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Fort Knucklebone 1

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).

Skills Deception +7, Insight +6, Perception +6, Stealth


Actions
+6 Claws (Hag Form Only). Melee Weapon Attack: +7 to
Damage Resistances cold, fire, bludgeoning, piercing, hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing
and slashing from nonmagical weapons that aren't damage.
silvered
Condition Immunities charmed Change Shape. The hag magically polymorphs into a
Senses darkvision 120 ft., passive Perception 16 Small or Medium female humanoid, or back into her
Languages Abyssal, Common, Infernal, Primordial true form. Her statistics are the same in each form.
Challenge 5 (1800 XP) Any equipment she is wearing or carrying isn't
transformed. She reverts to her true form if she dies.
Innate Spellcasting. The hag's innate spellcasting ability Etherealness. The hag magically enters the Ethereal
is Charisma (spell save DC 14, +6 to hit with spell Plane from the Material Plane, or vice versa. To do so,
attacks). She can innately cast the following spells, the hag must have a heartstone in her possession.
requiring no material components:
Nightmare Haunting (1/Day). While on the Ethereal
At will: detect magic, magic missile Plane, the hag magically touches a sleeping humanoid
on the Material Plane. A protection from evil and good
2/day each: plane shift (self only), ray of enfeeblement, spell cast on the target prevents this contact, as does a
sleep magic circle. As long as the contact persists, the target
Magic Resistance. The hag has advantage on saving has dreadful visions. If these visions last for at least 1
throws against spells and other magical effects. hour, the target gains no benefit from its rest, and its
hit point maximum is reduced by 5 (1d10). If this
Night Hag Items. A night hag carries two very rare effect reduces the target's hit point maximum to 0, the
magic items that she must craft for herself If either target dies, and if the target was evil, its soul is trapped
object is lost, the night hag will go to great lengths to in the hag's soul bag. The reduction to the target's hit
retrieve it, as creating a new tool takes time and effort. point maximum lasts until removed by the greater
restoration spell or similar magic.

Imp Shapechanger. The imp can use its action to polymorph


into a beast form that resembles a rat (speed 20 ft.), a
Tiny fiend (devil), lawful evil raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.),
or back into its true form. Its statistics are the same in
Armor Class 13 each form, except for the speed changes noted. Any
Hit Points 10 (3d4 + 3) equipment it is wearing or carrying isn't transformed. It
Speed 20 ft., fly 40 ft. reverts to its true form if it dies.
Devil's Sight. Magical darkness doesn't impede the
imp's darkvision.
STR DEX CON INT WIS CHA
Magic Resistance. The imp has advantage on saving
6 (–2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) throws against spells and other magical effects.
Skills Deception +4, Insight +3, Persuasion +4, Stealth Actions
+5
Damage Resistances cold, bludgeoning, piercing, and Sting (Bite in Beast Form). Melee Weapon Attack: +5 to
slashing from nonmagical/nonsilver weapons hit, reach 5 ft. Hit: 5 (1d4 + 3) piercing damage, and
Damage Immunities fire, poison the target must make on a DC 11 Constitution saving
Condition Immunities poisoned throw, taking 10 (3d6) poison damage on a failed save,
Senses darkvision 120 ft., passive Perception 11 or half as much damage on a successful one.
Languages Infernal, Common
Invisibility. The imp magically turns invisible until it
Challenge 1 (200 XP)
attacks, or until its concentration ends (as if
concentrating on a spell). Any equipment the imp
wears or carries is invisible with it.
1
Fort Knucklebone 2 Kenku
Medium humanoid (kenku), chaotic neutral

Redcap/Madcap Armor Class 13


Small fey, chaotic evil Hit Points 13 (3d8 + 0)
Speed 30 ft.
Armor Class 13 (natural armor)
Hit Points 45 (6d6 + 24)
STR DEX CON INT WIS CHA
Speed 25 ft.
10 (+0) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 10 (+0)
STR DEX CON INT WIS CHA
Skills Deception +4, Perception +2, Stealth +5
18 (+4) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 9 (–1) Senses passive Perception 12
Languages understands Auran and Common but
Skills Athletics +6, Perception +3 speaks only through the use of its Mimicry trait
Senses darkvision 60 ft., passive Perception 13 Challenge 1/4 (50 XP)
Languages Common, Sylvan
Challenge 3 (700 XP) Ambusher. The kenku has advantage on attack rolls
against any creature it has surprised.
Iron Boots. While moving, the redcap has Mimicry. The kenku can mimic any sounds it has
disadvantage on Dexterity (Stealth) checks. heard, including voices. A creature that hears the
Outsize Strength. While grappling, the redcap is sounds can tell they are imitations with a successful
considered to be Medium. Also, wielding a heavy DC 14 Wisdom (Insight) check.
weapon doesn’t impose disadvantage on its attack
rolls. Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
Actions ft. Hit: 6 (1d6 + 3) piercing damage.
Multiattack. The redcap makes three attacks with its Shortbow. Ranged Weapon Attack: +5 to hit, range
wicked sickle. 80/320 ft. Hit: 6 (1d6 + 3) piercing damage.
Wicked Sickle. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Ironbound Pursuit. The redcap moves up to its speed
to a creature it can see and kicks with its iron boots.
The target must succeed on a DC 14 Dexterity
saving throw or take 20 (3d10 + 4) bludgeoning
damage and be knocked prone.

2
Fort Knucklebone 3 Fiendish Flesh Golem
Large construct, unaligned

Flameskull Armor Class 12 (natural armor)


Tiny undead, neutral evil Hit Points 210 (20d10 + 100)
Speed 30 ft., fly 30 ft. (hover)
Armor Class 10
Hit Points 40 (9d4 + 18)
STR DEX CON INT WIS CHA
Speed 30 ft.
20 (+5) 9 (–1) 20 (+5) 7(–2) 10 (+0) 5 (–3)
STR DEX CON INT WIS CHA
Damage Resistances cold, fire
1 (–5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) Damage Immunities lightning, poison, bludgeoning,
piercing, and slashing from nonmagical weapons
Skills Arcana +5, Perception +2 that aren't adamantine or silvered
Damage Resistances lightning, necrotic, piercing Condition Immunities charmed, exhaustion,
Damage Immunities cold, fire, poison frightened, paralyzed, petrified, poisoned
Condition Immunities charmed, frightened, paralyzed, Senses darkvision 60 ft., passive Perception 10
poisoned, prone Languages understands the languages of its creator
Senses darkvision 60ft., passive Perception 12 but can't speak
Languages telepathy 30 ft. Challenge 8 (3,900 XP)
Challenge 4 (1100 XP)
Berserk. Whenever the golem starts its turn with 100
Illumination. The flameskull sheds either dim light in a hit points or fewer, roll a d6. On a 6, the golem goes
15-foot radius, or bright light in a 15-foot radius and berserk. On each of its turns while berserk, the
dim light for an additional 15 feet. It can switch golem attacks the nearest creature it can see. If no
between the options as an action. creature is near enough to move to and attack, the
golem attacks an object, with preference for an
Magic Resistance. The flameskull has advantage on object smaller than itself. Once the golem goes
saving throws against spells and other magical berserk, it continues to do so until it is destroyed or
effects. regains all its hit points. The golem's creator, if
within 60 feet of the berserk golem, can try to calm
Rejuvenation. If the flameskull is destroyed, it regains it by speaking firmly and persuasively. The golem
all its hit points in 1 hour unless holy water is must be able to hear its creator, who must take an
sprinkled on its remains or a dispel magic or remove action to make a DC 15 Charisma (Persuasion)
curse spell is cast on them. check. If the check succeeds, the golem ceases
Spellcasting. The flameskull is a 5th-level spellcaster. being berserk. If it takes damage while still at 100 hit
Its spellcasting ability is Intelligence (spell save DC points or fewer, the golem might go berserk again.
13, +5 to hit with spell attacks). The flameskull has
the following wizard spells prepared: Immutable Form. The golem is immune to any spell or
effect that would alter its form.
Cantrip (at will): mage hand 1st level (3 slots): magic
missile, shield 2nd level (2 slots): blur, flaming Lightning Absorption. Whenever the golem is
sphere 3rd level (1 slot): fireball subjected to lightning damage, it takes no damage
and instead regains a number of hit points equal to
Actions the lightning damage dealt.
Magic Resistance. The golem has advantage on saving
Multiattack. The flameskull uses Fire Ray twice.
throws against spells and other magical effects.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft. Magic Weapons. The golem's weapon attacks are
Hit: 10 (3d6) fire damage. magical.

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

Armor Class 13 (natural armor)


Hit Points 22 (5d6 + 5)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 8 (–1)

Damage Resistances cold; bludgeoning, piercing, and


slashing from nonmagical weapons that aren't
silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 12
Languages Infernal, telepathy 120 ft.
Challenge 2 (450 XP)

Devil's Sight. Magical darkness doesn’t impede the


spined devil’s darkvision.
Flyby. The spined devil doesn’t provoke opportunity
attacks when it flies out of an enemy’s reach.
Limited Spines. The devil has twelve tail spines. Used
spines regrow by the time the devil finishes a long
rest.
Magic Resistance. The spined devil has advantage on
saving throws against spells and other magical
effects.

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

Hobgoblin Armor Class 17 (half plate)


Medium humanoid (goblinoid), lawful evil Hit Points 39 (6d8 + 12)
Speed 30 ft.
Armor Class 18
Hit Points 11 (2d8 + 2)
STR DEX CON INT WIS CHA
Speed 30 ft.
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1)
STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 10
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (–1) Languages Common, Goblin
Challenge 3 (700 XP)
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin Martial Advantage. Once per turn, the hobgoblin can
Challenge 1/2 (100 XP) deal an extra 10 (3d6) damage to a creature it hits
with a weapon attack if that creature is within 5 ft. of
Martial Advantage. Once per turn, the hobgoblin can an ally of the hobgoblin that isn't incapacitated.
deal an extra 7 (2d6) damage to a creature it hits
with a weapon attack if that creature is within 5 ft. of Actions
an ally of the hobgoblin that isn't incapacitated. Multiattack. The hobgoblin captain makes two
greatsword attacks.
Actions
Greatsword. Melee Weapon Attack: +5 to hit, reach 5
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 9 (2d6 + 2) slashing damage.
ft. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
slashing damage if used with two hands. Javelin. Ranged Weapon Attack: +5 to hit, range
30/120 ft. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +3 to hit, range
150/600 ft. Hit: 5 (1d8 + 1) piercing damage. Leadership (1/Rest). For 1 minute, the hobgoblin can
utter a special command or warning whenever a
nonhostile creature that it can see within 30 feet of
it makes an attack roll or a saving throw. The creature
can add a d4 to its roll provided it can hear and
understand the hobgoblin. A creature can benefit
from only one Leadership die at a time. This effect
ends if the hobgoblin is incapacitated.

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.

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 11 (+0) 5 (–3) 10 (+0) 4 (–3)

Damage Immunities poison


Condition Immunities poisoned
Senses blindsight 30 ft. (blind beyond this radius),
passive Perception 10
Languages Understands common but can't speak
Challenge 0 (10 XP)

Turn Immunity. The claw is immune to effects that


turn undead.

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

Armor Class 15 (natural armor)


Hit Points 110 (13d8 + 52)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)

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


Skills Deception +5, Insight +5, Perception +8
Damage Resistances cold, bludgeoning, piercing, and
slashing from nonmagical weapons that aren't
silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Infernal, telepathy 120 ft.
Challenge 5 (1800 XP)

Barbed Hide. At the start of each of its turns, the


barbed devil deals 5 (1d10) piercing damage to any
creature grappling it.
Devil's Sight. Magical darkness doesn't impede the
devil's darkvision.
Magic Resistance. The devil has advantage on saving
throws against spells and other magical effects.

Actions
Multiattack. The devil makes three melee attacks: one
with its tail and two with its claws. Alternatively, it
can use Hurl Flame twice.
Claw. Melee Weapon Attack: +6 to hit, reach 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.

Magic Weapons. The hellwasp's weapon attacks are Actions


magical. Multiattack. The hellwasp makes two attacks: one
with its sting and one with its sword talons.
Hive Queen. Whenever a spell or weapon attack deals
damage to the hellwasp queen, all hellwasps within Sting. Melee Weapon Attack: +7 to hit, reach 5 ft.
30 ft. of it who can see it can make an attack against Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) fire
a target within reach as a reaction. damage, and the target must succeed on a DC 12
Constitution saving throw or be poisoned for 1
Actions minute. While poisoned in this way, the target is also
Multiattack. The hellwasp queen makes two attacks: paralyzed. The target can repeat the saving throw at
one with its sting and one with its sword talons, or the end of each of its turns, ending the effect on
one attack with its sting and creates an incendiary itself on a success.
cloud. Sword Talons. Melee Weapon Attack: +7 to hit, reach
5 ft. Hit: 11 (2d6 + 4) piercing damage.
Sting. Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit: 14 (2d8 + 5) piercing damage plus 14 (4d6) fire
damage, and the target must succeed on a DC 13
Constitution saving throw or be poisoned for 1
minute. While poisoned in this way, the target is also
Hellwasp Grub
paralyzed. The target can repeat the saving throw at Small beast, unaligned
the end of each of its turns, ending the effect on
itself on a success. Armor Class 13
Sword Talons. Melee Weapon Attack: +8 to hit, reach Hit Points 4 (1d6 + 1)
5 ft. Hit: 14 (2d8 + 5) piercing damage. Speed 30 ft., climb 30 ft.

Incendiary Cloud (1/short or long rest). The hellwasp


queen creates a cloud of hot smoke in a 10 ft. radius STR DEX CON INT WIS CHA
around it. The cloud spreads around corners and is
heavily obscured. It lasts for 1 minute or until a wind 5 (–3) 14 (+2) 12 (+1) 1 (–5) 7 (–2) 3 (–4)
of moderate or greater speed disperses it.
Senses blindsight 30 ft., passive Perception 8
When the cloud appears, each creature in it must Languages —
make a DC 13 Dexterity saving throw, taking 5d8 fire Challenge 1/4 (50 XP)
damage on a failed save, or half as much damage on
a successful one. A creature must also make this
saving throw when it enters the spell's area for the Actions
first time on a turn or ends its turn there.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit:
4 (1d4 + 2) piercing damage, and the target must
succeed on a DC 11 Constitution saving throw or
take 10 (3d6) poison damage. If the poison damage
reduces the target to 0 hit points, the target is stable
but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.

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.

Devil's Sight. Magical darkness doesn't impede the Actions


devil's darkvision. Multiattack. The abyssal chicken makes two attacks:
one with its bite and one with its claws.
Magic Resistance. The devil has advantage on saving
throws against spells and other magical effects. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit:
Steadfast. The devil can't be frightened while it can 4 (1d4 + 2) piercing damage.
see an allied creature within 30 feet of it. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit:
4 (1d4 + 2) slashing damage.
Actions
Multiattack. The devil makes two attacks: one with its
beard and one with its glaive.
Beard. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 6 (1d8 + 2) piercing damage, and the target
must succeed on a DC 12 Constitution saving throw
or be poisoned for 1 minute. While poisoned in this
way, the target can't regain hit points. The target can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft.
Hit: 8 (1d10 + 3) slashing damage. If the target is a
creature other than an undead or a construct, it must
succeed on a DC 12 Constitution saving throw or
lose 5 (1d10) hit points at the start of each of its
turns due to an infernal wound. Each time the devil
hits the wounded target with this attack, the damage
dealt by the wound increases by 5 (1d10). Any
creature can take an action to stanch the wound with
a successful DC 12 Wisdom (Medicine) check. The
wound also closes if the target receives magical
healing.

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

Armor Class 18 (natural armor) Armor Class 15 (natural armor)


Hit Points 123 (13d10 + 52) Hit Points 68 (8d10 + 24)
Speed 30 ft. Speed 40 ft., climb 40 ft.

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)

Skills Perception +4 Saving Throws Dex +5, Con +6


Damage Resistances cold, fire, lightning, bludgeoning, Skills Perception +5, Stealth +5
piercing, and slashing from nonmagical attacks Damage Resistances cold, fire, lightning
Damage Immunities acid, poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses blindsight 60ft., darkvision 60ft, passive Senses blindsight 30ft., darkvision 120ft., passive
Perception 14 Perception 15
Languages Abyssal, Infernal, telepathy 60ft. Languages Abyssal, telepathy 120ft.
Challenge 9 (5000 XP) Challenge 5 (1800 XP)

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

Ultroloth 3/day: dimension door, fear, wall of fire


Medium fiend (yugoloth), neutral evil 1/day: fire storm, mass suggestion
Magic Resistance. The ultroloth has advantage on
Armor Class 19 (natural armor) saving throws against spells and other magical effects.
Hit Points 153 (18d8 + 72) Magic Weapons. The ultroloth's weapon attacks are
Speed 30 ft., fly 60 ft. magical.

STR DEX CON INT WIS CHA


Actions
Multiattack. The ultroloth can use its Hypnotic Gaze
16 (+3) 16 (+3) 18 (+4) 18 (+4) 15 (+2) 19 (+4) and makes three melee attacks.

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

Homunculus Armor Class 13 (natural armor)


Tiny construct, neutral Hit Points 22 (5d6 + 5)
Speed 20 ft., fly 40 ft.
Armor Class 13 (natural armor)
Hit Points 5 (2d4 + 0)
STR DEX CON INT WIS CHA
Speed 20 ft., fly 40 ft.
10 (+0) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 8 (–1)
STR DEX CON INT WIS CHA
Damage Resistances cold; bludgeoning, piercing, and
4 (–3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (–2) slashing from nonmagical weapons that aren't
silvered
Damage Immunities poison Damage Immunities fire, poison
Condition Immunities charmed, poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 120 ft., passive Perception 12
Languages understands the languages of its creator Languages Infernal, telepathy 120 ft.
but can't speak Challenge 2 (450 XP)
Challenge 0 (10 XP)
Devil's Sight. Magical darkness doesn’t impede the
Telepathic Bond. While the homunculus is on the spined devil’s darkvision.
same plane of existence as its master, it can Flyby. The spined devil doesn’t provoke opportunity
magically convey what it senses to its master, and attacks when it flies out of an enemy’s reach.
the two can communicate telepathically.
Limited Spines. The devil has twelve tail spines. Used
Actions spines regrow by the time the devil finishes a long
rest.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit:
Magic Resistance. The spined devil has advantage on
1 piercing damage, and the target must succeed on a
saving throws against spells and other magical
DC 10 Constitution saving throw or be poisoned for
effects.
1 minute. If the saving throw fails by 5 or more, the
target is instead poisoned for 5 (1d10) minutes and
unconscious while poisoned in this way.
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.

19
Crypt of the Hellriders 1

Wraith Incorporeal Movement. The wraith can move through


other creatures and objects as if they were difficult
Medium undead, neutral evil terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object.
Armor Class 13 Sunlight Sensitivity. While in sunlight, the wraith has
Hit Points 67 (9d8 + 27) disadvantage on attack rolls, as well as on Wisdom
Speed 0 ft., fly 60 ft. (hover) (Perception) checks that rely on sight.

STR DEX CON INT WIS CHA Actions


6 (–2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 21 (4d8 + 3) necrotic damage. The
target must succeed on a DC 14 Constitution saving
Damage Resistances acid, cold, fire, lightning, thunder, throw or its hit point maximum is reduced by an
bludgeoning, piercing, and slashing from nonmagical amount equal to the damage taken. This reduction
weapons that aren't silvered lasts until the target finishes a long rest. The target
Damage Immunities necrotic, poison dies if this effect reduces its hit point maximum to 0.
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained Create Specter. The wraith targets a humanoid within
Senses darkvision 60 ft., passive Perception 12 10 feet of it that has been dead for no longer than 1
Languages the languages it knew in life minute and died violently. The target's spirit rises as a
Challenge 5 (1800 XP) specter in the space of its corpse or in the nearest
unoccupied space. The specter is under the wraith's
control. The wraith can have no more than seven
specters under its control at one time.

Ghost Etherealness. The ghost enters the Ethereal Plane from


the Material Plane, or vice versa. It is visible on the
Medium undead, any alignment Material Plane while it is in the Border Ethereal, and
vice versa, yet it can't affect or be affected by anything
Armor Class 11 on the other plane.
Hit Points 45 (10d8 + 0) Horrifying Visage. Each non-undead creature within 60
Speed 0 ft., fly 40 ft. It can hover. ft. of the ghost that can see it must succeed on a DC
13 Wisdom saving throw or be frightened for 1
minute. If the save fails by 5 or more, the target also
STR DEX CON INT WIS CHA ages 1d4 _ 10 years. A frightened target can repeat the
7 (–2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) saving throw at the end of each of its turns, ending the
frightened condition on itself on a success. If a target's
saving throw is successful or the effect ends for it, the
Damage Resistances acid, fire, lightning, thunder, target is immune to this ghost's Horrifying Visage for
bludgeoning, piercing, and slashing from nonmagical the next 24 hours. The aging effect can be reversed
weapons with a greater restoration spell, but only within 24
Damage Immunities cold, necrotic, poison hours of it occurring.
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, Possession (Recharge 6). One humanoid that the ghost
restrained can see within 5 ft. of it must succeed on a DC 13
Senses darkvision 60 ft., passive Perception 11 Charisma saving throw or be possessed by the ghost;
Languages any languages it knew in life the ghost then disappears, and the target is
Challenge 4 (1100 XP) incapacitated and loses control of its body. The ghost
now controls the body but doesn't deprive the target
Ethereal Sight. The ghost can see 60 ft. into the of awareness. The ghost can't be targeted by any
Ethereal Plane when it is on the Material Plane, and attack, spell, or other effect, except ones that turn
vice versa. undead, and it retains its alignment, Intelligence,
Wisdom, Charisma, and immunity to being charmed
Incorporeal Movement. The ghost can move through and frightened. It otherwise uses the possessed
other creatures and objects as if they were difficult target's statistics, but doesn't gain access to the
terrain. It takes 5 (1d10) force damage if it ends its target's knowledge, class features, or proficiencies. The
turn inside an object. possession lasts until the body drops to 0 hit points,
the ghost ends it as a bonus action, or the ghost is
Actions turned or forced out by an effect like the dispel evil
and good spell. When the possession ends, the ghost
Withering Touch. Melee Weapon Attack: +5 to hit, reappears in an unoccupied space within 5 ft. of the
reach 5 ft. Hit: 17 (4d6 + 3) necrotic damage. body. The target is immune to this ghost's Possession
for 24 hours after succeeding on the saving throw or
after the possession ends.
20
Crypt of the Hellriders 2
Gorgon
Large monstrosity, unaligned
Mummy
Medium undead, lawful evil Armor Class 19
Hit Points 114 (12d10 + 48)
Speed 40 ft.
Armor Class 11 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 20 ft. STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 18 (+4) 2 (–4) 12 (+1) 7 (–2)
STR DEX CON INT WIS CHA
16 (+3) 8 (–1) 15 (+2) 6 (–2) 10 (+0) 12 (+1) Skills Perception +4
Damage Immunities petrified
Senses darkvision 60 ft., passive Perception 14
Saving Throws Wis +2 Languages —
Damage Vulnerabilities fire Challenge 5 (1800 XP)
Damage Immunities bludgeoning, piercing, and
slashing from nonmagical weapons
Condition Immunities necrotic, poisoned Trampling Charge. If the gorgon moves at least 20
Senses darkvision 60 ft., passive Perception 10 feet straight toward a creature and then hits it with a
Languages the languages it knew in life gore attack on the same turn, that target must
Challenge 3 (700 XP) succeed on a DC 16 Strength saving throw or be
knocked prone. If the target is prone, the gorgon can
make one attack with its hooves against it as a bonus
Actions action.
Multiattack. The mummy can use its Dreadful Glare
and makes one attack with its rotting fist.
Actions
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit:
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 18 (2d12 + 5) piercing damage.
ft. Hit: 10 (2d6 + 3) bludgeoning damage plus 10
(3d6) necrotic damage. If the target is a creature, it Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.
must succeed on a DC 12 Constitution saving throw Hit: 16 (2d10 + 5) bludgeoning damage.
or be cursed with mummy rot. The cursed target
can't regain hit points, and its hit point maximum Petrifying Breath (Recharge 5-6). The gorgon exhales
decreases by 10 (3d6) for every 24 hours that petrifying gas in a 30-foot cone. Each creature in that
elapse. If the curse reduces the target's hit point area must succeed on a DC 13 Constitution saving
maximum to 0, the target dies, and its body turns to throw. On a failed save, a target begins to turn to
dust. The curse lasts until removed by the remove stone and is restrained. The restrained target must
curse spell or other magic. repeat the saving throw at the end of its next turn.
On a success, the effect ends on the target. On a
Dreadful Glare. The mummy targets one creature it failure, the target is petrified until freed by the
can see within 60 ft. of it. If the target can see the greater restoration spell or other magic.
mummy, it must succeed on a DC 11 Wisdom saving
throw against this magic or become frightened until
the end of the mummy's next turn. If the target fails
the saving throw by 5 or more, it is also paralyzed for
the same duration. A target that succeeds on the
saving throw is immune to the Dreadful Glare of all
mummies (but not mummy lords) for the next 24
hours.

21
Crypt of the Hellriders 3 Death Knight
Medium undead, chaotic evil

Specter Armor Class 20 (plate, shield)


Medium undead, chaotic evil Hit Points 180 (19d8 + 95)
Speed 30 ft.
Armor Class 12
Hit Points 22 (5d8 + 0)
STR DEX CON INT WIS CHA
Speed 0 ft., fly 50 ft. (hover)
20 (+5) 11 (+0) 20 (+5) 12 (+1) 16 (+3) 18 (+4)
STR DEX CON INT WIS CHA
Saving Throws Dex +6, Wis +9, Cha +10
1 (–5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened,
Damage Resistances acid, cold, fire, lightning, poisoned
thunder, bludgeoning, piercing, and slashing from Senses darkvision 120 ft., passive Perception 13
nonmagical weapons Languages Abyssal, Common
Damage Immunities necrotic, poison Challenge 17 (18000 XP)
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained, Magic Resistance. The death knight has advantage on
unconscious saving throws against spells and other magical
Senses darkvision 60 ft., passive Perception 10 effects.
Languages understands all languages it knew in life
but can't speak Marshal Undead. Unless the death knight is
Challenge 1 (200 XP) incapacitated, it and undead creatures of its choice
within 60 feet of it have advantage on saving throws
against features that turn undead.
Incorporeal Movement. The specter can move
through other creatures and objects as if they were Oathbreaker. The death knight's spells that deal
difficult terrain. It takes 5 (1d10) force damage if it radiant damage instead deal necrotic damage.
ends its turn inside an object. Spellcasting. The death knight is a 19th-level
Sunlight Sensitivity. While in sunlight, the specter has spellcaster. Its spellcasting ability is Charisma (spell
disadvantage on attack rolls, as well as on Wisdom save DC 18, +10 to hit with spell attacks). The death
(Perception) checks that rely on sight. knight has the following paladin spells prepared:
1st level (4 slots): command, compelled duel,
Actions searing smite
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft. 2nd level (3 slots): hold person, magic weapon
Hit: 10 (3d6) necrotic damage. The target must
3rd level (3 slots): dispel magic, elemental weapon
succeed on a DC 10 Constitution saving throw or its
hit point maximum is reduced by an amount equal to 4th level (3 slots): banishment, staggering smite
the damage taken. This reduction lasts until the
5th level (2 slots): destructive wave (necrotic)
creature finishes a long rest. The target dies if this
effect reduces its hit point maximum to 0.
Actions
Multiattack. The death knight makes three longsword
attacks.
Longsword. Melee Weapon Attack: +11 to hit, reach
5 ft. Hit: 9 (1d8 + 5) slashing damage plus 18 (4d8)
necrotic damage.
Hellfire Orb (1/Day). The death knight hurls a magical
ball of fire that explodes at a point it can see within
120 feet of it. Each creature in a 20-foot-radius
sphere centered on that point must make a DC 18
Dexterity saving throw. The sphere spreads around
corners. A creature takes 35 (10d6) fire damage and
35 (10d6) necrotic damage on a failed save, or half
as much damage on a successful one.

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

Dao Elemental Demise. If the dao dies, its body disintegrates


into crystalline powder, leaving behind only equipment
Large elemental, neutral evil the dao was wearing or carrying.
Innate Spellcasting. The dao's innate spellcasting ability
Armor Class 18 (natural armor) is Charisma (spell save DC 14, +6 to hit with spell
Hit Points 187 (15d10 + 105) attacks). It can innately cast the following spells,
Speed 30 ft., burrow 30 ft., fly 30 ft. requiring no material components:
At will: detect evil and good, detect magic, stone
STR DEX CON INT WIS CHA shape
23 (+6) 12 (+1) 24 (+7) 12 (+1) 13 (+1) 14 (+2) 3/day: passwall, move earth, tongues
Sure-Footed. The dao has advantage on Strength and
Saving Throws Int +5, Wis +5, Cha +6 Dexterity saving throws made against effects that
Condition Immunities petrified would knock it prone.
Senses darkvision 120ft., passive Perception 11
Languages Terran Actions
Challenge 11 (7200 XP)
Multiattack. The dao makes two fist attacks or two maul
attacks.
Earth Glide. The dao can burrow through nonmagical,
unworked earth and stone. While doing so, the dao Fist. Melee Weapon Attack: +10 to hit, reach 5 ft. Hit:
doesn’t disturb the material it moves through. 15 (2d8 + 6) bludgeoning damage.
Maul. Melee Weapon Attack: +10 to hit, reach 5 ft. Hit:
20 (4d6 + 6) bludgeoning damage.

Unicorn Magic Resistance. The unicorn has advantage on saving


throws against spells and other magical effects.
Large celestial, lawful good
Magic Weapons. The unicorn's weapon attacks are
magical.
Armor Class 12
Hit Points 67 (9d10 + 18) Actions
Speed 50 ft.
Multiattack. The unicorn makes two attacks: one with
its hooves and one with its horn.
STR DEX CON INT WIS CHA
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft.
18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3) Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit:
Damage Immunities poison 8 (1d8 + 4) piercing damage.
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13 Healing Touch (3/Day). The unicorn touches another
Languages Celestial, Elvish, Sylvan, telepathy 60 ft. creature with its horn. The target magically regains 11
Challenge 5 (1800 XP) (2d8 + 2) hit points. In addition, the touch removes all
diseases and neutralizes all poisons afflicting the
Charge. If the unicorn moves at least 20 ft. straight target.
toward a target and then hits it with a horn attack on Teleport (1/Day). The unicorn magically teleports itself
the same turn, the target takes an extra 9 (2d8) and up to three willing creatures it can see within 5 ft.
piercing damage. If the target is a creature, it must of it, along with any equipment they are wearing or
succeed on a DC 15 Strength saving throw or be carrying, to a location the unicorn is familiar with, up
knocked prone. to 1 mile away.
Innate Spellcasting. The unicorn's innate spellcasting
ability is Charisma (spell save DC 14). The unicorn can
Legendary Actions
innately cast the following spells, requiring no Hooves. The unicorn makes one attack with its hooves.
components: Shimmering Shield (Costs 2 Actions). The unicorn
At will: detect evil and good, druidcraft, pass without creates a shimmering, magical field around itself or
trace another creature it can see within 60 ft. of it. The
target gains a +2 bonus to AC until the end of the
1/day each: calm emotions, dispel evil and good, unicorn's next turn.
entangle
Heal Self (Costs 3 Actions). The unicorn magically
regains 11 (2d8 + 2) hit points.

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

Shambling Mound Lightning Absorption. Whenever the shambling mound


is subjected to lightning damage, it takes no damage
Large plant, unaligned and regains a number of hit points equal to the
lightning damage dealt.
Armor Class 15
Hit Points 136 (16d10 + 48) Actions
Speed 20 ft., swim 20 ft.
Multiattack. The shambling mound makes two slam
attacks. If both attacks hit a Medium or smaller target,
STR DEX CON INT WIS CHA the target is grappled (escape DC 14), and the
shambling mound uses its Engulf on it.
18 (+4) 8 (–1) 16 (+3) 5 (–3) 10 (+0) 5 (–3)
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit:
Skills Stealth +2 13 (2d8 + 4) bludgeoning damage.
Damage Resistances cold, fire Engulf. The shambling mound engulfs a Medium or
Damage Immunities lightning smaller creature grappled by it. The engulfed target is
Condition Immunities blinded, deafened, exhaustion blinded, restrained, and unable to breathe, and it must
Senses blindsight 60 ft. (blind beyond this radius), succeed on a DC 14 Constitution saving throw at the
passive Perception 10 start of each of the mound's turns or take 13 (2d8 + 4)
Languages — bludgeoning damage. If the mound moves, the
Challenge 5 (1800 XP) engulfed target moves with it. The mound can have
only one creature engulfed at a time.

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).

Skills Deception +7, Insight +6, Perception +6, Stealth


Actions
+6 Claws (Hag Form Only). Melee Weapon Attack: +7 to
Damage Resistances cold, fire, bludgeoning, piercing, hit, reach 5 ft. Hit: 13 (2d8 + 4) slashing damage.
and slashing from nonmagical weapons that aren't
silvered Change Shape. The hag magically polymorphs into a
Condition Immunities charmed Small or Medium female humanoid, or back into her
Senses darkvision 120 ft., passive Perception 16 true form. Her statistics are the same in each form.
Languages Abyssal, Common, Infernal, Primordial Any equipment she is wearing or carrying isn't
Challenge 5 (1800 XP) transformed. She reverts to her true form if she dies.
Etherealness. The hag magically enters the Ethereal
Innate Spellcasting. The hag's innate spellcasting ability Plane from the Material Plane, or vice versa. To do so,
is Charisma (spell save DC 14, +6 to hit with spell the hag must have a heartstone in her possession.
attacks). She can innately cast the following spells,
requiring no material components: Nightmare Haunting (1/Day). While on the Ethereal
Plane, the hag magically touches a sleeping humanoid
At will: detect magic, magic missile on the Material Plane. A protection from evil and good
spell cast on the target prevents this contact, as does a
2/day each: plane shift (self only), ray of enfeeblement, magic circle. As long as the contact persists, the target
sleep has dreadful visions. If these visions last for at least 1
Magic Resistance. The hag has advantage on saving hour, the target gains no benefit from its rest, and its
throws against spells and other magical effects. hit point maximum is reduced by 5 (1d10). If this
effect reduces the target's hit point maximum to 0, the
Night Hag Items. A night hag carries two very rare target dies, and if the target was evil, its soul is trapped
magic items that she must craft for herself If either in the hag's soul bag. The reduction to the target's hit
object is lost, the night hag will go to great lengths to point maximum lasts until removed by the greater
retrieve it, as creating a new tool takes time and effort. restoration spell or similar magic.

26
Uldrak's Grave Empyrean
Huge celestial (titan), neutral evil

Spined Devil Armor Class 22 (natural armor)


Small fiend (devil), lawful evil Hit Points 313 (19d12 + 190)
Speed 50 ft., fly 50 ft., swim 50 ft.
Armor Class 13 (natural armor)
Hit Points 22 (5d6 + 5)
STR DEX CON INT WIS CHA
Speed 20 ft., fly 40 ft.
30 (+10) 21 (+5) 30 (+10) 21 (+5) 22 (+6) 27 (+8)
STR DEX CON INT WIS CHA
Saving Throws Str +17, Int +12, Wis +13, Cha +15
10 (+0) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 8 (–1) Skills Insight +13, Persuasion +15
Damage Immunities bludgeoning, piercing, and
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons
slashing from nonmagical weapons that aren't Senses truesight 120ft., passive Perception 16
silvered Languages all
Damage Immunities fire, poison Challenge 23 (50000 XP)
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 12 Innate Spellcasting. The empyrean's innate
Languages Infernal, telepathy 120 ft. spellcasting ability is Charisma (spell save DC 23,
Challenge 2 (450 XP) +15 to hit with spell attacks). The empyrean can
innately cast the following spells, requiring no
Devil's Sight. Magical darkness doesn’t impede the material components:
spined devil’s darkvision. At will: greater restoration, pass without trace, water
Flyby. The spined devil doesn’t provoke opportunity breathing, water walk
attacks when it flies out of an enemy’s reach. 1/day: commune, dispel evil and good, earthquake,
Limited Spines. The devil has twelve tail spines. Used fire storm, plane shift (self only)
spines regrow by the time the devil finishes a long Legendary Resistance (3/Day). When the empyrean
rest. fails a saving throw, it can choose to succeed
Magic Resistance. The spined devil has advantage on instead.
saving throws against spells and other magical Magic Resistance. The empyrean has advantage on
effects. saving throws against spells and other magical
effects.
Actions Magic Weapons. The empyrean's weapon attacks are
Multiattack. The devil makes two attacks: one with its magical.
bite and one with its fork or two with its tail spines.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit:
5 (2d4) piercing damage. Maul. Melee Weapon Attack: +17 to hit, reach 10 ft.
Hit: 31 (6d6 + 10) bludgeoning damage. If the target
Fork. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: is a creature, it must succeed on a DC 15
3 (1d6) piercing damage. Constitution saving throw or be stunned until the
Tail Spine. Ranged Weapon Attack: +4 to hit, range end of the empyrean’s next turn.
20/80 ft. Hit: 4 (1d4 + 2) piercing damage plus 3
(1d6) fire damage. Bolt. Ranged Spell Attack: +15 to hit, range 600 ft.
Hit: 24 (7d6) damage of one of the following types
(empyrean’s choice): acid, cold, fire, force, lightning,
radiant, or thunder.

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

Skeleton Armor Class 18 (natural armor)


Medium undead, lawful evil Hit Points 200 (16d12 + 96)
Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
STR DEX CON INT WIS CHA
Speed 30 ft.
22 (+6) 10 (+0) 22 (+6) 8 (–1) 12 (+1) 12 (+1)
STR DEX CON INT WIS CHA
Saving Throws Dex +5, Con +11, Wis +6, Cha +6
10 (+0) 14 (+2) 15 (+2) 6 (–2) 8 (–1) 5 (–3) Skills Perception +11, Stealth +5
Damage Immunities cold
Damage Vulnerabilities bludgeoning Senses blindsight 60 ft., darkvision 120 ft., passive
Condition Immunities poisoned Perception 21
Senses darkvision 60 ft., passive Perception 9 Languages Common, Draconic
Languages understands all languages it spoke in life Challenge 13 (10000 XP)
but can't speak
Challenge 1/4 (50 XP) Ice Walk. The dragon can move across and climb icy
surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or
Actions snow doesn't cost it extra moment.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 Legendary Resistance (3/Day). If the dragon fails a
ft. Hit: 5 (1d6 + 2) piercing damage. saving throw, it can choose to succeed instead.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft. Hit: 5 (1d6 + 2) piercing damage.
Actions
Multiattack. The dragon can use its Frightful
Presence. It then makes three attacks: one with its
bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.
Zombie Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8)
Medium undead, neutral evil cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.
Armor Class 8 Hit: 13 (2d6 + 6) slashing damage.
Hit Points 22 (3d8 + 9)
Speed 20 ft. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft.
Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's
STR DEX CON INT WIS CHA choice that is within 120 ft. of the dragon and aware
13 (+1) 6 (–2) 16 (+3) 3 (–4) 6 (–2) 5 (–3) of it must succeed on a DC 14 Wisdom saving throw
or become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its
Condition Immunities poisoned turns, ending the effect on itself on a success. If a
Senses darkvision 60 ft., passive Perception 8 creature's saving throw is successful or the effect
Languages understands all languages it spoke in life ends for it, the creature is immune to the dragon's
but can't speak Frightful Presence for the next 24 hours.
Challenge 1/4 (50 XP)
Cold Breath (Recharge 5-6). The dragon exhales an icy
Undead Fortitude. If damage reduces the zombie to 0 blast in a 60-foot cone. Each creature in that area
hit points, it must make a Constitution saving throw must make a DC 19 Constitution saving throw,
with a DC of 5+the damage taken, unless the damage taking 54 (12d8) cold damage on a failed save, or
is radiant or from a critical hit. On a success, the half as much damage on a successful one.
zombie drops to 1 hit point instead.
Legendary Actions
Actions Detect. The dragon makes a Wisdom (Perception)
check.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit:
4 (1d6 + 1) bludgeoning damage. Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 10 ft. of the dragon
must succeed on a DC 19 Dexterity saving throw
or take 13 (2d6 + 6) bludgeoning damage and be
knocked prone. The dragon can then fly up to half
its flying speed.

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.

STR DEX CON INT WIS CHA


13 (+1) 15 (+2) 10 (+0) 7 (–2) 10 (+0) 6 (–2)

Condition Immunities poisoned


Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1 (200 XP)

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

Torogar Steelfist Armor Class 23 (obsidian flint dragon plate, shield)


Large monstrosity, lawful evil Hit Points 221 (26d8 + 104)
Speed 40 ft.
Armor Class 17 (natural armor)
Hit Points 168 (16d10 + 80)
STR DEX CON INT WIS CHA
Speed 40 ft
20 (+5) 12 (+1) 18 (+4) 10 (+0) 10 (+0) 18 (+4)
STR DEX CON INT WIS CHA
Saving Throws Wis +5, Cha +9
25 (+7) 17 (+3) 20 (+5) 8 (–1) 9 (–1) 16 (+3) Skills Athletics +10, Deception +9, Intimidation +9
Damage Resistances fire, poison, bludgeoning,
Saving Throws Str +11, Con +9 piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive perception 9 Condition Immunities frightened
Languages Common, Abyssal Senses darkvision 60 ft. (can see invisible creatures
Challenge 11 (7200 XP) out to the same range), passive perception 10
Languages Common, Draconic
Challenge 16 (15000 XP)
Special Equipment. Torogar wears gauntlets of
flaming fury and a belt of fire giant strength. Without
the belt, his Strength is 21. He also carries a soul Special Equipment. Arkhan wields Fane-Eater and
coin. wears a suit of Obsidian Flint Dragon Plate. The
armor gives Arkhan advantage on ability checks and
Goring Rush. Immediately after using the Dash action, saving throws made to avoid or end the grappled
Torogar can make one melee attack with his horns. condition on him.
Labyrinthine Recall. Torogar can perfectly recall any Aura of Hate. While Arkhan isn't incapacitated, he and
path he has traveled. all fiends and undead within 30 feet of him deal 4
Rage (Recharges after a Short or Long Rest). As a extra damage whenever they hit with a melee
bonus action, Torogar can enter a rage that lasts for 1 weapon attack (already factored into Arkhan's
minute. The rage ends early if Torogar is knocked attacks). This extra damage is of the same type as the
unconscious or if his turn ends and he hasn't weapon's damage type.
attacked a hostile creature or taken damage since his Hand of Vecna. The Hand of Vecna has 8 charges and
last turn. While raging, Torogar gains the following regains 1d4 + 4 expended charges daily at dawn.
benefits: He has advantage on Strength checks and Arkhan can cast the following spells from the hand
Strength saving throws. by expending the specified number of charges (spell
He deals an extra 3 damage when he hits a target save DC 18): finger of death (5 charges), sleep (1
with a melee weapon attack. charge), slow (2 charges), and teleport (3 charges).

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

Manticore Armor Class 14


Large monstrosity, lawful evil Hit Points 114 (12d10 + 48)
Speed 30 ft., fly 60 ft.
Armor Class 14 (natural armor)
Hit Points 68 (8d10 + 24)
STR DEX CON INT WIS CHA
Speed 30 ft., fly 50 ft.
19 (+4) 11 (+0) 19 (+4) 3 (–4) 14 (+2) 10 (+0)
STR DEX CON INT WIS CHA
Skills Perception +8
17 (+3) 16 (+3) 17 (+3) 7 (–2) 12 (+1) 8 (–1) Senses darkvision 60 ft., passive Perception 18
Languages understands Draconic but can't speak
Senses darkvision 60 ft., passive Perception 11 Challenge 6 (2300 XP)
Languages —
Challenge 3 (700 XP) Actions
Tail Spike Regrowth. The manticore has twenty-four Multiattack. The chimera makes three attacks: one
tail spikes. Used spikes regrow when the manticore with its bite, one with its horns, and one with its
finishes a long rest. claws. When its fire breath is available, it can use the
breath in place of its bite or horns.
Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit:
Multiattack. The manticore makes three attacks: one 11 (2d6 + 4) piercing damage.
with its bite and two with its claws or three with its Horns. Melee Weapon Attack: +7 to hit, reach 5 ft.
tail spikes. Hit: 10 (1d12 + 4) bludgeoning damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.
7 (1d8 + 3) piercing damage. Hit: 11 (2d6 + 4) slashing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: Fire Breath (Recharge 5-6). The dragon head exhales
6 (1d6 + 3) slashing damage. fire in a 15-foot cone. Each creature in that area must
make a DC 15 Dexterity saving throw, taking 31
Tail Spike. Ranged Weapon Attack: +5 to hit, range (7d8) fire damage on a failed save, or half as much
100/200 ft. Hit: 7 (1d8 + 3) piercing damage. damage on a successful one.

White Abishai Magic Weapons. The abishai's weapon attacks are


magical.
Medium fiend (devil), lawful evil
Reckless. At the start of its turn, the abishai can gain
advantage on all melee weapon attack rolls it makes
Armor Class 15 (natural armor) during that turn, but attack rolls against it have
Hit Points 68 (8d8 + 32) advantage until the start of its next turn.
Speed 30 ft., fly 40 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The abishai makes two attacks: one with its
longsword and one with its claws.
16 (+3) 11 (+0) 18 (+4) 11 (+0) 12 (+1) 13 (+1)
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.
Saving Throws Str +6, Con +7 Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
Damage Resistances bludgeoning, piercing, and slashing damage.
slashing from nonmagical attacks that aren't silvered Claw. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit:
Damage Immunities cold, fire, poison 8 (1d10 + 3) slashing damage.
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 5
Languages Draconic, Infernal, telepathy 120 ft. (1d4 + 3) piercing damage plus 3 (1d6) cold damage.
Challenge 6 (2300 XP)
Reactions
Devil's Sight. Magical darkness doesn't impede the Vicious Reprisal. In response to taking damage, the
abishai's darkvision. abishai makes a bite attack against a random creature
within 5 feet of it. If no creature is in reach, the abishai
Magic Resistance. The abishai has advantage on saving moves up to half its speed toward an enemy it can see,
throws against spells and other magical effects. without provoking opportunity attacks.

31
Bel's Forge 1 Bearded Devil
Medium fiend (devil), lawful evil

Horned Devil Armor Class 13 (natural armor)


Large fiend (devil), lawful evil Hit Points 52 (8d8 + 16)
Speed 30 ft.
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
STR DEX CON INT WIS CHA
Speed 20 ft., fly 60 ft.
16 (+3) 15 (+2) 15 (+2) 9 (–1) 11 (+0) 11 (+0)
STR DEX CON INT WIS CHA
Saving Throws Str +5, Con +4, Wis +2
22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3) Damage Resistances cold, bludgeoning, piercing, and
slashing from nonmagical weapons that aren't
Saving Throws Str +10, Dex +7, Wis +7, Cha +7 silvered
Damage Resistances cold, bludgeoning, piercing, and Damage Immunities fire, poison
slashing from nonmagical weapons that aren't Condition Immunities poisoned
silvered Senses darkvision 120 ft., passive Perception 10
Damage Immunities fire, poison Languages Infernal, telepathy 120 ft.
Condition Immunities poisoned Challenge 3 (700 XP)
Senses darkvision 120 ft., passive Perception 13
Languages Infernal, telepathy 120 ft. Devil's Sight. Magical darkness doesn't impede the
Challenge 11 (7200 XP) devil's darkvision.
Magic Resistance. The devil has advantage on saving
Devil's Sight. Magical darkness doesn't impede the throws against spells and other magical effects.
devil's darkvision.
Steadfast. The devil can't be frightened while it can
Magic Resistance. The devil has advantage on saving see an allied creature within 30 feet of it.
throws against spells and other magical effects.
Actions
Actions Multiattack. The devil makes two attacks: one with its
Multiattack. The devil makes three melee attacks: two beard and one with its glaive.
with its fork and one with its tail. It can use Hurl
Flame in place of any melee attack. Beard. Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 6 (1d8 + 2) piercing damage, and the target
Fork. Melee Weapon Attack: +10 to hit, reach 10 ft. must succeed on a DC 12 Constitution saving throw
Hit: 15 (2d8 + 6) piercing damage. or be poisoned for 1 minute. While poisoned in this
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft. way, the target can't regain hit points. The target can
Hit: 10 (1d8 + 6) piercing damage. If the target is a repeat the saving throw at the end of each of its
creature other than an undead or a construct, it must turns, ending the effect on itself on a success.
succeed on a DC 17 Constitution saving throw or Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft.
lose 10 (3d6) hit points at the start of each of its Hit: 8 (1d10 + 3) slashing damage. If the target is a
turns due to an infernal wound. Each time the devil creature other than an undead or a construct, it must
hits the wounded target with this attack, the damage succeed on a DC 12 Constitution saving throw or
dealt by the wound increases by 10 (3d6). Any lose 5 (1d10) hit points at the start of each of its
creature can take an action to stanch the wound with turns due to an infernal wound. Each time the devil
a successful DC 12 Wisdom (Medicine) check. The hits the wounded target with this attack, the damage
wound also closes if the target receives magical dealt by the wound increases by 5 (1d10). Any
healing. creature can take an action to stanch the wound with
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 a successful DC 12 Wisdom (Medicine) check. The
ft. Hit: 14 (4d6) fire damage. If the target is a wound also closes if the target receives magical
flammable object that isn't being worn or carried, it healing.
also catches fire.

32
Bel's Forge 2

Bel Magic Resistance. Bel has advantage on saving throws


against spells and other magical effects.
Medium humanoid, lawful evil
Magic Weapons. Bel's weapon attacks are magical.
Armor Class 10 Actions
Hit Points 12 (1d8 + 8)
Speed 30 ft., fly 60 ft. Multiattack. Bel makes three attacks: two with his
greatsword and one with his tail.

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.

Fire Giant Skills Athletics +11, Perception +6


Damage Immunities fire
Huge giant, lawful evil Senses passive Perception 16
Languages Giant
Armor Class 18 Challenge 9 (5000 XP)
Hit Points 162 (13d12 + 78)
Speed 30 ft. Actions
Multiattack. The giant makes two greatsword attacks.
STR DEX CON INT WIS CHA
Greatsword. Melee Weapon Attack: +11 to hit, reach
25 (+7) 9 (–1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) 10 ft. Hit: 28 (6d6 + 7) slashing damage.
Rock. Ranged Weapon Attack: +11 to hit, range
Saving Throws Dex +3, Con +10, Cha +5
60/240 ft. Hit: 29 (4d10 + 7) bludgeoning damage.

33
Bel's Forge 3 Bone Devil
Large fiend (devil), lawful evil

Merregon Armor Class 19


Medium fiend (devil), lawful evil Hit Points 142 (15d10 + 60)
Speed 40 ft., fly 40 ft.
Armor Class 16 (natural armor)
Hit Points 45 (6d8 + 18)
STR DEX CON INT WIS CHA
Speed 30 ft.
18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)
STR DEX CON INT WIS CHA
Saving Throws Int +5, Wis +6, Cha +7
18 (+4) 14 (+2) 17 (+3) 6 (–2) 12 (+1) 8 (–1) Skills Deception +7, Insight +6
Damage Resistances cold, bludgeoning, piercing, and
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't
slashing from nonmagical attacks that aren't silvered
silvered Damage Immunities fire, poison
Damage Immunities fire, poison Condition Immunities poisoned
Condition Immunities frightened, poisoned Senses darkvision 120 ft., passive Perception 12
Senses darkvision 60 ft., passive Perception 11 Languages Infernal, telepathy 120 ft.
Languages understands Infernal but can't speak, Challenge 9 (5000 XP)
telepathy 120 ft.
Challenge 4 (1100 XP) Devil's Sight. Magical darkness doesn't impede the
devil's darkvision.
Devil's Sight. Magical darkness doesn't impede the Magic Resistance. The devil has advantage on saving
merregon's darkvision. throws against spells and other magical effects.
Magic Resistance. The merregon has advantage on
saving throws against spells and other magical Actions
effects. Multiattack. The devil makes three attacks: two with
its claws and one with its sting.
Actions
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Multiattack. The merregon makes two halberd attacks, one target. Hit: 8 (1d8 + 4) slashing damage.
or if an allied fiend of challenge rating 6 or higher is
within 60 feet of it, the merregon makes three Sting. Melee Weapon Attack: +8 to hit, reach 10 ft.,
halberd attacks. one target. Hit: 13 (2d8 + 4) piercing damage plus
17 (5d6) poison damage, and the target must
Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft. succeed on a DC 14 Constitution saving throw or
Hit: 9 (1d10 + 4) slashing damage. become poisoned for 1 minute. The target can
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, repeat the saving throw at the end of each of its
range 100/400 ft. Hit: 7 (1d10 + 2) piercing turns, ending the effect on itself on a success .
damage.

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.

Abyssal Wretch Damage Resistances cold, fire, lightning


Medium fiend (demon), chaotic evil Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive perception 9
Armor Class 11 Languages understands Abyssal but can't speak
Hit Points 4 (1d8 + 0) Challenge 1/4 (50 XP)
Speed 30 ft.

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

Chain Devil Chain. Melee Weapon Attack: +8 to hit, reach 10 ft.


Hit: 11 (2d6 + 4) slashing damage. The target is
Medium fiend (devil), lawful evil grappled (escape DC 14) if the devil isn't already
grappling a creature. Until this grapple ends, the target
Armor Class 16 is restrained and takes 7 (2d6) piercing damage at the
Hit Points 85 (10d8 + 40) start of each of its turns.
Speed 30 ft. Animate Chains (Recharges after a Short or Long Rest).
Up to four chains the devil can see within 60 feet of it
magically sprout razor-edged barbs and animate under
STR DEX CON INT WIS CHA the devil's control, provided that the chains aren't
18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2) 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.
Damage Resistances cold, bludgeoning, piercing, and When the devil uses Multiattack on its turn, it can use
slashing from nonmagical weapons that aren't each animated chain to make one additional chain
silvered attack. An animated chain can grapple one creature of
Damage Immunities fire, poison its own but can't make attacks while grappling. An
Condition Immunities poisoned animated chain reverts to its inanimate state if reduced
Senses darkvision 120 ft., passive Perception 11 to 0 hit points or if the devil is incapacitated or dies.
Languages Infernal, telepathy 120 ft.
Challenge 8 (3900 XP) Reactions
Devil's Sight. Magical darkness doesn't impede the Unnerving Mask. When a creature the devil can see
devil's darkvision. starts its turn within 30 feet of the devil, the devil can
create the illusion that it looks like one of the
Magic Resistance. The devil has advantage on saving creature's departed loved ones or bitter enemies. If the
throws against spells and other magical effects. creature can see the devil, it must succeed on a DC 14
Wisdom saving throw or be frightened until the end of
Actions its turn.
Multiattack. The devil makes two attacks with its
chains.

Arcanaloth Magic Weapons. The arcanaloth's weapon attacks are


magical.
Medium fiend (yugoloth), neutral evil
Spellcasting. The arcanaloth is a 16th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC 17,
Armor Class 17 (natural armor) +9 to hit with spell attacks). The arcanaloth has the
Hit Points 104 (16d8 + 32) following wizard spells prepared:
Speed 30 ft., fly 30 ft.
Cantrip (at will): fire bolt, mage hand, minor illusion,
prestidigitation
STR DEX CON INT WIS CHA 1st level (4 slots): detect magic, identify, shield,
17 (+3) 12 (+1) 14 (+2) 20 (+5) 16 (+3) 17 (+3) tenser's floating disk
2nd level (3 slots): detect thoughts, mirror image,
Saving Throws Dex +5, Int +9, Wis +7, Cha +7 phantasmal force, suggestion
Skills Arcana +13, Deception +9, Insight +9, 3rd level (3 slots): counterspell, fear, fireball
Perception +7
Damage Resistances cold, fire, lightning; bludgeoning, 4th level (3 slots): banishment, dimension door
piercing, and slashing from nonmagical attacks 5th level (2 slots): contact other plane, hold monster
Damage Immunities acid, poison
Condition Immunities charmed, poisoned 6th level (1 slots): chain lightning
Senses truesight 120 ft., passive Perception 17 7th level (1 slots): finger of death
Languages all, telepathy 120 ft.
Challenge 12 (8400 XP) 8th level (1 slots): mind blank

Innate Spellcasting. The arcanaloth's innate spellcasting Actions


ability is Charisma (spell save DC 15, +7 to hit with Claws. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit:
spell attacks). It can innately cast the following spells, 8 (2d4 + 3) slashing damage. The target must make a
requiring no material components: DC 14 Constitution saving throw, taking 10 (3d6)
At will: alter self, darkness, heat metal, invisibility (self poison damage on a failed save, or half as much
only), magic missile damage on a successful one.

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

Necrotic Remorhaz Armor Class 18 (natural armor)


Huge monstrosity, unaligned Hit Points 170 (20d8 + 80)
Speed 30 ft.
Armor Class 17 (natural armor)
Hit Points 195 (17d12 + 85)
STR DEX CON INT WIS CHA
Speed 30 ft., burrow 20 ft.
20 (+5) 15 (+2) 19 (+4) 15 (+2) 10 (+0) 16 (+3)
STR DEX CON INT WIS CHA
Skills Arcana +6, Perception +8
24 (+7) 13 (+1) 21 (+5) 4 (–3) 10 (+0) 5 (–3) Damage Resistances acid, cold, fire, lightning, thunder
Senses blindsight 60 ft., darkvision 60 ft., passive
Damage Immunities necrotic, fire Perception 18
Senses darkvision 60 ft., tremorsense 60 ft., passive Languages Slaad, telepathy 60 ft.
Perception 10 Challenge 10 (5900 XP)
Languages —
Challenge 11 (7200 XP) Innate Spellcasting. The death slaad's innate
spellcasting ability is Charisma (spell save DC 15, +7
Heated Body. A creature that touches the remorhaz to hit with spell attacks). It can innately cast the
or hits it with a melee attack while within 5 feet of it following spells, requiring no material components:
takes 10 (3d6) necrotic damage. At will: detect magic, detect thoughts, invisibility
(self only), mage hand, major image 2/day: fear,
Actions fireball, fly, tongues 1/day: cloudkill, plane shift
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft. Magic Resistance. The death slaad has advantage on
Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) saving throws against spells and other magical
necrotic damage. If the target is a creature, it is effects.
grappled (escape DC 17). Until this grapple ends, the
Magic Weapons. The death slaad weapon attacks are
target is restrained, and the remorhaz can't bite
magical.
another target.
Regeneration. The slaad regains 10 hit points at the
Swallow. The remorhaz makes one bite attack against start of its turn if it has at least 1 hit point.
a Medium or smaller creature it is grappling. If the
attack hits, that creature takes the bite's damage and Shapechanger. The slaad can use its action to
is swallowed, and the grapple ends. While swallowed, polymorph into a Small or Medium humanoid, or
the creature is blinded and restrained, it has total back into its true form. Its statistics, other than its
cover against attacks and other effects outside the size, are the same in each form. Any equipment it is
remorhaz, and it takes 21 (6d6) acid damage at the wearing or carrying isn’t transformed. It reverts to its
start of each of the remorhaz's turns. If the remorhaz true form if it dies.
takes 30 damage or more on a single turn from a
creature inside it, the remorhaz must succeed on a Actions
DC 15 Constitution saving throw at the end of that Multiattack. The slaad makes three attacks: one with
turn or regurgitate all swallowed creatures, which fall its bite and two with its claws or greatsword.
prone in a space within 10 feet oft he remorhaz. If
the remorhaz dies, a swallowed creature is no longer Bite (Slaad Form Only). Melee Weapon Attack: +9 to
restrained by it and can escape from the corpse hit, reach 5 ft. Hit: 9 (1d8 + 5) piercing damage, plus
using 15 feet of movement, exiting prone. 7 (2d6) necrotic damage.
Claws (Slaad Form Only). Melee Weapon Attack: +9 to
hit, reach 5 ft. Hit: 10 (1d10 + 5) slashing damage,
plus 7 (2d6) necrotic damage.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5
ft. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6)
necrotic damage.

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:

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