can hold
its breath for 30 minutes. 5CR
SIZE: medium ACTION: Claw SIZE: huge ACTION: Multiattack
ALIGNMENT: unaligned Melee Weapon Attack: ALIGNMENT: unaligned The crocodile makes two
TYPE: beast TYPE: beast
+2 -1
+3 to hit, reach 5 ft., one target. Hit: 4 attacks: one with its bite and one with
(1d6 + 1) bludgeoning damage, and its tail.
DEX SKILLS: Stealth +4 the target is grappled (escape DC 11). DEX SKILLS: Stealth +5
SENSES: blindsight 30 ft. The crab has two claws, each of which PASSIVE PERCEPTION: 10
ACTION: Bite
PASSIVE PERCEPTION: 9 can grapple only one target. Melee Weapon Attack: +8 to hit, reach
5 ft., one target. Hit: 21 (3d10 + 5)
+0 EXPERIENCE POINTS: 25
+3 piercing damage, and the target is
CON CON grappled (escape DC 16). Until this
grapple ends, the target is restrained,
and the crocodile can’t bite another

-5 -4 target.
ACTION: Tail
INT INT
Melee Weapon Attack: +8 to hit,
30 ft., swim 30 ft. 30 ft., swim 50 ft. reach 10 ft., one target not grappled

-1 +0
by the crocodile. Hit: 14 (2d8 + 5)
SPEED SPEED bludgeoning damage. If the target is a
WIS WIS creature, it must succeed on a DC 16
Strength saving throw or be knocked
prone.

-4 13 15 -2 85 14
EXPERIENCE POINTS: 1,800
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Keen Sight TRAIT: Charge

+3
STR
Giant Eagle The eagle has advantage
on Wisdom (Perception)
checks that rely on sight.
1
CR
+4
STR
Giant Elk If the elk moves at least
20 ft. straight toward a
target and then hits it
2 CR
SIZE: large SIZE: huge
with a ram attack on the
ALIGNMENT: neutral good ACTION: Multiattack ALIGNMENT: unaligned
TYPE: beast TYPE: beast
same turn, the target
+3 +3
The eagle makes two attacks: one takes an extra 7 (2d6) damage. If the
with its beak and one with its talons. target is a creature, it must succeed
DEX SKILLS: Perception +4 DEX SKILLS: Perception +4 on a DC 14 Strength saving throw or
PASSIVE PERCEPTION: 14
ACTION: Beak PASSIVE PERCEPTION: 14 be knocked prone.
LANGUAGES: Giant Eagle, understands
Melee Weapon Attack: +5 to hit, LANGUAGES: Giant Elk, understands
reach 5 ft., one target. Hit: 6 (1d6 + 3)
+1 Common and Auran
but can’t speak piercing damage. +2 Common, Elvish, and
Sylvan but can’t speak
ACTION: Ram
Melee Weapon Attack: +6 to hit, reach
CON
ACTION: Talons CON 10 ft., one target. Hit: 11 (2d6 + 4)
bludgeoning damage.
Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 10 (2d6 + 3)
-1 -2
ACTION: Hooves
slashing damage. Melee Weapon Attack: +6 to hit, reach
INT INT 5 ft., one prone creature. Hit: 22 (4d8
EXPERIENCE POINTS: 200 + 4) bludgeoning damage.
10 ft., fly 80 ft. 60 ft.
+2 SPEED +2 SPEED
EXPERIENCE POINTS: 450
WIS WIS

+0 26 13 +0 42 15
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Illumination

-1
STR
Giant Fire Beetle The beetle sheds bright
light in a 10-foot radius
and dim light for an
0
CR
+2
STR
Giant Fly EXPERIENCE POINTS: 10
0
CR
SIZE: small SIZE: large
additional 10 ft..
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: beast ACTION: Bite TYPE: beast
+0 Melee Weapon Attack: +1 to hit, +1
DEX SENSES: blindsight 30 ft. reach 5 ft., one target. Hit: 2 (1d6 - 1) DEX SENSES: darkvision 60 ft.
PASSIVE PERCEPTION: 8 slashing damage. PASSIVE PERCEPTION: 10

+1 EXPERIENCE POINTS: 10 +1
CON CON

-5 -4
INT INT

30 ft. 30 ft., fly 60 ft.


-2 SPEED +0 SPEED
WIS WIS

-4 4 13 -4 19 11
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Charge TRAIT: Rampage

+3
STR
Giant Goat If the goat moves at least
20 ft. straight toward a
target and then hits it
1/2
CR
+3
STR
Giant Hyena When the hyena reduces
a creature to 0 hit points
with a melee attack on
1CR
SIZE: large SIZE: large
with a ram attack on the its turn, the hyena can
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: beast
same turn, the target TYPE: beast
take a bonus action to
+0 takes an extra 5 (2d4) bludgeoning
damage. If the target is a creature, it +2 move up to half its speed and make a
bite attack.
DEX PASSIVE PERCEPTION: 11 must succeed on a DC 13 Strength DEX SKILLS: Perception +3
saving throw or be knocked prone. PASSIVE PERCEPTION: 13 ACTION: Bite
Melee Weapon Attack: +5 to hit, reach
+1 TRAIT: Sure-Footed
The goat has advantage on Strength +2 5 ft., one target. Hit: 10 (2d6 + 3)
piercing damage.
CON and Dexterity saving throws made CON
against effects that would knock it
EXPERIENCE POINTS: 200
prone.
-4 ACTION: Ram -4
INT Melee Weapon Attack: +5 to hit, INT
reach 5 ft., one target. Hit: 8 (2d4 + 3)
40 ft. bludgeoning damage. 50 ft.
+1 SPEED
EXPERIENCE POINTS: 100
+1 SPEED
WIS WIS

-2 19 11 -2 45 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Variant: TRAIT: Flyby

+2
STR
Giant Lizard Hold Breath
The lizard can hold its
breath for 15 minutes. (A
1/4CR
+1
STR
Giant Owl The owl doesn’t provoke
opportunity attacks when
it flies out of an enemy’s
1/4CR
SIZE: large SIZE: large
lizard that has this trait reach.
ALIGNMENT: unaligned ALIGNMENT: neutral
TYPE: beast
also has a swimming TYPE: beast TRAIT: Keen Hearing and Sight
+1 speed of 30 feet.)
+2 The owl has advantage on Wisdom
DEX SENSES: darkvision 30 ft. TRAIT: Variant: Spider Climb DEX SKILLS: Perception +5, Stealth +4 (Perception) checks that rely on
PASSIVE PERCEPTION: 10 The lizard can climb difficult surfaces, SENSES: darkvision 120 ft. hearing or sight.
including upside down on ceilings, PASSIVE PERCEPTION: 15
ACTION: Talons
+1 without needing to make an ability
check. +1 LANGUAGES: Giant Owl, understands
Common, Elvish, and
Melee Weapon Attack: +3 to hit,
CON CON Sylvan but can’t speak reach 5 ft., one target. Hit: 8 (2d6 + 1)
ACTION: Bite slashing damage.
Melee Weapon Attack: +4 to hit,

-4 reach 5 ft., one target. Hit: 6 (1d8 + 2)


piercing damage. -1 EXPERIENCE POINTS: 50
INT INT
EXPERIENCE POINTS: 50
30 ft., climb 30 ft. 5 ft., fly 60 ft.
+0 SPEED +1 SPEED
WIS WIS

-3 19 12 +0 19 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

ACTION: Bite ACTION: Bite

+0
STR
Giant Poisonous Snake Melee Weapon Attack:
+6 to hit, reach 10 ft.,
one target. Hit: 6 (1d4 +
1/4
CR
-2
STR
Giant Rat (Diseased) Melee Weapon Attack:
+4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2)
1/8CR
SIZE: medium SIZE: small
4) piercing damage, and piercing damage. If the
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: beast
the target must make TYPE: beast
target is a creature, it
+4 a DC 11 Constitution saving throw,
taking 10 (3d6) poison damage on a +2 must succeed on a DC 10 Constitution
saving throw or contract a disease.
DEX SKILLS: Perception +2 failed save, or half as much damage DEX SENSES: darkvision 60 ft. Until the disease is cured, the target
SENSES: blindsight 10 ft. on a successful one. PASSIVE PERCEPTION: 10 can’t regain hit points except by
PASSIVE PERCEPTION: 12 magical means, and the target’s hit
+1 EXPERIENCE POINTS: 50 +0 point maximum decreases by 3 (1d6)
every 24 hours. If the target’s hit point
CON CON maximum drops to 0 as a result of this
disease, the target dies.

-4 -4 EXPERIENCE POINTS: 25
INT INT

30 ft., swim 30 ft. 30 ft.


+0 SPEED +0 SPEED
WIS WIS

-4 11 14 -3 7 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Keen Smell ACTION: Claw

-2
STR
Giant Rat The rat has advantage
on Wisdom (Perception)
checks that rely on smell.
1/8
CR
+2
STR
Giant Scorpion Melee Weapon Attack:
+4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 CR
3
SIZE: small SIZE: large
+ 2) bludgeoning
ALIGNMENT: unaligned TRAIT: Pack Tactics ALIGNMENT: unaligned
TYPE: beast TYPE: beast
damage, and the target
+2 +1
The rat has advantage on an attack is grappled (escape DC 12). The
roll against a creature if at least scorpion has two claws, each of which
DEX SENSES: darkvision 60 ft. one of the rat’s allies is within 5 ft. DEX SENSES: blindsight 60 ft. can grapple only one target.
PASSIVE PERCEPTION: 10 of the creature and the ally isn’t PASSIVE PERCEPTION: 9
incapacitated. ACTION: Multiattack

+0 ACTION: Bite +2 The scorpion makes three attacks: two


with its claws and one with its sting.
CON Melee Weapon Attack: +4 to hit, CON
reach 5 ft., one target. Hit: 4 (1d4 + 2) ACTION: Sting
piercing damage. Melee Weapon Attack: +4 to hit,

-4 EXPERIENCE POINTS: 25
-5 reach 5 ft., one creature. Hit: 7 (1d10
+ 2) piercing damage, and the target
INT INT must make a DC 12 Constitution
saving throw, taking 22 (4d10) poison
30 ft. 40 ft. damage on a failed save, or half as
+0 SPEED -1 SPEED
much damage on a successful one.

WIS WIS
EXPERIENCE POINTS: 700

-3 7 12 -4 52 15
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Charge TRAIT: Blood Frenzy

+1
STR
Giant Sea Horse If the sea horse moves
at least 20 ft. straight
toward a target and
1/2
CR
+6
STR
Giant Shark The shark has advantage
on melee attack rolls
against any creature that
5CR
SIZE: large SIZE: huge
then hits it with a ram doesn’t have all its hit
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: beast
attack on the same TYPE: beast
points.
+2 turn, the target takes an extra 7 (2d6)
bludgeoning damage. If the target is a +0 TRAIT: Water Breathing
DEX PASSIVE PERCEPTION: 11 creature, it must succeed on a DC 11 DEX SKILLS: Perception +3 The shark can breathe only
Strength saving throw or be knocked SENSES: blindsight 60 ft. underwater.
prone. PASSIVE PERCEPTION: 13
ACTION: Bite
+0 TRAIT: Water Breathing +5 Weapon Attack: +9 to hit, reach 5 ft.,
CON The sea horse can breathe only CON one target. Hit: 22 (3d10 + 6) piercing
underwater. damage.

-4 -5
ACTION: Ram
EXPERIENCE POINTS: 1,800
Melee Weapon Attack: +3 to hit,
INT reach 5 ft., one target. Hit: 4 (1d6 + 1) INT
bludgeoning damage.
0 ft., swim 40 ft. swim 50 ft.
+1 SPEED
EXPERIENCE POINTS: 100 +0 SPEED
WIS WIS

-3 16 13 -3 126 13
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Keen Sight ACTION: Sting

+2
STR
Giant Vulture and Smell
The vulture has
advantage on Wisdom
1CR
+0
STR
Giant Wasp Sting. Melee Weapon
Attack: +4 to hit, reach
5 ft., one creature. Hit:
1/2CR
SIZE: large SIZE: medium
(Perception) checks that 5 (1d6 + 2) piercing
ALIGNMENT: neutral evil ALIGNMENT: unaligned
TYPE: beast
rely on sight or smell. TYPE: beast
damage, and the target
+0 TRAIT: Pack Tactics +2 must make a DC 11 Constitution
saving throw, taking 10 (3d6) poison
DEX SKILLS: Perception +3 The vulture has advantage on an DEX PASSIVE PERCEPTION: 10 damage on a failed save, or half as
PASSIVE PERCEPTION: 13 attack roll against a creature if at least much damage on a successful one. If
LANGUAGES: understands Common one of the vulture’s allies is within 5 the poison damage reduces the target
+2 but can’t speak ft. of the creature and the ally isn’t
incapacitated. +0 to 0 hit points, the target is stable
but poisoned for 1 hour, even after
CON CON regaining hit points, and is paralyzed
ACTION: Multiattack
while poisoned in this way.
The vulture makes two attacks: one

-2 with its beak and one with its talons.


ACTION: Beak
-5 EXPERIENCE POINTS: 100
INT INT
Melee Weapon Attack: +4 to hit,
10 ft., fly 60 ft. reach 5 ft., one target. Hit: 7 (2d4 + 2) 10 ft., fly 50 ft., swim 50 ft.
+1 +0
piercing damage.
SPEED SPEED
ACTION: Talons
WIS WIS
Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 9 (2d6 + 2)
slashing damage.
-2 22 10 -4 13 12
CHA HIT POINTS ARMOUR EXPERIENCE POINTS: 200 CHA HIT POINTS ARMOUR

TRAIT: Keen Hearing TRAIT: Keen Smell

+0
STR
Giant Weasel and Smell
The weasel has
advantage on Wisdom
1/8CR
+8
STR
Cloud Giant The giant has advantage
on Wisdom (Perception)
checks that rely on smell.
9
CR
SIZE: medium SIZE: huge
(Perception) checks that
ALIGNMENT: unaligned ALIGNMENT: NG (50%) or NE TRAIT: Innate
TYPE: beast
rely on hearing or smell. TYPE: giant Spellcasting — +7 / DC 15
+3 ACTION: Bite +0 At will: detect magic, fog cloud, light
DEX SKILLS: Perception +3, Stealth +5 Weapon Attack: +5 to hit, reach 5 ft., DEX SAVES: Con +10, Wis +7, Cha +7 3/day each: feather fall, fly, misty step,
SENSES: darkvision 60 ft. one target. Hit: 5 (1d4 + 3) piercing SKILLS: Insight +7, Perception +7 telekinesis
PASSIVE PERCEPTION: 13 damage. PASSIVE PERCEPTION: 17 1/day each: control weather, gaseous
+0 EXPERIENCE POINTS: 25
+6 LANGUAGES: Common, Giant form
CON CON ACTION: Multiattack
The giant makes two morningstar
attacks.
-3 +1 ACTION: Morningstar
INT INT Melee Weapon Attack: +12 to hit,
reach 10 ft., one target. Hit: 21 (3d8 +
40 ft. 40 ft. 8) piercing damage.
+1 SPEED +3 SPEED ACTION: Rock
WIS WIS Ranged Weapon Attack: +12 to hit,
range 60/240 ft., one target. Hit: 30
(50%) (4d10 + 8) bludgeoning damage.
-3 9 13 +3 200 14
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR EXPERIENCE POINTS: 5,000
ACTION: Multiattack ACTION: Multiattack

+7
STR
Fire Giant The giant makes two
greatsword attacks. 9
CR
+6
STR
Frost Giant The giant makes two
greataxe attacks. 8
CR
SIZE: huge ACTION: Greatsword SIZE: huge ACTION: Greataxe
ALIGNMENT: lawful evil Melee Weapon Attack: ALIGNMENT: neutral evil Melee Weapon Attack:
TYPE: giant TYPE: giant
-1 -1
+11 to hit, reach 10 ft., one target. Hit: +9 to hit, reach 10 ft., one target. Hit:
28 (6d6 + 7) slashing damage. 25 (3d12 + 6) slashing damage.
DEX SAVES: Dex +3, Con +10, Cha +5 DEX SAVES: Con +8, Wis +3, Cha +4
SKILLS: Athletics +11, Perception +6
ACTION: Rock SKILLS: Athletics +9, Perception +3
ACTION: Rock
IMMUNITIES: fire
Ranged Weapon Attack: +11 to hit, IMMUNITIES: cold
Ranged Weapon Attack: +9 to hit,
range 60/240 ft., one target. Hit: 29 range 60/240 ft., one target. Hit: 28
+6 PASSIVE PERCEPTION: 16
LANGUAGES: Giant
(4d10 + 7) bludgeoning damage. +5 PASSIVE PERCEPTION: 13
LANGUAGES: Giant
(4d10 + 6) bludgeoning damage.
CON CON
EXPERIENCE POINTS: 5,000 EXPERIENCE POINTS: 3,900

+0 -1
INT INT

30 ft. 40 ft.
+2 SPEED +0 SPEED
WIS WIS

+1 162 18 +1 138 15
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

ACTION: Multiattack TRAIT: Rampage

+5
STR
Hill Giant The giant makes two
greatclub attacks. 5
CR
+2
STR
Gnoll When the gnoll reduces
a creature to 0 hit points
with a melee attack on its
1/2
CR
SIZE: huge ACTION: Greatclub SIZE: medium
turn, the gnoll can take
ALIGNMENT: chaotic evil Melee Weapon Attack: ALIGNMENT: chaotic evil
TYPE: giant TYPE: humanoid (gnoll)
a bonus action to move
-1 +1
+8 to hit, reach 10 ft., one target. Hit: up to half its speed and make a bite
18 (3d8 + 5) bludgeoning damage. attack.
DEX SKILLS: Perception +2 DEX SENSES: darkvision 60 ft.
PASSIVE PERCEPTION: 12
ACTION: Rock PASSIVE PERCEPTION: 10 ACTION: Bite
LANGUAGES: Giant
Ranged Weapon Attack: +8 to hit, LANGUAGES: Gnoll Melee Weapon Attack: +4 to hit, reach
range 60/240 ft., one target. Hit: 21
+4 (3d10 + 5) bludgeoning damage. +0 5 ft., one creature. Hit: 4 (1d4 + 2)
piercing damage.
CON CON
ACTION: Spear
EXPERIENCE POINTS: 1,800
Melee or Ranged Weapon Attack: +4

-3 -2 to hit, reach 5 ft. or range 20/60 ft.,


one target. Hit: 5 (1d6 + 2) piercing
INT INT damage, or 6 (1d8 + 2) piercing
damage if used with two hands to
40 ft. 30 ft. make a melee attack.
-1 SPEED +0 SPEED ACTION: Longbow
WIS WIS Ranged Weapon Attack: +3 to hit,
range 150/600 ft., one target. Hit: 5
(1d8 + 1) piercing damage.

-2 105 13 -2 22 15
EXPERIENCE POINTS: 100
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Nimble Escape TRAIT: Charge

-1
STR
Goblin The goblin can take the
Disengage or Hide action
as a bonus action on
1/4CR
+1
STR
Goat If the goat moves at least
20 ft. straight toward a
target and then hits it
0
CR
SIZE: small SIZE: medium
each of its turns. with a ram attack on the
ALIGNMENT: neutral evil ALIGNMENT: unaligned
TYPE: humanoid (goblinoid) TYPE: beast
same turn, the target
ACTION: Scimitar
+2 Melee Weapon Attack: +4 to hit, +0 takes an extra 2 (1d4) bludgeoning
damage. If the target is a creature, it
DEX SKILLS: Stealth +6 reach 5 ft., one target. Hit: 5 (1d6 + 2) DEX PASSIVE PERCEPTION: 10 must succeed on a DC 10 Strength
SENSES: darkvision 60 ft. slashing damage. saving throw or be knocked prone.
PASSIVE PERCEPTION: 9
ACTION: Shortbow
+0 LANGUAGES: Common, Goblin
Ranged Weapon Attack: +4 to hit, +0 TRAIT: Sure-Footed
The goat has advantage on Strength
CON range 80/320 ft., one target. Hit: 5 CON and Dexterity saving throws made
(1d6 + 2) piercing damage. against effects that would knock it
prone.
+0 EXPERIENCE POINTS: 50 -4 ACTION: Ram
INT INT Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 3 (1d4 + 1)
30 ft. 40 ft. bludgeoning damage.
-1 SPEED +0 SPEED
EXPERIENCE POINTS: 10
WIS WIS

-1 7 15 -3 4 10
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Stone TRAIT: Keen Sight

+2
STR
Grick Camouflage
The grick has advantage
on Dexterity (Stealth)
2
CR
+4
STR
Griffon The griffon has
advantage on Wisdom
(Perception) checks that
2
CR
SIZE: medium SIZE: large
checks made to hide in rely on sight.
ALIGNMENT: neutral ALIGNMENT: unaligned
TYPE: monstrosity
rocky terrain. TYPE: monstrosity ACTION: Multiattack
+2 ACTION: Multiattack +2 The griffon makes two attacks: one
DEX RESISTANCES: bludgeoning, piercing, The grick makes one attack with its DEX SKILLS: Perception +5 with its beak and one with its claws.
and slashing damage tentacles. If that attack hits, the grick SENSES: darkvision 60 ft.
from nonmagical can make one beak attack against the ACTION: Beak
PASSIVE PERCEPTION: 15
weapons Melee Weapon Attack: +6 to hit,
+0 SENSES: darkvision 60 ft.
same target.
+3 reach 5 ft., one target. Hit: 8 (1d8 + 4)
CON PASSIVE PERCEPTION: 12 ACTION: Tentacles CON piercing damage.
Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 9 (2d6 + 2) ACTION: Claws
Melee Weapon Attack: +6 to hit, reach
-4 slashing damage.
ACTION: Beak
-4 5 ft., one target. Hit: 11 (2d6 + 4)
INT INT slashing damage.
Melee Weapon Attack: +4 to hit,
30 ft., climb 30 ft. reach 5 ft., one target. Hit: 5 (1d6 + 2) 30 ft., fly 80 ft. EXPERIENCE POINTS: 450
+2 +1
piercing damage.
SPEED SPEED
WIS EXPERIENCE POINTS: 450 WIS

-3 27 14 -1 59 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
ACTION: Spear TRAIT: Keen Sight

+1
STR
Guard Melee or Ranged
Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60
1/8
CR
-3
STR
Hawk The hawk has advantage
on Wisdom (Perception)
checks that rely on sight.
0
CR
SIZE: medium SIZE: tiny
ft., one target. Hit: 4 (1d6
ALIGNMENT: any alignment ALIGNMENT: unaligned ACTION: Talons
TYPE: humanoid (any race)
+ 1) piercing damage or TYPE: beast
+1 +3
5 (1d8 + 1) piercing damage if used Melee Weapon Attack: +5 to hit,
with two hands to make a melee reach 5 ft., one target. Hit: 1 slashing
DEX SKILLS: Perception +2 attack. DEX SKILLS: Perception +4 damage.
PASSIVE PERCEPTION: 12 PASSIVE PERCEPTION: 14
LANGUAGES: any one language EXPERIENCE POINTS: 10
EXPERIENCE POINTS: 25
+1 (usually Common)
-1
CON CON

+0 -4
INT INT

30 ft. 10 ft., fly 60 ft.


+0 SPEED +2 SPEED
WIS WIS

+0 11 16 -2 1 13
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Keen Hearing TRAIT: Keen Sight

+3
STR
Hell Hound and Smell
The hound has
advantage on Wisdom
3CR
+3
STR
Hippogriff The hippogriff has
advantage on Wisdom
(Perception) checks that
1
CR
SIZE: medium SIZE: large
(Perception) checks that rely on sight.
ALIGNMENT: lawful evil ALIGNMENT: unaligned
TYPE: fiend
rely on hearing or smell. TYPE: monstrosity ACTION: Multiattack
+1 TRAIT: Pack Tactics +1 The hippogriff makes two attacks: one
DEX SKILLS: Perception +5 The hound has advantage on an DEX SKILLS: Perception +5 with its beak and one with its claws.
IMMUNITIES: fire attack roll against a creature if at least PASSIVE PERCEPTION: 15
one of the hound’s allies is within 5 ACTION: Beak
SENSES: darkvision 60 ft.
Melee Weapon Attack: +5 to hit, reach
+2 PASSIVE PERCEPTION: 15
LANGUAGES: understands Infernal
ft. of the creature and the ally isn’t
incapacitated. +1 5 ft., one target. Hit: 8 (1d10 + 3)
CON CON piercing damage.
but can’t speak it ACTION: Bite
Melee Weapon Attack: +5 to hit, ACTION: Claws
Melee Weapon Attack: +5 to hit, reach
-2 reach 5 ft., one target. Hit: 7 (1d8 +
3) piercing damage plus 7 (2d6) fire -4 5 ft., one target. Hit: 10 (2d6 + 3)
INT damage. INT slashing damage.

ACTION: Fire Breath (Recharge 5-6)


50 ft. 40 ft, fly 60 ft. EXPERIENCE POINTS: 200
+1 +1
The hound exhales fire in a 15-foot
SPEED cone. Each creature in that area must SPEED
WIS make a DC 12 Dexterity saving throw, WIS
taking 21 (6d6) fire damage on a failed
save, or half as much damage on a

-2 45 15 successful one.
-1 19 11
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
EXPERIENCE POINTS: 700
TRAIT: Martial Advantage TRAIT: Telepathic Bond

+1
STR
Hobgoblin Once per turn, the
hobgoblin can deal an
extra 7 (2d6) damage
1/2CR
-3
STR
Homunculus While the homunculus
is on the same plane of
existence as its master, CR
0
SIZE: medium SIZE: tiny
to a creature it hits with it can magically convey
ALIGNMENT: lawful evil ALIGNMENT: neutral
TYPE: humanoid (goblinoid)
a weapon attack if that TYPE: construct
what it senses to its
+1 creature is within 5 ft. of an ally of the
hobgoblin that isn’t incapacitated. +2 master, and the two can communicate
telepathically.
DEX SENSES: darkvision 60 ft. DEX IMMUNITIES: poison
PASSIVE PERCEPTION: 10 ACTION: Longsword CONDITIONS: charmed, poisoned ACTION: Bite
LANGUAGES: Common, Goblin Melee Weapon Attack: +3 to hit, SENSES: darkvision 60 ft. Melee Weapon Attack: +4 to hit, reach
+1 reach 5 ft., one target. Hit: 5 (1d8 +
1) slashing damage, or 6 (1d10 + +0 PASSIVE PERCEPTION: 10
LANGUAGES: understands languages of
5 ft., one creature. Hit: 1 piercing
damage, and the target must succeed
CON 1) slashing damage if used with two CON its creator but can’t speak on a DC 10 Constitution saving
hands. throw or be poisoned for 1 minute. If
the saving throw fails by 5 or more,
+0 +0
ACTION: Longbow the target is instead poisoned for 5
Ranged Weapon Attack: +3 to hit, (1d10) minutes and unconscious while
INT range 150/600 ft., one target. Hit: 5 INT poisoned in this way.
(1d8 + 1) piercing damage.
30 ft. 20 ft., fly 40 ft. EXPERIENCE POINTS: 10
+0 SPEED
EXPERIENCE POINTS: 100 +0 SPEED
WIS WIS

-1 11 18 -2 5 13
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Pack Tactics TRAIT: Keen Hearing

+0
STR
Hyena The hyena has
advantage on an attack
roll against a creature
0
CR
-1
STR
Jackal and Smell
The jackal has
advantage on Wisdom
0CR
SIZE: medium SIZE: small
if at least one of the (Perception) checks that
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: beast
hyena’s allies is within TYPE: beast
rely on hearing or smell.
+1 5 ft. of the creature and the ally isn’t
incapacitated. +2 TRAIT: Pack Tactics
DEX SKILLS: Perception +3 DEX SKILLS: Perception +3 The jackal has advantage on an
PASSIVE PERCEPTION: 13 ACTION: Bite PASSIVE PERCEPTION: 13 attack roll against a creature if at least
Weapon Attack: +2 to hit, reach 5 one of the jackal’s allies is within 5
+1 ft., one target. Hit: 3 (1d6) piercing
damage. +0 ft. of the creature and the ally isn’t
incapacitated.
CON CON
ACTION: Bite
EXPERIENCE POINTS: 10 Melee Weapon Attack: +1 to hit,

-4 -4 reach 5 ft., one target. Hit: 1 (1d4 - 1)


piercing damage.
INT INT
EXPERIENCE POINTS: 10
50 ft. 40 ft.
+1 SPEED +1 SPEED
WIS WIS

-3 5 11 -2 3 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Echolocation TRAIT: Sunlight

+4
STR
Killer Whale The whale can’t use
its blindsight while
deafened.
3
CR
-2
STR
Kobold Sensitivity
While in sunlight, the
kobold has disadvantage
1/8CR
SIZE: huge SIZE: small
on attack rolls, as well as
ALIGNMENT: unaligned TRAIT: Hold Breath ALIGNMENT: lawful evil
TYPE: beast TYPE: humanoid (kobold)
on Wisdom (Perception)
+0 +2
The whale can hold its breath for 30 checks that rely on sight.
minutes
DEX SKILLS: Perception +3 DEX SENSES: darkvision 60 ft. TRAIT: Pack Tactics
SENSES: blindsight 120 ft.
TRAIT: Keen Hearing PASSIVE PERCEPTION: 8 The kobold has advantage on an
PASSIVE PERCEPTION: 13
The whale has advantage on Wisdom LANGUAGES: Common, Draconic attack roll against a creature if at least
(Perception) checks that rely on
+1 hearing. -1 one of the kobold’s allies is within 5
ft. of the creature and the ally isn’t
CON
ACTION: Bite CON incapacitated.
Melee Weapon Attack: +6 to hit, reach ACTION: Dagger
5 ft., one target. Hit: 21 (5d6 + 4)
-4 piercing damage. -1 Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2)
INT INT piercing damage.
EXPERIENCE POINTS: 700 ACTION: Sling
swim 60 ft. 30 ft.
+1 -2
Ranged Weapon Attack: +4 to hit,
SPEED SPEED range 30/120 ft., one target. Hit: 4
WIS WIS (1d4 + 2) bludgeoning damage.

EXPERIENCE POINTS: 25
-2 90 12 -1 5 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

ACTION: Bite TRAIT: Spellcasting

-4
STR
Lizard Melee Weapon Attack:
+0 to hit, reach 5 ft., one
target. Hit: 1 piercing
0
CR
-1
STR
Mage — +6 / DC 14
• Cantrips (at will): fire
bolt, light, mage hand,
6
CR
SIZE: tiny SIZE: medium
damage. prestidigitation
ALIGNMENT: unaligned ALIGNMENT: any alignment
TYPE: beast TYPE: humanoid (any race) • 1st level (4 slots):
+0 EXPERIENCE POINTS: 10 +2 detect magic, mage armor, magic
missile, shield
DEX SENSES: darkvision 30 ft. DEX SAVES: Int +6, Wis +4
PASSIVE PERCEPTION: 9 SKILLS: Arcana +6, History +6 • 2nd level (3 slots): misty step,
PASSIVE PERCEPTION: 11
suggestion

+0 +0 LANGUAGES: any four languages • 3rd level (3 slots): counterspell,


fireball, fly
CON CON • 4th level (3 slots): greater invisibility,
ice storm
• 5th level (1 slot): cone of cold
-5 +3 ACTION: Dagger
INT INT
Melee or Ranged Weapon Attack: +5
to hit, reach 5 ft. or range 20/60 ft.,
20 ft., climb 20 ft. 30 ft. one target. Hit: 4 (1d4 + 2) piercing
-1 SPEED +1 SPEED
damage.
WIS WIS
EXPERIENCE POINTS: 2,300

-4 2 10 +0 40 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Death Burst TRAIT: Trampling Charge

-2
STR
Magmin When the magmin dies,
it explodes in a burst of
fire and magma. Each
1/2
CR
+7
STR
Mammoth If the mammoth moves
at least 20 ft. straight
toward a creature and
6 CR
SIZE: small SIZE: huge
creature within 10 ft. of then hits it with a gore
ALIGNMENT: chaotic neutral ALIGNMENT: unaligned
it must make a DC 11 attack on the same turn,
TYPE: elemental TYPE: beast
+2 Dexterity saving throw, taking 7 (2d6)
fire damage on a failed save, or half -1 that target must succeed on a DC 18
Strength saving throw or be knocked
DEX RESISTANCES: bludgeoning, piercing, as much damage on a successful one. DEX PASSIVE PERCEPTION: 10 prone. If the target is prone, the
and slashing from Flammable objects that aren’t being
nonmagical weapons
mammoth can make one stomp attack
worn or carried in that area are ignited. against it as a bonus action.
+1 +5
IMMUNITIES: fire
SENSES: darkvision 60 ft. TRAIT: Ignited Illumination ACTION: Gore
CON PASSIVE PERCEPTION: 10 As a bonus action, the magmin can set CON Melee Weapon Attack: +10 to hit,
itself ablaze or extinguish its flames. reach 10 ft., one target. Hit: 25 (4d8 +
LANGUAGES: Ignan
While ablaze, the magmin sheds 7) piercing damage.
bright light in a 10-foot radius and dim
-1 light for an additional 10 ft. -4 ACTION: Stomp
INT INT Melee Weapon Attack: +10 to hit,
ACTION: Touch
reach 5 ft., one prone creature. Hit: 29
Melee Weapon Attack: +4 to hit,
30 ft. reach 5 ft., one target. Hit: 7 (2d6) fire 40 ft. (4d10 + 7) bludgeoning damage.
+0 SPEED
damage. If the target is a creature or
a flammable object, it ignites. Until
+0 SPEED
EXPERIENCE POINTS: 2,300
WIS WIS
a target takes an action to douse
the fire, the target takes 3 (1d6) fire
damage at the end of each of its turns.
+0 9 14 -2 126 13
CHA HIT POINTS ARMOUR EXPERIENCE POINTS: 100 CHA HIT POINTS ARMOUR

TRAIT: Tail Spike TRAIT: Keen Hearing

+3
STR
Manticore Regrowth
The manticore has
twenty-four tail spikes.
3
CR
+1
STR
Mastiff and Smell
The mastiff has
advantage on Wisdom
1/8
CR
SIZE: large SIZE: medium
Used spikes regrow (Perception) checks that
ALIGNMENT: lawful evil ALIGNMENT: unaligned
TYPE: monstrosity
when the manticore TYPE: beast
rely on hearing or smell.
+3 finishes a long rest.
+2 ACTION: Bite
DEX SENSES: darkvision 60 ft. ACTION: Multiattack DEX SKILLS: Perception +3 Melee Weapon Attack: +3 to hit,
PASSIVE PERCEPTION: 11 The manticore makes three attacks: PASSIVE PERCEPTION: 13 reach 5 ft., one target. Hit: 4 (1d6 +
one with its bite and two with its claws 1) piercing damage. If the target is a
+3 or three with its tail spikes.
+1 creature, it must succeed on a DC 11
Strength saving throw or be knocked
CON ACTION: Bite CON prone.
Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3)
EXPERIENCE POINTS: 25
-2 piercing damage.
ACTION: Claw
-4
INT INT
Melee Weapon Attack: +5 to hit,
30 ft., fly 50 ft. reach 5 ft., one target. Hit: 6 (1d6 + 3) 40 ft.
+1 +1
slashing damage.
SPEED SPEED
ACTION: Tail Spike
WIS WIS
Ranged Weapon Attack: +5 to hit,
range 100/200 ft., one target. Hit: 7
(1d8 + 3) piercing damage.
-1 68 14 -2 5 12
CHA HIT POINTS ARMOUR EXPERIENCE POINTS: 700 CHA HIT POINTS ARMOUR
TRAIT: Amphibious TRAIT: Beast of Burden

+0
STR
Merfolk The merfolk can breathe
air and water. 1/8
CR
+2
STR
Mule The mule is considered
to be a Large animal
for the purpose of
1/8CR
SIZE: medium ACTION: Spear SIZE: medium
determining its carrying
ALIGNMENT: neutral Melee or Ranged ALIGNMENT: unaligned
TYPE: humanoid (merfolk) TYPE: beast
capacity.
+1 +0
Weapon Attack: +2 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 3 (1d6) TRAIT: Sure-Footed
DEX SKILLS: Perception +2 piercing damage, or 4 (1d8) piercing DEX PASSIVE PERCEPTION: 10 The mule has advantage on Strength
PASSIVE PERCEPTION: 12 damage if used with two hands to and Dexterity saving throws made
LANGUAGES: Aquan, Common make a melee attack. against effects that would knock it
+1 EXPERIENCE POINTS: 25
+1 prone.

CON CON ACTION: Hooves


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

+0 -4 bludgeoning damage.

INT INT EXPERIENCE POINTS: 25


10 ft., swim 40 ft. 40 ft.
+0 SPEED +0 SPEED
WIS WIS

+1 11 11 -3 11 10
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Confer Fire ACTION: Rapier

+4
STR
Nightmare Resistance
The nightmare can grant
resistance to fire damage
3
CR
+0
STR
Noble Melee Weapon Attack:
+3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1)
1/8CR
SIZE: large SIZE: medium
to anyone riding it. piercing damage.
ALIGNMENT: neutral evil ALIGNMENT: any alignment
TYPE: fiend TRAIT: Illumination TYPE: humanoid (any race) REACTION: Parry
+2 The nightmare sheds bright light in +1 The noble adds 2 to its AC against one
DEX IMMUNITIES: fire a 10-foot radius and dim light for an DEX SKILLS: Deception +5, Insight +4, melee attack that would hit it. To do so,
PASSIVE PERCEPTION: 11 additional 10 feet. Persuasion +5 the noble must see the attacker and
LANGUAGES: understands Abyssal, PASSIVE PERCEPTION: 12 be wielding a melee weapon.
ACTION: Hooves
+3 Common, and Infernal
but can’t speak Melee Weapon Attack: +6 to hit, reach +0 LANGUAGES: any two languages
EXPERIENCE POINTS: 25
CON 5 ft., one target. Hit: 13 (2d8 + 4) CON
bludgeoning damage plus 7 (2d6) fire
damage.

+0 ACTION: Ethereal Stride +1


INT The nightmare and up to three willing INT
creatures within 5 feet of it magically
60 ft., fly 90 ft. enter the Ethereal Plane from the 30 ft.
+1 +2
Material Plane, or vice versa.
SPEED SPEED
WIS EXPERIENCE POINTS: 700 WIS

+2 68 13 +3 9 15
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
ACTION: Greatclub TRAIT: Amorphous

+4
STR
Ogre Melee Weapon Attack:
+6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4)
2
CR
+2
STR
Ochre Jelly The jelly can move
through a space as
narrow as 1 inch wide
2
CR
SIZE: large SIZE: large
bludgeoning damage. without squeezing.
ALIGNMENT: chaotic evil ALIGNMENT: unaligned
TYPE: giant ACTION: Javelin TYPE: ooze TRAIT: Spider Climb
-1 Melee or Ranged Weapon Attack: +6 -2 The jelly can climb difficult surfaces,
DEX SENSES: darkvision 60 ft. to hit, reach 5 ft. or range 30/120 ft., DEX RESISTANCES: acid including upside down on ceilings,
PASSIVE PERCEPTION: 8 one target. Hit: 11 (2d6 + 4) piercing IMMUNITIES: lightning, slashing without needing to make an ability
LANGUAGES: Common, Giant damage. CONDITIONS: blinded, charmed, check.
+3 EXPERIENCE POINTS: 450
+2 deafened, exhaustion,
frightened, prone ACTION: Pseudopod
CON CON SENSES: blindsight 60 ft. Melee Weapon Attack: +4 to hit,
(blind beyond this radius) reach 5 ft., one target. Hit: 9 (2d6 + 2)
PASSIVE PERCEPTION: 8 bludgeoning damage plus 3 (1d6) acid

-3 -4 damage.
REACTION: Split
INT INT
When a jelly that is Medium or larger
40 ft. 10 ft., climb 10 ft. is subjected to lightning or slashing

-2 -2
damage, it splits into two new jellies if
SPEED SPEED it has at least 10 hit points. Each new
WIS WIS jelly has hit points equal to half the
original jelly’s, rounded down. New
jellies are one size smaller than the

-2 59 11 -5 45 8 original jelly.

CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR


EXPERIENCE POINTS: 450

TRAIT: Aggressive TRAIT: Flyby

+3
STR
Orc As a bonus action, the
orc can move up to its
speed toward a hostile
1/2CR
-4
STR
Owl The owl doesn’t provoke
opportunity attacks when
it flies out of an enemy’s
0
CR
SIZE: medium SIZE: tiny
creature that it can see. reach.
ALIGNMENT: chaotic evil ALIGNMENT: unaligned
TYPE: humanoid (orc) ACTION: Greataxe TYPE: beast TRAIT: Keen Hearing and Sight
+1 Melee Weapon Attack: +5 to hit, reach +1 The owl has advantage on Wisdom
DEX SKILLS: Intimidation +2 5 ft., one target. Hit: 9 (1d12 + 3) DEX SKILLS: Perception +3, Stealth +3 (Perception) checks that rely on
SENSES: darkvision 60 ft. slashing damage. SENSES: darkvision 120 ft. hearing or sight.
PASSIVE PERCEPTION: 10 PASSIVE PERCEPTION: 13
ACTION: Javelin ACTION: Talons
+3 LANGUAGES: Common, Orc
Melee or Ranged Weapon Attack: +5 -1 Melee Weapon Attack: +3 to hit,
CON to hit, reach 5 ft. or range 30/120 ft., CON reach 5 ft., one target. Hit: 1 slashing
one target. Hit: 6 (1d6 + 3) piercing damage.
damage.

-2 EXPERIENCE POINTS: 100


-4 EXPERIENCE POINTS: 10
INT INT

30 ft. 5 ft., fly 60 ft.


+0 SPEED +1 SPEED
WIS WIS

+0 15 13 -2 1 11
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Keen Sight TRAIT: Keen Smell

+5
STR
Owlbear and Smell
The owlbear has
advantage on Wisdom
3
CR
+2
STR
Panther The panther has
advantage on Wisdom
(Perception) checks that
1/4CR
SIZE: large SIZE: medium
(Perception) checks that rely on smell.
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: monstrosity
rely on sight or smell. TYPE: beast TRAIT: Pounce
+1 ACTION: Multiattack +2 If the panther moves at least 20 ft.
DEX SKILLS: Perception +3 The owlbear makes two attacks: one DEX SKILLS: Perception +4, Stealth +6 straight toward a creature and then
SENSES: darkvision 60 ft. with its beak and one with its claws. PASSIVE PERCEPTION: 14 hits it with a claw attack on the same
PASSIVE PERCEPTION: 13 turn, that target must succeed on a
ACTION: Beak
+3 Melee Weapon Attack: +7 to hit, reach +0 DC 12 Strength saving throw or be
knocked prone. If the target is prone,
CON 5 ft., one creature. Hit: 10 (1d10 + 5) CON the panther can make one bite attack
piercing damage. against it as a bonus action.
ACTION: Claws
-4 -4
ACTION: Bite
Melee Weapon Attack: +7 to hit, reach Melee Weapon Attack: +4 to hit,
INT 5 ft., one target. Hit: 14 (2d8 + 5) INT reach 5 ft., one target. Hit: 5 (1d6 + 2)
slashing damage. piercing damage.
40 ft. 50 ft., climb 40 ft. ACTION: Claw
+1 SPEED
EXPERIENCE POINTS: 700
+2 SPEED Melee Weapon Attack: +4 to hit,
WIS WIS reach 5 ft., one target. Hit: 4 (1d4 + 2)
slashing damage.

-2 59 13 -2 13 12 EXPERIENCE POINTS: 50
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

ACTION: Hooves ACTION: Bite

+4
STR
Pegasus Melee Weapon Attack:
+6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4)
2
CR
-4
STR
Poisonous Snake Melee Weapon Attack:
+5 to hit, reach 5 ft., one
target. Hit: 1 piercing
1/8
CR
SIZE: large SIZE: tiny
bludgeoning damage. damage, and the target
ALIGNMENT: chaotic good ALIGNMENT: unaligned
TYPE: celestial TYPE: beast
must make a DC 10
+2 EXPERIENCE POINTS: 450 +3 Constitution saving throw, taking 5
(2d4) poison damage on a failed
DEX SAVES: Dex +4, Wis +4, Cha +3 DEX SENSES: blindsight 10 ft. save, or half as much damage on a
SKILLS: Perception +6 PASSIVE PERCEPTION: 10 successful one.
PASSIVE PERCEPTION: 16

+3 LANGUAGES: understands Celestial,


Common, Elvish, and
+0 EXPERIENCE POINTS: 25
CON Sylvan but can’t speak CON

+0 -5
INT INT

60 ft., fly 90 ft. 30 ft., swim 30 ft.


+2 SPEED +0 SPEED
WIS WIS

+1 59 12 -4 2 13
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Keen Smell ACTION: Hooves

+5
STR
Polar Bear The bear has advantage
on Wisdom (Perception)
checks that rely on smell.
2
CR
+2
STR
Pony Melee Weapon Attack:
+4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2)
1/8
CR
SIZE: large SIZE: medium
bludgeoning damage.
ALIGNMENT: unaligned ACTION: Multiattack ALIGNMENT: unaligned
TYPE: beast TYPE: beast
+0 +0
The bear makes two attacks: one with
its bite and one with its claws. EXPERIENCE POINTS: 25
DEX SKILLS: Perception +3 DEX PASSIVE PERCEPTION: 10
PASSIVE PERCEPTION: 13
ACTION: Bite
Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 9 (1d8 + 5)
+3 piercing damage. +1
CON CON
ACTION: Claws
Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 12 (2d6 + 5)
-4 slashing damage. -4
INT INT
EXPERIENCE POINTS: 450
40 ft., swim 30 ft. 40 ft.
+1 SPEED +0 SPEED
WIS WIS

-2 42 12 -2 11 10
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Divine Eminence TRAIT: Blood Frenzy

+0
STR
Priest As a bonus action, the
priest can expend a
spell slot to cause its
2CR
-4
STR
Quipper The quipper has
advantage on melee
attack rolls against any
0
CR
SIZE: medium melee weapon attacks to SIZE: tiny
creature that doesn’t
ALIGNMENT: any alignment magically deal an extra ALIGNMENT: unaligned
TYPE: humanoid (any race) TYPE: beast
have all its hit points.
+0 10 (3d6) radiant damage to a target on
a hit. This benefit lasts until the end of +3 TRAIT: Water Breathing
DEX SKILLS: Medicine +7, Persuasion +3, the turn. If the priest expends a spell DEX SENSES: darkvision 60 ft. The quipper can breathe only
Religion +4 slot of 2nd level or higher, the extra PASSIVE PERCEPTION: 8 underwater.
PASSIVE PERCEPTION: 13 damage increases by 1d6 for each
ACTION: Bite
+1 -1
LANGUAGES: any two languages level above 1st.
Melee Weapon Attack: +5 to hit,
TRAIT: Spellcasting — +5 / DC 13 reach 5 ft., one target. Hit: 1 piercing
CON CON
• Cantrips (at will): light, sacred flame, damage.
thaumaturgy

+1 -5
• 1st level (4 slots): cure wounds,
EXPERIENCE POINTS: 10
guiding bolt, sanctuary
INT • 2nd level (3 slots): lesser restoration, INT
spiritual weapon
25 ft. • 3rd level (2 slots): dispel magic, spirit swim 40 ft.
+3 SPEED
guardians -2 SPEED
WIS ACTION: Mace WIS
Melee Weapon Attack: +2 to hit,
reach 5 ft., one target. Hit: 3 (1d6)
+1 27 13 bludgeoning damage.
-4 1 13
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
EXPERIENCE POINTS: 450
TRAIT: Keen Smell TRAIT: Mimicry

-4
STR
Rat The rat has advantage
on Wisdom (Perception)
checks that rely on smell.
0
CR
-4
STR
Raven The raven can mimic
simple sounds it has
heard, such as a person
0
CR
SIZE: tiny SIZE: tiny
whispering, a baby
ALIGNMENT: unaligned ACTION: Bite ALIGNMENT: unaligned
TYPE: beast TYPE: beast
crying, or an animal
+0 +2
Melee Weapon Attack: +0 to hit, chittering. A creature that hears the
reach 5 ft., one target. Hit: 1 piercing sounds can tell they are imitations with
DEX SENSES: darkvision 30 ft. damage. DEX SKILLS: Perception +3 a successful DC 10 Wisdom (Insight)
PASSIVE PERCEPTION: 10 PASSIVE PERCEPTION: 13 check.
EXPERIENCE POINTS: 10
-1 -1 ACTION: Beak
Melee Weapon Attack: +4 to hit,
CON CON reach 5 ft., one target. Hit: 1 piercing
damage.

-4 -4 EXPERIENCE POINTS: 10
INT INT

20 ft. 10 ft., fly 50 ft.


+0 SPEED +1 SPEED
WIS WIS

-3 1 10 -2 1 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Pack Tactics TRAIT: Charge

+2
STR
Reef Shark The shark has advantage
on an attack roll against
a creature if at least one
1/2
CR
+5
STR
Rhinoceros If the rhinoceros moves
at least 20 ft. straight
toward a target and
2
CR
SIZE: medium SIZE: large
of the shark’s allies is then hits it with a gore
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: beast
within 5 ft. of the creature TYPE: beast
attack on the same
+1 and the ally isn’t incapacitated.
-1 turn, the target takes an extra 9 (2d8)
bludgeoning damage. If the target is a
DEX SKILLS: Perception +2 TRAIT: Water Breathing DEX PASSIVE PERCEPTION: 11 creature, it must succeed on a DC 15
SENSES: blindsight 30 ft. The shark can breathe only Strength saving throw or be knocked
PASSIVE PERCEPTION: 12 underwater. prone.
+1 ACTION: Bite +2 ACTION: Gore
CON Melee Weapon Attack: +4 to hit, CON Melee Weapon Attack: +7 to hit, reach
reach 5 ft., one target. Hit: 6 (1d8 + 2) 5 ft., one target. Hit: 14 (2d8 + 5)
piercing damage. bludgeoning damage.
-5 EXPERIENCE POINTS: 100
-4 EXPERIENCE POINTS: 450
INT INT

swim 40 ft. 40 ft.


+0 SPEED +1 SPEED
WIS WIS

-3 22 12 -2 45 11
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
ACTION: Hooves TRAIT: Keen Sight

+3
STR
Riding Horse Melee Weapon Attack:
+5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3)
1/4CR
+9
STR
Roc The roc has advantage
on Wisdom (Perception)
checks that rely on sight.
11
CR
SIZE: large SIZE: gargantuan
bludgeoning damage.
ALIGNMENT: unaligned ALIGNMENT: unaligned ACTION: Multiattack
TYPE: beast TYPE: monstrosity
+0 +0
The roc makes two attacks: one with
EXPERIENCE POINTS: 50 its beak and one with its talons.
DEX PASSIVE PERCEPTION: 10 DEX SAVES: Dex +4, Con +9, Wis +4, Cha +3
SKILLS: Perception +4
ACTION: Beak
PASSIVE PERCEPTION: 14
Melee Weapon Attack: +13 to hit,
reach 10 ft., one target. Hit: 27 (4d8 +
+1 +5 9) piercing damage.
CON CON
ACTION: Talons
Melee Weapon Attack: +13 to hit,
reach 5 ft., one target. Hit: 23 (4d6 +
-4 -4 9) slashing damage, and the target is
INT INT grappled (escape DC 19). Until this
grapple ends, the target is restrained,
60 ft. 20 ft., fly 120 ft. and the roc can’t use its talons on

+0 +0
another target.
SPEED SPEED
WIS WIS EXPERIENCE POINTS: 7,200

-2 13 10 -1 248 15
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Keen Smell ACTION: Sting

+4
STR
Saber-Toothed Tiger The tiger has advantage
on Wisdom (Perception)
checks that rely on smell.
2CR
-4
STR
Scorpion Melee Weapon Attack:
+2 to hit, reach 5 ft.,
one creature. Hit: 1 CR
0
SIZE: large SIZE: tiny
piercing damage, and
ALIGNMENT: unaligned TRAIT: Pounce ALIGNMENT: unaligned
TYPE: beast TYPE: beast
the target must make a
+2 +0
If the tiger moves at least 20 ft. straight DC 9 Constitution saving throw, taking
toward a creature and then hits it 4 (1d8) poison damage on a failed
DEX SKILLS: Perception +3, Stealth +6 with a claw attack on the same turn, DEX SENSES: blindsight 10 ft. save, or half as much damage on a
PASSIVE PERCEPTION: 13 that target must succeed on a DC 14 PASSIVE PERCEPTION: 9 successful one.
Strength saving throw or be knocked
+2 prone. If the target is prone, the tiger
can make one bite attack against it as -1 EXPERIENCE POINTS: 10
CON a bonus action. CON

ACTION: Bite

-4 Melee Weapon Attack: +6 to hit, reach


5 ft., one target. Hit: 10 (1d10 + 5) -5
INT piercing damage. INT

ACTION: Claw
40 ft. 10 ft.
+1 -1
Melee Weapon Attack: +6 to hit, reach
SPEED 5 ft., one target. Hit: 12 (2d6 + 5) SPEED
WIS slashing damage. WIS

EXPERIENCE POINTS: 450


-1 52 12 -4 1 11
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Keen Hearing TRAIT: Water Breathing

+0
STR
Scout and Sight
The scout has advantage
on Wisdom (Perception)
1/2CR
-5
STR
Sea Horse The sea horse can
breathe only underwater. 0
CR
SIZE: medium SIZE: tiny
checks that rely on
ALIGNMENT: any alignment ALIGNMENT: unaligned
TYPE: humanoid (any race)
hearing or sight. TYPE: beast EXPERIENCE POINTS: 10
+2 ACTION: Multiattack +1
DEX SKILLS: Nature +4, Perception +5, The scout makes two melee attacks or DEX PASSIVE PERCEPTION: 10
Stealth +6, Survival +5 two ranged attacks.
PASSIVE PERCEPTION: 15
ACTION: Shortsword
+1 LANGUAGES: any one language
(usually Common) Melee Weapon Attack: +4 to hit, -1
CON reach 5 ft., one target. Hit: 5 (1d6 + 2) CON
piercing damage.
ACTION: Longbow
+0 Ranged Weapon Attack: +4 to hit, -5
INT ranged 150/600 ft., one target. Hit: 6 INT
(1d8 + 2) piercing damage.
30 ft. swim 20 ft.
+1 SPEED
EXPERIENCE POINTS: 100
+0 SPEED
WIS WIS

+0 16 13 -4 1 11
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

ACTION: Shortsword TRAIT: Charge

+0
STR
Skeleton Melee Weapon Attack:
+4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2)
1/4CR
+4
STR
Minotaur Skeleton If the skeleton moves
at least 10 feet straight
toward a target and then
2
CR
SIZE: medium SIZE: large
piercing damage. hits it with a gore attack
ALIGNMENT: lawful evil ALIGNMENT: lawful evil
TYPE: undead TYPE: undead
on the same turn, the
ACTION: Shortbow
+2 Ranged Weapon Attack: +4 to hit, +0 target takes an extra 9 (2d8) piercing
damage. If the target is a creature, it
DEX VULNERABILITIES: bludgeoning range 80/320 ft., one target. Hit: 5 DEX VULNERABILITIES: bludgeoning must succeed on a DC 14 Strength
CONDITIONS: poisoned (1d6 + 2) piercing damage. IMMUNITIES: poison saving throw or be pushed up to 10
SENSES: darkvision 60 ft. CONDITIONS: exhaustion, poisoned feet away and knocked prone.
+2 PASSIVE PERCEPTION: 9
LANGUAGES: understands languages it
EXPERIENCE POINTS: 50 +2 SENSES: darkvision 60 ft.
PASSIVE PERCEPTION: 9
ACTION: Greataxe
CON spoke in life, can’t speak CON Melee Weapon Attack: +6 to hit, reach
LANGUAGES: understands Abyssal
but can’t speak
5 ft., one target. Hit: 17 (2d12 + 4)
slashing damage.
-2 -2 ACTION: Gore
INT INT Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 13 (2d8 + 4)
30 ft. 40 ft. piercing damage.
-1 SPEED -1 SPEED
EXPERIENCE POINTS: 450
WIS WIS

-3 13 13 -3 67 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Spider Climb ACTION: Blood Drain

-4
STR
Spider The spider can climb
difficult surfaces,
including upside down on
0 CR
-3
STR
Stirge Melee Weapon Attack:
+5 to hit, reach 5 ft., one
creature. Hit: 5 (1d4 +
1/8 CR
SIZE: tiny SIZE: tiny
ceilings, without needing 3) piercing damage, and
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: beast
to make an ability check. TYPE: beast
the stirge attaches to
+2 TRAIT: Web Sense +3 the target. While attached, the stirge
doesn’t attack. Instead, at the start of
DEX SKILLS: Stealth +4 While in contact with a web, the spider DEX SENSES: darkvision 60 ft. each of the stirge’s turns, the target
SENSES: darkvision 30 ft. knows the exact location of any other PASSIVE PERCEPTION: 9 loses 5 (1d4 + 3) hit points due to
PASSIVE PERCEPTION: 12 creature in contact with the same web. blood loss.
-1 TRAIT: Web Walker +0 The stirge can detach itself by
spending 5 feet of its movement. It
CON The spider ignores movement CON
restrictions caused by webbing. does so after it drains 10 hit points
of blood from the target or the target
ACTION: Bite dies. A creature, including the target,
-5 Melee Weapon Attack: +4 to hit, reach -4 can use its action to detach the stirge.
INT 5 ft., one creature. Hit: 1 piercing INT
damage, and the target must succeed
EXPERIENCE POINTS: 25
20 ft., climb 20 ft. on a DC 9 Constitution saving throw or 10 ft., fly 40 ft.
+0 -1
take 2 (1d4) poison damage.
SPEED SPEED
WIS EXPERIENCE POINTS: 10 WIS

-4 1 12 -2 2 14
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Echolocation TRAIT: Swarm

-3
STR
Swarm of Bats The swarm can’t use
its blindsight while
deafened.
1/4 CR
-4
STR
Swarm of Insects The swarm can occupy
another creature’s space
and vice versa, and
1/2CR
SIZE: medium SIZE: medium
the swarm can move
ALIGNMENT: unaligned TRAIT: Keen Hearing ALIGNMENT: unaligned
TYPE: swarm of Tiny beasts TYPE: swarm of Tiny beasts
through any opening
+2 +1
The swarm has advantage on Wisdom large enough for a Tiny insect. The
(Perception) checks that rely on swarm can’t regain hit points or gain
DEX RESISTANCES: bludgeoning, piercing, hearing. DEX RESISTANCES: bludgeoning, piercing, temporary hit points.
slashing slashing
CONDITIONS: charmed, frightened, TRAIT: Swarm CONDITIONS: charmed, frightened, ACTION: Bites
The swarm can occupy another
+0 +0
grappled, paralyzed, grappled, paralyzed, Melee Weapon Attack: +3 to hit, reach
petrified, prone, restrained, creature’s space and vice versa, and petrified, prone, restrained, 0 ft., one target in the swarm’s space.
stunned the swarm can move through any stunned
CON CON Hit: 10 (4d4) piercing damage, or 5
SENSES: blindsight 60 ft. opening large enough for a Tiny bat. SENSES: blindsight 10 ft. (2d4) piercing damage if the swarm
PASSIVE PERCEPTION: 11 The swarm can’t regain hit points or PASSIVE PERCEPTION: 8 has half of its hit points or fewer.
-4 gain temporary hit points.
ACTION: Bites
-5 EXPERIENCE POINTS: 100
INT INT
Melee Weapon Attack: +4 to hit, reach
0 ft., fly 30 ft. 0 ft., one creature in the swarm’s 20 ft., climb 20 ft.
+1 -2
space. Hit: 5 (2d4) piercing damage,
SPEED or 2 (1d4) piercing damage if the SPEED
WIS swarm has half of its hit points or WIS
fewer.

-3 22 12 EXPERIENCE POINTS: 50 -5 22 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Swarm TRAIT: Blood Frenzy
Swarm of
-1
STR
Poisonous Snakes
The swarm can occupy
another creature’s space
and vice versa, and
2
CR
+1
STR
Swarm of Quippers The swarm has
advantage on melee
attack rolls against any
1
CR
SIZE: medium SIZE: medium
the swarm can move creature that doesn’t
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: swarm of Tiny beasts
through any opening TYPE: swarm of Tiny beasts
have all its hit points.
+4 large enough for a Tiny snake. The
swarm can’t regain hit points or gain +3 TRAIT: Swarm
DEX RESISTANCES: bludgeoning, piercing, temporary hit points. DEX RESISTANCES: bludgeoning, piercing, The swarm can occupy another
slashing slashing creature’s space and vice versa,
CONDITIONS: charmed, frightened, ACTION: Bites CONDITIONS: charmed, frightened, and the swarm can move through
+0 -1
grappled, paralyzed, Melee Weapon Attack: +6 to hit, reach grappled, paralyzed, any opening large enough for a Tiny
petrified, prone, restrained, 0 ft., one creature in the swarm’s petrified, prone, restrained, quipper. The swarm can’t regain hit
stunned stunned
CON space. Hit: 7 (2d6) piercing damage, CON points or gain temporary hit points.
SENSES: blindsight 10 ft. or 3 (1d6) piercing damage if the SENSES: darkvision 60 ft.
PASSIVE PERCEPTION: 10 swarm has half of its hit points or PASSIVE PERCEPTION: 8 TRAIT: Water Breathing

-5 fewer. The target must make a DC


10 Constitution saving throw, taking -5 The swarm can breathe only
underwater.
INT 14 (4d6) poison damage on a failed INT
ACTION: Bites
save, or half as much damage on a
30 ft., swim 30 ft. 0 ft., swim 40 ft. Melee Weapon Attack: +5 to hit, reach
successful one.
+0 -2
0 ft., one creature in the swarm’s
SPEED SPEED space. Hit: 14 (4d6) piercing damage,
WIS EXPERIENCE POINTS: 450 WIS or 7 (2d6) piercing damage if the
swarm has half of its hit points or
fewer.

-4 36 14 -4 28 13
EXPERIENCE POINTS: 200
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Keen Smell TRAIT: Swarm

-1
STR
Swarm of Rats The swarm has
advantage on Wisdom
(Perception) checks that
1/4CR
-2
STR
Swarm of Ravens The swarm can occupy
another creature’s space
and vice versa, and
1/4CR
SIZE: medium SIZE: medium
rely on smell. the swarm can move
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: swarm of Tiny beasts TYPE: swarm of Tiny beasts
through any opening
TRAIT: Swarm
+0 The swarm can occupy another +2 large enough for a Tiny raven. The
swarm can’t regain hit points or gain
DEX RESISTANCES: bludgeoning, piercing, creature’s space and vice versa, and DEX RESISTANCES: bludgeoning, piercing, temporary hit points.
slashing the swarm can move through any slashing
CONDITIONS: charmed, frightened, opening large enough for a Tiny rat. CONDITIONS: charmed, frightened, ACTION: Beaks

-1 -1
grappled, paralyzed, The swarm can’t regain hit points or grappled, paralyzed, Melee Weapon Attack: +4 to hit, reach
petrified, prone, restrained, gain temporary hit points. petrified, prone, restrained, 5 ft., one target in the swarm’s space.
stunned stunned
CON CON Hit: 7 (2d6) piercing damage, or 3
SENSES: darkvision 30 ft. ACTION: Bites PASSIVE PERCEPTION: 15 (1d6) piercing damage if the swarm
PASSIVE PERCEPTION: 10 Melee Weapon Attack: +2 to hit, reach has half of its hit points or fewer.
-4 0 ft., one target in the swarm’s space.
Hit: 7 (2d6) piercing damage, or 3 -4 EXPERIENCE POINTS: 50
INT (1d6) piercing damage if the swarm INT
has half of its hit points or fewer.
30 ft. 10 ft., fly 50 ft.
+0 SPEED
EXPERIENCE POINTS: 50 +1 SPEED
WIS WIS

-4 24 10 -2 24 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Pack Tactics TRAIT: Keen Smell

+2
STR
Thug The thug has advantage
on an attack roll against
a creature if at least one
1/2
CR
+3
STR
Tiger The tiger has advantage
on Wisdom (Perception)
checks that rely on smell.
1CR
SIZE: medium SIZE: large
of the thug’s allies is
ALIGNMENT: any non-good ALIGNMENT: unaligned TRAIT: Pounce
TYPE: humanoid (any race)
within 5 ft. of the creature TYPE: beast
+0 +2
and the ally isn’t incapacitated. If the tiger moves at least 20 ft. straight
toward a creature and then hits it
DEX SKILLS: Intimidation +2 ACTION: Multiattack DEX SKILLS: Perception +3, Stealth +6 with a claw attack on the same turn,
PASSIVE PERCEPTION: 10 The thug makes two melee attacks. SENSES: darkvision 60 ft. that target must succeed on a DC 13
LANGUAGES: any one language PASSIVE PERCEPTION: 13 Strength saving throw or be knocked
ACTION: Mace
+2 (usually Common)
Melee Weapon Attack: +4 to hit, reach +2 prone. If the target is prone, the tiger
can make one bite attack against it as
CON 5 ft., one creature. Hit: 5 (1d6 + 2) CON a bonus action.
bludgeoning damage.
ACTION: Bite
ACTION: Heavy Crossbow
+0 Ranged Weapon Attack: +2 to hit, -4 Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 8 (1d10 + 3)
INT range 100/400 ft., one target. Hit: 5 INT piercing damage.
(1d10) piercing damage.
ACTION: Claw
30 ft. 40 ft.
+0 +1
Melee Weapon Attack: +5 to hit,
EXPERIENCE POINTS: 100
SPEED SPEED reach 5 ft., one target. Hit: 7 (1d8 + 3)
WIS WIS slashing damage.

EXPERIENCE POINTS: 200


+0 32 11 -1 37 12
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Pack Tactics ACTION: Multiattack

+1
STR
Tribal Warrior The warrior has
advantage on an attack
roll against a creature
1/8CR
+3
STR
Veteran The veteran makes two
longsword attacks. If it
has a shortsword drawn,
3CR
SIZE: medium SIZE: medium
if at least one of the it can also make a
ALIGNMENT: any alignment ALIGNMENT: any alignment
TYPE: humanoid (any race)
warrior’s allies is within TYPE: humanoid (any race)
shortsword attack.
+0 5 ft. of the creature and the ally isn’t
incapacitated. +1 ACTION: Longsword
DEX PASSIVE PERCEPTION: 10 DEX SKILLS: Athletics +5, Perception +2 Melee Weapon Attack: +5 to hit,
LANGUAGES: any one language ACTION: Spear PASSIVE PERCEPTION: 12 reach 5 ft., one target. Hit: 7 (1d8 +
Melee or Ranged Weapon Attack: +3 LANGUAGES: any one language 3) slashing damage, or 8 (1d10 +
+1 to hit, reach 5 ft. or range 20/60 ft.,
one target. Hit: 4 (1d6 + 1) piercing +2 (usually Common) 3) slashing damage if used with two
hands.
CON damage, or 5 (1d8 + 1) piercing CON
damage if used with two hands to ACTION: Shortsword
make a melee attack. Melee Weapon Attack: +5 to hit,

-1 EXPERIENCE POINTS: 25
+0 reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.
INT INT
ACTION: Heavy Crossbow
30 ft. 30 ft. Ranged Weapon Attack: +3 to hit,

+0 +0
range 100/400 ft., one target. Hit: 6
SPEED SPEED (1d10 + 1) piercing damage.
WIS WIS
EXPERIENCE POINTS: 700

-1 11 12 +0 58 17
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Keen Sight ACTION: Hooves

-2
STR
Vulture and Smell
The vulture has
advantage on Wisdom
0CR
+4
STR
Warhorse Skeleton Melee Weapon Attack:
+6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4)
1/2
CR
SIZE: medium SIZE: large
(Perception) checks that bludgeoning damage.
ALIGNMENT: unaligned ALIGNMENT: lawful evil
TYPE: beast
rely on sight or smell. TYPE: undead
+0 TRAIT: Pack Tactics +1 EXPERIENCE POINTS: 100
DEX SKILLS: Perception +3 The vulture has advantage on an DEX VULNERABILITIES: bludgeoning
PASSIVE PERCEPTION: 13 attack roll against a creature if at least IMMUNITIES: poison
one of the vulture’s allies is within 5 CONDITIONS: exhaustion, poisoned

+1 ft. of the creature and the ally isn’t


incapacitated. +2 SENSES: darkvision 60 ft.
PASSIVE PERCEPTION: 9
CON CON
ACTION: Beak
Melee Weapon Attack: +2 to hit, reach

-4 5 ft., one target. Hit: 2 (1d4) piercing


damage. -4
INT INT
EXPERIENCE POINTS: 10
10 ft., fly 50 ft. 60 ft.
+1 SPEED -1 SPEED
WIS WIS

-3 5 10 -3 22 13
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Keen Hearing TRAIT: Keen Hearing

-4
STR
Weasel and Smell
The weasel has
advantage on Wisdom
0CR
+1
STR
Wolf and Smell
The wolf has advantage
on Wisdom (Perception)
1/4
CR
SIZE: tiny SIZE: medium
(Perception) checks that checks that rely on
ALIGNMENT: unaligned ALIGNMENT: unaligned
TYPE: beast
rely on hearing or smell. TYPE: beast
hearing or smell.
+3 ACTION: Bite +2 TRAIT: Pack Tactics
DEX SKILLS: Perception +3, Stealth +5 Melee Weapon Attack: +5 to hit, reach DEX SKILLS: Perception +3, Stealth +4 The wolf has advantage on an attack
PASSIVE PERCEPTION: 13 5 ft., one creature. Hit: 1 piercing PASSIVE PERCEPTION: 13 roll against a creature if at least
damage. one of the wolf’s allies is within 5
-1 EXPERIENCE POINTS: 10
+1 ft. of the creature and the ally isn’t
incapacitated.
CON CON
ACTION: Bite
Melee Weapon Attack: +4 to hit,

-4 -4 reach 5 ft., one target. Hit: 7 (2d4 +


2) piercing damage. If the target is a
INT INT creature, it must succeed on a DC 11
Strength saving throw or be knocked
30 ft. 40 ft. prone.
+1 SPEED +1 SPEED
EXPERIENCE POINTS: 50
WIS WIS

-4 1 13 -2 11 13
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR
TRAIT: Keen Hearing ACTION: Multiattack

+3
STR
Worg and Smell
The worg has advantage
on Wisdom (Perception)
1/2CR
+4
STR
Wyvern The wyvern makes two
attacks: one with its bite
and one with its stinger.
6
CR
SIZE: large SIZE: large
checks that rely on While flying, it can use
ALIGNMENT: neutral evil ALIGNMENT: unaligned
TYPE: monstrosity
hearing or smell. TYPE: dragon
its claws in place of one
+1 ACTION: Bite +0 other attack.

DEX SKILLS: Perception +4 Melee Weapon Attack: +5 to hit, DEX SKILLS: Perception +4 ACTION: Bite
SENSES: darkvision 60 ft. reach 5 ft., one target. Hit: 10 (2d6 + SENSES: darkvision 60 ft. Melee Weapon Attack: +7 to hit, reach
PASSIVE PERCEPTION: 14 3) piercing damage. If the target is a PASSIVE PERCEPTION: 14 10 ft., one creature. Hit: 11 (2d6 + 4)
+1 LANGUAGES: Goblin, Worg creature, it must succeed on a DC 13
Strength saving throw or be knocked +3 piercing damage.

CON prone. CON ACTION: Claws


Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 13 (2d8 + 4)
EXPERIENCE POINTS: 100
-2 -3 slashing damage.
ACTION: Stinger
INT INT
Melee Weapon Attack: +7 to hit, reach
50 ft. 20 ft., fly 80 ft. 10 ft., one creature. Hit: 11 (2d6 + 4)

+0 +1
piercing damage. The target must
SPEED SPEED make a DC 15 Constitution saving
WIS WIS throw, taking 24 (7d6) poison damage
on a failed save, or half as much
damage on a successful one.

-1 26 13 -2 110 13
EXPERIENCE POINTS: 2,300
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

TRAIT: Undead Fortitude TRAIT: Devil’s Sight

+4
STR
Ogre Zombie If damage reduces the
zombie to 0 hit points, it
must make a Constitution
2CR
+0
STR
Lemure Magical darkness doesn’t
impede the lemure’s
darkvision.
0
CR
SIZE: large SIZE: medium
saving throw with a DC
ALIGNMENT: neutral evil ALIGNMENT: lawful evil TRAIT: Hellish
TYPE: undead
of 5+the damage taken, TYPE: fiend (devil) Rejuvenation
-2 unless the damage is radiant or from
a critical hit. On a success, the zombie -3 A lemure that dies in the Nine Hells
DEX SAVES: Wis +0 drops to 1 hit point instead. DEX RESISTANCES: cold comes back to life with all its hit
IMMUNITIES: poison IMMUNITIES: fire, poison points in 1d10 days unless it is killed
CONDITIONS: poisoned ACTION: Morningstar CONDITIONS: charmed, frightened, by a good-aligned creature with a
+4 SENSES: darkvision 60 ft.
PASSIVE PERCEPTION: 8
Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 13 (2d8 + 4) +0 poisoned
SENSES: darkvision 120 ft.
bless spell cast on that creature or its
remains are sprinkled with holy water.
CON bludgeoning damage. CON PASSIVE PERCEPTION: 10
LANGUAGES: understands Common
LANGUAGES: understands infernal
Action: Fist
and Giant but can’t speak Melee Weapon Attack: +3 to hit,
but can’t speak
EXPERIENCE POINTS: 450
-4 -5 reach 5 ft., one target. Hit: 2 (1d4)
bludgeoning damage
INT INT
EXPERIENCE POINTS: 10
30 ft. 15 ft.
-2 SPEED +0 SPEED
WIS WIS

-3 85 8 -4 13 7
CHA HIT POINTS ARMOUR CHA HIT POINTS ARMOUR

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