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C3 - Monster Stat Blocks (Printer Friendly)
C3 - Monster Stat Blocks (Printer Friendly)
Night Hag Heartstone: This lustrous black gem allows a night hag
to become ethereal while it is in her possession. The
Medium fiend, neutral evil touch of a heartstone also cures any disease. Crafting a
heartstone takes 30 days.
Armor Class 17 Soul Bag: When an evil humanoid dies as a result of a
Hit Points 112 (15d8 + 45) night hag's Nightmare Haunting, the hag catches the
Speed 30 ft. soul in this black sack made of stitched flesh. A soul
bag can hold only one evil soul at a time, and only the
night hag who crafted the bag can catch a soul with it.
STR DEX CON INT WIS CHA Crafting a soul bag takes 7 days and a humanoid
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) sacrifice (whose flesh is used to make the bag).
2
Fort Knucklebone 3 Fiendish Flesh Golem
Large construct, unaligned
Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit:
16 (2d10 + 4) bludgeoning damage.
3
Lulu's Dream Quest
Spined Devil
Small fiend (devil), lawful evil
Actions
Multiattack. The devil makes two attacks: one with its
bite and one with its fork or two with its tail spines.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit:
5 (2d4) piercing damage.
Fork. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit:
3 (1d6) piercing damage.
Tail Spine. Ranged Weapon Attack: +4 to hit, range
20/80 ft. Hit: 4 (1d4 + 2) piercing damage plus 3
(1d6) fire damage.
4
Raggadragga Attacks!
Wererat
Medium humanoid (human), lawful evil
Wereboar
Medium humanoid (human), neutral evil Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 30 ft.
Armor Class 10
Hit Points 78 (12d8 + 24)
Speed 30 ft. (40 ft. in boar form) STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (–1)
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (–1) Skills Perception +2, Stealth +4
Damage Immunities bludgeoning, piercing, and
slashing damage from nonmagical weapons that
Skills Perception +2 aren't silvered
Damage Immunities bludgeoning, piercing, and Senses darkvision 60 ft. (rat form only), passive
slashing damage from nonmagical weapons that Perception 12
aren't silvered Languages Common (can't speak in rat form)
Senses passive Perception 12 Challenge 2 (450 XP)
Languages Common (can't speak in boar form)
Challenge 4 (1100 XP)
Shapechanger. The wererat can use its action to
polymorph into a rat-humanoid hybrid or into a giant
Shapechanger. The wereboar can use its action to rat, or back into its true form, which is humanoid. Its
polymorph into a boar-humanoid hybrid or into a statistics, other than its size, are the same in each
boar, or back into its true form, which is humanoid. form. Any equipment it is wearing or carrying isn't
Its statistics, other than its AC, are the same in each transformed. It reverts to its true form if it dies.
form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies. Keen Smell. The wererat has advantage on Wisdom
(Perception) checks that rely on smell.
Charge (Boar or Hybrid Form Only). If the wereboar
moves at least 15 feet straight toward a target and
then hits it with its tusks on the same turn, the target
Actions
takes an extra 7 (2d6) slashing damage. If the target Multiattack (Humanoid or Hybrid Form Only). The
is a creature, it must succeed on a DC 13 Strength wererat makes two attacks, only one of which can be
saving throw or be knocked prone. a bite.
Relentless (Recharges after a Short or Long Rest). If the Bite (Rat or Hybrid Form Only).. Melee Weapon Attack:
wereboar takes 14 damage or less that would reduce +4 to hit, reach 5 ft. Hit: 4 (1d4 + 2) piercing
it to 0 hit points, it is reduced to 1 hit point instead. damage. If the target is a humanoid, it must succeed
on a DC 11 Constitution saving throw or be cursed
Actions with wererat lycanthropy.
Multiattack (Humanoid or Hybrid Form Only). The Shortsword (Humanoid or Hybrid Form Only). Melee
wereboar makes two attacks, only one of which can Weapon Attack: +4 to hit, reach 5 ft. Hit: 5 (1d6 + 2)
be with its tusks. piercing damage.
Maul (Humanoid or Hybrid Form Only). Melee Weapon Hand Crossbow (Humanoid or Hybrid Form Only).
Attack: +5 to hit, reach 5 ft. Hit: 10 (2d6 + 3) Ranged Weapon Attack: +4 to hit, range 30/120 ft.
bludgeoning damage. Hit: 5 (1d6 + 2) piercing damage.
Tusks (Boar or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft. Hit: 10 (2d6 + 3)
slashing damage. If the target is a humanoid, it must
succeed on a DC 12 Constitution saving throw or be
cursed with wereboar lycanthropy.
5
Bitter Breath 1
Hobgoblin Warlord
Medium humanoid (goblinoid), lawful evil
Horned Devil
Large fiend (devil), lawful evil Armor Class 20 (plate, shield)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 20 ft., fly 60 ft. STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 15 (+2)
STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3) Saving Throws Int +5, Wis +3, Cha +5
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Saving Throws Str +10, Dex +7, Wis +7, Cha +7 Challenge 6 (2300 XP)
Damage Resistances cold, bludgeoning, piercing, and
slashing from nonmagical weapons that aren't
silvered Martial Advantage. Once per turn, the hobgoblin can
Damage Immunities fire, poison deal an extra 14 (4d6) damage to a creature it hits
Condition Immunities poisoned with a weapon attack if that creature is within 5 ft. of
Senses darkvision 120 ft., passive Perception 13 an ally of the hobgoblin that isn’t incapacitated.
Languages Infernal, telepathy 120 ft.
Challenge 11 (7200 XP) Actions
Multiattack. The hobgoblin makes three melee
Devil's Sight. Magical darkness doesn't impede the attacks. Alternatively, it can make two ranged attacks
devil's darkvision. with its javelins.
Magic Resistance. The devil has advantage on saving Longsword. Melee Weapon Attack: +6 to hit, reach 5
throws against spells and other magical effects. ft. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands.
Actions Shield Bash. Melee Weapon Attack: +6 to hit, reach 5
Multiattack. The devil makes three melee attacks: two ft. Hit: 5 (1d4 + 3) bludgeoning damage. If the target
with its fork and one with its tail. It can use Hurl is Large or smaller, it must succeed on a DC 14
Flame in place of any melee attack. Strength saving throw or be knocked prone.
Fork. Melee Weapon Attack: +10 to hit, reach 10 ft. Javelin. Melee or Ranged Weapon Attack: +6 to hit,
Hit: 15 (2d8 + 6) piercing damage. reach 5 ft. or range 30/120 ft. Hit: 6 (1d6 + 3)
piercing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft.
Hit: 10 (1d8 + 6) piercing damage. If the target is a Leadership (1/Rest). For 1 minute, the hobgoblin can
creature other than an undead or a construct, it must utter a special command or warning whenever a
succeed on a DC 17 Constitution saving throw or nonhostile creature that it can see within 30 feet of
lose 10 (3d6) hit points at the start of each of its it makes an attack roll or a saving throw. The creature
turns due to an infernal wound. Each time the devil can add a d4 to its roll provided it can hear and
hits the wounded target with this attack, the damage understand the hobgoblin. A creature can benefit
dealt by the wound increases by 10 (3d6). Any from only one Leadership die at a time. This effect
creature can take an action to stanch the wound with ends if the hobgoblin is incapacitated.
a successful DC 12 Wisdom (Medicine) check. The
wound also closes if the target receives magical Reactions
healing. Parry. The hobgoblin adds 3 to its AC against one
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 melee attack that would hit it. To do so, the
ft. Hit: 14 (4d6) fire damage. If the target is a hobgoblin must see the attacker and be wielding a
flammable object that isn't being worn or carried, it melee weapon.
also catches fire.
6
Bitter Breath 2 Hobgoblin Captain
Medium humanoid (goblinoid), lawful evil
7
Feonor 1
Mezzoloth
Medium fiend (yugoloth), neutral evil
Archmage
Medium humanoid (any race), any alignment Armor Class 18 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 40 ft.
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft. STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 7 (–2) 10 (+0) 11 (+0)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) Skills Perception +3
Damage Resistances cold, fire, lightning, bludgeoning,
piercing, and slashing from nonmagical attacks
Saving Throws Int +9, Wis +6 Damage Immunities acid, poison
Skills Arcana +13, History +13 Condition Immunities poisoned
Damage Resistances damage from spells, non magical Senses blindsight 60ft., darkvision 60ft., passive
bludgeoning, piercing, and slashing (from Perception 13
stoneskin) Languages Abyssal, Infernal, telepathy 60ft.
Senses passive Perception 12 Challenge 5 (1800 XP)
Languages any six languages
Challenge 12 (8400 XP)
Innate Spellcasting. The mezzoloth's innate
spellcasting ability is Charisma (spell save DC 11, +3
Magic Resistance. The archmage has advantage on to hit with spell attacks). It can innately cast the
saving throws against spells and other magical following spells, requiring no material components:
effects. 2/day: darkness, dispel magic 1/day: cloudkill
Spellcasting. The archmage is an 18th-level Magic Resistance. The mezzoloth has advantage on
spellcaster. Its spellcasting ability is Intelligence saving throws against spells and other magical
(spell save DC 17, +9 to hit with spell attacks). The effects.
archmage can cast disguise self and invisibility at will
and has the following wizard spells prepared: Magic Weapons. The mezzoloth's weapon attacks are
magical.
Cantrips (at will): fire bolt, light, mage hand,
prestidigitation, shocking grasp Actions
1st level (4 slots): detect magic, identify, mage Multiattack. The mezzoloth makes one claw attack
armor*, magic missile and one trident attack.
2nd level (3 slots): detect thoughts, mirror image,
misty step Claw. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit:
9 (2d4 + 4) slashing damage.
3rd level (3 slots): counterspell, fly, lightning bolt
Trident. Melee or Ranged Weapon Attack: +7 to hit,
4th level (3 slots): banishment, fire shield, reach 5 ft. or range 20/60 ft. Hit: 7 (1d6 + 4)
stoneskin* piercing damage in melee, or 8 (1d8 + 4) piercing
5th level (3 slots): cone of cold, scrying, wall of force damage if used with two claws to make a melee
attack.
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
* The archmage casts these spells on itself before
combat.
Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2)
piercing damage.
8
Feonor 2
Ghast
Medium undead, chaotic evil
Ghoul
Medium undead, chaotic evil Armor Class 13
Hit Points 36 (8d8 + 0)
Speed 30 ft.
Armor Class 12
Hit Points 22 (5d8 + 0)
Speed 30 ft. STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (–1)
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (–2) 10 (+0) 6 (–2) Damage Immunities necrotic
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Condition Immunities poisoned Languages Common
Senses darkvision 60 ft., passive Perception 10 Challenge 2 (450 XP)
Languages Common
Challenge 1 (200 XP)
Stench. Any creature that starts its turn within 5 ft. of
the ghast must succeed on a DC 10 Constitution
Actions saving throw or be poisoned until the start of its next
turn. On a successful saving throw, the creature is
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: immune to the ghast's Stench for 24 hours.
9 (2d6 + 2) piercing damage.
Turn Defiance. The ghast and any ghouls within 30 ft.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft. of it have advantage on saving throws against effects
Hit: 7 (2d4 + 2) slashing damage. If the target is a that turn undead.
creature other than an elf or undead, it must succeed
on a DC 10 Constitution saving throw or be Actions
paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit:
the effect on itself on a success. 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 10 (2d6 + 3) slashing damage. If the target is a
creature other than an undead, it must succeed on a
DC 10 Constitution saving throw or be paralyzed for
Crawling Claw 1 minute. The target can repeat the saving throw at
Tiny undead, neutral evil the end of each of its turns, ending the effect on
itself on a success.
Armor Class 12
Hit Points 2 (1d4 + 0)
Speed 20 ft., climb 20 ft.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit:
3 (1d4 + 1) bludgeoning or slashing damage (claw's
choice).
9
Princeps Kovik 1
Bearded Devil
Medium fiend (devil), lawful evil
Chain Devil
Medium fiend (devil), lawful evil Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
Armor Class 16
Hit Points 85 (10d8 + 40)
Speed 30 ft. STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 9 (–1) 11 (+0) 11 (+0)
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2) Saving Throws Str +5, Con +4, Wis +2
Damage Resistances cold, bludgeoning, piercing, and
slashing from nonmagical weapons that aren't
Damage Resistances cold, bludgeoning, piercing, and silvered
slashing from nonmagical weapons that aren't Damage Immunities fire, poison
silvered Condition Immunities poisoned
Damage Immunities fire, poison Senses darkvision 120 ft., passive Perception 10
Condition Immunities poisoned Languages Infernal, telepathy 120 ft.
Senses darkvision 120 ft., passive Perception 11 Challenge 3 (700 XP)
Languages Infernal, telepathy 120 ft.
Challenge 8 (3900 XP)
Devil's Sight. Magical darkness doesn't impede the
devil's darkvision.
Devil's Sight. Magical darkness doesn't impede the
devil's darkvision. Magic Resistance. The devil has advantage on saving
throws against spells and other magical effects.
Magic Resistance. The devil has advantage on saving
throws against spells and other magical effects. Steadfast. The devil can't be frightened while it can
see an allied creature within 30 feet of it.
Actions
Actions
Multiattack. The devil makes two attacks with its
chains. Multiattack. The devil makes two attacks: one with its
beard and one with its glaive.
Chain. Melee Weapon Attack: +8 to hit, reach 10 ft.
Hit: 11 (2d6 + 4) slashing damage. The target is Beard. Melee Weapon Attack: +5 to hit, reach 5 ft.
grappled (escape DC 14) if the devil isn't already Hit: 6 (1d8 + 2) piercing damage, and the target
grappling a creature. Until this grapple ends, the must succeed on a DC 12 Constitution saving throw
target is restrained and takes 7 (2d6) piercing or be poisoned for 1 minute. While poisoned in this
damage at the start of each of its turns. way, the target can't regain hit points. The target can
repeat the saving throw at the end of each of its
Animate Chains (Recharges after a Short or Long Rest). turns, ending the effect on itself on a success.
Up to four chains the devil can see within 60 feet of
it magically sprout razor-edged barbs and animate Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft.
under the devil's control, provided that the chains Hit: 8 (1d10 + 3) slashing damage. If the target is a
aren't being worn or carried. Each animated chain is creature other than an undead or a construct, it must
an object with AC 20, 20 hit points, resistance to succeed on a DC 12 Constitution saving throw or
piercing damage, and immunity to psychic and lose 5 (1d10) hit points at the start of each of its
thunder damage. When the devil uses Multiattack on turns due to an infernal wound. Each time the devil
its turn, it can use each animated chain to make one hits the wounded target with this attack, the damage
additional chain attack. An animated chain can dealt by the wound increases by 5 (1d10). Any
grapple one creature of its own but can't make creature can take an action to stanch the wound with
attacks while grappling. An animated chain reverts to a successful DC 12 Wisdom (Medicine) check. The
its inanimate state if reduced to 0 hit points or if the wound also closes if the target receives magical
devil is incapacitated or dies. healing.
Reactions
Unnerving Mask. When a creature the devil can see
starts its turn within 30 feet of the devil, the devil
can create the illusion that it looks like one of the
creature's departed loved ones or bitter enemies. If
the creature can see the devil, it must succeed on a
DC 14 Wisdom saving throw or be frightened until
the end of its turn.
10
Princeps Kovik 2
Barbed Devil
Medium fiend (devil), lawful evil
Actions
Multiattack. The devil makes three melee attacks: one
with its tail and two with its claws. Alternatively, it
can use Hurl Flame twice.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit:
6 (1d6 + 3) piercing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit:
10 (2d6 + 3) piercing damage.
Hurl Flame. Ranged Spell Attack: +5 to hit, range 150
ft. Hit: 10 (3d6) fire damage. If the target is a
flammable object that isn't being worn or carried, it
also catches fire.
11
Haruman's Hill
Nightmare
Large fiend, neutral evil
Narzugon
Medium fiend (devil), lawful evil Armor Class 13
Hit Points 68 (8d10 + 24)
Speed 60 ft., fly 90 ft.
Armor Class 20 (plate, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft. STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 17 (+3) 16 (+3) 14 (+2) 19 (+4) Damage Immunities fire
Senses passive Perception 11
Languages understands Abyssal, Common, and
Saving Throws Dex +5, Con +8, Cha +9 Infernal but can't speak
Skills Perception +7 Challenge 3 (700 XP)
Damage Resistances acid, cold; bludgeoning,
piercing, and slashing from nonmagical attacks
that aren't silvered Confer Fire Resistance. The nightmare can grant
Damage Immunities fire, poison resistance to fire damage to anyone riding it.
Condition Immunities charmed, frightened, poisoned Illumination. The nightmare sheds bright light in a 10-
Senses darkvision 120 ft., passive Perception 17 foot radius and dim light for an additional 10 feet.
Languages Common, Infernal, telepathy 120 ft.
Challenge 13 (10000 XP) Actions
Diabolical Sense. The narzugon has advantage on Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.
Wisdom (Perception) checks made to perceive Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6)
good-aligned creatures. fire damage.
Infernal Tack. The narzugon wears spurs that are part Ethereal Stride. The nightmare and up to three willing
of infernal tack, which allow it to summon its creatures within 5 feet of it magically enter the
nightmare companion. Ethereal Plane from the Material Plane, or vice versa.
Magic Resistance. The narzugon has advantage on
saving throws against spells and other magical
effects.
Actions Stirge
Tiny beast, unaligned
Multiattack. The narzugon uses its Infernal Command
or Terrifying Command. It also makes three hellfire
lance attacks. Armor Class 14 (natural armor)
Hit Points 2 (1d4 + 0)
Hellfire Lance. Melee Weapon Attack: +10 to hit, Speed 10 ft., fly 40 ft.
reach 10 ft. Hit: 11 (1d12 + 5) piercing damage plus
16 (3d10) fire damage. If this damage kills a
creature, the creature's soul rises from the River Styx STR DEX CON INT WIS CHA
as a lemure in Avernus in 1d4 hours. If the creature
4 (–3) 16 (+3) 11 (+0) 2 (–4) 8 (–1) 6 (–2)
isn't revived before then, only a wish spell or killing
the lemure and casting true resurrection on the
creature's original body can restore it to life. Senses darkvision 60 ft., passive Perception 9
Constructs and devils are immune to this effect. Challenge 1/8 (25 XP)
Infernal Command. Each ally of of the narzugon within
60 feet of it can't be charmed or frightened until the Actions
end of the narzugon's next turn.
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5
Terrifying Command. Each creature that isn't a fiend ft. Hit: 5 (1d4 + 3) piercing damage, and the stirge
within 60 feet of the narzugon that can hear it must attaches to the target. While attached, the stirge
succeed on a DC 17 Charisma saving throw or doesn't attack. Instead, at the start of each of the
become frightened of it for 1 minute. A creature can stirge's turns, the target loses 5 (1d4 + 3) hit points
repeat the saving throw at the end of each of its due to blood loss. The stirge can detach itself by
turns, ending the effect on itself on a success. A spending 5 feet of its movement. It does so after it
creature makes a successful saving throw is immune drains 10 hit points of blood from the target or the
to this narzugon's Terrifying Command for 24 hours. target dies. A creature, including the target, can use
Healing (1/Day). The narzugon, or one creature it its action to detach the stirge.
touches, regains up to 100 hit points.
12
Hellwasp Nest
Hellwasp
Large fiend, lawful evil
Hellwasp Queen
Large fiend, lawful evil Armor Class 19 (natural armor)
Hit Points 52 (8d10 + 8)
Speed 10 ft., fly 60 ft. hover
Armor Class 19 (natural armor)
Hit Points 105 (14d10 + 28)
Speed 10 ft., fly 40 ft. hover STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (–2)
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 14 (+2) 13 (+1) 14 (+2) 10 (+0) Saving Throws Wis +3, Dex +5
Damage Vulnerabilities cold
Damage Resistances fire
Saving Throws Dex +5, Con +5, Wis +5 Senses darkvision 60 ft., passive perception 10
Damage Vulnerabilities cold Languages Infernal, telepathy 300 ft. (with other
Damage Immunities fire hellwasps only)
Senses blindsight 30 ft., darkvision 60 ft., passive Challenge 5 (1800 XP)
perception 12
Languages Infernal, telepathy 300 ft. (with other
hellwasps only) Magic Weapons. The hellwasp's weapon attacks are
Challenge 7 (5,000 XP) magical.
13
Spawning Trees
Abyssal Chicken
Tiny fiend (demon), chaotic evil
Bearded Devil
Medium fiend (devil), lawful evil Armor Class 15 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 30 ft, fly 30 ft
Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft. STR DEX CON INT WIS CHA
6 (–2) 14 (+2) 13 (+1) 4 (–3) 9 (–1) 5 (–3)
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 9 (–1) 11 (+0) 11 (+0) Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned, blinded
Saving Throws Str +5, Con +4, Wis +2 Senses blindsight 30ft. (blind beyond this radius),
Damage Resistances cold, bludgeoning, piercing, and passive perception 9
slashing from nonmagical weapons that aren't Languages Abyssal
silvered Challenge 1/4 (50 XP)
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10 Bad Flier. The abyssal chicken falls at the end of a turn
Languages Infernal, telepathy 120 ft. if it's airborne and the only thing holding it aloft is its
Challenge 3 (700 XP) flying speed.
14
Tower of Urm 1
Mezzoloth
Medium fiend (yugoloth), neutral evil
Archmage
Medium humanoid (any race), any alignment Armor Class 18 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 40 ft.
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft. STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 7 (–2) 10 (+0) 11 (+0)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) Skills Perception +3
Damage Resistances cold, fire, lightning, bludgeoning,
piercing, and slashing from nonmagical attacks
Saving Throws Int +9, Wis +6 Damage Immunities acid, poison
Skills Arcana +13, History +13 Condition Immunities poisoned
Damage Resistances damage from spells, non magical Senses blindsight 60ft., darkvision 60ft., passive
bludgeoning, piercing, and slashing (from Perception 13
stoneskin) Languages Abyssal, Infernal, telepathy 60ft.
Senses passive Perception 12 Challenge 5 (1800 XP)
Languages any six languages
Challenge 12 (8400 XP)
Innate Spellcasting. The mezzoloth's innate
spellcasting ability is Charisma (spell save DC 11, +3
Magic Resistance. The archmage has advantage on to hit with spell attacks). It can innately cast the
saving throws against spells and other magical following spells, requiring no material components:
effects. 2/day: darkness, dispel magic 1/day: cloudkill
Spellcasting. The archmage is an 18th-level Magic Resistance. The mezzoloth has advantage on
spellcaster. Its spellcasting ability is Intelligence saving throws against spells and other magical
(spell save DC 17, +9 to hit with spell attacks). The effects.
archmage can cast disguise self and invisibility at will
and has the following wizard spells prepared: Magic Weapons. The mezzoloth's weapon attacks are
magical.
Cantrips (at will): fire bolt, light, mage hand,
prestidigitation, shocking grasp Actions
1st level (4 slots): detect magic, identify, mage Multiattack. The mezzoloth makes one claw attack
armor*, magic missile and one trident attack.
2nd level (3 slots): detect thoughts, mirror image,
misty step Claw. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit:
9 (2d4 + 4) slashing damage.
3rd level (3 slots): counterspell, fly, lightning bolt
Trident. Melee or Ranged Weapon Attack: +7 to hit,
4th level (3 slots): banishment, fire shield, reach 5 ft. or range 20/60 ft. Hit: 7 (1d6 + 4)
stoneskin* piercing damage in melee, or 8 (1d8 + 4) piercing
5th level (3 slots): cone of cold, scrying, wall of force damage if used with two claws to make a melee
attack.
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
* The archmage casts these spells on itself before
combat.
Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2)
piercing damage.
15
Tower of Urm 2 Obelisk
Nycaloth Barlgura
Large fiend (yugoloth), neutral evil Large fiend (demon), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 19 (+4) 12 (+1) 10 (+0) 15 (+2) 18 (+4) 15 (+2) 16 (+3) 7 (–2) 14 (+2) 9 (–1)
Innate Spellcasting. The nycaloth's innate spellcasting Innate Spellcasting. The barlgura's innate spellcasting
ability is Charisma (spell save DC 14, +6 to hit with ability is Wisdom (spell save DC 13, +5 to hit with
spell attacks). It can innately cast the following spells, spell attacks). It can innately cast the following spells,
requiring no material components: requiring no material components:
At will: darkness, detect magic, dispel magic, 2/day: disguise self, invisibility (self only)
invisibility (self only), mirror image
1/day: entangle, phantasmal force
Magic Resistance. The nycaloth has advantage on
Reckless. At the start of its turn, the barlgura can gain
saving throws against spells and other magical
advantage on all melee weapon attack rolls it makes
effects.
during that turn, but attack rolls against it have
Magic Weapons. The nycaloth's weapon attacks are advantage until the start of its next turn.
magical.
Running Leap. The barlgura's long jump is up to 40
Actions feet and its high jump is up to 20 feet when it has a
running start.
Multiattack. The nycaloth makes two melee attacks,
or it makes one melee attack and teleports before or Actions
after the attack.
Multiattack. The barlgura makes three attacks: one
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: with its bite and two with its fists.
12 (2d6 + 5) slashing damage. If the target is a
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit:
creature, it must succeed on a DC 16 Constitution
11 (2d6 + 4) piercing damage.
saving throw or take 5 (2d4) slashing damage at the
start of each of its turns due to a fiendish wound. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit:
Each time the nycaloth hits the wounded target with 9 (1d10 + 4) bludgeoning damage.
this attack, the damage dealt by the wound increases
by 5 (2d4). Any creature can take an action to stanch
the wound with a successful DC 13 Wisdom
(Medicine) check. The wound also closes if the target
receives magical healing.
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft.
Hit: 18 (2d12 + 5) slashing damage.
Teleport. The nycaloth magically teleports, along with
any equipment it is wearing or carrying, up to 60 feet
to an unoccupied space it can see.
16
Mirror of Mephistar 1
Imp
Tiny fiend (devil), lawful evil
Cambion
Medium fiend, any alignment Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.
Armor Class 19 (scale mail)
Hit Points 82 (11d8 + 33)
Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA
6 (–2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 16 (+3) Skills Deception +4, Insight +3, Persuasion +4,
Stealth +5
Damage Resistances cold, bludgeoning, piercing, and
Saving Throws Str +7, Con +6, Int +5, Cha +6 slashing from nonmagical/nonsilver weapons
Skills Deception +6, Intimidation +6, Perception +4, Damage Immunities fire, poison
Stealth +7 Condition Immunities poisoned
Damage Resistances cold, fire, lightning, poison; Senses darkvision 120 ft., passive Perception 11
bludgeoning, piercing, and slashing from Languages Infernal, Common
nonmagical weapons Challenge 1 (200 XP)
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Common, Infernal
Challenge 5 (1800 XP) Shapechanger. The imp can use its action to
polymorph into a beast form that resembles a rat
(speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider
Fiendish Blessing. The AC of the cambion includes its (20 ft., climb 20 ft.), or back into its true form. Its
Charisma bonus. statistics are the same in each form, except for the
Innate Spellcasting. The cambion's innate spellcasting speed changes noted. Any equipment it is wearing or
ability is Charisma (spell save DC 14, +6 to hit with carrying isn't transformed. It reverts to its true form if
spell attacks). It can innately cast the following spells, it dies.
requiring no material components: Devil's Sight. Magical darkness doesn't impede the
3/day: alter self, command, detect magic imp's darkvision.
1/day: plane shift (self only) Magic Resistance. The imp has advantage on saving
throws against spells and other magical effects.
Actions
Actions
Multiattack. The cambion makes two melee attacks or
uses its Fire Ray twice. Sting (Bite in Beast Form). Melee Weapon Attack: +5
to hit, reach 5 ft. Hit: 5 (1d4 + 3) piercing damage,
Spear. Melee or Ranged Weapon Attack: +7 to hit, and the target must make on a DC 11 Constitution
reach 5 ft. or range 20/60 ft. Hit: 7 (1d6 + 4) saving throw, taking 10 (3d6) poison damage on a
piercing damage, or 8 (1d8 + 4) piercing damage if failed save, or half as much damage on a successful
used with two hands to make a melee attack, plus 3 one.
(1d6) fire damage.
Invisibility. The imp magically turns invisible until it
Fire Ray. Ranged Spell Attack: +7 to hit, range 120ft. attacks, or until its concentration ends (as if
Hit: 10 (3d6) fire damage. concentrating on a spell). Any equipment the imp
Fiendish Charm. One humanoid the cambion can see wears or carries is invisible with it.
within 30 feet of it must succeed on a DC 14
Wisdom saving throw or be magically charmed for 1
day. The charmed target obeys the cambion's spoken
commands. If the target suffers any harm from the
cambion or another creature or receives a suicidal
command from the cambion, the target can repeat
the saving throw, ending the effect on itself on a
success. If a target's saving throw is successful, or if
the effect ends for it, the creature is immune to the
cambion's Fiendish Charm for the next 24 hours.
17
Mirror of Mephistar 2
Ice Devil Bite. Melee Weapon Attack: +10 to hit, reach 5 ft. Hit:
12 (2d6 + 5) piercing damage plus 10 (3d6) cold
Large fiend (devil), lawful evil damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.
Armor Class 18 Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold
Hit Points 180 (19d10 + 76) damage.
Speed 40 ft.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft. Hit:
12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold
STR DEX CON INT WIS CHA damage.
21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4) Wall of Ice. The devil magically forms an opaque wall of
ice on a solid surface it can see within 60 feet of it.
The wall is 1 foot thick and up to 30 feet long and 10
Saving Throws Dex +7, Con +9, Wis +7, Cha +9 feet high, or it's a hemispherical dome up to 20 feet in
Damage Resistances bludgeoning, piercing, and diameter. When the wall appears, each creature in its
slashing from nonmagical, nonsilvered weapons space is pushed out of it by the shortest route. The
Damage Immunities fire, poison creature chooses which side of the wall to end up on,
Condition Immunities poisoned unless the creature is incapacitated. The creature then
Senses blindsight 60 ft., darkvision 120 ft., passive makes a DC 17 Dexterity saving throw, taking 35
Perception 12 (10d6) cold damage on a failed save, or half as much
Languages Infernal, telepathy 120 ft. damage on a successful one. The wall lasts for 1
Challenge 14 (11500 XP) minute or until the devil is incapacitated or dies. The
wall can be damaged and breached; each 10-foot
Devil's Sight. Magical darkness doesn't impede the section has AC 5, 30 hit points, vulnerability to fire
devil's darkvision. damage, and immunity to acid, cold, necrotic, poison,
and psychic damage. If a section is destroyed, it leaves
Magic Resistance. The devil has advantage on saving behind a sheet of frigid air in the space the wall
throws against spells and other magical effects. occupied. Whenever a creature finishes moving
through the frigid air on a turn, willingly or otherwise,
Actions the creature must make a DC 17 Constitution saving
Multiattack. The devil makes three attacks: one bite throw, taking 17 (5d6) cold damage on a failed save,
attack, one claw attack, and one tail attack. or half as much on a success. The frigid air dissipates
when the rest of the wall vanishes.
Pit of Shummrath
Skills Intimidation +9, Perception +7, Stealth +8 Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft.
Damage Resistances cold, fire, lightning; bludgeoning, Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
piercing, and slashing from nonmagical attacks slashing damage if used with two hands.
Damage Immunities acid, poison Hypnotic Gaze. The ultroloth’s eyes sparkle with
Condition Immunities charmed, frightened, poisoned opalescent light as it targets one creature it can see
Senses truesight 120 ft., passive Perception 17 within 30 feet of it. If the target can see the ultroloth,
Languages Abyssal, Infernal, telepathy 120 ft. the target must succeed on a DC 17 Wisdom saving
Challenge 13 (10000 XP) throw against this magic or be charmed until the end
of the ultroloth’s next turn. The charmed target is
Innate Spellcasting. The ultroloth's innate spellcasting stunned. If the target’s saving throw is successful, the
ability is Charisma (spell save DC 17, +9 to hit with target is immune to the ultroloth’s gaze for the next
spell attacks). It can innately cast the following spells, 24 hours.
requiring no material components:
Teleport. The ultroloth magically teleports, along with
At will: alter self, clairvoyance, darkness, detect magic, any equipment it is wearing or carrying, up to 60 feet
detect thoughts, dispel magic, invisibility (self only), to an unoccupied space it can see.
18 suggestion
Pit of Shummrath 2 Spined Devil
Small fiend (devil), lawful evil
19
Crypt of the Hellriders 1
21
Crypt of the Hellriders 3 Death Knight
Medium undead, chaotic evil
Reactions
Parry. The death knight adds 6 to its AC against one
melee attack that would hit it. To do so, the death
knight must see the attacker and be wielding a melee
weapon.
22
Kostchtchie's Maw
Chain Devil
Medium fiend (devil), lawful evil
Hell Hound
Medium fiend, lawful evil Armor Class 16 (natural armor)
Hit Points 85 (10d8 + 40)
Speed 30 ft.
Armor Class 15
Hit Points 45 (7d8 + 14)
Speed 50 ft. STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (–2) 13 (+1) 6 (–2) Damage Resistances cold, bludgeoning, piercing, and
slashing from nonmagical weapons that aren't
silvered
Skills Perception +5 Damage Immunities fire, poison
Damage Immunities fire Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15 Senses darkvision 120 ft., passive Perception 11
Languages understands Infernal but can't speak it Languages Infernal, telepathy 120 ft.
Challenge 3 (700 XP) Challenge 8 (3900 XP)
Keen Hearing and Smell. The hound has advantage on Devil's Sight. Magical darkness doesn't impede the
Wisdom (Perception) checks that rely on hearing or devil's darkvision.
smell.
Magic Resistance. The devil has advantage on saving
Pack Tactics. The hound has advantage on an attack throws against spells and other magical effects.
roll against a creature if at least one of the hound's
allies is within 5 ft. of the creature and the ally isn't
incapacitated.
Actions
Multiattack. The devil makes two attacks with its
Actions chains.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: Chain. Melee Weapon Attack: +8 to hit, reach 10 ft.
7 (1d8 + 3) piercing damage plus 7 (2d6) fire Hit: 11 (2d6 + 4) slashing damage. The target is
damage. grappled (escape DC 14) if the devil isn't already
grappling a creature. Until this grapple ends, the
Fire Breath (Recharge 5-6). The hound exhales fire in a target is restrained and takes 7 (2d6) piercing
15-foot cone. Each creature in that area must make a damage at the start of each of its turns.
DC 12 Dexterity saving throw, taking 21 (6d6) fire
damage on a failed save, or half as much damage on Animate Chains (Recharges after a Short or Long Rest).
a successful one. Up to four chains the devil can see within 60 feet of
it magically sprout razor-edged barbs and animate
under the devil's control, provided that the chains
aren't being worn or carried. Each animated chain is
an object with AC 20, 20 hit points, resistance to
piercing damage, and immunity to psychic and
thunder damage. When the devil uses Multiattack on
its turn, it can use each animated chain to make one
additional chain attack. An animated chain can
grapple one creature of its own but can't make
attacks while grappling. An animated chain reverts to
its inanimate state if reduced to 0 hit points or if the
devil is incapacitated or dies.
Reactions
Unnerving Mask. When a creature the devil can see
starts its turn within 30 feet of the devil, the devil
can create the illusion that it looks like one of the
creature's departed loved ones or bitter enemies. If
the creature can see the devil, it must succeed on a
DC 14 Wisdom saving throw or be frightened until
the end of its turn.
23
Demon Zapper
24
Bone Brambles 1
Treant
Huge plant, chaotic good
Banshee
Medium undead, chaotic evil Armor Class 16
Hit Points 138 (12d12 + 60)
Speed 30 ft.
Armor Class 12
Hit Points 58 (13d8 + 0)
Speed fly 40 ft. (hover) STR DEX CON INT WIS CHA
23 (+6) 8 (–1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)
STR DEX CON INT WIS CHA
1 (–5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3) Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Senses passive Perception 13
Saving Throws Wis +2, Cha +5 Languages Common, Druidic, Elvish, Sylvan
Damage Resistances acid, fire, lightning, thunder; Challenge 9 (5000 XP)
bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities cold, necrotic, poison False Appearance. While the treant remains
Condition Immunities charmed, exhaustion, motionless, it is indistinguishable from a normal tree.
frightened, grappled, paralyzed, petrified, Siege Monster. The treant deals double damage to
poisoned, prone, restrained objects and structures.
Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish
Challenge 4 (1100 XP)
Actions
Multiattack. The treant makes two slam attacks.
Detect Life. The banshee can magically sense the Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.
presence of living creatures up to 5 miles away that Hit: 16 (3d6 + 6) bludgeoning damage.
aren't undead or constructs. She knows the general
direction they're in but not their exact locations. Rock. Ranged Weapon Attack: +10 to hit, range
60/180 ft. Hit: 28 (4d10 + 6) bludgeoning damage.
Incorporeal Movement. The banshee can move
through other creatures and objects as if they were Animate Trees (1/Day). The treant magically animates
difficult terrain. It takes 5 (1d10) force damage if it one or two trees it can see within 60 feet of it. These
ends its turn inside an object. trees have the same statistics as a treant, except they
have Intelligence and Charisma scores of 1, they
Actions can't speak, and they have only the Slam action
option. An animated tree acts as an ally of the treant.
Corrupting Touch. Melee Spell Attack: +4 to hit, reach The tree remains animate for 1 day or until it dies;
5 ft. Hit: 12 (3d6 + 2) necrotic damage. until the treant dies or is more than 120 feet from
the tree; or until the treant takes a bonus action to
Horrifying Visage. Each non-undead creature within turn it back into an inanimate tree. The tree then
60 feet of the banshee that can see her must takes root if possible.
succeed on a DC 13 Wisdom saving throw or be
frightened for 1 minute. A frightened target can
repeat the saving throw at the end of each of its
turns, with disadvantage if the banshee is within line
of sight, ending the effect on itself on a success. If a
target's saving throw is successful or the effect ends
for it, the target is immune to the banshee's
Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail,
provided that she isn't in sunlight. This wail has no
effect on constructs and undead. All other creatures
within 30 feet of her that can hear her must make a
DC 13 Constitution saving throw. On a failure, a
creature drops to 0 hit points. On a success, a
creature takes 10 (3d6) psychic damage.
25
Bone Brambles 2
Night Hag Heartstone: This lustrous black gem allows a night hag
to become ethereal while it is in her possession. The
Medium fiend, neutral evil touch of a heartstone also cures any disease. Crafting a
heartstone takes 30 days.
Armor Class 17 Soul Bag: When an evil humanoid dies as a result of a
Hit Points 112 (15d8 + 45) night hag's Nightmare Haunting, the hag catches the
Speed 30 ft. soul in this black sack made of stitched flesh. A soul
bag can hold only one evil soul at a time, and only the
night hag who crafted the bag can catch a soul with it.
STR DEX CON INT WIS CHA Crafting a soul bag takes 7 days and a humanoid
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) sacrifice (whose flesh is used to make the bag).
26
Uldrak's Grave Empyrean
Huge celestial (titan), neutral evil
Legendary Actions
Attack. The empyrean makes one attack.
Bolster. The empyrean bolsters all nonhostile
creatures within 120 feet of it until the end of its
next turn. Bolstered creatures can’t be charmed or
frightened, and they gain advantage on ability
checks and saving throws until the end of the
empyrean’s next turn.
Trembling Strike (Costs 2 Actions). The empyrean
strikes the ground with its maul, triggering an
earth tremor. All other creatures on the ground
within 60 feet of the empyrean must succeed on a
DC 25 Strength saving throw or be knocked prone.
27
Arkhan's Tower 1 Adult White Dragon
Huge dragon, chaotic evil
28
Arkhan's Tower 2
Krull 1st level (4 slots): cure wounds, detect evil and good,
false life, inflict wounds, ray of sickness
Medium humanoid (tortle), lawful evil
2nd level (3 slots): blindness/deafness, gentle repose,
hold person, ray of enfeeblement, spiritual weapon
Armor Class 17 (natural armor)
Hit Points 117 (18d8 + 36) 3rd level (3 slots): animate dead, magic circle, speak
Speed 30 ft. with dead, spirit guardians, vampiric touch
4th level (3 slots): banishment, blight, death ward,
divination, locate creature
STR DEX CON INT WIS CHA
5th level (2 slots): antilife shell, cloudkill, contagion,
20 (+5) 14 (+2) 15 (+2) 12 (+1) 20 (+5) 12 (+1) greater restoration
6th level (1 slots): create undead, true seeing
Saving Throws Wis +8, Cha +4
Skills Medicine +8, Nature +4, Arcana +4, Survival +8 7th level (1 slots): divine word, regenerate
Senses passive perception 15
Languages Common, Aquan, Draconic Actions
Challenge 6 (2300 XP)
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit:
7 (1d4 + 5) piercing damage.
Hold Breath (Crocodile). Krull can hold his breath for 1
hour. Maul. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit:
13 (2d6 + 6) bludgeoning damage plus 9 (2d8)
Inescapable Destruction. Necrotic damage dealt by necrotic damage.
Krull's spells ignores resistance to necrotic damage.
Shell Defence. Krull withdraws into his shell. Until he
Spellcasting. Krull is a 14th-level spellcaster. Krull's emerges as a bonus action, he has a +4 bonus to AC
spellcasting ability is Wisdom (spell save DC 16, +8 to and has advantage on Strength and Constitution saving
hit with spell attacks). Krull has the following cleric throws. While in his shell, Krull is prone, his speed is 0
spells prepared: and can't increase, he has disadvantage on Dexterity
Cantrip (at will): chill touch, mending, resistance, saving throws, he can't take reactions, and the only
sacred flame, spare the dying, thaumaturgy action he can take is to emerge from his shell.
Ghoul
Medium undead, chaotic evil
Armor Class 12
Hit Points 22 (5d8 + 0)
Speed 30 ft.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit:
9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit: 7 (2d4 + 2) slashing damage. If the target is a
creature other than an elf or undead, it must succeed
on a DC 10 Constitution saving throw or be
paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success.
29
Monument to Tiamat 1 Arkhan the Cruel
Medium humanoid (dragonborn), lawful evil
He has resistance to bludgeoning, piercing, and Innate Spellcasting. Arkhan the Cruel's innate
slashing damage. spellcasting ability is Charisma (spell save DC 17, +9
to hit with spell attacks). Arkhan the Cruel can
Actions innately cast the following spells, requiring no
material components:
Multiattack. Torogar makes three attacks: two with
3/day: animate dead, branding smite, revivify
his scimitars and one with his horns.
1/day: geas, raise dead
Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft
Hit: 10 (1d6 + 7) slashing damage plus 3 (1d6) fire Actions
damage.
Multiattack. Arkhan makes three weapon attacks.
Horns. Melee Weapon Attack: +11 to hit, reach 5 ft.
Hit: 16 (2d8 + 7) slashing damage. Fane-Eater (Battleaxe). Melee Weapon Attack: +13 to
hit, reach 5 ft. Hit: 9 (1d8 + 12) slashing damage, or
10 (1d10 + 12) slashing damage if used with two
hands to make a melee attack, plus 9 (2d8) cold
damage. If the target is a creature and Arkhan rolls a
20 on the attack roll, the creature takes an extra 9
(2d8) necrotic damage, and Arkhan regains an
amount of hit points equal to the necrotic damage
dealt.
Javelin. Melee or Ranged Weapon Attack: +10 to hit,
reach 5 ft. or range 30/120 ft. Hit: 8 (1d6 + 5)
piercing damage in melee, or 8 (1d6 + 5) piercing
damage at range.
30
Monument to Tiamat 2 Chimera
Large monstrosity, chaotic evil
31
Bel's Forge 1 Bearded Devil
Medium fiend (devil), lawful evil
32
Bel's Forge 2
STR DEX CON INT WIS CHA Greatsword. Melee Weapon Attack: +16 to hit, reach 5
ft., one target. Hit: 23 (4d6 + 9) slashing damage plus
28 (+9) 14 (+2) 26 (+8) 25 (+7) 19 (+4) 26 (+8) 21 (6d6) fire damage.
Tail. Melee Weapon Attack: +16 to hit, reach 5 ft., one
Saving Throws Dex +10, Con +16, Wis +12 target. Hit: 25 (3d10 + 9) bludgeoning damage. If the
Skills Arcana +14, Deception +15, Insight +11, target is a creature, it must succeed on a DC 23
Persuasion +15 Constitution saving throw or be stunned until the end
Damage Resistances cold, bludgeoning, piercing, and of its next turn.
slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Legendary Actions
Senses truesight 120 ft., passive perception 14 Bel can take 3 legendary actions, choosing from the
Languages Common, Infernal, telepathy 120 ft. options below. Only one legendary action option can
Challenge 25 (75000 XP) be used at a time and only at the end of another
creature's turn. Bel regains spent legendary actions at
Fear Aura. Any creature hostile to Bel that starts its turn the start of its turn.
within 20 feet of him must make a DC 23 Wisdom Fireball. Bel casts fireball.
saving throw, unless Bel is incapacitated. Unless the
save succeeds, the creature is frightened until the start Tactical Edge (Costs 2 Actions). Roll a d6 for Bel. The
of its next turn. If a creature's saving throw is number rolled on the die is subtracted from the next
successful, the creature is immune to Bel's Fear Aura attack roll made against Bel or an ally of his choice
for the next 24 hours. within the next minute.
Innate Spellcasting. The bel's innate spellcasting ability Summon Ice Devil (Costs 3 Actions). Bel magically
is Charisma (spell save DC 23, +15 to hit with spell summons an ice devil with an ice spear (as
attacks). It can innately cast the following spells, described in the ice devil's entry in the Monster
requiring no material components: Manual). The ice devil appears in an unoccupied
space within 60 feet of Bel, acts as Bel's ally, and can
At will: detect magic, fireball 3/day: dispel magic, hold summon other devils if it has such power. The ice
monster, mirror image, mislead, raise dead, teleport, devil remains until Bel dies or until he dismisses it as
wall of fire 2/day: imprisonment, meteor swarm an action.
Legendary Resistance (3/Day). If Bel fails a saving throw,
it can choose to succeed instead.
33
Bel's Forge 3 Bone Devil
Large fiend (devil), lawful evil
Reactions
Loyal Bodyguard. When another fiend within 5 feet of
the merregon is hit by an attack, the merregon
causes itself to be hit instead.
34
Sibriex
Sibriex Actions
Huge fiend (demon), chaotic evil Multiattack. The sibriex uses Squirt Bile once and
makes three attacks using its chain, bite, or both.
Armor Class 19 (natural armor)
Chain. Melee Weapon Attack: +6 to hit, reach 15 ft.
Hit Points 150 (12d12 + 72)
Hit: 13 (2d12) piercing damage.
Speed 0 ft. fly 20 ft. (hover)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 9
(2d8) piercing damage plus 9 (2d8) acid damage.
STR DEX CON INT WIS CHA
Squirt Bil. The sibriex targets one creature it can see
10 (+0) 3 (–4) 23 (+6) 25 (+7) 24 (+7) 25 (+7) within 120 feet of it. The target must succeed on a DC
20 Dexterity saving throw or take 35 (10d6) acid
Saving Throws Int +13, Cha +13 damage.
Skills History +13, Perception +13, Arcana +13 Warp Creature. The sibriex targets up to three creatures
Damage Resistances cold, fire, lightning, bludgeoning, it can see within 120 feet of it. Each target must make
piercing, and slashing from nonmagical attacks a DC 20 Constitution saving throw. On a successful
Damage Immunities poison save, a creature becomes immune to this sibriex's
Condition Immunities poisoned Warp Creature. On a failed save, the target is poisoned,
Senses truesight 120 ft., passive perception 23 which causes it to also gain 1 level of exhaustion.
Languages all, telepathy 120ft While poisoned in this way, the target must repeat the
Challenge 18 (20000 XP) saving throw at the start of each of its turns. Three
successful saves against the poison end it, and ending
Contamination. The sibriex emits an aura of corruption the poison removes any levels of exhaustion caused by
30 feet in every direction. Plants that aren't creatures it. Each failed save causes the target to suffer another
wither in the aura, and the ground in it is difficult level of exhaustion. Once the target reaches 6 levels of
terrain for other creatures. Any creature that starts its exhaustion, it dies and instantly transforms into a living
turn in the aura must succeed on a DC 20 Constitution abyssal wretch under the sibriex's control. The
saving throw or take 14 (4d6) poison damage. A transformation of the body can be undone only by a
creature that succeeds on the save is immune to this wish spell.
sibriex's Contamination for 24 hours.
Innate Spellcasting. Sibriex's innate spellcasting ability
Legendary Actions
is Charisma (spell save DC 21, +13 to hit with spell Sibriex can take 3 legendary actions, choosing from
attacks). Sibriex can innately cast the following spells, the options below. Only one legendary action option
requiring no material components: can be used at a time and only at the end of another
creature's turn. Sibriex regains spent legendary actions
At will: charm person, command, dispel magic, hold at the start of its turn.
person
3/day: feeblemind Cast a Spell. The sibriex casts a spell.
Legendary Resistance (3/Day). If Sibriex fails a saving Spray Bile. The sibriex uses Squirt Bile.
throw, it can choose to succeed instead.
Warp (Costs 2 Actions). The sibriex uses Warp Creature.
Magic Resistance. Sibriex has advantage on saving
throws against spells and other magical effects.
Actions
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 5
9 (–1) 12 (+1) 11 (+0) 5 (–3) 8 (–1) 5 (–3) (1d8 + 1) slashing damage.
35
Sibriex 2
Magic Resistance. The arcanaloth has advantage on Teleport. The arcanaloth magically teleports, along with
saving throws against spells and other magical effects. any equipment it is wearing or carrying, up to 60 feet
36 to an unoccupied space it can see.
Wrecked Flying Fortress 1
Stirge
Tiny beast, unaligned
Bone Whelk
Large monstrosity, unaligned Armor Class 14 (natural armor)
Hit Points 2 (1d4 + 0)
Speed 10 ft., fly 40 ft.
Armor Class 12 (natural armor)
Hit Points 17 (5d10 – 10)
Speed 15 ft, climb 15 ft. STR DEX CON INT WIS CHA
4 (–3) 16 (+3) 11 (+0) 2 (–4) 8 (–1) 6 (–2)
STR DEX CON INT WIS CHA
10 (+0) 5 (–3) 6 (–2) 9 (–1) 3 (–4) 10 (+0) Senses darkvision 60 ft., passive Perception 9
Languages —
Challenge 1/8 (25 XP)
Senses darkvision 60 ft., passive perception 9
Languages —
Challenge 1/4 (50 XP) Actions
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5
Adhesive. The bone whelk can cause Medium or ft. Hit: 5 (1d4 + 3) piercing damage, and the stirge
smaller objects to adhere to it. A Medium or smaller attaches to the target. While attached, the stirge
creature that touches the bone whelk is grappled by doesn't attack. Instead, at the start of each of the
it (escape DC 10). stirge's turns, the target loses 5 (1d4 + 3) hit points
Death Scream. When the bone whelk dies, it emits a due to blood loss. The stirge can detach itself by
blood-curdling shriek than can be heard out to a spending 5 feet of its movement. It does so after it
range of 120 feet. This shriek causes nonmagical, drains 10 hit points of blood from the target or the
organic material within 10 feet of the bone whelk to target dies. A creature, including the target, can use
rot. Each creature within 10 feet of the bone whelk its action to detach the stirge.
when it dies takes 9 (2d8) necrotic damage.
Spider Climb. The bone whelk can climb difficult
surfaces, including upside down on ceilings, without
needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 4 (1d8) piercing damage.
Vrock Actions
Large fiend (demon), chaotic evil Multiattack. The vrock makes two attacks: one with its
beak and one with its talons.
Armor Class 15
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit:
Hit Points 104 (11d10 + 44)
10 (2d6 + 3) piercing damage.
Speed 40 ft., fly 60 ft.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit:
14 (2d10 + 3) slashing damage.
STR DEX CON INT WIS CHA
Spores (Recharge 6). A 15-foot-radius cloud of toxic
17 (+3) 15 (+2) 18 (+4) 8 (–1) 13 (+1) 8 (–1) spores extends out from the vrock. The spores spread
around corners. Each creature in that area must
Saving Throws Dex +5, Wis +4, Cha +2 succeed on a DC 14 Constitution saving throw or
Damage Resistances cold, fire, lightning, bludgeoning, become poisoned. While poisoned in this way, a target
piercing, and slashing from nonmagical weapons takes 5 (1d10) poison damage at the start of each of
Damage Immunities poison its turns. A target can repeat the saving throw at the
Condition Immunities poisoned end of each of its turns, ending the effect on itself on a
Senses darkvision 120 ft., passive Perception 11 success. Emptying a vial of holy water on the target
Languages Abyssal, telepathy 120 ft. also ends the effect on it.
Challenge 6 (2300 XP) Stunning Screech (1/Day). The vrock emits a horrific
screech. Each creature within 20 feet of it that can
Magic Resistance. The vrock has advantage on saving hear it and that isn't a demon must succeed on a DC
throws against spells and other magical effects. 14 Constitution saving throw or be stunned until the
end of the vrock's next turn .
37
Wrecked Flying Fortress 2 Death Slaad
Medium aberration (shapechanger), chaotic evil
38
Hollyphant At will: light
Small celestial, lawful good 2/day each: bless, cure wounds, protection from evil
and good
Armor Class 18 (natural armor) 1/day each: banishment, heal, raise dead, shapechange
Hit Points 30 (4d10 + 8) (into a golden-furred mammoth with feathered wings
Speed 30 ft. and a flying speed of 120 ft.), teleport (with no chance
of error)
Magic Weapons. The hollyphant’s weapon attacks are
STR DEX CON INT WIS CHA magical.
10 (+0) 11 (+0) 12 (+1) 16 (+3) 19 (+4) 16 (+3)
Actions
Saving Throws Dex +3, Con +4, Cha +6 Tusks. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit:
Damage Resistances Damage Resistances Bludgeoning, 3 (1d6) piercing damage.
Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison Trumpet (3/Day). The hollyphant blows air through its
Condition Immunities Poisoned trunk, creating a trumpet sound that can be heard out
Senses Passive Perception 14 to a range of 600 feet. The trumpet also creates a 30-
Languages Celestial, Telepathy 120 ft. foot cone of energy that has one of the following
Challenge 5 (1,800 XP) effects, chosen by the hollyphant:
Trumpet of Blasting. Each creature in the cone must
Aura of Invulnerability. An invisible aura forms a 10- make a DC 14 Constitution saving throw. On a failed
foot-radius sphere around the hollyphant for as long as save, a creature takes 17 (5d6) thunder damage and is
it lives. Any spell of 5th level or lower cast from deafened for 1 minute. On a successful save, a
outside the barrier can’t affect creatures or objects creature takes half as much damage and isn’t deafened.
within it, even if the spell is cast using a higher level Nonmagical objects in the cone that aren’t being held
spell slot. Such a spell can target creatures and objects or worn take 35 (10d6) thunder damage.
within the barrier, but the spell has no effect on them.
Similarly, the area within the barrier is excluded from Trumpet of Sparkles. Creatures in the cone must make a
the areas affected by such spells. The hollyphant can DC 14 Constitution saving throw, taking 22 (4d8 + 4)
use an action to suppress this trait until its radiant damage on a failed save, or half as much
concentration ends (as if concentrating on a spell). damage on a successful one. Evil creatures have
disadvantage on the saving throw. Good creatures in
Innate Spellcasting. The hollyphant’s innate spellcasting the cone take no damage.
ability is Wisdom (spell save DC 15). It can innately
cast the following spells, requiring no material
components: