From 419f5e3a89e1b672babd7562d4dd975f5d7af015 Mon Sep 17 00:00:00 2001 From: Thorsten Date: Mon, 31 Aug 2026 20:03:05 +0200 Subject: [PATCH] Add rulebook RAG pipeline and LLM-driven game setup wizard MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit RAG: switch Postgres to pgvector, chunk and embed the three D&D rulebooks locally via sentence-transformers, and retrieve relevant excerpts per DM turn (query = latest player message) to ground the system prompt. Retrieval runs off the event loop and is capped by a relevance threshold and a max character budget so it can't blow up context size or cost. Game setup wizard: creating a game now opens a short chat where the DM asks about genre, length, and the player's experience level, then proposes a name and description via a tool call. The player can edit both before creating the game. Stateless endpoint — the frontend carries the conversation, no DB needed since the game doesn't exist yet. Co-Authored-By: Claude Sonnet 5 --- backend/Dockerfile | 3 + .../7c3f9a2e1d44_add_rulebook_chunks.py | 43 + backend/app/api/routes_games.py | 11 + backend/app/api/ws_game.py | 2 +- backend/app/llm/client.py | 5 + backend/app/llm/game_setup.py | 55 + backend/app/llm/orchestrator.py | 18 +- backend/app/llm/prompts/game_setup_prompt.txt | 21 + backend/app/llm/tools/game_setup.py | 22 + backend/app/models/__init__.py | 3 +- backend/app/models/rulebook_chunk.py | 23 + .../app/rag/__init__.py | 0 backend/app/rag/chunking.py | 33 + backend/app/rag/embeddings.py | 22 + backend/app/rag/retrieval.py | 51 + backend/app/schemas/game_setup.py | 16 + backend/requirements.txt | 2 + .../rulebooks/DnDMastersGuide.txt | 0 backend/rulebooks/DnDMonsterHandbook.txt | 81912 ++++++++++++++++ .../rulebooks/DnDPlayersHandbook.txt | 0 backend/scripts/ingest_rulebooks.py | 75 + docker-compose.yml | 2 +- frontend/src/api/games.ts | 18 + frontend/src/components/GameSetupChat.tsx | 134 + frontend/src/components/SendMessageForm.tsx | 4 +- frontend/src/pages/GamesList.tsx | 47 +- 26 files changed, 82471 insertions(+), 51 deletions(-) create mode 100644 backend/app/alembic/versions/7c3f9a2e1d44_add_rulebook_chunks.py create mode 100644 backend/app/llm/game_setup.py create mode 100644 backend/app/llm/prompts/game_setup_prompt.txt create mode 100644 backend/app/llm/tools/game_setup.py create mode 100644 backend/app/models/rulebook_chunk.py rename DnDMonsterHandbook.txt => backend/app/rag/__init__.py (100%) create mode 100644 backend/app/rag/chunking.py create mode 100644 backend/app/rag/embeddings.py create mode 100644 backend/app/rag/retrieval.py create mode 100644 backend/app/schemas/game_setup.py rename DnDMastersGuide.txt => backend/rulebooks/DnDMastersGuide.txt (100%) create mode 100644 backend/rulebooks/DnDMonsterHandbook.txt rename DnDPlayersHandbook.txt => backend/rulebooks/DnDPlayersHandbook.txt (100%) create mode 100644 backend/scripts/ingest_rulebooks.py create mode 100644 frontend/src/components/GameSetupChat.tsx diff --git a/backend/Dockerfile b/backend/Dockerfile index fc05a95..55ab3a8 100644 --- a/backend/Dockerfile +++ b/backend/Dockerfile @@ -7,6 +7,9 @@ RUN apt-get update && apt-get install -y --no-install-recommends \ && rm -rf /var/lib/apt/lists/* COPY requirements.txt . +# CPU-only torch first — sentence-transformers would otherwise pull the much larger CUDA wheels, +# which are useless in this container and roughly double the image size. +RUN pip install --no-cache-dir torch==2.5.1 --index-url https://download.pytorch.org/whl/cpu RUN pip install --no-cache-dir -r requirements.txt COPY . . diff --git a/backend/app/alembic/versions/7c3f9a2e1d44_add_rulebook_chunks.py b/backend/app/alembic/versions/7c3f9a2e1d44_add_rulebook_chunks.py new file mode 100644 index 0000000..9ad05b3 --- /dev/null +++ b/backend/app/alembic/versions/7c3f9a2e1d44_add_rulebook_chunks.py @@ -0,0 +1,43 @@ +"""add rulebook_chunks (pgvector RAG) + +Revision ID: 7c3f9a2e1d44 +Revises: 48846ed4fe0e +Create Date: 2026-08-31 19:00:00.000000 + +""" +from typing import Sequence, Union + +from alembic import op +import sqlalchemy as sa +from sqlalchemy.dialects import postgresql +from pgvector.sqlalchemy import Vector + +# revision identifiers, used by Alembic. +revision: str = '7c3f9a2e1d44' +down_revision: Union[str, None] = '48846ed4fe0e' +branch_labels: Union[str, Sequence[str], None] = None +depends_on: Union[str, Sequence[str], None] = None + + +def upgrade() -> None: + op.execute("CREATE EXTENSION IF NOT EXISTS vector") + + op.create_table( + 'rulebook_chunks', + sa.Column('id', sa.UUID(), nullable=False), + sa.Column('source_document', sa.String(length=200), nullable=False), + sa.Column('chunk_index', sa.Integer(), nullable=False), + sa.Column('content', sa.Text(), nullable=False), + sa.Column('embedding', Vector(384), nullable=False), + sa.Column('doc_metadata', postgresql.JSONB(astext_type=sa.Text()), nullable=False), + sa.PrimaryKeyConstraint('id'), + ) + op.create_index( + op.f('ix_rulebook_chunks_source_document'), 'rulebook_chunks', ['source_document'], unique=False + ) + + +def downgrade() -> None: + op.drop_index(op.f('ix_rulebook_chunks_source_document'), table_name='rulebook_chunks') + op.drop_table('rulebook_chunks') + op.execute("DROP EXTENSION IF EXISTS vector") diff --git a/backend/app/api/routes_games.py b/backend/app/api/routes_games.py index 8750988..0ff8b7c 100644 --- a/backend/app/api/routes_games.py +++ b/backend/app/api/routes_games.py @@ -8,11 +8,13 @@ from sqlalchemy.ext.asyncio import AsyncSession from app.auth.users import current_active_user from app.db import get_async_session +from app.llm.game_setup import run_game_setup_turn from app.models.character import Character from app.models.game import Game, GameParticipant from app.models.message import Message from app.models.user import User from app.schemas.game import GameCreate, GameJoin, GameRead +from app.schemas.game_setup import GameSetupChatRequest, GameSetupChatResponse from app.schemas.message import MessageRead from app.ws_tickets import issue_ticket @@ -108,6 +110,15 @@ async def create_game( return serialized[0] +@router.post("/setup-chat", response_model=GameSetupChatResponse) +async def game_setup_chat( + payload: GameSetupChatRequest, + user: User = Depends(current_active_user), +) -> GameSetupChatResponse: + result = await run_game_setup_turn(payload.messages) + return GameSetupChatResponse(**result) + + @router.get("/{game_id}", response_model=GameRead) async def get_game( game_id: uuid.UUID, diff --git a/backend/app/api/ws_game.py b/backend/app/api/ws_game.py index ba484a8..0d7542c 100644 --- a/backend/app/api/ws_game.py +++ b/backend/app/api/ws_game.py @@ -120,7 +120,7 @@ async def game_websocket(websocket: WebSocket, game_id: uuid.UUID, ticket: str) ) try: - dm_message = await run_dm_turn(session, game_id) + dm_message = await run_dm_turn(session, game_id, latest_player_message=content) except Exception: # noqa: BLE001 logger.exception("DM turn failed for game %s", game_id) await websocket.send_json({"type": "error", "detail": "dm_turn_failed"}) diff --git a/backend/app/llm/client.py b/backend/app/llm/client.py index ee6661b..58860af 100644 --- a/backend/app/llm/client.py +++ b/backend/app/llm/client.py @@ -13,6 +13,11 @@ def get_dm_system_prompt() -> str: return (PROMPTS_DIR / "dm_system_prompt.txt").read_text(encoding="utf-8") +@lru_cache +def get_game_setup_prompt() -> str: + return (PROMPTS_DIR / "game_setup_prompt.txt").read_text(encoding="utf-8") + + @lru_cache def get_llm_client() -> AsyncOpenAI: return AsyncOpenAI(api_key=settings.xai_api_key, base_url=settings.xai_base_url) diff --git a/backend/app/llm/game_setup.py b/backend/app/llm/game_setup.py new file mode 100644 index 0000000..0da28a7 --- /dev/null +++ b/backend/app/llm/game_setup.py @@ -0,0 +1,55 @@ +import json + +from app.config import settings +from app.llm.client import get_game_setup_prompt, get_llm_client +from app.llm.tools import game_setup as game_setup_tool + +MAX_ROUNDS = 3 +MAX_TOKENS = 1024 + +TOOLS = [{"type": "function", "function": game_setup_tool.TOOL_SCHEMA}] + + +async def run_game_setup_turn(client_messages: list[dict]) -> dict: + """Stateless setup-wizard turn: the caller owns conversation history (no DB, no game yet). + + Returns {"messages": , "assistant_text": str | None, + "proposal": {"name": str, "description": str} | None}. + """ + client = get_llm_client() + messages = [{"role": "system", "content": get_game_setup_prompt()}] + client_messages + + assistant_text: str | None = None + proposal: dict | None = None + + for _ in range(MAX_ROUNDS): + response = await client.chat.completions.create( + model=settings.dm_model, + max_tokens=MAX_TOKENS, + messages=messages, + tools=TOOLS, + ) + message = response.choices[0].message + if message.content: + assistant_text = message.content + + if not message.tool_calls: + messages.append({"role": "assistant", "content": message.content or ""}) + break + + messages.append(message.model_dump(exclude_unset=True)) + for tool_call in message.tool_calls: + args = json.loads(tool_call.function.arguments) + if tool_call.function.name == "propose_game_setup": + proposal = {"name": args.get("name", ""), "description": args.get("description", "")} + messages.append( + { + "role": "tool", + "tool_call_id": tool_call.id, + "content": json.dumps({"status": "ok"}), + } + ) + if proposal: + break + + return {"messages": messages[1:], "assistant_text": assistant_text, "proposal": proposal} diff --git a/backend/app/llm/orchestrator.py b/backend/app/llm/orchestrator.py index 75306bf..146c718 100644 --- a/backend/app/llm/orchestrator.py +++ b/backend/app/llm/orchestrator.py @@ -4,13 +4,14 @@ import uuid from sqlalchemy.ext.asyncio import AsyncSession -logger = logging.getLogger("app.llm.orchestrator") - from app.config import settings from app.llm.client import get_dm_system_prompt, get_llm_client from app.llm.context import build_context from app.llm.tools import character_sheet, dice from app.models.message import Message +from app.rag.retrieval import build_rag_block + +logger = logging.getLogger("app.llm.orchestrator") MAX_TOOL_ROUNDS = 5 MAX_TOKENS = 4096 @@ -38,9 +39,18 @@ async def _execute_tool_call( return {"error": str(exc)} -async def run_dm_turn(session: AsyncSession, game_id: uuid.UUID) -> Message: +async def run_dm_turn( + session: AsyncSession, game_id: uuid.UUID, latest_player_message: str | None = None +) -> Message: client = get_llm_client() - messages = [{"role": "system", "content": get_dm_system_prompt()}] + system_prompt = get_dm_system_prompt() + + if latest_player_message: + rag_block = await build_rag_block(session, latest_player_message) + if rag_block: + system_prompt = f"{system_prompt}\n\n{rag_block}" + + messages = [{"role": "system", "content": system_prompt}] messages.extend(await build_context(session, game_id)) final_text = "" diff --git a/backend/app/llm/prompts/game_setup_prompt.txt b/backend/app/llm/prompts/game_setup_prompt.txt new file mode 100644 index 0000000..14bb81c --- /dev/null +++ b/backend/app/llm/prompts/game_setup_prompt.txt @@ -0,0 +1,21 @@ +Rolle +Du hilfst einem Spieler dabei, ein neues D&D-Spiel einzurichten, bevor es losgeht. Du bist derselbe erfahrene Dungeon Master, aber in dieser kurzen Setup-Phase geht es nicht ums eigentliche Abenteuer, sondern nur darum, die Eckdaten zu klären. + +Ablauf +Stelle dem Spieler nacheinander (eine Frage nach der anderen, nicht alle auf einmal) folgende drei Fragen, bis du zu allen dreien eine Antwort hast: + +1. Welches Genre bzw. welche Welt wünscht er sich (z. B. High Fantasy, düster, humorvoll, Horror, Piraten, eine eigene Idee)? +2. Wie lang soll das Spiel werden — ein einzelnes One-Shot-Abenteuer oder eine längere Kampagne über mehrere Sitzungen? +3. Wie ist sein Erfahrungsstand mit D&D — komplette(r) Anfänger(in), gelegentlich gespielt, oder erfahrene(r) Regelkenner(in)? + +Sobald du alle drei Antworten hast, rufe das Werkzeug propose_game_setup auf mit: +- einem passenden, einprägsamen Namen für das Spiel +- einer kurzen Beschreibung (Genre und Welt, optional ein Hinweis auf Umfang und Erfahrungsstand) + +Der Spieler sieht deinen Vorschlag danach in einem Formular und kann Name und Beschreibung noch selbst anpassen, bevor er das Spiel erstellt. + +Ton +Bleib locker, freundlich und kurz angebunden — das ist nur die Einrichtung, kein Rollenspiel. Sprich den Spieler per "Du" an. + +Sprache +Antworte in der Sprache, in der der Spieler schreibt. diff --git a/backend/app/llm/tools/game_setup.py b/backend/app/llm/tools/game_setup.py new file mode 100644 index 0000000..a57aad2 --- /dev/null +++ b/backend/app/llm/tools/game_setup.py @@ -0,0 +1,22 @@ +TOOL_SCHEMA = { + "name": "propose_game_setup", + "description": ( + "Call this once you know the desired genre/world, the intended length (one-shot vs. " + "campaign), and the player's experience level. Propose a fitting name and a short " + "description for the new game — the player can still edit both before creating it." + ), + "parameters": { + "type": "object", + "properties": { + "name": { + "type": "string", + "description": "A fitting, evocative name for the game.", + }, + "description": { + "type": "string", + "description": "Short description covering genre and world/setting.", + }, + }, + "required": ["name", "description"], + }, +} diff --git a/backend/app/models/__init__.py b/backend/app/models/__init__.py index cae742b..bb395bc 100644 --- a/backend/app/models/__init__.py +++ b/backend/app/models/__init__.py @@ -1,6 +1,7 @@ from app.models.character import Character from app.models.game import Game, GameParticipant from app.models.message import Message +from app.models.rulebook_chunk import RulebookChunk from app.models.user import User -__all__ = ["User", "Game", "GameParticipant", "Character", "Message"] +__all__ = ["User", "Game", "GameParticipant", "Character", "Message", "RulebookChunk"] diff --git a/backend/app/models/rulebook_chunk.py b/backend/app/models/rulebook_chunk.py new file mode 100644 index 0000000..6c2315a --- /dev/null +++ b/backend/app/models/rulebook_chunk.py @@ -0,0 +1,23 @@ +import uuid + +from pgvector.sqlalchemy import Vector +from sqlalchemy import Integer, String, Text +from sqlalchemy.dialects.postgresql import JSONB, UUID +from sqlalchemy.orm import Mapped, mapped_column + +from app.db import Base + +EMBEDDING_DIM = 384 + + +class RulebookChunk(Base): + __tablename__ = "rulebook_chunks" + + id: Mapped[uuid.UUID] = mapped_column( + UUID(as_uuid=True), primary_key=True, default=uuid.uuid4 + ) + source_document: Mapped[str] = mapped_column(String(length=200), nullable=False, index=True) + chunk_index: Mapped[int] = mapped_column(Integer, nullable=False) + content: Mapped[str] = mapped_column(Text, nullable=False) + embedding: Mapped[list[float]] = mapped_column(Vector(EMBEDDING_DIM), nullable=False) + doc_metadata: Mapped[dict] = mapped_column(JSONB, nullable=False, default=dict) diff --git a/DnDMonsterHandbook.txt b/backend/app/rag/__init__.py similarity index 100% rename from DnDMonsterHandbook.txt rename to backend/app/rag/__init__.py diff --git a/backend/app/rag/chunking.py b/backend/app/rag/chunking.py new file mode 100644 index 0000000..2cf5bd9 --- /dev/null +++ b/backend/app/rag/chunking.py @@ -0,0 +1,33 @@ +import re + +# Rough word-count targets standing in for the 300-800 token / 10-20% overlap guideline — +# English prose runs ~0.75 words per token, so ~380 words ≈ 500 tokens. +WORDS_PER_CHUNK = 380 +OVERLAP_WORDS = 60 + +_WHITESPACE_RE = re.compile(r"[ \t]+") +_BLANK_LINES_RE = re.compile(r"\n{3,}") + + +def _normalize(text: str) -> str: + text = _WHITESPACE_RE.sub(" ", text) + text = _BLANK_LINES_RE.sub("\n\n", text) + return text.strip() + + +def chunk_text( + text: str, words_per_chunk: int = WORDS_PER_CHUNK, overlap_words: int = OVERLAP_WORDS +) -> list[str]: + words = _normalize(text).split() + if not words: + return [] + + step = words_per_chunk - overlap_words + chunks = [] + start = 0 + while start < len(words): + chunks.append(" ".join(words[start : start + words_per_chunk])) + if start + words_per_chunk >= len(words): + break + start += step + return chunks diff --git a/backend/app/rag/embeddings.py b/backend/app/rag/embeddings.py new file mode 100644 index 0000000..fd3ec9f --- /dev/null +++ b/backend/app/rag/embeddings.py @@ -0,0 +1,22 @@ +from functools import lru_cache + +from sentence_transformers import SentenceTransformer + +# Multilingual so German player messages retrieve relevant chunks from the +# English-language rulebooks. 384-dim output, matching RulebookChunk.embedding. +MODEL_NAME = "paraphrase-multilingual-MiniLM-L12-v2" + + +@lru_cache +def get_embedding_model() -> SentenceTransformer: + return SentenceTransformer(MODEL_NAME) + + +def embed_texts(texts: list[str]) -> list[list[float]]: + model = get_embedding_model() + embeddings = model.encode(texts, normalize_embeddings=True, show_progress_bar=False) + return embeddings.tolist() + + +def embed_query(text: str) -> list[float]: + return embed_texts([text])[0] diff --git a/backend/app/rag/retrieval.py b/backend/app/rag/retrieval.py new file mode 100644 index 0000000..3cc8f22 --- /dev/null +++ b/backend/app/rag/retrieval.py @@ -0,0 +1,51 @@ +import asyncio + +from sqlalchemy import select +from sqlalchemy.ext.asyncio import AsyncSession + +from app.models.rulebook_chunk import RulebookChunk +from app.rag.embeddings import embed_query + +DEFAULT_TOP_K = 5 +# Cosine distance cutoff (0 = identical, 2 = opposite) — drop weak matches rather than +# stuffing the prompt with irrelevant rulebook text when nothing actually fits the query. +# Calibrated against test queries: genuinely relevant chunks scored 0.30-0.45. +MAX_DISTANCE = 0.6 +# Hard cap on injected rulebook text so one turn's context/cost doesn't balloon even when +# several chunks all clear the relevance threshold. +MAX_BLOCK_CHARS = 4000 + + +async def retrieve_relevant_chunks( + session: AsyncSession, query: str, top_k: int = DEFAULT_TOP_K +) -> list[tuple[RulebookChunk, float]]: + # embed_query is a synchronous, CPU-bound sentence-transformers call — run it off the + # event loop so it doesn't stall other concurrent requests/WebSocket connections. + query_embedding = await asyncio.to_thread(embed_query, query) + distance = RulebookChunk.embedding.cosine_distance(query_embedding) + + rows = ( + await session.execute( + select(RulebookChunk, distance.label("distance")).order_by(distance).limit(top_k) + ) + ).all() + return [(row[0], row[1]) for row in rows] + + +async def build_rag_block(session: AsyncSession, query: str, top_k: int = DEFAULT_TOP_K) -> str: + results = await retrieve_relevant_chunks(session, query, top_k=top_k) + relevant = [chunk for chunk, distance in results if distance <= MAX_DISTANCE] + if not relevant: + return "" + + parts = [ + "Relevante Auszüge aus den Regelwerken — richte dich danach und nenne bei Bedarf die Quelle:" + ] + used_chars = 0 + for chunk in relevant: + entry = f"\n[{chunk.source_document}]\n{chunk.content}" + if used_chars + len(entry) > MAX_BLOCK_CHARS and used_chars > 0: + break + parts.append(entry) + used_chars += len(entry) + return "\n".join(parts) diff --git a/backend/app/schemas/game_setup.py b/backend/app/schemas/game_setup.py new file mode 100644 index 0000000..b1598c3 --- /dev/null +++ b/backend/app/schemas/game_setup.py @@ -0,0 +1,16 @@ +from pydantic import BaseModel + + +class GameSetupChatRequest(BaseModel): + messages: list[dict] = [] + + +class GameSetupProposal(BaseModel): + name: str + description: str + + +class GameSetupChatResponse(BaseModel): + messages: list[dict] + assistant_text: str | None + proposal: GameSetupProposal | None diff --git a/backend/requirements.txt b/backend/requirements.txt index f69bb68..0caedc6 100644 --- a/backend/requirements.txt +++ b/backend/requirements.txt @@ -9,3 +9,5 @@ openai>=1.50.0,<2.0.0 aiosmtplib==3.0.2 python-multipart==0.0.20 websockets==14.1 +pgvector==0.3.6 +sentence-transformers==3.3.1 diff --git a/DnDMastersGuide.txt b/backend/rulebooks/DnDMastersGuide.txt similarity index 100% rename from DnDMastersGuide.txt rename to backend/rulebooks/DnDMastersGuide.txt diff --git a/backend/rulebooks/DnDMonsterHandbook.txt b/backend/rulebooks/DnDMonsterHandbook.txt new file mode 100644 index 0000000..01adedb --- /dev/null +++ b/backend/rulebooks/DnDMonsterHandbook.txt @@ -0,0 +1,81912 @@ + + +Credits + +D&D Lead Designers: Mike Mearls, Jeremy Crawford + +Monster Manual Lead: Christopher Perkins + +Stat Block Development: Chris Sims, Rodney Thompson, + +Peter Lee + +Story Development: Robert J. Schwalb, Matt Sernett, + +Steve Townshend, James Wyatt +Editing: Scott Fitzgerald Gray +Managing Editor: Jeremy Crawford +Producer: Greg Bilsland + +Art Directors: Kate Irwin, Dan Geion, Jon Schindehette, + +Mari Kolkowsky, Melissa Rapier, Shauna Narciso +Graphic Designers: Bree Heiss, Emi Tanji, Barry Craig +Cover Illustrator: Raymond Swanland +Interior Illustrators: Tom Babbey, Daren Bader, John-Paul +Balmet, Mark Behm, Eric Belisle, Michael Berube, Zoltan +Boros, Christopher Bradley, Aleksi Briclot, Filip Burburan, +Christopher Burdett, Sam Burley, Mike Burns, Wesley Burt, +Milivoj Ceran, Jedd Chevrier, Conceptopolis, Adam Danger +Cook, Julie Dillon, Dave Dorman, Jesper Ejsing, Emrah +Elmasli, Wayne England, Mike Faille, Toma Feizo Gas, + +Emily Fiegenschuh, Tomas Giorello, E.M. Gist, Lars Grant- +West, E.W. Hekaton, jD, Jon Hodgson, Ralph Horsley, Kurt +Huggins and Zelda Devon, Lake Hurwitz, Tyler Jacobson, +Vance Kovacs, Daniel Landerman, Lindsey Look, Daniel +Ljunggren, Raphael Lubke, Titus Lunter, Slawomir Maniak, +Andrew Mar, Brynn Metheney, Christopher Moeller, Mark +Molnar, Marco Nelor, Jim Nelson, Mark A. Nelson, Hector +Ortiz, Ryan Pancoast, Adam Paquette, Jim Pavelec, Kate +Pfeilschiefter, Steve Prescott, Vincent Proce, Darrell Riche, +Ned Rogers, Scott Roller, Jasper Sandner, Mike Sass, Marc +Sasso, Ilya Shkipin, Carmen Sinek, Craig J Spearing, Annie +Stegg, Zack Stella, Matt Stewart, Raymond Swanland, +Justin Sweet, Anne Stokes, Matias Tapia, Cory Trego- +... Erdner, Autumn Rain Turkel, Cyril Van Der Haegen, David +. Vargo, Franz Vohwinkel, Richard Whitters, Sam Wood, Ben +Woottfiti, Kieran Yanner, Min Yum, Mark Zug + + +Additional Contributors: Bruce R. Cordell, Kim Mohan, Chris +Dupuis, Tom LaPille, Miranda Horner, Jennifer Clarke Wilkes, +Steve Winter, Chris Youngs, Ben Petrisor, Tom Olsen, + +R.A., Salvatore + +Project Management: Neil Shinkle, Kim Graham, John Hay +Production Services: Cynda Callaway, Brian Dumas, + +Jefferson Dunlap, David Gershman, Matt Knannlein, + +Anita Williams + +Brand and Marketing: Nathan Stewart, Liz Schuh, + +Chris Lindsay, Shelly Mazzanoble, Hilary Ross, + +Laura Tommervik, Kim Lundstrom, Trevor Kidd + +Based on the original game created by + +E. Gary Gygax and Dave Arneson, + +with Brian Blume, Rob Kuntz, James Ward, and Don Kaye +Drawing from further development by +J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston, +Harold Johnson, David “Zeb” Cook, Ed Greenwood, + +Keith Baker, Tracy Hickman, Margaret Weis, Douglas Niles, +Jeff Grubb, Jonathan Tweet, Monte Cook, Skip Williams, +Richard Baker, Peter Adkison, Bill Slavicsek, Andy Collins, +and Rob Heinsoo + +Playtesting provided by + +over 175,000 fans of D&D. Thank you! + +Additional feedback provided by + +Robert Alaniz, Anthony Caroselli, Josh Dillard, Curt Duval, +Sam E. Simpson Jr., Adam Hennebeck, Sterling Hershey, + +Paul Hughes, Doug Irwin, Ken J, Breese, Yan Lacharite, Tom +Lommel, Jonathan LongstafF, Rory Madden, Matt Maranda, +Paul Melamed, Mike Mihalas, David Milman, Daren Mitchell, +Claudio Pozas, John Proudfoot, Karl Resch, M. Sean Molley, +Sam Sherry, Pieter Sleijpen, David "Oak” Stark, Vincent +Venturella, Fredrick Wheeler, Arthur Wright + + + + + +1 jp + + + +/i* ■ ^ . -. - + + +ON THE COVER + +Raymond Swanland illustrates the Xanathar +ambushing explorers in the darkest depths +of Undermountain, proving that the beholder +crime lord’s interests run deep beneath the +city of Waterdeep. + + +620A9218000001 EN +ISBN: 978-0-7869-6561-8 +First Printing: September 2014 + +987654321 + + + +Disclaimer: Any similarities between monsters depicted in this book and monsters that actually exist are purely +coincidental. That goes double for mind/layers, which absolutely, utterly, and completely do not exist, nor do they +secretly run the DafD team. Do we really need a disclaimer to tell you that? You shouldn’t use your brain to consider +such irrational thoughts. They only make the mind cluttered, confused, and unpleasantly chewy. A good brain is nice, +tender, and barely used. Co ahead, put down this book and watch some reality TV or Internet cat videos. They’re really +funny these days. You won't regret it. We say this only because we love you and your juicy, succulent gamer brain. + + +DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, P/oyer's Handbook, Monster Manual, Dungeon Muster s Guide, all oth +The Coast product names and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property +of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contame + +herein is prohibited without the express written permission of Wizards of the Coast. + + +©2f^T A The s q uare - S i ockLe yJar^Ux bridpfi . Middlesex, U6H 1ET . UK , PRINTED in the USA. + +Tffeas^Tetajn copipanydetijlsfor future reference, + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +■H'vBBFW ■' m + +“ Vwm'fTFEgMM ■Hm Vi ■ -' I ; + +' vo i ' , L ,o - "V- ' 4 ' - + +Introduction.... 4 + +Aarakocra.. 12 + +Aboleth.13 + +Angels.15 + +Animated Objects...19 + +Ankheg.21 + +Azer. 22 + +Banshee.23 + +Basilisk.24 + +Behir.25 + +Beholders.26 + +Blights. 31 + +Bugbears.33 + +Bqlette.34 + +Buffywug.35 + +Cambion.36 + +Carrion Crawler.37 + +Centaur.38 + +Chimera.39 + +Chuul.40 + +Cloaker.41 + +Cockatrice...42 + +Couatl.43 + +Crawling Claw.44 + +Cyclops ....45 + +Darkmantle .. 46 + +Death Knight.47 + +Demilich..48 + +Demons. 50 + +Devils. 66 + +Dinosaurs.79 + +Displacer Beast.81 + +Doppelganger. 82 + +Dracolich.83 + +Dragon, Shadow.84 + +Dragons.86 + +Dragon Turtle.119 + +Drider. 120 + +Dryad.121 + +Duergar.122 + +Elementals.123 + +Elves: Drow.126 + +Empyrean.130 + +Ettercap.131 + +Ettin.132 + +Faerie Dragon.133 + +Flameskull.134 + +Flumph.135 + +Fomorian.136 + +Fungi.137 + +Galeb Duhr.139 + +Gargoyle.140 + +Genies.141 + +Ghost.147 + +Ghouls.148 + +Giants ...149 + +Gibbering Mouther.157 + +Gith.u.158 + +Gnolls.162 + + + +.. - i JD'J . V + + +r/ r ' + + +J + + +Contents + +Gnome, Deep (Svirfneblin).164 + +Goblins.165 + +Golems.167 + +Gorgon.171 + +Grell.172 + +Grick. 173 + +Griffon.174 + +Grimlock.,.. 175 + +Hags.176 + +Half-Dragon.180 + +Harpy.181 + +Hell Hound.182 + +Helmed Horror.183 + +Hippogriff.184 + +Hobgoblins.185 + +Homunculus.188 + +Hook Horror.189 + +Hydra.190 + +Intellect Devourer.191 + +Invisible Stalker.192 + +Jackalwere.193 + +Kenku.194 + +Kobolds.195 + +Kraken.196 + +Kuo-toa.198 + +Lamia...201 + +Lich.202 + +Lizardfolk.204 + +Lycanthropes.206 + +Magmin.212 + +Manticore.213 + +Medusa.214 + +Mephits.215 + +Merfolk.218 + +Merrow.219 + +Mimic.220 + +Mind Flayer.221 + +Minotaur.223 + +Modrons.224 + +Mummies.227 + +Myconids.230 + +Nagas.233 + +Nightmare.235 + +Nothic.236 + +Ogres.237 + +Oni.239 + +Oozes.240 + +Ores.244 + +Otyugh.248 + +Owlbear.249 + +Pegasus.250 + +Peryton.251 + +Piercer.252 + +Pixie.253 + +Pseudodragon.254 + +Purple Worm.255 + +Quaggoth.256 + +Rakshasa.257 + +Remorhazes. 258 + + +>-■ -f--, + +I I VI I 1 1 inm aflIHirffl + + +Revenant. .,.259 + +Roc. 260 + +Roper.... . 261 + +Rust Monster. e . fr.. 262 + +Sahuagin.263 + +Salamanders. ; _. , ^.j*265 + +Satyr.... ,.... 1 267 + +Scarecrow. 268 + +Shadow .. f , t 269 + +Shambling Mound. .^70 + +Shield Guardian.,.271 + +Skeletons..<.;r.V. 272*, + +Slaadi.274 + +Specter.279 + +Sphinxes. 280 + +Sprite. 283 + +Stirge.*. 284 + +Succubus/Incubus...285 + +Tarrasque. 286 + +Thri-kreen.288 + +Treant.289 + +Troglodyte.290 + +Troll.291 + +Umber Hulk.292 + +Unicorn.293 + +Vampires.295 + +Water Weird.299 + +Wight.300 + +Will-o’-wisp. 301 + +Wraith.302 + +Wyvern. ..303 + +Xorn.304 + +Yetis. 305 + +Yuan-ti.307 + +Yugoloths.v311 + +Zombies.7315 + +Appendix A: Miscellaneous + +Creatures.317 + +Appendix B: Nonplayer + +Characters.342 + +Index of Stat Blocks.351 + + +1 ijV . , , + + + + +V ■ 1 », ijmi + +, IP..; + + +M + + + + +w + +ii + + + + + + + + + + + + + + + +a + + +Jim fl + +(Vi‘ T, j! V'l , ft \ J. -, i ^ + + +pi, • •.■,i • y* + +; . ihr \ fa + +.— + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Introduction + + + + + + + + + + +, IV + + + + + + +m + + +- * i' + + +. .tt , + + +''••■Vr' 11 : + + +H + + +his bestiary is for storytellers and world- +builders. If you have ever thought about +running a Dungeons & Dragons game +for your friends, either a single night’s +adventure or a long-running campaign, +this tome contains page after page of +inspiration. It’s your one-stop shop for +creatures both malevolent and benign. + +Some of the creatures that inhabit the worlds of +D&D have origins rooted in real-world mythology and +fantasy literature. Other creatures are D&D originals. + +The monsters in this book have been culled from all +previous editions of the game. Herein you’ll discover +classic critters such as the beholder and the displacer +beast next to more recent creations such as the chuul +and the twig blight. Common beasts mingle with the +weird, the terrifying, and the ridiculous. In collecting +monsters from the past, we’ve endeavored to reflect the +multifaceted nature of the game, warts and all. D&D +monsters come in all shapes and sizes, with stories that +not only thrill us but also make us smile. + +If you’re an experienced Dungeon Master (DM), a few +of the monster write-ups might surprise you, for we’ve +gone into the Monster Manuals of yore and discovered +some long-lost factoids. We’ve also added a few new +twists. Naturally, you can do with these monsters what +you will. Nothing we say here is intended to curtail +your creativity. If the minotaurs in your world are +shipbuilders and pirates, who are we to argue with you? +It’s your world, after all. + +How to Use This Book + +Jhe best thing about being a DM is that you get to invent +your own fantasy world and bring it to life, and nothing +brings a D&D world to life more than the creatures +that inhabit it. You might read a monster’s entry and +be spurred to create an adventure revolving around it, +or you might have an awesome idea for a dungeon and +need just the right monsters to populate it. That’s where +the Monster Manual comes in handy. + +The Monster Manual is one of three books that form +the foundation of the Dungeons & Dragons game, +the other two being the Player's Handbook and the +Dungeon Master's Guide. The Monster Manual, like +the Dungeon Masters Guide , is a book for DMs. Use it +to populate your D&D adventures with pesky goblins, +stinky troglodytes, savage ores, mighty dragons, and a +veritable horde of creepy crawlies. + +Guidelines for creating encounters with monsters can +be found in the Dungeon Master's Guide. That book also +contains wandering monster tables and other goodies +to help you use the monsters in this book in interesting +ways, as well as advice for modifying monsters and +creating your own. + +If you’ve never run a D&D adventure before, we +recommend that you pick up the Dungeons & Dragons +Starter Set, which demonstrates how to take a bunch of +monsters and build an exciting adventure around them. + + +!ra! + + + + +ifV Si + + +■ - + +i * 'f.'■ ■ . . ' , d 7“7spw . 1 -,i - ,yl in + +"X ■ •' ,V| • • ; nfflrWf + + + + +What Is a Monster? + +A monster is defined as any creature that can be +interacted with and potentially fought and killed. Even +something as harmless as a frog or as benevolent as +a unicorn is a monster by this definition. The term +also applies to humans, elves, dwarves, and other +civilized folk who might be friends or rivals to the player +characters. Most of the monsters that haunt the D&D +world, however, are threats that are meant to be stopped: +rampaging demons, conniving devils, soul-sucking +undead, summoned elementals—the list goes on. + +This book contains ready-to-play, easy-to-run +monsters of all levels, and for nearly every climate and +terrain imaginable. Whether your adventure takes place +in a swamp, a dungeon, or the outer planes of existence, +there are creatures in this book to populate that +environment. + +Where Do Monsters Dwell? _ + +If you are new to the D&D game, you might not be +familiar with the weird and wondrous places where +monsters can be found and fought. + +Dungeons + +When most people think of a dungeon, images of dark +cells with iron bars and shackles spring to mind. In +the D&D game, the word "dungeon” takes on a broader +meaning to include any enclosed, monster-infested +location. Most dungeons are sprawling underground +complexes. Here are a few other examples: + +• A ruined wizard’s tower atop a lonely hill riddled with +goblin-infested tunnels + +• A pharaoh’s pyramid filled with haunted crypts and +secret treasure vaults + +. A lost city in the jungle, overgrown with vines and +overrun with demons and demon-worshiping cultists + +• The icy tomb of a frost giant king + +. A filthy, labyrinthine sewer system controlled by a + +gang of wererats +The Underdark + +There is no greater dungeon than the Underdark, the +underworld beneath the surface world. It is a vast +subterranean realm where monsters accustomed to +darkness dwell. It is a place filled with lightless caverns +connected by tunnels that wind ever downward. One +could spend a lifetime (however brief!) exploring the +Underdark and find such places as the following: + +• A mind flayer prison or asylum, filled with mindless +thralls and raving lunatics + +• A lost dwarven necropolis containing row after row of +dusty tombs waiting to be plundered + +. A fortified outpost bristling with armaments, guarding +the way to a magnificent drow city +. A subterranean rift filled with giant fungi and ruled by +a megalomaniacal beholder or mad fomorian king + +• A chain of rocky islands on a vast, sunless sea that s +home to aboleths and insane kuo-toa + + +. 1 . ■ ■ ■ + + +JNTLiOPUOTTON + + + +. L' i E SS + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +* " pi TVi T!' ' + +: >i ■ ■ f + +A", + + +The Wilderness + +Not all monsters lurk underground. Many of them +inhabit deserts, mountains, swamps, canyons, forests, +and other natural settings. The wilderness can be just +as dangerous as any dungeon, particularly when there’s +nowhere to hide! Some wilderness locations are just as +memorable as any dungeon: + +• A roc’s nest made of shattered ship hulls, built atop a +lonely mountain or rocky hill + +• A vast arctic tundra that serves as a hunting ground +for berserkers and yeti + +• A primeval forest protected by treants or corrupted by +demon-worshiping gnolls + +• A fog-shrouded swamp haunted by lizardfolk that +worship a vile black dragon + +• A jungle island inhabited by dinosaurs and human +tribal warriors + +Towns and Cities + +Some of the best adventures unfold in the cradles of +civilization. Urban settings afford adventurers the +chance to rub shoulders with the rich and powerful, butt +heads with the dregs of society, and peel back the veneer +of civility to see the monstrous evil lurking beneath. +Within a medieval town or city are places as deadly as +any dungeon: + +• A clock tower that serves as a base for a guild of +kenku rogues and assassins + +• A slavers’ den hidden in an orphanage run by a +rakshasa disguised as the headmaster + +• A wizard’s academy rife with corruption and practi¬ +tioners of the necromantic arts + +• A noble’s manor where rich, devil-worshiping cultists +gather to perform sacrifices + +• A temple, vault, or museum watched day and night by +animated constructs + +Underwater + +Not all adventures take place on land. This book casts +light on several creatures that haunt the oceans of the +world, from the devilish sahuagin to the peaceful aquatic +elves who loathe them. Within this aquatic domain are +many surprising adventure locations: + +• A graveyard of sunken ships haunted by sharks, +aquatic ghouls, and angry ghosts + +• A storm giant’s coral castle, beautiful yet foreboding +-• A lost city on the sea floor, encased in a magic bubble + +of air and ruled by a medusa queen + +• A kraken’s cave or bronze dragon’s cavernous lair, +filled with ancient treasures + +• A sunken temple of Sekolah, evil god of the sahuagin + +The Planes of Existence +The Abyss. The Nine Hells. The City of Brass. Such +faraway places beckon high-level adventurers to their +doorsteps, defying the brave and the foolhardy to +overthrow their evil masters and unlock their hidden +mysteries. Many powerful, weird creatures live on other + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +I v rt. + + +y% + +planes of existence, from orderly modrons to murderous +dertions. When it comes to interesting adventure +locations, not even the sky is the limit when you pass +beyond the boundaries of the world: + +• A pit fiend’s stronghold on Avernus, the first layer of +the Nine Hells + +• A haunted castle in the Shadowfell that serves as a +shadow dragon’s lair + +• An elf queen’s tomb in the Feywild + +• A djinni’s palace on the Elemental Plane of Air, filled +with marvelous stolen treasures + +• A lich’s secret demiplane, where the undead archmage +hides its phylactery and spellbook + +See the Dungeon Master's Guide for more information +on the planes of existence. + +What Monsters to Use? + +Many monsters inhabit dungeons, while others live in +deserts, forests, labyrinths, and other environments. +Regardless of which environment a monster +traditionally calls home, you can place it anywhere +you want. After all, “fish out of water” stories are +memorable, and sometimes it’s fun to surprise players +with gricks hiding under the desert sands or a dryad +living in a giant mushroom in the Underdark. + + + + + + +Statistics + + +A monster’s statistics, sometimes referred to as its stat +block, provide the essential information that you need +to run the monster. + +Size + +A monster can be Tiny, Small, Medium, Large, Huge, +or Gargantuan. The Size Categories table shows how +Ipuch space a creatur.e of a particular size controls +in combat. See the Player's Handbook for more +information on creature size and space. + +Size Categories + + +Size + +Space + +Examples + +Tiny + +21/z by 21/2 ft. + +Imp, sprite + +Small + +5 by 5 ft. + +Giant rat, goblin + +Medium + +5 by 5 ft. + +Ore, werewolf + +Large + +10 by 10 ft. + +HippogrifF, ogre + +Huge + +15 by 15 ft. + +Fire giant, treant + +Gargantuan + +20 by 20 ft. or larger + +Kraken, purple worm + + +Modifying Creatures + +Despite the versatile collection of monsters in this book, +you might be at a loss when it comes to finding the perfect +creature for part of an adventure. Feel free to tweak an +existing creature to make it into something more useful for +you, perhaps by borrowing a trait or two from a different +monster or by using a variant or template, such as the +ones in this book. Keep in mind that modifying a monster, +including when you apply a template to it, might change its +challenge rating. + +For advice on how to customize creatures and calculate +their challenge ratings, see the Dungeon Master's Guide . + +^ - - --- — - —---~-— + + +introduction + + +— + + +■ 1 lip. 'WW li - ' ■ill!.' + +•. ■ ,i|Lj i . 1 PjiU^yjyj. Er «5 t "L f + +TVptt + +JL A , f-. + + + + + + + + +A monster’s type speaks to its fundamental nature. +Certain spells, magic items, class features, and other +effects in the game interact in special ways with +creatures of a particular type. For example, an arrow of +dragon slaying deals extra damage not only to dragons +but also other creatures of the dragon type, such as +dragon turtles and wyverns. + +The game includes the following monster types, which +have no rules of their own. + +Aberrations are utterly alien beings. Many of them +have innate magical abilities drawn from the creature’s +alien mind rather than the mystical forces of the world. +The quintessential aberrations are aboleths, beholders, +mind flayers, and slaadi. + +Beasts are nonhumanoid creatures that are a natural +part of the fantasy ecology. Some of them have magical +powers, but most are unintelligent and lack any society +or language. Beasts include all varieties of ordinary +animals, dinosaurs, and giant versions of animals. + +Celestials are creatures native to the Upper Planes. +Many of them are the servants of deities, employed +as messengers or agents in the mortal realm and +throughout the planes. Celestials are good by nature, +so the exceptional celestial who strays from a good +alignment is a horrifying rarity. Celestials include +angels, couatls, and pegasi. + +Constructs are made, not born. Some are +programmed by their creators to follow a simple set of +instructions, while others are imbued with sentience +and capable of independent thought. Golems are the +iconic constructs. Many creatures native to the outer +plane of Mechanus, such as modrons, are constructs +shaped from the raw material of the plane by the will of +more powerful creatures. + +Dragons are large reptilian creatures of ancient origin +and tremendous power. True dragons, including the +good metallic dragons and the evil chromatic dragons, +are highly intelligent and have innate magic. Also in this +category are creatures distantly related to true dragons, +but less powerful, less intelligent, and less magical, such +as wyverns and pseudodragons. + +Elementals are creatures native to the elemental +planes. Some creatures of this type are little more than +animate masses of their respective elements, including +the creatures simply called elementals. Others have +biological forms infused with elemental energy. The +races of genies, including djinn and efreet, form the +most important civilizations on the elemental planes. +Other elemental creatures include azers, invisible +stalkers, and water weirds. + +Fey are magical creatures closely tied to the forces of +nature. They dwell in t wilight groves and misty forests. +In some worlds, they are closely tied to the Feywild, also +called the Plane of Faerie. Some are also found in the +Outer Planes, particularly the planes of Arborea and the +Beastlands. Fey include dryads, pixies, and satyrs. + +Fiends are creatures of wickedness that are native +to the Lower Planes. A few are the servants of deities, +but many more labor under the leadership of archdevils + + +and demon princes. Evil priests and mages sometimes + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +VJ > + + +u + +-ft' V* dr + + + + + +. 1 1 + + +‘In + + + + +■ *• L >* , i + +■i Jaw* ’ 2 «?<»■•.:• MIL,, + +sum til on fiends to the material world to do their bidding. +If an evil celestial is a rarity, a good fiend is almost +inconceivable. Fiends include demons, devils, hell +hounds, rakshasas, and yugoloths. + +Giants tower over humans and their kind. They are +humanlike in shape, though some have multiple heads +(ettins) or deformities (fomorians). The six varieties of +true giant are hill giants, stone giants, frost giants, fire +giants, cloud giants, and storm giants. Besides these, +creatures such as ogres and trolls are giants. + +Humanoids are the main peoples of the D&D +world, both civilized and savage, including humans +and a tremendous variety of other species. They have +language and culture, few if any innate magical abilities +(though most humanoids can learn spellcasting), and a +bipedal form. The most common humanoid races are +the,ones most suitable as player characters: humans, +dwarves, elves, and halflings. Almost as numerous but +far more savage and brutal, and almost uniformly evil, +are the races of goblinoids (goblins, hobgoblins, and +bugbears), ores, gnolls, lizardfolk, and kobolds. + +A variety of humanoids appear throughout this book, +but the races detailed in the Player's Handbook —with +the exception of drow—are dealt with in appendix B. +That appendix gives you a number of stat blocks that +you'can use to make various members of those races. + +Monstrosities are monsters in the strictest sense- +frightening creatures that are not ordinary, not truly +natural, and almost never benign. Some are the +results of magical experimentation gone awry (such +as owlbears), and others are the product of terrible +curses (including minotaurs and yuan-ti). They defy +categorization, and in some sense serve as a catch-all +category for creatures that don't fit into any other type. + +Oozes are gelatinous creatures that rarely have a +fixed shape. They are mostly subterranean, dwelling +in caves and dungeons and feeding on refuse, carrion, +or creatures unlucky enough to get in their way. Black +puddings and gelatinous cubes are among the most +recognizable oozes. + +Plants in this context are vegetable creatures, not +ordinary flora. Most of them are ambulatory, and some +are carnivorous. The quintessential plants are the +shambling mound and the treant. Fungal creatures +such as the gas spore and the myconid also fall into +this category. + +Undead are once-living creatures brought to a +horrifying state of undeath through the practice of +necromantic magic or some unholy curse. Undead +include walking corpses, such as vampires and zombies, +as well as bodiless spirits, such as ghosts and specters. + +Tags + +A monster might have one or more tags appended to +its type, in parentheses. For example, an ore has the +humanoid (ore) type. The parenthetical tags provide +additional categorization for certain creatures. The tags +have no rules of their own, but something in the game, +such as a magic item, might refer to them. For instance, +a spear that is especially effective at fighting demons +would work against any monster that has the demon tag. + + + +Armor Glass + + +A monster that wears armor or carries a shield has +an Armor Class (AC) that takes its armor, shield, and +Dexterity into account. Otherwise, a monster’s AC is +based on its Dexterity modifier and natural armor, +if any. If a monster has natural armor, wears armor, +or carries a shield, this is noted in parentheses after +its AC value. + + +Hit Points + + +A monster usually dies or is destroyed when it +drops to 0 hit points. For more on hit points, see the +Player's Handbook. + +A monster’s hit points are presented both as a die +expression and as an average number. For example, +a monster with 2d8 hit points has 9 hit points on +average (2 x 4V&). + +A monster’s size determines the die used to calculate +its hit points, as shown in the Hit Dice by Size table. + + +Hit Dice by Size + +Monster Size Hit Die + +Tiny d4 + +Small d6 + +Medium d8 + +Large dlO + +Huge dl 2 + +Gargantuan d20 + + +Average HP per Die + +2Vi + +V/2 + +41/2 + +5V2 + +6 V 2 + +10V2 + + + +"1 I. + + +m + + +Alignment + +A monster’s alignment provides a clue to its disposition + +# , , -IM-- § | M 'jV ,/■ 1 + +and how it behaves in a roleplaying or combat situation. + +For example, a chaotic evil monster might be difficu 1 1 +to reason with and might attack characters on sight, +whereas a neutral monster might be willing to negotiate. + +See the Player's Handbook for descriptions of the +different alignments. + +The alignment specified in a monster’s stat block is +the default. Feel free to depart from it £nd change a +monster’s alignment to suit the needs of your campaign. + +If you want a good-aligned green dragon or an eVit storm +giant, there’s nothing stopping you. + +Some creatures can have any alignment. In other +words, you choose the monster’s alignment. Soiti^/ +monster’s alignment entry indicates a tendency or +aversion toward law, chaos, good, or evil. For example, +a berserker can be any chaotic alignment (chaotic good, +chaotic neutral, or chaotic evil), as befits its wild nature. + +Many creatures of low intelligence have no +comprehension of law or chaos, good or evil. They don’t +make moral or ethical choices, but rather act on instinct. + +These creatures are unaligned, which means they don’t +have an alignment. + + +1 1 + +ft • + +vj w + + + + +■ . + +w + + + + + +E'l + +■ + + +A monster’s Constitution modifier also affects the +number of hit points it has. Its Constitution modifier is +multiplied by the number of Hit Dice it possesses, and +the result is added to its hit points. For example, if a + +1 j “ i r im ^ + +monster has a Constitution of 12 (+1 modifier) and 2 >■ V, 1 + +Tv >, + + +i + + +"a + + + + + + +'in + + +i, ! ] + +i + +ip .n + +j n i + + +■ + + +■PS + + +A legendary creature might have a section describing +its lair and the special effects it can create while there, +either by act of will or simply by being present. Not all +legendary creatures have lairs. This section only applies +to legendary creatures that spend a great deal of time in +their lairs and are most likely to be encountered there, + +X + +Lair Actions + +If a legendary creature has lair actions, it can use them +to harness the ambient magic in its lair. On initiative +count 20 (losing all initiative ties), the creature can +use one of its lair action options, or forgo using any of +them that round. + +Regional Effects + +The mere presence of a legendary creature can have +strange and wondrous effects on its environment, as +noted in this section. Regional effects end abruptly or +dissipate over time when the legendary creature, dies. + +K- ' iiT ! . -' + + + +> ■ + + + + +rrz. ,a -±- + + + + +IX + + +.m + + +- i . - + + +fl I + + +Hi' + + +•M-,t 1 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +1 + + + + +Aarak + +Medium humanoid (aarakocra), nedtral good + + +Aarakocra + + +Aarakocra range the Howling Gyre, an endless storm +of mighty winds and lashing rains that surrounds the +tranquil realm of Aaqa in the Elemental Plane of Air. +Making aerial patrols, these birdlike humanoids guard +the windy borders of their home against invaders from +the Elemental Plane of Earth, such as gargoyles, their +sworn enemies. + +Enemies of Elemental Evil . In service to the Wind +Dukes of Aaqa, aarakocra scout the planes in search +of temples of Elemental Evil. They spy on malign +elemental creatures and then either take the fight to +those creatures or report back to the Wind Dukes. + +On the Material Plane, aarakocra create aeries atop +the highest mountains, especially peaks near portals +to the Elemental Plane of Air. From such heights, +aarakocra watch for signs of elemental incursions, +as well as for nascent threats to their home plane. +Aarakocra prefer to live their lives like the wind- +unburdened and ever moving—yet they watch over a +region for years if that’s what it takes to guard against +the incursions of Elemental Evil. + +Aarakocra have no concept of political borders or +property ownership, and the value of gems, gold, and +other precious materials means little to aarakocra. In +their eyes, a creature should use what is necessary and +then cast what is left on the wind for others to use. + +Search for the Seven Shards . The Wind Dukes +of Aaqa come from a race of elemental beings called +the vaati, which once ruled many worlds. A creature +known as the Queen of Chaos arose and initiated an +interplanar war against vaati rule. To combat the threat, +seven vaati heroes combined their powers to create +the mighty Rod of Law. In a battle against the queen’s +greatest general, Mishka the Wolf Spider, a vaati killed +Mishka by thrusting the rod into him like a spear. The +rod shattered into seven shards that scattered across +the multiverse. Aaracokra seek signs of the pieces’ +locations in order to rebuild what is now know as the +Rod of Seven Parts. + + +Armor Class 12 + +Hit Points 13 (3d8) + +Speed 20 ft., fly 50 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +10 (+0) 14 (+2) 10 (+0) + +11 (+0) + +12 (+1) + +11 (+0) + +Skills Perception +5 + +Senses passive Perception 15 +Languages Auran + +Challenge 1/4 (50 XP) + + + + + +Dive Attack. If the aarakocra is flying and dives at least 30 feet +straight toward a target and then hits it with a melee weapon +attack, the attack deals an extra 3 (1 d6) damage to the target. + +Actions + +Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. + +< Hit: 4 (1 d4 + 2) slashing damage. + + + +J Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or +range 30/120 ft., one target. Hit: 5 (ld6 + 2) piercing damage. + + + + +-3 + + +Summoning Air Elementals + + +Five aarakocra within 30 feet of each other can magically +summon an air elemental. Each of the five must use its +action and movement on three consecutive turns to perform +an aerial dance and must maintain concentration while +doing so (as if concentrating on a spell). When ail five have +finished their third turn of the dance, the elemental appears +in an unoccupied space within 60 feet of them. It is friendly +toward them and obeys their spoken commands. It remains +for 1 hour, until it or all its summoners die, or until any of +its summoners dismisses it as a bonus action. A summoner +can’t perform the dance again until it finishes a short rest. +When the elemental returns to the Elemental Plane of Air, any +aarakocra within 5 feet of it can return with it. + +^--—r + + + + + +12 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Aboleth + +targe aberration, lawful evil + + +Armor Class 17 (natural armor) +Hit Points 135 (18dl0 + 36) +Speed 10 ft., swim 40 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +21 (+5) 9 (-1) 15 (+2) + +18 (+4) + +15 (+2) + +18 (+4) + + +or become diseased. The disease has no effect for 1 minute and +can be removed by any magic that cures disease. After 1 minute, +the diseased creature’s skin becomes translucent and slimy; the +creature can’t regain hit points unless it is underwater, and the +disease can be removed only by heal or another disease-curing +spell of 6th level or higher. When the creature is outside a body +of water, it takes 6 (ldl2) acid damage every 10 minutes unless +moisture is applied to the skin before 10 minutes have passed. + + +Saving Throws Con +6, Int +8, Wis +6 +Skills History+12, Perception +10 +Senses darkvision 120 ft., passive Perception 20 +Languages Deep Speech, telepathy 120 ft. +Challenge 10 (5,900 XP) + + +Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. +Hit: 15 (3d6+ 5) bludgeoning damage. + + +Amphibious. The aboleth can breathe air and water. + + +Mucous Cloud. While underwater, the aboleth is surrounded +by transformative mucus. A creature that touches the aboleth +or that hits it with a melee attack while within 5 feet of it must +make a DC 14 Constitution saving throw. On a failure, the +creature is diseased for ld4 hours. The diseased creature can +breathe only underwater. + + +Enslave (3/Day). The aboleth targets one creature it can see +within 30 feet of it. The target must succeed on a DC 14 +Wisdom saving throw or be magically charmed by the aboleth +until the aboleth dies or until it is on a different plane of +existence from the target. The charmed target is under the +aboleth’s control and can’t take reactions, and the aboleth and +the target can communicate telepathically with each other over +any distance. + +Whenever the charmed target takes damage, the target can +repeat the saving throw. On a success, the effect ends. No +more than once every 24 hours, the target can also repeat the +saving throw when it is at least 1 mile away from the aboleth. + + +Probing Telepathy, If a creature communicates telepathically +with the aboleth, the aboleth learns the creature's greatest +desires if the aboleth can see the creature. + + +Legendary Actions + + +Actions + + +The aboleth can take 3 legendary actions, choosing from the +options below. Only one legendary action option can be used +at a time and only at the end of another creature’s turn. The +aboleth regains spent legendary actions at the start of its turn. + + +Multiattack. The aboleth makes three tentacle attacks. + +Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one +target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a +creature, it must succeed on a DC 14 Constitution saving throw + + +Detect. The aboleth makes a Wisdom (Perception) check. + +Tail Swipe. The aboleth makes one tail attack. + +Psychic Drain (Costs 2 Actions). One creature charmed by the +aboleth takes 10 (3d6) psychic damage, and the aboleth +regains hit points equal to the damage the creature takes. + + + +Vf.* ! . . " .1-:+, + +■ + + +_ + + + +/ AhV LETH + +- _._l—-- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +— + + +ts + + +ik < */•/» - 'fl + + + + + +>VJ r , ,, !, If + +If + + +I p'L’ + +-n + + +•'Could it be that aboleths are oloer than + +the GODS ... tHAT BEFORE THE DIVINE ONES CAME +TO BE, SUCH HORRORS SHAPED THE MULTIVERSE. + +HOW THERE'S A CHILLING THOUGHT. + +-Vaqir Zekh’r, githxerai philosopher an +author OF THE FAR REALM: REAL YET UNREA + + +IT 1 ! & ~ . + +An Aboleth’s Lair + +U~i r » + + +L U + +r ■ + + + + + + +Aboleth + + +Before the coming of the gods, aboleths lurked in +primordial oceans and underground lakes. They +reached out with their minds and seized control of the +burgeoning life-forms of the mortal realm, making those +creatures their slaves. Their dominance made them +like gods. Then the true gods appeared, smashing the +aboleths’ empire and freeing their slaves. + +Aboleths have never forgotten. + +Eternal Memories. Aboleths have flawless memories. +They pass on their knowledge and experience from +generation to generation. Thus, the injury of their defeat +by the gods remains perfectly preserved in their minds. + +Aboleths’ minds are treasure troves of ancient lore, +recalling moments from prehistory with perfect clarity. +They plot patiently and intricately across eons. Few +creatures can conceive of the extent of an aboleth’s plan. + +Gods in the Lake. Aboleths dwell in watery +environments, including ocean abysses, deep lakes, +and the Elemental Plane of Water. In these domains +and the lands that adjoin them, aboleths are like gods, +demanding worship and obedience from their subjects. +When they consume other creatures, aboleths add +the knowledge and experiences of their prey to their +eternal memories. + +Aboleths use their telepathic powers to read the minds +of creatures and know their desires. An aboleth uses +this knowledge to gain a creature’s loyalty, promising to +fulfill such wants in exchange for obedience. Within its +lair, the aboleth can further use its powers to override +senses, granting creatures, such as its followers, the +illusion of promised rewards. + +Enemies of the Gods. The aboleths’ fall from power +is written in stark clarity on their flawless memories, +for aboleths never truly die. If an aboleth’s body is +destroyed, its spirit returns to the Elemental Plane +of Water, where a new body coalesces for it over +days or months. + +Ultimately, aboleths dream of overthrowing the +gods and regaining control of the world. Aboleths have +had untold eons to plot and to prepare their plans for +perfept execution. + + +ABO] FTH + + +Aboleths lair in Subterranean lakes or the rocky depths + +j|k ^ + +of the ocean, often surrounded by the ruins of an +ancient, fallen aboleth city. An aboleth spends most of +its existence underwater, surfacing occasionally to treat +with visitors or deranged worshipers. + + + +Lair Actions + +When fighting inside its lair, an aboleth can invoke the +ambient magic to take lair actions. On initiative count 20 +(losing initiative ties), the aboleth takes a lair action to +cause one of the following effects: + + +The aboleth casts phantasma1 force (no components +required) on any number of creatures it can see within +60 feet of it. While maintaining concentration on this +effect, the aboleth can’t take other lair actions. If a tar¬ +get succeeds on the saving throw or if the effect ends +for it, the target is immune to the aboleth’s phantasmal +force lair action for the next 24 hours, although such a +creature can choose to be affected. + +Pools of water within 90 feet of the aboleth surge out¬ +ward in a grasping tide. Any creature on the ground +within 20 feet of such a pool must succeed on a DC 14 +Strength saving throw or be pulled up to 20 feet into +the water and knocked prone. The aboleth can’t use +this lair action again until it has used a different one. +Water in the aboleth’s lair magically becomes a con¬ +duit for the creature’s rage. The aboleth can target any +number of creatures it can see in such water within 90 +feet of it. A target must succeed on a DC 14 Wisdom +saving throw or take 7 (2d6) psychic damage. The +aboleth can’t use this lair action again until it has used +a different one. + + +Regional Effects + +The region containing an aboleth’s lair is warped by the +creature’s presence, which creates one or more of the +following effects: + + +• Underground surfaces within 1 mile of the aboleth’s +lair are slimy and wet and are difficult terrain. + +• Water sources within 1 mile of the lair are supernat- +urally fouled. Enemies of the aboleth that drink such +water vomit it within minutes. + +• As an action, the aboleth can create an illusory image +of itself within 1 mile of the lair. The copy can appear +at any location the aboleth has seen before or in any +location a creature charmed by the aboleth can cur¬ +rently see. Once created, the image lasts for as long +as the aboleth maintains concentration, as if concen¬ +trating on a spell. Although the image is intangible, + +it looks, sounds, and can move like the aboleth. The +aboleth can sense, speak, and use telepathy from the +image’s position as if present at that position. If the +image takes any damage, it disappears. + + +If the aboleth dies, the first two effects fade over the +course of 3d 10 days. + + +wi'jiC + + + + + + + + + + +_ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Angels + +An angel is a oelestial agent sent forth into the planes +to further its god’s agenda for weal or woe. Its sublime +beauty and presence can drive awestruck onlookers +to their knees. Yet angels are destroyers too, and their +appearance portends doom as often as it signals hope. + +Shards of the Divine . Angels are formed from the +astral essence of benevolent gods and are thus divine +beings of great power and foresight. + +Angels act out the will of their gods with tireless +devotion. Even chaotic good deities command lawful +good angels, knowing that the angels’ dedication to +order best allows them to fulfill divine commands. An +angel follows a single driving purpose, as decreed by +its deity. However, an angel is incapable of following +commands that stray from the path of law and good. + +An angel slays evil creatures without remorse. As the +embodiment of law and good, + + +an angel is almost never +mistaken in its judgments. This quality can create a +sense of superiority in an angel, a sense that comes to +the fore when an angel’s task conflicts with the goals of +another creature. The angel never acquiesces or gives +way. When an angel is sent to aid mortals, it is sent not +to serve but to command. The gods of good therefore +send their angels among mortals only in response to the +most dire circumstances. + +Fallen Angels . An angel’s moral compass grants +it a sense of infallibility that can sometimes spell +its undoing. Angels are usually too wise to fall for a +simple deception, but sometimes pride can lead one to +commit an evil act. Whether intentional or accidental, +such an act is a permanent stain that marks the angel +as an outcast. + +Fallen angels retain their power but lose their +connection to the deities from which they were made. +Most fallen angels take their banishment personally, +rebelling against the powers they served by seeking +rulership over a section of the Abyss or a place among +other fallen in the hierarchy of the Nine Hells. Zariel, +the ruler of the first layer of the Nine Hells, is such a +creature. Rather than rebel, some fallen angels resign +themselves to an isolated existence on the Material +Plane, living in disguise as simple hermits. If they are +redeemed, they can become powerful allies dedicated to +justice and compassionate service. + +Immortal Nature. An angel doesn’t require food, +drink, or sleep. + + +Deva + + +Devas are angels that act as divine messengers or +agents to the Material Plane, the Shadowfell, and the +Feywild and that can assume a form appropriate to the +realm they are sent to. + +Legend tells of angels that take mortal form for years, +lending aid, hope, and courage to goodhearted folk. A +deva can take any shape, although it prefers to appear +to mortals as an innocuous humanoid or animal. When +circumstances require that it cast off its guise, a deva is +a beautiful humanoid-like creature with silvery skin. Its +hair and eyes gleam with an unearthly luster, and large +feathery wings unfurl from its shoulder blades. + + + +l \ + + + + + +I'm + +k- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +r + + +Deva + +Medium celestial , lawful good + + + + +Armor Class 17 (natural armor) +Hit Points 136 (16d8 + 64) + +Speed 30 ft., fly 90 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +18 (+4) 18 (+4) 18 (+4) + +17 (+3) + +20 (+5) + +20 (+5) + + +Saving Throws Wis +9, Cha +9 +Skills Insight+7, Perception +9 + +Damage Resistances radiant; bludgeoning, piercing, and +slashing from nonmagical weapons +Condition Immunities charmed, exhaustion, frightened +Senses darkvision 120 ft., passive Perception 19 +Languages all, telepathy 120 ft. + +Challenge 10 (5,900 XP) + + + +Angelic Weapons. The deva’s weapon attacks are magical. +When the deva hits with any weapon, the weapon deals an +extra 4d8 radiant damage (included in the attack). + +Innate Spellcasting. The deva’s spellcasting ability is Charisma +(spell save DC 17). The deva can innately cast the following +spells, requiring only verbal components: + +At will: detect evil and good +1 /day each: commune, raise dead + + +Magic Resistance . The deva has advantage on saving throws +against spells and other magicaleffects. + +Actions + +Multiattack . The deva makes two melee attacks. + +Mace . Melee Weapon Attack: +8 to hit, reach 5 ft., one +target. Hit: 7 (ld6 + 4) bludgeoning damage plus 18 (4d8) +radiant damage. + +Healing Touch (3/Day). The deva touches another creature. + +The target magically regains 20 (4d8 + 2) hit points and is freed +from any curse, disease, poison, blindness, or deafness. + +Change Shape . The deva magically polymorphs into a +humanoid or beast that has a challenge rating equal to or +less than its own, or back into its true form. It reverts to its +true form if it dies. Any equipment it is wearing or carrying is +absorbed or borne by the new form (the deva’s choice). + +In a new form, the deva retains its game statistics and ability +to speak, but its AC, movement modes, Strength, Dexterity, +and special senses are replaced by those of the new form, and +it gains any statistics and capabilities (except class features, +legendary actions, and lair actions) that the new form has but +that it lacks. + + + + +X6 + + +LS + + + + +_ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Planetar + + +Planetars act as the weapons of the gods they serve, +presenting a tangible representation of their deities’ +might. A planetar can call down rain to relieve a +drought, or can loose an insect plague to devour crops. + +A planetar’s celestial ears detect every falsehood, and its +radiant eyes see through every deception. + +Planetars are muscular and hairless and have +opalescent green skin and white-feathered wings. They +tower over most humanoids, brandishing immense +swords with grace. Sometimes sent to aid powerful +mortals on important tasks for good, planetars are +especially fond of missions that involve battling fiends. + + +UJJjlWMkull + + + + +-. —— — - -.~—-- - . + + +:-r ' V + + +Planetar + +Large celestial, lawful good + + +Armor Class 19 (natural armor) + + + + +Hit Points 200 (16dl0 + 112) + + + + +Speed 40 ft., fly 120 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +24 (+7) 20 (+5) 24 (+7) + +19 (+4) + +22 (+6) + +25 (+7) + + +Saving Throws Con +12, Wis +11, Cha +12 +Skills Perception +11 + +Damage Resistances radiant; bludgeoning, piercing, and +slashing from nonmagical weapons +Condition Immunities charmed, exhaustion, frightened +Senses truesight 120 ft., passive Perception 21 +Languages all, telepathy 120 ft. + +Challenge 16 (15,000 XP) + + +Angelic Weapons. The planetar's weapon attacks are magical. +When the planetar hits with any weapon, the weapon deals an +extra 5d8 radiant damage (included in the attack). + + +Divine Awareness. The planetar knows if it hears a |ie,. + +t + +Innate Spellcasting. The planetar’s spellcasting ability is +Charisma (spell save DC 20). The planetar can innately cast the +following spells, requiring no material components: + +At will: detect evil and good , invisibility (self only) + +3/day each: blade barrier, dispel evil and good, flame strike, +raise dead + +1/day each: commune, control weather, insect plague + +Magic Resistance. The planetar has advantage on saving +throws against spells and other magical effects. + +Actions_ + +Multiattack. The planetar makes two melee attacks. + +Creatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., +one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) +radiant damage. + +Healing Touch (4/Day). The planetar touches another creature. +The target magically regains 30 (6d8 + 3) hit points and is freed +from any curse, disease, poison, blindness, or deafness. + + + + +at t + + +— + + +_ + + + + +■r fc . + + + + +> 1 ^ + + +h + +! + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Solar + + +A solar is godlike in its glory and power. + +On the battlefield, the solar’s sword flies into the +fray on its own, and a single arrow from a solar’s bow +can strike a target dead on contact. So great is a solar’s +celestial might that even demon princes shrink at its +resonant commands. + +It is said that only twenty-four solars exist. The few +solars that are known are stewards of specific deities. +The others rest in a state of contemplation, waiting for +the time when their services are needed to stave off +some cosmic threat to the cause of good. + + +■ - + + +Solar + +Large celestial, lawful good + + +Armor Class 21 (natural armor) + + + + +Hit Points 243 (18d10+144) + + + + +Speed 50 ft., fly 150 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +26 (+8) 22 (+6) 26 (+8) + +25 (+7) + +25 (+7) + +30 (+10) + + +Saving Throws Int +14, Wis +14, Cha +17 +Skills Perception +14 + +Damage Resistances radiant; bludgeoning, piercing, and +slashing from nonmagical weapons +Damage Immunities necrotic, poison +Condition Immunities charmed, exhaustion, +frightened, poisoned + +Senses truesight 120 ft., passive Perception 24 +Languages all, telepathy 120 ft. + +Challenge 21 (33,000 XP) + + +Creatsword. Melee Weapon Attack; +15 to bit, reach 5 ft., +one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6cj8) +radiant damage. + +Slaying Longbow. Ranged Weapon Attack: +13 to hit, range +120/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus +27 (6d8) radiant damage. If the target is a creature that has 100 +hit points or fewer, it must succeed on a DC 15 Constitution +saving throw or die. + +Flying Sword. The solar releases its greats word to hover +magically in an unoccupied space within 5 feet of it. If the solar +can see the sword, the solar can mentally command it as a +bonus action to fly up to 50 feet and either make one attack +against a target or return to the solar’s hands. If the hovering +sword is targeted by any effect, the solar is considered to be +holding it. The hovering sword falls if the solar dies. + +Healing Touch (4/Day). The solar touches another creature. + +The target magically regains 40 (8d8 + 4) hit points and is freed +from any curse, disease, poison, blindness, or deafness. + +Legendary Actions + + + + +]d + + +Angelic Weapons. The solar’s weapon attacks are magical. +When the solar hits with any weapon, the weapon deals an +1 extra 6d8 radiant damage (included in the attack). + +Divine Awareness. The solar knows if it hears a lie. + + +* Innate Spellcasting. The solar’s spellcasting ability is Charisma +\ (spell save DC 25). It can innately cast the following spells, + + +requiring no material components: + + +At will: detect evil and good, invisibility (self only) + +I 3/day each: blade barrier, dispel evil and good, resurrection +> 1 /day each: commune, control weather + +Magic Resistance. The solar has advantage on saving throws +against spells and other magical effects. + + +Actions + + +Multiattack . The solar makes two greatsword attacks. + + + +The solar can take 3 legendary actions, choosing from the +options below. Only one legendary action option can be used +at a time and only at the end of another creature's turn. The +solar regains spent legendary actions at the start of its turn. + + +Teleport. The solar magically teleports, along with any +equipment it is wearing or carrying, up to 120 feet to an +unoccupied space it can see. + +Searing Burst (Costs 2 Actions). The solar emits magical, divine +energy. Each creature of its choice in a 10-foot radius must +make a DC 23 Dexterity saving throw, taking 14 (4d6) fire +damage plus 14 (4d6) radiant damage on a failed save, or half , +as much damage on a successful one. + +Blinding Gaze (Costs 3 Actions). The solar targets one creature +it can see within 30 feet of it. If the target can see it, the +target must succeed on a DC 15 Constitution saving throw +or be blinded until magic such as the lesser restoration spell +removes the blindness. + + + + +— + + + + + + + + +_ + + +— + + +_ + + +UR + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +* + + + + +mated Objects + + +Animated objects are crafted with potent magic to follow +the commands of their creators. When not commanded, +they follow the last order they received to the best of +their ability, and can act independently to fulfill simple +instructions. Some animated objects (including many of +those created in the Fey wild) might converse fluently or +adopt a persona, but most are simple automatons. + +Constructed Nature. An animated object doesn’t +require air, food, drink, or sleep. + +The magic that animates an object is dispelled when +the construct drops to 0 hit points. An animated object +reduced to 0 hit points becomes inanimate and is too +damaged to be of much use or value to anyone. + + +Animated Armor + +. .—.— + +This empty steel shell clamors as it moves, heavy +plates banging and grinding against one another like +the vengeful spirit of a fallen knight. Ponderous but +persistent, this magical guardian is almost always a suit +of plate armor. + +To add to its menace, animated armor is frequently +enchanted with scripted speech, so the armor can utter +warnings, demand passwords, or deliver riddles. Rare +suits of animated armor are able to carry on an actual +conversation. + +Frying Sword + +' jCn* ' iu- * "nr,* 1 ... . ml 11 i - II...I H . . . . .. . i I,. + +A flying.sword dances through the air, fighting with the + +j + +confidence of a warrior that can’t be injured. Swords +are the most common weapons animated with magic. +Axes, clubs, daggers, maces, spears, and even self¬ +loading crossbows are also known to exist in animated +object form. + +Rug of Smothering _ + +Would-be thieves and careless heroes arrive at the +doorsteps of an enemy’s abode, eyes and ears alert for +traps, only to end their quest prematurely as the rugs +beneath their feet animate and smother them to death. + +A rug of smothering can be made in many different +forms, from a finely woven carpet fit for a queen to +a coarse mat in a peasant’s hovel. Creatures with +the ability to sense magic detect the rug’s false +magical aura. + +In some cases, a rug of smothering is disguised as +a carpet of flying or another beneficial magic item. +However, a character who stands or sits on the rug, or +who attempts to utter a word of command, is quickly +trapped as the rug of smothering rolls itself tightly +around its victim. + + + + + + +Animated Armor + + +Medium construct , unaligned + + +Armor Class 18 (natural armor) +Hit Points 33 (6d8 + 6) + +Speed 25 ft. + + + + +SIR DEX CON + +INT + +WIS + +CHA + +14 (+2) 11 (+0) 13 (+1) + +1 (-5) + +3 H) + +1 (-5) + +Damage immunities poison, psychic + + + + +Condition Immunities blinded, charmed, deafened, exhaustion, +frightened, paralyzed, petrified, poisoned +Senses Hindsight 60 ft. (blind beyond this radius), +passive Perception 6 +Languages — + +Challenge 1 (200 XP) + + +Antimagic Susceptibility . The armor is incapacitated while in +the area of an antimagic field. If targeted by dispel magic , the +armor must succeed on a Constitution saving throw against the +caster’s spell save DC or fall unconscious for 1 minute. + +False Appearance. While the armor remains motionless, it is +indistinguishable from a normal suit of armor. + +Actions + +Multiattack. The armor makes two melee attacks. + +Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. +Hit: 5 (ld6 + 2) bludgeoning damage. + +- ■ - ■ ^ , - : - .. + + +AMM A'i | P OfljeU 1 !.-: + + + + + + +V - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +bones of CftP j TV flfcow*. + +ST,LL c ; 6 u r «** BLAOe + +r:----r RAsp/ + +5t,e ^-^—^ half ^ rogue + + +Flying Sword + +h + +Small construct, uria/igned + +Armor Class 17. (natural armor) +Hit Points 17 (5d6) + +Speed 0 ft., fly 50 ft. + + + + +Rug of Smothering + +Lorge construct, unaligned + + +Armor Class 12 + +Hit Points 33 (6dl0) +Speed 10 ft. + + + + + +STR + +DEX + +CON + +INT + +WIS + +CHA + +17 (+3) + +14 (+2) + +10 (+0) + +1 (-5) + +3 (-4) + +1 (-5) + + +STR + +12 (+ 1 ) + + +DEX + +15 (+ 2 ) + + +CON + +11 (+ 0 ) + + +INT + +1 (-5) + + +WIS CHA + +5 (-3) 1 (—5) + + +Damage Immunities poison, psychic + +Condition Immunities blinded, charmed, deafened, frightened, +paralyzed, petrified, poisoned +Senses blindsight 60 ft. (blind beyond this radius), +passive Perception 6 + +Languages — + +Challenge 2 (450 XP) + + + + + + + + + + + + + + + + + + +Saving Throws Dex +4 + +Damage Immunities poison, psychic + +Condition Immunities blinded, charmed, deafened, frightened, +paralyzed, petrified, poisoned +Senses blindsight 60 ft. (blind beyond this radius), +passive Perception 7 +Languages — + +Challenge 1/4 (50 XP) + + +Antimagic Susceptibility. The sword is incapacitated while in + + +the area of an antimagic field. If targeted by dispel magic , the +sword must succeed on a Constitution saving throw against +the caster’s spell save DC or fall unconscious for 1 minute. + + +False Appearance. While the sword remains motionless and +isn’t flying, it is indistinguishable from a normal sword. + + +Actions + + + + +Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one +, target. Hit: 5 (ld8 + 1) slashing damage. { + + +cm + + +- .aaa + + +20 + + +i-' ^NI^ATED OBJECTS + +v ■■■ ' + + +Antimagic Susceptibility. The rug is incapacitated while in +the area of an antimagic field. If targeted by dispel magic, the +rug must succeed on a Constitution saving throw against the +caster’s spell save DC or fall unconscious for 1 minute. + + +Damage Transfer. While it is grappling a creature, the rug takes +only half the damage dealt to it, and the creature grappled by +the rug takes the other half. + + +False Appearance. While the rug remains motionless, it is +indistinguishable from a norma! rug. + + +Actions + + +Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one +Medium or smaller creature. Hit: The creature is grappled +(escape DC 13). Until this grapple ends, the target is restrained, +blinded, and at risk of suffocating, and the rug can’t smother +another target. In addition, at the start of each of the target’s +turns, the target takes 10 (2d6 + 3) bludgeoning damage. | + + + + +. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +I + + + +Ankheg + + +An ankheg resembles an enormous many-legged +insect, its long antennae twitching in response to any +movement around it. Its legs end in sharp hooks adapted +for burrowing and grasping its prey, and its powerful +mandibles can snap a small tree in half. + +Lurkers in the Earth . The ankheg uses its powerful +mandibles to dig winding tunnels deep beneath the +ground. When it hunts, an ankheg burrows upward, +waiting below the surface until its antennae detect +movement from above. Then it bursts from the earth +and seizes prey in its mandibles, crushing and grinding +while it secretes acidic digestive enzymes. These +enzymes help dissolve a victim for easy swallowing, but +the ankheg can also squirt acid to take down foes. + +Bane of Field and Forest Although ankhegs receive +a certain portion of their nutrients from the soil through +which they burrow, they must supplement their diet with +fresh meat. Pastures teeming with grazing livestock and +forests rife with game are an ankheg’s prime hunting +grounds. Ankhegs are thus the bane of farmers and +rangers everywhere. + +Earthen Tunnels . As if burrows through earth, the +ankheg leaves a narrow, partially collapsed tunnel in its +wake* In these tunnels, one might find the remnants of +molted ankheg chitin, hatched ankheg eggs, or the grisly +remains of ankheg victims, including coins or other +treasures scattered during the creature’s attack. + + + + +«v + + +■r. + + + + + + + + + + +r + + + + + + + + +A + + + + + + + + +Ankheg + +■ * + +Large monstrosity, Unaligried + + +Armor Class 14 (natural armOr), 11 while prone +Hit Points 39 (6dl0 + 6) + +Speed 30 ft., burrow 10 ft. + + +STR DEX CON INT WIS CHA + +17 (+3) 11 (+0) 13 (+1) 1 (-5) 13 (+1) 6 (-2) + +Senses darkvision 60 ft., tremorsense 60 ft., +passive Perception 11 + +Languages — + +Challenge 2 (450 XP) + + +Actions_ + +Bite . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. + +Hit: 9 (2d6 + 3) slashing damage plus 3 (ld6) acid damage. If +the target is a Large or smaller creature, it is grappled (escape +DC 13). Until this grapple ends, the ankheg can bite only the +grappled creature and has advantage on attack rolls to do so. + +Acid Spray (Recharge 6). The ankheg spits acid in a line that is +1 30 feet long and 5 feet wide, provided that it has no creature +grappled. Each creature in that line must make a DC 13 +Dexterity saving throw, taking 10 (3d6) acid damage on a failed +f save, or half as much damage on a successful one. + + +* + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +1 + + + + + + + +ftfOTjutai rttcM Uh\ .'luv/nJ rttf-U frrj . 1 + + +Armor Cldss 17, (natural armhr, shield) +Hit Points 39 (6d8 + 12) + +Speed 30 ft. + + +STR + +'17 (+3) + + +DEX + +12 (+ 1 ) + + +CON + +15 (+2) + + +I NT + +12 (+ 1 ) + + +WIS + +13 (+1) + + +CHA + +10 (+ 0 ) + + +Saving Throws Con +4 +Damage Immunities fire, poison +Condition Immunities poisoned +Senses passive Perception 11 +Languages Ignan +Challenge 2 (450 XP) + + +Heated Body. A creature that touches the azer or hits it with a +melee attack while within 5 feet of it takes 5 (ldlO) fire damage. + + +Heated Weapons . When the azer hits with a metal melee +weapon, it deals an extra 3 (ld6) fire damage (included in +the attack). + + +Illumination. The azer sheds bright light in a 10-foot radius and +dim light for an additional 10 feet. + + +Actions + + +Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one +target. Hit: 7 (1 d8 + 3) bludgeoning damage, or 8 (ldlO + 3) +bludgeoning damage if used with two hands to make a melee +attack, plus 3 (ld6) fire damage, +c + + +_ + + + + +HK ■ + + + + +i —i .i i + + + + +; - + + +Natives of the Elemental Plane of Fire, azers are +master crafters, expert miners, and sworn foes of the +efreet. In appearance and manner, an azer resembles +a male dwarf, but this is a facade. Beneath its metallic- +looking skin, an azer is a being of fire, which outwardly +manifests in its fiery hair and beard. + +Made, Not Born. Azers don’t reproduce. They are +each crafted from bronze by another azer and +imbued with a portion of the crafter’s inner flame. +Each azer is sculpted with unique features. This +crafting process limits the growth of the azer +population and is the primary reason that these +creatures remain rare. + +Volcanic Dwellers. Azers dwell in a kingdom +on the border between the Elemental Plane +of Earth and the Elemental Plane of Fire—a +range of mountains and volcanoes whose spires +rise as a series of fortresses. Beneath mountain +peaks, under volcanic calderas, and amid rivers +of magma, azers extract gleaming metals and +glittering gems from the earth. Squads of azer patrol +the passes and tunnels of their realm, fending off the +salamander raiders whose efreet masters order strikes +against the azer kingdom. + +Enemies of the Efreet. Long ago, the efreet and +the azers were allies. Azers helped create the City of +Brass, forging that home of the efreet into one of the +most wondrous places in creation, When the azers had +finished their work, the efreet betrayed them, making +a failed attempt to enslave the a2ers so as to protect +the secrets of the city. Despite occasional raids and +skirmishes, however, the two sides have so far refrained +from all-out conflict. The azers believe that only the +threat of them revealing the hidden ways into the City of +Brass keeps the efreet in check. + +Masters of Metal and Gems. Azers are masterful +artisans, and create beautiful works from the gems and +precious metals found in their volcanic habitat. They +rate the value of such treasures above all other things, +sometimes dispatching parties across the planes to seek +out rare metals and gemstones. + +When azers are called by magic to the Material Plane, +it is typically to help forge an elaborate magic item or +work of art, for it is said that their skill in such craft +knows no equal. + +Living Fire. An azer doesn’t require food, +drink, or sleep. + + +»o^; N T 1 + +™ at 'vo ULD + +600s tdc ^ + +* t . SA + +EPREET ' + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Banshee + +When night falls, unlucky travelers hear the faint cries +of the forlorn dead. This woeful spirit is a banshee, a +spiteful creature formed from the spirit of a female elf. + +Banshees appear as luminous, wispy forms that +vaguely recall their mortal features, A banshee’s face is +wreathed in a wild tangle of hair, its body clad in wispy +rags that flutter and stream around it. + +Divine Wrath. Banshees are the undead remnants of +elves who, blessed with great beauty, failed to use their +gift to bring joy to the world. Instead, they used their +beauty to corrupt and control others. Elves afflicted by +the banshee’s curse experience no gladness, feeling +only distress in the presence of the living. As the curse +takes its toll, their minds and bodies decay, until death +completes their transformation into undead monsters. + +Sorrow Bound. A banshee becomes forever bound to +the place of its demise, unable to venture more than five +miles from there. It is forced to relive every moment of +its life with perfect recall, yet always refuses to accept +responsibility for its doom. + +Beauty Hoarders. The vanity that inspired the +banshee’s cursed creation persists in undeath. These +creatures covet beautiful objects: fine jewelry, paintings, +statues, and other objects of art. At the same time, a +banshee abhors any mirrored surface, for it can’t bear to +see the horror of its own existence. A single glimpse of +itself is enough to send a banshee into a rage. + +Undead Nature. A banshee doesn’t require air, food, +drink, or sleep. + + +Incorporeal Movement. The banshee can move through other +creatures and objects as if they wer$ difficult terrain, She takes +5 (ldlO) force damage if she ends her turn inside an object. + +i • v + +Actions + + +Banshee + +Medium undead , chaotic evil + + +Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one +target. Hit: 12 (3d6 + 2) necrotic damage. + +Horrifying Visage. Each non*undead creature within 60 feet of +the banshee that can see her must succeed on a DC 13 Wisdom +saving throw or be frightened for 1 minute. A frightened target +can repeat the saving throw at the end of each of its turns, +with disadvantage if the banshee is within line of sight, ending +the effect on itself on a success. If a target’s saving throw is +successful or the effect ends for it, the target is immune to the +banshee’s Horrifying Visage for the next 24 hours. + +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. + + +Saving Throws Wis +2, Cha +4 + +Damage Resistances acid, fire, lightning, thunder; bludgeoning, +nd slashing from nonmagical weapons + + +piercing, a + +Damage Immunities cold, necrotic, poison +Condition Immunities charmed, exhaustion, frightened, +grappled, paralyzed, petrified, poisoned, prone, restrained +Senses clarkvision 60 ft., passive Perception 10 +Languages Common, Elvish +Challenge 4 (1,100 XP) + + +Detect Life. The banshee can magically sense the presence +of living creatures up to 5 miles away. She knows the general +direction they’re in but not their exact locations. + + +Armor Class 12 + +Hit Points 58 (13d8) + +Speed 0 ft., fly 40 ft. (hover) + + + + +STR DEX + +1 (-5) 14 (+2) + +CON + +10 (+0) + +INT + +12 (+1) + +WIS + +11 (+0) + +CHA + +17 (+3) + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +?No ONE CARVES STATUES OF FRIGHTENED +WARRIORS. IF you see one. KEEP vour eves +c , Q5E0 AND YOUR EARS OPE^. + +closed Mvst.c's 4th rule of + + + + + + +^ !l + + +- . — + + +Basilisk + + + + + + + +Medium mdhstrosify, unaligned + + +Armor Class 15 (natural armor) +Hit Points 52 (8d8 + 16) + +Speed 20 ft. + + + +STR DEX CON + +INT WIS + +CHA + +16 (+3) 8 (-1) 15 (+2) + +2 (-4) 8 (-1) + +7 (-2) + +Senses darkvision 60 ft., passive Perception 9 + +Languages — + +Challenge 3 (700 XP) + + + +Petrifying Caze. If a creature starts its turn within 30 feet of the +basilisk and the two of them can see each other, the basilisk +can force the creature to make a DC 12 Constitution saving +throw if the basilisk isn’t incapacitated. On a failed save, the +j creature magically begins to turn to stone and is restrained. It +must repeat the saving throw at the end of its next turn. On a +success, the effect ends. On a failure, the creature is petrified +until freed by the greater restoration spell or other magic. + +A creature that isn’t surprised can avert its eyes to avoid the +saving throw at the start of its turn. If it does so, it can’t see +the basilisk until the start of its next turn, when it can avert its +eyes again. If it looks at the basilisk in the meantime, it must +I immediately make the save. + +If the basilisk sees its reflection within 30 feet of it in bright +■ light, it mistakes itself for a rival and targets itself with its gaze. + +j Actions + + + +Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. + +Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. + + +Basilisk + +Travelers sometimes find objects that look like pieces of +remarkably lifelike stone carvings of wildlife. Missing +parts appear to have been bitten off. Seasoned explorers +regard such relics as warnings, knowing that the +basilisk that created them is likely to be nearby. + +Adaptable Predators, Basilisks thrive in arid, +temperate, or tropical climates. They lair in caves +or other sheltered sites. Most often, basilisks are +encountered underground. + +A basilisk born and raised in captivity can be +domesticated and trained. Such a trained basilisk +knows how to avoid meeting the eyes of those its master +wishes to protect from its gaze, but it makes a daunting +guard ian beast. Because of this use, basilisk eggs are +highly prized. + +Gaze of Stone. Basilisks are ponderous for hunting +creatures, but they needn’t chase prey. Meeting a +basilisk’s supernatural gaze can be enough to affect a +rapid transformation, transforming a victim into porous +stone. Basilisks, with their strong jaws, are able to +consume the stone. The stone returns to organic form in +the basilisk’s gullet. + +Some alchemists are said to know how to process +the basilisk’s gullet and the fluids contained within. +Properly handled, the gullet produces an oil that can +return petrified creatures to flesh and life. Unfortunately +for such a victim, any parts lost in stone form remain +absent if the creature revives. Revivification using the +oil is impossible if a vital part of the petrified creature, +such as its head, is detached. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +, , 'A ! *r IJ + +_f + +i / - .' te;: -Ar. + + +I V - . V + +;-ffc h3 ft r s i I + +: • r " I.'j r ^ + + + + +I- + + +Huge mart 5 fr.;ij:. r fv , 1 rffu tm J c : ^|l + + +Armor Class 17, (natural armor) +Hit Points 168 (,l6dl2 + 64) +Speed 50 ft;, climb 40 ft. + + +x _ + +., STR + +A t + + +DEX CON INT WIS CHA + +'23 (+6) 16 (+3) 18 (+4) 7 (-2) 14 (+2) 12 (+1) + + +*Tv e eaten tooay ’ bot r + +—•" MV 6EUV +rUf ,i*S OKAY. PtENTX . h + +-'■ L “ C "““ + +Wt* + + +Skills Perception +6, Stealth +7 +Damage Immunities lightning +Senses darkvision 90 ft., passive Perception 16 +Languages Draconic +Challenge 11 (7,200 XP) + + +Actions + + +Multiattack. The behir makes two attacks: one with its bite and +one to constrict. + +Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. +Hit: 22 (3dl0 + 6) piercing damage. + +Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one +Large or smaller creature. Hit: 17 (2dl0 + 6) bludgeoning +damage plus 17 (2dl0 + 6) slashing damage. The target is +grappled (escape DC 16) if the behir isn’t already constricting a +creature, and the target is restrained until this grapple ends. + +Lightning Breath (Recharge 5-6). The behir exhales a line of +lightning that is 20 feet long and 5 feet wide. Each creature +in that line must make a DC 16 Dexterity saving throw, taking +66 (12dl 0) lightning damage on a failed save, or half as much +damage on a successful one. + +Swallow. The behir makes one bite attack against a Medium or +smaller target it is grappling. If the attack hits, the target is also +swallowed, and the grapple ends. While swallowed, the target +is blinded and restrained, it has total cover against attacks +and other effects outside the behir, and it takes 21 (6d6) acid +damage at the start of each of the behir’s turns. A behir can +have only one creature swallowed at a time. + +If the behir takes 30 damage or more on a single turn from +the swallowed creature, the behir must succeed on a DC 14 +Constitution saving throw at the end of that turn or regurgitate +the creature, which falls prone in a space within 10 feet of +the behir. If the behir dies, a swallowed creature is no longer +restrained by it and can escape from the corpse by using 15 feet +of movement, exiting prone. + + +Behir + + +The serpentine behir crawls along floors and clambers +up walls to reach its prey. Its lightning breath can +incinerate most creatures, even as more powerful foes +are constricted in its coils and eaten alive. + +A behir’s monstrous form resembles a combination +of centipede and crocodile. Its scaled hide ranges from +ultramarine to deep blue in color, fading to pale blue on +its underside. + +Cavern Predators . Behirs lair in places inaccessible +to other creatures, favoring locations where would-be +intruders must make a harrowing climb to reach them. +Deep pits, high caves in cliff walls, and caverns reached +only by narrow, twisting tunnels are prime sites for a +behir ambush. A behir’s dozen legs allow it to scramble +through its lair site with ease. When not climbing, it +moves even faster by folding its legs beside its body and +slithering like a snake. + +Behirs swallow their prey whole, after which they +enter a period of dormancy while they digest. While +dormant, a behir chooses a hiding place where intruders +in its lair might overlook it. + +Foes of the Dragons . In times long forgotten, +giants and dragons engaged in seemingly endless +war. Storm giants created the first behirs as weapons +against the dragons, and behirs retain a natural hatred +for dragon kind. + +A behir never makes its lair in an area it knows to be +inhabited by a dragon. If a dragon attempts to establish/ +a lair within a few dozen miles of a behir’s lair, the behirf v + +is compelled to kill the dragon or drive it off. Only if the + +* + +dragon proves too powerful to fight does a behir back +down, seeking out a new lair site a great distance away. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +On© glance at k beholder is enough to assess its foul + +, ♦ + +and otherworldly nature. Aggressive, hateful, and +greedy, these aberrations dismiss all other creatures as +lesser beings, toying with them or destroying them as +they choose. + +A beholder’s spheroid body levitates at all times, and +its great bulging eye sits above a wide, toothy maw, while +the smaller eyestalks that crown its body twist and turn +to keep its foes in sight. When a beholder sleeps, it closes +its central eye but leaves its smaller eyes open and alert. + +Xenophobic Isolationists. Enemies abound, or +so every beholder believes. Beholders are convinced +that other creatures resent them for their brilliance +and magical power, even as they dismiss those lesser +creatures as crude and disgusting. Beholders always +suspect others of plotting against them, even when no +other creatures are around. + +The disdain a beholder has for other creatures +extends to other beholders. Each beholder believes its +form to be an ideal, and that any deviation from that +form is a flaw in the racial purity of its kind. Beholders +vary greatly in their physical forms, making conflict +between them inevitable. Some beholders are protected +by overlapping chitinous plates. Some have smooth +hides. Some have eyestalks that writhe like tentacles, +while others’ stalks bear crustacean-like joints. Even +slight differences of coloration in hide can turn two +beholders into lifelong enemies* + +Eye Tyrant. Some beholders manage to channel +their xenophobic tendencies into a terrible despotism. +Rather than live in isolation, the aptly named eye tyrants +enslave those other creatures, founding and controlling +vast empires. An eye tyrant sometimes carves out a +domain within or under a major city, commanding +networks of agents that operate on their master’s behalf. + +Alien Lairs . Because they refuse to share territory +with others, most beholders withdraw to frigid hills, +abandoned ruins, and deep caverns to scheme. A +beholder’s lair is carved out by its disintegration eye ray, +emphasizing vertical passages connecting chambers +stacked on top of each other. Such an environment +allows a beholder to move freely, even as it prevents +intruders from easily creeping about. When intruders +do break in, the height of its open ceilings allows a +beholder to float up and harry foes on the floor. + +As alien as their creator, the rooms in a beholder’s lair +reflect the creature’s arrogance. It festoons its chambers +with trophies from the battles it has won, including +petrified adventurers standing frozen in their horrified +final moments, pieces of other beholders, and magic +items wrested from powerful foes. A beholder judges +its own worth by its acquisitions, and it never willingly +parts with its treasures. + +A Behol der ’s Lair _ + +A beholder’s central lair is typically a large, spacious +cavern with high ceilings, where it can attack without +fear of closing to melee range. A beholder encountered +in its lair has a challenge rating of 14 (11,500 XP). + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +- - -=^=- + + +IT ''w T + +IriJBSU'r '* * ’jiSif, K i ,i i*"TT, 1 ,h * i ■ , 4 *». ~f~7 + +Lair Actio ns + +When fighting inside its lair, a beholder can invoke the +ambient magic to take lair actions. On initiative count +20 (losing initiative ties), the beholder can take one lair +action to cause one of the following effects: + +• A 50-foot square area of ground within 120 feet of the +beholder becomes slimy; that area is difficult terrain +until initiative count 20 on the next round. + +• Walls within 120 feet of the beholder sprout grasping +appendages until initiative count 20 on the round after +next. Each creature of the beholder’s choice that starts +its turn within 10 feet of such a wall must succeed + +on a DC 15 Dexterity saving throw or be grappled. +Escaping requires a successful DC 15 Strength +(Athletics) or Dexterity (Acrobatics) check. + +• An eye opens on a solid surface within 60 feet of the +beholder. One random eye ray of the beholder shoots +from that eye at a target of the beholder’s choice that it +can see. The eye then closes and disappears. + +The beholder can’t repeat an effect until they have +all been used, and it can’t use the same effect two +rounds in a row. + +Regional Effects + +A region containing a beholder’s lair is warped by the +creature’s unnatural presence, which creates one or +more of the following effects: + +• Creatures within 1 mile of the beholder’s lair some¬ +times feel as if they’re being watched when they aren’t. + +• When the beholder sleeps, minor warps in reality +occur within 1 mile of its lair and then vanish 24 +hours later. Marks on cave walls might change subtly, +an eerie trinket might appear where none existed +before, harmless slime might coat a statue, and so +on. These effects apply only to natural surfaces and to +nonmagical objects that aren’t on anyone’s person. + +If the beholder dies, these effects fade over the course +of Id 10 days. + +Death Tyrant + +On rare occasions, a beholder’s sleeping mind drifts to +places beyond its normal madness, imagining a reality +in which it exists beyond death. When such dreams take +hold, a beholder can transform, its flesh sloughing away +to leave a death tyrant behind. This monster possesses +the cunning and much of the magic it had in life, but it is +fueled by the power of undeath. + +A death tyrant appears as a massive, naked skull, with +a pinpoint of red light gleaming in its hollow eye socket. +With its eyestalks rotted away, ten spectral eyes hover +above the creature and glare in all directions. + +Deathly Despot As they did when they were +beholders, death tyrants lord their power over other +creatures. Moreover, a beholder’s ability to quash +magical energy with its central eye gives way to a more +sinister power in a death tyrant, which can transform +former slaves and enemies into undead servants. + +Zombies created by a death tyrant are used and +discarded as needed. They stand guard at the entrances +to the death tyrant's lair or guard its treasure vaults. + + + + + + + +. w. ■ + + + + +v + +1 ■ 'i" A + + +>■ * . + +•■v - “ j - ■ • ■ ■ ‘ + + +■ + +■if** -r X /;-e + +at fnrlrlAr vrimkioc + + +U + + +['if if + + +Acting as bait for traps or as combat fodder, zombies +keep powerful enemies distracted while the death tyrant +moves into position and prepares to destroy them. + +Armies of the Dead. A death tyrant that embraces +undeath becomes an engine of destruction. Driven by +a hunger for power and security, it advances against +humanoid settlements, using its eye rays to destroy +every creature it encounters, then building an army of +undead. If left unchecked, a death tyrant might wipe out +the population of a city in weeks, then set its undead eye +on wider conquest. As each settlement falls, the death +tyrant’s zombie forces build to overwhelming nqmberS. + +Undead Nature • A death tyrant doesn’t require air, +food, drink, or sleep. + + +A Death Tyrant’s Lair 4 . + + + + +£ + + +‘ r, + + +A death tyrant’s lair is usually the same site it held as +a beholder, but it contains more trappings of death +and decay. A death tyrant encountered in its lair has a +challenge rating of 15 (13,000 XP). + +Lair Actions + +When fighting inside its lair, a death tyrant can invoke +the ambient magic to take lair actions. On initiative +count 20 (losing initiative ties), the death tyrant can take +one lair action to cause one of the following effects: + +• An area that is a 50-foot cube within 120 feet of the +tyrant is filled with spectral eyes and tentacles. To +creatures other than the death tyrant, that area is +lightly obscured and difficult terrain until initiative +count 20 on the next round. + +• Walls sprout spectral appendages until initiative +count 20 on the round after next. Any creature, includ¬ +ing one on the Ethereal Plane, that is hostile to the +tyrant and starts its turn within 10 feet of a wall must +succeed on a DC 17 Dexterity saving throw or be grap¬ +pled. Escaping requires a successful DC 17 Strength +(Athletics) or Dexterity (Acrobatics) check. + +• A spectral eye opens in the air at a point within 50 feet +of the tyrant. One random eye ray of the tyrant shoots +from that eye, which is considered to be an ethereal +source, at a target of the tyrant’s choice. The eye then +closes and disappears. + +The death tyrant can’t repeat an effect until all three +have been used, and it can’t use the same effect on +consecutive rounds. + + +Regional Effects + +A region containing a death tyrant’s lair is warped by +the creature’s unnatural presence, which creates one or +more of the following effects: + +• Creatures within 1 mile of the tyrant’s lair sometimes +feel as if they’re being watched even when they aren’t. + +• When a creature hostile to the tyrant and aware of +its existence finishes a long rest within 1 mile of the +tyrant’s lair, roll a d20 for that creature. On a roll of 10 +or lower, the creature is subjected to one random eye +ray of the tyrant. + +If the death tyrant dies, these effects fade over the +course of ldlO days. + + +A + + + + +!§i.‘P 'i + + +v, + +'l it ■.*" + + +- 1 -a — iT + + +.,"Wr - + + +'-''I.* . - + + +fc'T- ife'f'■ a ,U -W&i/i;., + + +Tf + + +iSHlIOLDEKS + +*■— — — ®— ■— ' - - •■* —“- 1 —* j «■«. ; Ul* i. — _ t. '*^1 + + + + +TOM + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Hr + + + + + + + + + + + +-- - + + +“V-.Vt— + + + + +Beholder + +barge aberration, lawful evil + + +Armor Class 18 (natural armor) + + + +Hit Points 180 (19d10+76) + + + +Speed 0 ft., fly 20 ft. (hover) + + + +STR DEX CON INT + +WIS + +CHA + +10 (+0) 14 (+2) 18 (+4) 17 (+3) + +15 (+2) + +17 (+3) + + +Saving Throws Int +8, Wis +7, CHa +8 +i Skills Perception +12 +Condition Immunities prone +Senses darkvision 120 ft., passive Perception 22 +Languages Deep Speech, Undercommon +j Challenge 13 (10,000 XP) + + +Antimagic Cone. The beholder’s central eye creates an area of +antimagic, as in the antimagic field spell, in a 150-foot cone. At +the start of each of its turns, the beholder decides which way +the cone faces and whether the cone is active. The area works +against the beholder’s own eye rays. + + +Actions + + + + +Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. +Hit: 14 (4d6) piercing damage. + + +Eye Rays. The beholder shoots three of the following magical +* eye rays at random (rerol! duplicates), choosing one to three +’ targets it can see within 120 feet of it: + + +I + + + +1. Charm Ray. The targeted creature must succeed on a DC +16 Wisdom saving throw or be charmed by the beholder for 1 +hour, or until the beholder harms the creature. + +2. Paralyzing Ray. The targeted creature must succeed on a +DC 16 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. + +3. Fear Ray. The targeted creature must succeed on a DC 16 +Wisdom saving throw or be frightened for 1 minute. The target +can repeat the saving throw at the end of each of its turns, +ending the effect on itself on a success. + +4. Slowing Ray. The targeted creature must succeed on a +DC 16 Dexterity saving throw. On a failed save, the target’s +speed is halved for 1 minute. In addition, the creature can’t +take reactions, and it can take either an action or a bonus + + +action on jts turn, not both. The creature can repeat the saving +throw at the end of each of its turns, ending the effect on itself +on a success. + +5. Enervation Ray. The targeted creature must make a DC 16 +Constitution saving throw, taking 36 (8d8) necrotic damage on +a failed save, or half as much damage on a successful one. + +6. Telekinetic Ray. If the target is a creature, it must succeed +on a DC 16 Strength saving throw or the beholder moves + +it up to 30 feet in any direction. It is restrained by the ray’s +telekinetic grip until the start of the beholder’s next turn or +until the beholder is incapacitated. + +If the target is an object weighing 300 pounds or less that +isn’t being worn or carried, it is moved up to 30 feet in any +direction. The beholder can also exert fine control on objects +with this ray, such as manipulating a simple tool or opening a +door or a container. + +7. Sleep Ray. The targeted creature must succeed on a DC 16 +Wisdom saving throw or fall asleep and remain unconscious +for 1 minute. The target awakens if it takes damage or another +creature takes an action to wake it. This ray has no effect on +constructs and undead. + +8. Petrification Ray. The targeted creature must make a DC +16 Dexterity saving throw. On a failed save, the creature begins +to turn to stone and is restrained. It must repeat the saving +throw at the end of its next turn. On a success, the effect ends. +On a failure, the creature is petrified until freed by the greater +restoration spell or other magic. + +9. Disintegration Ray. If the target is a creature, it must +succeed on a DC 16 Dexterity saving throw or take 45 (10d8) +force damage. If this damage reduces the creature to 0 hit +points, its body becomes a pile of fine gray dust. + +If the target is a Large or smaller nonmagical object or +creation of magical force, it is disintegrated without a saving +throw. If the target is a Huge or larger object or creation of +magical force, this ray disintegrates a 10-foot cube of it. + +10. Death Ray. The targeted creature must succeed on a DC +16 Dexterity saving throw or take 55 (lOdlO) necrotic damage. +The target dies if the ray reduces it to 0 hit points. + + +I + + +■ + + +\ + + +t + + + + + + +Legendary Actions + + + + +The beholder can take 3 legendary actions, using the Eye Ray +option below. It can take only one legendary action at a time +and only at the end of another creature’s turn. The beholder +regains spent legendary actions at the start of its turn. + + + +Eye Ray. The beholder uses one random eye ray. + + +ft + + +B.E HOLD ELIS + + + +■ H + +■ I + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +J + + + + +igy^s oe* c£NOt ° FRO + +„ c0 OF TIN* LIGHTS W Tes + +'A >K TH E —'t E T— + +A 0AI «*. e ««■«« ON tM ! + +cAS ; t hUN o .«■««*• ™ em ‘ s Houtov.au.^. + + +Death TVrant + +Large undead, lawful evil + + +■ ■ ■ • Z=r + + + + +w + + +Armor Class 19 (natural armor) +Hit Points 187 (25dl0+50) +Speed 0 ft., fly 20 ft. (hover) + + + + +STR DEX CON + +INT + +WIS + +CHA + +10 (+0) 14 (+2) 14 (+2) + +19 (+4) + +15 (+2) + +19 (+4) + + +Saving Throws Str +5, Con +7, Int +9, Wis +7, Cha +9 +Skills Perception +12 +Damage Immunities poison + +Condition Immunities charmed, exhaustion, paralyzed, +petrified, poisoned, prone +Senses darkvision 120 ft., passive Perception 22 +Languages Deep Speech, Undercommon +Challenge 14 (11,500 XP) + + +Negative Energy Cone. The death tyrant’s central eye emits an +invisible, magical 150-foot cone of negative energy. At the start +of each of its turns, the tyrant decides which way the cone faces +and whether the cone is active. + +Any creature in that area can’t regain hit points. Any +humanoid that dies there becomes a zombie under the tyrant’s +command. The dead humanoid retains its place in the initiative +order and animates at the start of its next turn, provided that +its body hasn't been completely destroyed. + + +Actions + + +Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. +Hit: 14 (4d6) piercing damage. + + +Eye Rays. The death tyrant shoots three of the following +magical eye rays at random (reroll duplicates), choosing one to +three targets it can see within 120 feet of it: + + +7. Charm Ray. The targeted creature must succeed on a DC +17 Wisdom saving throw or be charmed by the tyrant for 1 +hour, or until the beholder harms the creature. + +2. Paralyzing Ray. The targeted creature must succeed on a +DC 17 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. + +3. Fear Ray. The targeted creature must succeed on a DC 17 +Wisdom saving throw or be frightened for 1 minute. The target +can repeat the saving throw at the end of each of its turns, +ending the effect on itself on a success. + + +4. Slowing Ray . The targeted creature must succeed on a + + + + +ir-V: + + +; ■ + + +speed is halved for 1 minute. In addition, the creature can’t +take reactions, and it can take either an action or a bonus +action on its turn, not both. The creature can repeat the saving +throw at the end of each of its turns, ending the effect on itself +on a success. + +5. Enervation Ray . The targeted creature must make a DC 17 +Constitution saving throw, taking 36 (8d8) necrotic damage on +a failed save, or half as much damage on a successful one. + +6. Telekinetic Ray. If the target is a creature, it must succeed +on a DC 17 Strength saving throw or the tyrant moves it up to +30 feet in any direction. The target is restrained by the ray’s +telekinetic grip until the start of the tyrant's next turn or until +the tyrant is incapacitated. + +If the target is an object weighing 300 pounds or less that +isn’t being worn or carried, it is moved up to 30 feet in any +direction. The tyrant can also exert fine control on objects with +this ray, such as manipulating a simple tool or opening a door +or a container. + +7. Sleep Ray. The targeted creature must succeed on a DC 17 +Wisdom saving throw or fall asleep and remain unconscious +for 1 minute. The target awakens if it takes damage or another +creature takes an action to wake it. This ray has no effect on +constructs and undead. + +8. Petrification Ray. The targeted creature must make a DC +17 Dexterity saving throw. On a failed save, the creature begins +to turn to stone and is restrained. It must repeat the saving +throw at the end of its next turn. On a success, the effect ends. +On a failure, the creature is petrified until freed by the greater +restoration spell or other magic. + +9. Disintegration Ray. If the target is a creature, it must +succeed on a DC 17 Dexterity saving throw or take 45 (10d8) +force damage. If this damage reduces the creature to 0 hit +points, its body becomes a pile of fine gray dust. + +If the target is a Large or smaller nonmagical object or +creation of magical force, it is disintegrated without a saving +throw. If the target is a Huge or larger object or creation of +magical force, this ray disintegrates a 10-foot cube of it. + +70. Death Ray. The targeted creature must succeed on a DC +17 Dexterity saving throw or take 55 (lOdlO) necrotic damage. +The target dies if the ray reduces it to 0 hit points. + + +Legendary Actions + + +The death tyrant can take 3 legendary actions, using the Eye +Ray option below. It can take only one legendary action at a +time and only at the end of another creature’s turn. The tyrant +regains spent legendary actions at the start of its turn. + + +Eye Ray. The death tyrant uses one random eye ray. + + + + +. E’l Vi • = m •' ■ + + +m + + + + +lU'HbL&twg + + +:-El= + + + + +• A’ Jr,/ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +- + + + +S pectato r + + +A spectator is a lesser beholder that is summoned +from another plane of existence by a magical ritual, the +components of which include four beholder eyestalks +that are consumed by the ritual’s magic. Appropriately, +a spectator has four eyestalks, two on each side of the +wide eye at the center of its four-foot diameter body. + +Magical Guardians. A summoned spectator guards +a location or a treasure of its summoner’s choice +for 101 years, allowing no creature but its +summoner to enter the area or access the item, +unless the summoner instructed otherwise. If +the item is stolen or destroyed before the years +have all passed, a summoned spectator vanishes. + +It otherwise never abandons its post. + +Glimmers of Madness. Though it can speak, a +spectator communicates primarily by way of telepathy. It +is civil while on guard, openly discussing its orders and +its summoner. However, even a brief conversation with +a spectator is enough to reveal quirks in its personality +brought on by its years of isolation. It might invent +imaginary enemies, refer to itself in the third person, or +try to adopt the voice of its summoner. + +Like any beholder, a spectator views itself as the +epitome of its kind, and it has an intense hatred of other +spectators. If two spectators encounter one another, +they almost always fight to the death. + +Freed from Service. When a spectator has fulfilled +its service, it is free to do as it pleases. Many take +up residence in the places they previously guarded, +especially if their summoners have died. With the +spectator’s loss of purpose, the flickers of madness it +displayed during its servitude flourish. + + + + + + + + + + +;= + + +j Spectator + +I Medium aberration, lawful neutral + + +Armor Class 14 (natural armor) +Hit Points 39 (6d8 + 12) + +Speed 0 ft., fly 30 ft. (hover) + + + + +STR DEX CON + +INT + +WIS + +CHA + +8 (-1) 14 (+2) 14 (+2) + +13 (+1) + +14 (+2) + +11 (+0) + + +t + +Skills Perception +6 +Condition Immunities prone +J Senses darkvision 120 ft., passive Perception 16 +Languages Deep Speech, Undercommon, telepathy 120 ft. +1 Challenge 3 (700 XP) + + +its action to make a melee or ranged attack^against a randomly +determined creature within range. If the target can’t attack, it +does nothing on its turn. + +2. Paralyzing Ray. The target must succeed on a DC 13 +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. + +3. Fear Ray. The target must succeed on a DC 13 Wisdom +saving throw or be frightened for 1 minute. The target can +repeat the saving throw at the end of each of its turns, with +disadvantage if the spectator is visible to the target, ending the +effect on itself on a success. + +4. Wounding Ray. The target must make a DC 13 Constitution +saving throw, taking 16 (3dl0) necrotic damage on a failed +save, or half as much damage on a successful one. + + +Actions + + +Create Food and Water. The spectator magically creates +enough food and water to sustain itself for 24 hours. + + +Bite. Melee Weapon Attack : +1 to hit, reach 5 ft., one target. +Hit: 2 (ld6 - 1) piercing damage. + +Eye Rays . The spectator shoots up to two of the following +magical eye rays at one or two creatures it can see within 90 +feet of it. It can use each ray only once on a turn. + +1. Confusion Ray. The target must succeed on a DC 13 +Wisdom saving throw, or it can’t take reactions until the end +of its next turn. On its turn, the target can't move, and it uses + +. • ■■ - v-.- -" --- ; + + +Reactions + + +Spell Reflection. If the spectator makes a successful saving +throw against a spell, or a spell attack misses it, the spectator +can choose another creature (including the spellcaster) it can +see within 30 feet of it. The spell targets the chosen creature +instead of the spectator. If the spell forced a saving throw, the +chosen creature makes its own save. If the spell was an attack, +the attack roll is rerolled against the chosen creature. + + +- - - - 1 + + + +:v HFJ SOLDERS + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +II' (r , ? . Vi v ' s-n 1> + + +L 1C + + +Awakened plants gifted with the powers of +intelligence and mobility, blights plague +lands contaminated by darkness. Drinking +that darkness from the soil, a blight carries +out the will of ancient evil and attempts to +spread that evil wherever it can. + +Roots of the Guithias Tree . Legends +tell of a vampire named Guithias who +worked terrible magic and raised up +an abominable tower called Nightfang +Spire. Guithias was undone when a +hero plunged a wooden stake through +his heart, but as the vampire was +destroyed, his blood infused the stake +with a dreadful power. In time, tendrils +of new growth sprouted from the wood, +growing into a sapling infused with the +vampire’s evil essence. It is said that +a mad druid discovered the sapling, +transplanting it to an underground grotto +where it could grow. From this Guithias +tree came the seeds from which the first +blights were sown. + +Dark Conquest Wherever a tree or plant +is contaminated by a fragment of an evil mind +or power, a Guithias tree can rise to infest and +corrupt the surrounding forest. Its evil spreads +through root and soil to other plants, which perish +or transform into blights. As those blights spread, +they poison and uproot healthy plants, replacing them +with brambles, toxic weeds, and others of their kind. + +In time, an infestation of blights can turn any land or +forest into a place of corruption. + +In forests infested with blights, trees and +plants grow with supernatural speed. Vines and +undergrowth rapidly spread through buildings and +overrun trails and roads. After blights have killed +or driven off their inhabitants, whole villages can +disappear in the space of days. + +Controlled by Evil. Blights are independent +creatures, but most act under a Guithias tree’s control, +often displaying the habits and traits of the life force or +spirit that spawned them. By attacking their progenitor’s +old foes or seeking out treasures valuable to it, they +carry on the legacy of long-lost evil. + +Need le Bli ght + +In the shadows of a forest, needle blights might +be taken at a distance for shuffling, hunched +humanoids. Up close, these creatures reveal +themselves as horrid plants whose conifer-like +needles grow across their bodies in quivering +clumps. A needle blight lashes out with these +needles or launches them as an aerial assault that +can punch through armor and flesh. + +When needle blights detect a threat, they loose a +pollen that the wind carries to other needle blights +throughout the forest. Alerted to their foes’ location, +needle blights converge from all sides to drench their +roots in blood. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +. r ;7 : •' B&fJWig i M>, 3 + +■ 1 x ., i? -• ,r,% W'tSeM + +' _-. -L, + +/ -l u .i 1 . + + +.J. + + +Beholo the legacy of +Gulthias the vampire: plants + +WITH A TASTE FOR BLOOO. + + +Twig Blight + + +Twig blights can root in soil, which they do when living +prey are scarce. While rooted, they resemble woody +shrubs. When it pulls its roots free of the ground to +move, a twig blight’s branches twist together to form a +humanoid-looking body with a head and limbs. + +Twig blights seek out campsites and watering holes, +rooting there to set up ambushes for potential victims +coming to drink or rest. Huddled together in groups, +twig blights blend in with an area’s natural vegetation or +with piles of debris or firewood. + +Given how dry they are, twig blights are particularly +susceptible to fire. + + +Vine Blight + + +Appearing as masses of slithering creepers, vine blights +hide in undergrowth and wait for prey to draw near. By +animating the plants around them, vine blights entangle +and hinder their foes before attacking. + +Vine blights are the only blights capable of speech. +Through its connection to the evil spirit of the Gulthias +..free it serves, a vine blight speaks in a fractured version +of its dead master’s voice, taunting victims or bargaining +with powerful foes. + + +Needle Blight + +n r A i + +Medium plant, neutral evil + + +Armor Class 12^natural armor) + + +Hit Points 11 ,(2d8 + 2) + + +Speed 30 ft. + + +STR DEX CON INT + +WIS CHA + +12 (+1) 12 (+1) 13 (+1) 4 (-3) + +8 (-1) 3 (-4) + + +Condition Immunities blinded, deafened +Senses blindsight 60 ft. (blind beyond this radius), +passive Perception 9 + +Languages understands Common but can’t speak +Challenge 1/4 (50 XP) + + +Actions + + +Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. +Hit: 6 (2d4 + 1) piercing damage. + + + +Needles. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one +target. Hit: S (2d6 + 1) piercing damage. + + + +blights + + +■ in- , y. v v • 'jp Jy] +■ -yl -,TS ■■■ ■■ n\.' + + + +Twig Blight + +Small plant, neutral evil + + +*: -S LTpi--' -|TJ- 11 + + + +Armor Class 13 (natural armor) + + + + +Hit Points 4 (ld6 + 1) + + + + +Speed 20 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +"6 (-2) 13 (+1) 12 (+1) + +4 (-3) + +8 (-1) + +3 (-4) + + +Skills Stealth +3 +Damage Vulnerabilities fire +Condition Immunities blinded, deafened +Senses blindsight 60 ft. (blind beyond this radius), +passive Perception 9 + +Languages understands Common but can't speak +Challenge 1/8 (25 XP) + + +False Appearance. While the blight remains motionless, it is +indistinguishable from a dead shrub. + + +Actions + +Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. +Hit: 3 (ld4 + 1) piercing damage. + + +Vine Blight + + + +Slpp :mmr + +. + +Medium plant, neutral e\>il + +BiIbH + + + + +Armor Class 12 (natural armor) +Hit Points 26 (4d8 + 8) + +Speed 10 ft. + + +■ + + +STR DEX CON I NT WIS CHA + +15 (+2) 8 (-1) 14 (+2) 5 (-3) 10 (+0) 3 (-4) + + +Skills Stealth +1 + +Condition Immunities blinded, deafened +Senses blindsight 60 ft. (blind beyond this radius), +passive Perception 10 +Languages Common +Challenge 1/2 (100 XP) + + +4 + +False Appearance. While the blight remains motionless, it is +indistinguishable from a tangle of vines. + + +Actions + + +Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one +target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or +smaller target is grappled (escape DC 12). Until this grapple +ends, the target is restrained, and the blight can’t constrict +another target. + + +Entangling Plants (Recharge 5-6). Grasping roots and vines +sprout in a 15-foot radius centered on the blight, withering +away after 1 minute. For the duration, that area is difficult +terrain for nonplant creatures. In addition, each creature +of the blight’s choice in that area when the plants appear +must succeed on a DC 12 Strength saving throw or become +restrained. A creature can use its action to make a DC 12 +Strength check, freeing itself or another entangled creature +within reach on a success. + +m - + + +■3v 1 ^ Ji. c'hV + + +JyTi’i! -T' V '■ + +S fi ‘G'-i + + +_ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Armor Class 16 (hide armor, shield) +Hit Points 27 (5d8 + 5) + +Speed 30 ft. + + +STR DEX CON + +INT + +WIS + +CHA + +15 (+2) 14 (+2) 13 (+1) + +8(-l) + +11 (+0) + +9(-l) + +Skills Stealth +6, Survival +2 + + + + +Senses darkvision 60 ft., passive Perceptioi + +n 10 + + +Languages Common, Goblin + + + + +Challenge 1 (200 XP) + + + + + +Brute. A melee weapon deals one extra die of its damage when the +bugbear hits with it (included in the attack). + +Surprise Attack. If the bugbear surprises a creature and hits it +with an attack during the first round of combat, the target takes +an extra 7 (2d6) damage from the attack. + +Actions _ + +Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one +1 target. Hit: 11 (2d8 + 2) piercing damage. + +Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or +range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage +in melee or 5 (ld6 + 2) piercing damage at range. + +— -i + + +Bugbear Chief + +Medium humanoid (goblinoid), chaotic evil + + + + + + +Armor Class 17 (chain shirt, shield) +Hit Points 65 (10d8 + 20) + +Speed 30 ft. + + +STR DEX CON INT WIS CHA + +'ll? (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 11 (+0) + + +Skills Intimidation +2, Stealth +6, Survival +3 +Senses darkvision 60 ft., passive Perception 11 +Languages Common, Goblin +Challenge 3 (700 XP) + + +Brute. A melee weapon deals one extra die of its damage when the +bugbear hits with it (included in the attack). + +Heart ofHruggek. The bugbear has advantage on saving +throws against being charmed, frightened, paralyzed, +poisoned, stunned, or put to sleep. + +Surprise Attack. If the bugbear surprises a creature and hits it 1 +with an attack during the first round of combat, the target takes +an extra 7 (2d6) damage from the attack. + +Actions + +Multiattack. The bugbear makes two melee attacks. + +Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one +target. Hit: 12 (2d8 + 3) piercing damage. + + +Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or +range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage +in melee or 6 (ld6 + 3) piercing damage at range. + +-—1 + + + + +me + + +& + + + + +Bugbears + +Bugbears are born for battle and mayhem. Surviving +by raiding and hunting, they bully the weak and despise +being bossed around, but their love of carnage means +they will fight for powerful masters if bloodshed and +treasure are assured. + +Goblinoids. Bugbears are often found in the company +of their cousins, hobgoblins and goblins. Bugbears +usually enslave goblins they encounter, and they bully +hobgoblins into giving them gold and food in return +for serving as scouts and shock troops. Even when +paid, bugbears are at best unreliable allies, yet goblins +and hobgoblins understand that no matter how much +bugbears might drain a tribe of resources, these +creatures are a potent force. + +Followers ofHruggek . Bugbears worship Hruggek, +a lesser god who dwells on the plane of Acheron. In the +absence of their goblinoid kin, bugbears form loose war +bands, each one led by its fiercest member. Bugbears +believe that when they die, their spirits have a chance +to fight at Hruggek’s side. They try to prove themselves +worthy by defeating as many foes as possible. + +VenalAmbushers. Despite their intimidating builds, +bugbears move with surprising stealth. They are fond of +setting ambushes and flee when outmatched. They are +dependable mercenaries as long as they are supplied +food, drink, and treasure, but a bugbear forgets any +bond when its life is on the line. A wounded member of +a bugbear band might be left behind to help the rest of +the band escape, Afterward, that bugbear might help +pursuers track down its former companions if doing so +saves its life. + +Bugbear + +Medium humanoid (goblinoid)) chaotic evil + + +Civ + + +Li i + + +.« s + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +A bulette is a massive +predator that terrorizes +any lands it inhabits. Also +called a “land shark,” it +lives only to feed. Irascible +and rapacious, bulettes +fear no other creature, and +they attack with no regard +for superior numbers +or strength. + +Underground Hunters. + +Bulettes use their powerful +claws to tunnel through the +earth when they hunt. Heedless +of obstruction, they uproot trees, cause +landslides in loose slopes, and leave sinkholes +behind them. When vibrations in the soil and rock alert +a bulette to movement, it shoots to the surface, its jaws +spread wide as it attacks. + +Wandering Monster. A bulette ranges across +^temperate lands, feeding on any animals and +ftumanoids it comes across. These creatures dislike +dwarf and elf flesh, although they often kill them before +realizing what they are. A bulette loves halfling meat the +\most, and it is never happier than when chasing plump +halflings across an open field. + +A bulette has no lair, but roams a hunting territory +up to thirty miles wide. Its sole criterion for territory is +availability of food, and when it has eaten everything +in an area, a bulette moves on. These creatures often +home in on humanoid settlements, terrorizing them +until their panicked residents have fled, or until the +bulette is slain. + +All creatures shun bulettes, which treat anything +that moves as food—even other predators and bulettes. +Bulettes come together only to mate, resulting in a +bloody act of claws and teeth that usually ends with the +male’s death and consumption. + +Arcane Creation. Some sages believe the bulette +is the result of a mad wizard’s experiments at +crossbreeding snapping turtles and armadillos, with +infusions of demon ichor. Bulettes have been thought +to be extinct at different times, but after years without +a sighting, the creatures inevitably reappear. Because +their yowg are almost never seen, some sages suspect +that bulettes maintain secret nesting grounds from +which adults strike out into the world. + + +Large monstrosity, unaligrted + + +Armor Class 17 (natural armor) + + + + +Hit Points 94 (9dl0 + 45) + + + + +Speed 40 ft., burrow 40 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +19 (+4) 11 (+0) 21 (+5) + +2 (-4) + +10 (+0) + +5 (-3) + + +Skills Perception +6 + +Senses darkvision 60 ft., tremorsense 60 ft., +passive Perception 16 + +Languages — + +Challenge 5 (1,800 XP) + + +Standing Leap . The bulette’s long jump is up to 30 feet and its +high jump is up to 15 feet, with or without a running start. + + +Actions + + +Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. + +Hit: 30 (4dl2 + 4) piercing damage. + +Deadly Leap. If the bulette jumps at least 15 feet as part of +its movement, it can then use this action to land on its feet +in a space that contains one or more other creatures. Each of +those creatures must succeed on a DC 16 Strength or Dexterity +saving throw (target’s choice) or be knocked prone and take +14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing +damage. On a successful save, the creature takes only half +the damage, isn’t knocked prone, and is pushed 5 feet out of +the bulette’s space into an unoccupied space of the creature’s +choice. If no unoccupied space is within range, the creature +instead falls prone in the bulette’s space. + +i + + +P.yi.PTTE + + + + +Bulette + + +i t + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +. ' + +. - t^T, -Ki • k + + +'- ■ 11 —? + + +Bullywug + + +Life as a bullywug is nasty, brutish, and wet. These frog¬ +headed amphibious humanoids must stay constantly +moist, dwelling in rainy forests, marshes, and damp +caves. Always hungry and thoroughly evil, bullywugs +overwhelm opponents with superior numbers when +they can, but they flee from serious threats to search for +easier prey. + +Bullywugs have green, gray, or mottled yellow skin +that shifts through shades of gray, green, and brown, +allowing them to blend in with their surroundings. They +wear crude armor and wield simple weapons, and can +deliver a powerful bite to foes that press too close. + +Foul Aristocracy. Bullywugs consider themselves +the right and proper rulers of the swamps. They follow +aiietiquette of sorts when dealing with outsiders and +each other, subject to the whims and fancies of their +leader—a self-styled lord of the muck. Bullywugs introduce +themselves with grand-sounding titles, make great shows +of bowing and debasing themselves before their superiors, +and endlessly vie to win their superiors* favor. + +A bullywug has two ways to advance among its kind. + +It can either murder its rivals, though it must take +pains to keep its criminal deeds secret, or it can find +a treasure or magic item and present it as tribute or a +token of obeisance to its liege. A bullywug that murders +its rivals without cunning is likely to be executed, so +it’s more common for bullywugs to stage raids against +caravans and settlements, with the goal of securing +precious baubles to impress their lords and win their +good graces. Invariably, such fine goods are reduced +to filthy tatters through abuse and neglect. Once a gift +loses its sheen, a bullywug lord invariably demands that +its subjects bring it more treasure as tribute. + +Unruly Diplomacy. Bullywugs love nothing more than +lording over those who trespass on their territories. +Their warriors attempt to capture intruders rather than +simply slaying them. + +Captives are dragged before the king or queen—a +bullywug of unusually large size—and forced to beg +for mercy. Bribes, treasure, and flattery can trick the +bullywug ruler into letting its captives go, but not before +it tries to impress its “guests’* with the majesty of its +treasure and its realm. Struck with a deep inferiority +complex, bullywug lords fancy themselves as kings +and queens, but desperately crave the fear and respect +of outsiders. + +Amphibian Allies. Bullywugs speak a language +that allows them to communicate over large areas by +croaking like frogs. News of intruders or other events +in the swamp spread within minutes across this crude +communication system. + +Simple concepts in the language are understandable +to frogs and toads. Bullywugs use this capability to +form strong bonds with giant frogs, which they train +as guardians and hunters. Larger specimens are +sometimes used as mounts as well. The frog$* ability +to swallow creatures whole provides a bullywug +hunting band an easy means of carrying prey back to +their villages. + + +; s-m + +1 ■ SjVI i + +. + + + + +■ ■ + + +' fr i -*ju + +••'-"S': + +' .T.\ i l. -111. .T' .i + + +~ + + +Bullywug + +I + +Medium humanoid (bullywug), neutral evil + + +Armor Class 15 (hide armor, shield) + +Hit Points 11 (2d8 + 2) + +Speed 20 ft., swim 40 ft. + + + +STR DEX CON INT + +WIS + +CHA + +12 (+1) 12 (+1) 13 (+1) 7 (-2) + +10 (+0) + +7 (-2) + +Skills Stealth +3 + +Senses passive Perception 10 + +Languages Bullywug + +Challenge 1/4 (50 XP) + + + + +Amphibious. The bullywug can breathe air and water. + + +Speak with Frogs and Toads. The bullywug can communicate +simple concepts to frogs and toads when it speaks in Bullywug. + + +Swamp Camouflage. The bullywug has advantage on Dexterity +(Stealth) checks made to hide in swampy terrain. + + +Standing Leap. The bullywug’s long jump is up to 20 feet and +its high jump is up to 10 feet, with or without a running start. + + +Actions + + +Multiattack. The bullywug makes two melee attacks: one with +its bite and one with its spear. + + +Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. +Hit: 3 (ld4 + 1) bludgeoning damage. + + +Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or +range 20/60 ft., one target. Hit: 4 (ld6 + 1) piercing damage, or +5 (ld8 + 1) piercing damage if used with two hands to make a +melee attack. + + +feta* p, + + + + +ELLII t.YWI.IG + + +L •• A ■■ 11 = .k .k ! P-L..j— + + + + +-w M + +"V I + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Medium fiend, any euif alignment + + +3/day each: alter self command, detect magic +1/day: plane shift (self only) + + +Armor Class 19 (scale mail) + +Hit Points 82 (lld8 + 33) + +Speed 30 ft., fly 60 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +18 (+4) 18 (+4) 16 (+3) + +14 (+2) + +12 (+1) + +16 (+3) + + +ACTlbNS + + +Saving Throws Str +7, Con +6, Int +5, Cha +6 +Skills Deception +6, Intimidation +6, Perception +4, Stealth +7 +Damage Resistances cold, fire, lightning, poison; bludgeoning, +piercing, and slashing from nonmagical weapons +Senses darkvision 60 ft., passive Perception 14 +Languages Abyssal, Common, Infernal +Challenges (1,800 XP) + + +Fiendish Blessing. The AC of the cambion includes its +Charisma bonus. + + +Innate Spellcasting. The cambion's spellcasting ability is +Charisma (spell save DC 14). The cambion can innately cast the +following spells, requiring no material components: + + +Multiattack . The cambion makes two melee attacks or uses its +Fire Ray twice. + +Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or +range 20/60 ft., one target. Hit: 7 (ld6 + 4) piercing damage, or +8 (ld8 + 4) piercing damage if used with two hands to make a +melee attack, plus 3 (1 d6) fire damage. + +Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft, one +target. Hit: 10 (3d6) fire damage. + +Fiendish Charm. One humanoid the cambion can see 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. + + +-— M + + +UAMBJUN + + +Cambion + +A cambion is the offspring of a fiend (usually a succubus +or incubus) and a humanoid (usually a human). +Cambions inherit aspects of both parents, but their +horns, leathery wings, and sinewy tails are hallmarks of +their otherworldly parentage. + +Born to Be Bad. Cambions grow into ruthless adults +whose wickedness and perversion horrifies even the +most devoted mortal parent. Even as a youth, a cambion +identifies its rightful place as an overlord of mortals. It +might orchestrate uprisings in towns and cities, gathering +gangs of humanoids and lesser devils to serve it. + +Pawns of the Mighty. A cambion forced to serve its +fiendish parent does so out of admiration and dread, but +also with the expectation that it will one day rise to a +place of prominence. Cambions raised in the Nine Hells +serve as soldiers, envoys, and personal attendants to +greater devils. In the Abyss, a cambion carries only as +much authority as it can muster through sheer strength +and force of will. + +Spawn ofGraz’zt. The demon lord Graz’zt is fond of +ffrocreating with humanoids who have made pacts with +I ‘^fiends, and he has sired many cambions who help him +sow chaos across the multiverse. These cambions are +characterized by charcoal-black skin, cloven hooves, six¬ +fingered hands, and unearthly beauty. + + +They crawl from their mothers' +WOM6S TO SPREAO CORRUPTION +THROUGHOUT the multiverse. +What's not to love?" + +-Baba Yaga + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Carrion Crawler + +CarrioiLcrawlers scour putrid flesh from carcasses and +gobble the slimy bones that remain. They aggressively +attack any creature that trespasses on their territory or +disturbs their feasting. + +Carrion Eaters . A carrion crawler follows the +scent of death to its food, but it prefers not to compete +with other scavengers. These foul creatures thus +hunker down in territories where death is plentiful +and other carrion eaters have limited mobility. Caves, +sewers, dungeons, and forested marshes are their +favored lairs, but carrion crawlers are also drawn to +battlefields and cemeteries. + +A carrion crawler roams on the hunt, its tentacles +probing the air for the scent of blood or decay. In tunnels +or ruins, carrion crawlers scurry across the ceiling as +they move toward food. In this way, they avoid contact +with oozes, otyughs, and other dangerous inhabitants +of the darkness, even as they surprise potential meals +that don’t think to look up. + +Patient Predators, Whether in subterranean +darkness or while hunting at night, light signals a +potential meal. A carrion crawler might follow a light +source from a distance for hours, hoping to pick up the +scent of blood. Despite their great size, carrion crawlers +can also easily set up ambushes by waiting around blind +corners for prey to come to them. + +When facing potential prey or intruders, a carrion +crawler lets its poison do the work. Once a victim goes +rigid with paralysis, the carrion crawler wraps it with +its tentacles and drags it away to a high ledge or isolated +passageway, where it can be killed safely. The monster +then resumes patrolling its territory while waiting for its +meal to ripen, + + + + +— - + + +l.arge mOflSfro&i'Ep, + + +Armor Class 13. (natural armor) +Hit Points 51 (6dl0+ 18) + +Speed 30 ft., climb 30 ft. + + +STR DEX CON INT WIS CHA + +14 (+2) 13 (+1) 16 (+3) 1 (-5) 12 (+1) 5 (-3) + + +Skills Perception +3 + +Senses darkvision 60 ft., passive Perception 13 +Languages — + +Challenge 2 (450 XP) + + +Keen Smell. The carrion crawler has advantage on Wisdom +(Perception) checks that rely on smell. + +Spider Climb. The carrion crawler can climb difficult surfaces, +including upside down on ceilings, without needing to make an +ability check. + +Actions + +Multiattack. The carrion crawler makes two attacks: one with +its tentacles and one with its bite. + +Tentacles . Melee Weapon Attack: +8 to hit, reach 10 ft., one +creature. Hit: 4 (ld4 + 2) poison damage, and the target must +succeed on a DC 13 Constitution saving throw or be poisoned +for 1 minute. Until this poison ends, the target is paralyzed. +The target can repeat the saving throw at the end of each of its +turns, ending the poison on itself on a success. + +Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. + +Hit: 1 (2d4 + 2) piercing damage. + + +—’ft? 1 + +’ i '■ | ii + +i ,i + + +t' a \t. m n N' i\ ir a ..v i_k i : + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Pji + + + + +/" + + +n heaR centaurs MAKE ADVENTURER + +■ b — s :::ir; R eTHoovEs 0F ***. + +OP SUNOOWN + + +Armor™— ... + +Hit Points 45 (6dl0 + 12) +Speed 50 ft. + + +, STR DEX CON INT WIS CHA + +18 (+4) 14 (+2) 14 (+2) 9 (-1) 13 (+1) 11 (+0) + + +Skills Athletics +6, Perception +3, Survival +3 +Senses passive Perception 13 +Languages Elvish, Sylvan +Challenge 2 (450 XP) + + +.-*•' v»--k + + +Charge . If the centaur moves at least 30 feet straight toward a +target and then hits it with a pike attack on the same turn, the +target takes an extra 10 (3d6) piercing damage. + +Actions _ + +Multiattack. The centaur makes two attacks: one with its pike +and one with its hooves or two with its longbow. + +Pike . Melee Weapon Attack: +6 to hit, reach 10 ft., one target. +Hit: 9 (IdlO + 4) piercing damage. + +Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. +Hit: 11 (2d6 + 4) bludgeoning damage. + +Longbow . Ranged Weapon Attack: +4 to hit, range 150/600 ft., +one target. Hit: 6 (ld8 + 2) piercing damage. + + +1 + + +CiENtAUR + + +Centaur + + +Reclusive wanderers and omen-readers of the wild, +centaurs avoid conflict but fight fiercely when pressed.' +They roam the vast wilderness, keeping far from +borders, laws, and the company of other creatures. + +Wilderness Nomads . Centaur tribes range across +lands with mild to hot climates, where a centaur +requires only light furs or oiled skins to deal with +inclement weather. They are hunter-gatherers and rarely +build shelters or even use tents. + +Centaur migrations span continents and take decades +to repeat, so that a centaur tribe might not retread +the same path for generations. These long-ranging +patterns can lead to conflict when centaurs encounter +settlements of other creatures built along their +traditional routes. + +Reluctant Settlers . A centaur that can’t keep pace +with the rest of its tribe is left behind. Some such +centaurs vanish into the wilderness and are never +seen again. Those that can bear the loss of their tribe +might take up residence among other races. Frontier +settlements value the nature knowledge of their centaur +residents. Many such communities owe their survival to +the insight and acumen of a centaur. + +Despite their reclusive nature, centaurs trade with +elves and with the caravans of other benevolent +humanoids they meet during their wanderings. A trader +might save the life of a wounded or an elderly centaur +unfit for long travel, escorting it to a settlement where it +can peacefully live out the rest of its days. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +"I + + +Chimera + +B 'i n S' ■ j + +Large m or sfr^sify, phaopc evil + + +Vf + + +Armor Class 14 (natural armor) + +Hit Points 114 (12dl0 + 48) + +Speed 30 ft., fly 60 ft. + + +STR DEX CON INT WIS + +CHA + +19 (+4) 11 (+0) 19 (+4) 3 (-4) 14 (+2) + +10 (+0) + +Skills Perception +8 + +Senses darkvision 60 ft., passive Perception 18 +Languages understands Draconic but can’t speak +Challenge 6 (2,300 XP) + + +Actions + + + +Multiattack. The chimera makes three attacks: one with its +bite, one with its horns, and one with its claws. When its +fire breath is available, it can use the breath in place of its +bite or horns. + + +Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. +Hit: 11 (2d6 + 4) piercing damage. + + +Homs. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. +Hit: 10 (ld!2 + 4) bludgeoning damage. + + +Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. +Hit: 11 (2d6 + 4) slashing damage. + + +Fire Breath (Recharge 5-6). The dragon head exhales fire in a +15-foot cone. Each creature in that area must make a DC 15 +Dexterity saving throw, taking 31 (7d8) fire damage on a failed +save, or half as much damage on a successful one. + + +Chimera + + +Chimeras were created after mortals summoned +Demogorgon to the world. The Prince of Demons, +unimpressed with the creatures that surrounded +it, transformed them into horrific, multi-headed +monstrosities. This act gave rise to the first chimeras. + +Gifted with demonic cruelty, a chimera serves as a +grim reminder of what happens when demon princes +find their way to the Material Plane. A typical specimen +has the hindquarters of a large goat, the forequarters of +a lion, and the leathery wings of a dragon, along with the + +. r + +heads of all three of those creatures. The monster likes +to surprise its victims, swooping down from the sky and +engulfing prey with its fiery breath before landing. + +Conflicted Creature . A chimera combines the worst +aspects of its three parts. Its dragon head drives it to +raid, plunder, and accumulate a great hoard. Its leonine +nature compels it to hunt and kill powerful creatures +that threaten its territory. Its goat head grants it a vicious, +stubborn streak that compels it to fight to the death. + +These three aspects drive a chimera to stake out a +territory that is as large as 10 miles wide. It preys on +wild game, viewing more powerful creatures as rivals +to be humiliated and defeated. Its greatest rivals are +dragons, griffons, manticores, perytons, and wyverns. + +When it hunts, the chimera looks for easy ways to +amuse itself. It enjoys the fear and suffering of weaker +creatures. The monster often toys with its prey, breaking +off an attack prematurely and leaving a creature +wounded and terrified before returning to finish it off. + +Servant of Evil. Though chimeras are far from +cunning, their draconic ego makes them susceptible to +flattery and gifts. If offered food and treasure, a chimera +might spare a traveler. A villain can lure a chimera into +service by keeping it well fed and its treasure hoard +well stocked. + + +- ,,; 1 f + + +- + + +.qr-SJMRH.A + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Chuul + +Large aberration, chaotic evil + + +Armor Class 16 (natural armor) +Hit Points 93 (lldlO + 33) + +Speed 30 ft, swim 30 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +19 (+4) 10 (+0) 16 (+3) + +5 (-3) + +n (+0) + +5 (-3) + + +Skills Perception +4 + +Damage Immunities poison + +Condition Immunities poisoned + +Senses darkvision 60 ft., passive Perception 14 + +Languages understands Deep Speech but can't speak + +Challenge 4 (1,100 XP) + + +Amphibious. The chuul can breathe air and water. + + +Survivors of the ancient aboleth empire, chuuls are +crustaceans the aboleths modified and endowed with +sentience. They follow the ingrained directives of their +creators, as they have done since the dawn of time. + +Primeval Relics, In the primeval ages, aboleths ruled +a vast empire that spanned the oceans of the world. In +those days, the aboleths used mighty magic and bent +the minds of the nascent creatures of the mortal realm. +However, they were bound to the water and could not +enforce their will beyond it without servants. Therefore, +they created chuuls. + +Perfectly obedient, the chuuls collected sentient +creatures and magic at the aboleths’ command. Chuuls +were designed to endure the ages of the world, growing +in size and strength as the eons passed. When the +aboleths’ empire crumbled with the rise of the gods, +the chuuls were cast adrift. However, these creatures +continue to do what they did for the aboleths, slowly +collecting humanoids, gathering treasure, amassing +magic, and consolidating power. + +Tireless Guardians . Chuul still guard the ruins of the +ancient aboleth empire. They linger in silent observance +of eons^old commands. Rumors and ancient maps +sometimes lure treasure seekers to these ruins, but the +reward for their boldness is death. + + +» __ + +migL + + + + +Whatever riches that the explorers bring with them +adds to the hoard guarded by the chuuls. Chuuls can +sense magic at a distance. This sense couples with +an innate drive that leads them to slay explorers, +take their gear, and bury it in secret locales aboleths +dictated eons ago. + +Waiting Servants . Although the aboleths’ ancient +empire fell long ago, the psychic bonds between them +and their created servants remain intact. Chuuls that +come into contact with aboleths immediately assume +their old roles. Such chuuls redirect their compulsions +to the service of the aboleths’ sinister purposes. + + +Sense Magic . The chuul senses magic within 120 feet of it at +will. This trait otherwise works like the detect magic spell but +isn’t itself magical. + + +Actions + + +Multiattack. The chuul makes two pincer attacks. If the +chuul is grappling a creature, the chuul can also use its +tentacles once. + + +Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. +Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled +(escape DC 14) if it is a Large or smaller creature and the chuul +doesn’t have two other creatures grappled. + + +Tentacles . One creature grappled by the chuul must succeed on ! +a DC 13 Constitution saving throw or be poisoned for 1 minute. +Until this poison ends, the target is paralyzed. The target can +repeat the saving throw at the end of each of its turns, ending +the effect on itself on a success. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +, r . <■ ■■ i;?fr + +. r !‘; • + + + + + +Cloaker + +Large aberration, chaotic neutral + + +Armor Class 14 (natural armor) +Hit Points 78 (12dl0 + 12) + +Speed 10 ft., fly 40 ft. + + + + +* + +STR DEX CON + +INT + +WIS + +CHA + +17 (+3) 15 (+2) 12 (+1) + +13 (+1) + +12 (+1) + +14 (+2) + +Skills Stealth +5 + +Senses darkvision 60 ft., passive Perception 11 +Languages Deep Speech, Undercommon +Challenges (3,900XP) + + + +Damage Transfer . While attached to a creature, the cloaker +takes only half the damage dealt to it (rounded down), and that +creature takes the other half. + + +False Appearance. While the cloaker remains motionless +without its underside exposed, it is indistinguishable from a +dark leather cloak. + + + +Light Sensitivity. While in bright light, the cloaker has +disadvantage on attack rolls and Wisdom (Perception) checks +that rely on sight. + + + +Actions + + +Multiattack. The cloaker makes two attacks: one with its bite +and one with its tail. + + +Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. +Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or +smaller, the cloaker attaches to it. If the cloaker has advantage +against the target, the cloaker attaches to the target’s head, +and the target is blinded and unable to breathe while the +cloaker is attached. While attached, the cloaker can make this +attack only against the target and has advantage on the attack +roll. The cloaker can detach itself by spending 5 feet of its +movement. A creature, including the target, can take its action +to detach the cloaker by succeeding on a DC 16 Strength check. + + +Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. +Hit: 7 (ld8 + 3) slashing damage. + + +Moan. Each creature within 60 feet of the cloaker that can +hear its moan and that isn’t an aberration must succeed on a +DC 13 Wisdom saving throw or become frightened until the +end of the cloaker’s next turn. If a creature’s saving throw is +successful, the creature is immune to the cloaker’s moan for +the next 24 hours + + +Phantasms (Recharges after a Short or Long Rest). The cloaker +magically creates three illusory duplicates of itself if it isn’t in +bright light. The duplicates move with it and mimic its actions, +shifting position so as to make it impossible to track which +cloaker is the real one. If the cloaker is ever in an area of bright +light, the duplicates disappear. + +Whenever any creature targets the cloaker with an attack or +a harmful spell while a duplicate remains, that creature rolls +randomly to determine whether it targets the cloaker or one of +the duplicates. A creature is unaffected by this magical effect if +it can’t see or if it relies on senses other than sight. + +A duplicate has the cloaker’s AC and uses its saving throws. + +If an attack hits a duplicate, or if a duplicate fails a saving throw +against an effect that deals damage, the duplicate disappears. + + + + +a HI, + + +, V I +— hi. + + + + + + +I lUAn .■ i j + + +Cloaker + + +Cloakers earned their names for the resemblance +they bear to dark leathery cloaks. Lurking in remote +dungeofis and caves, these stealthy predators wait +to slay lone or injured prey stumbling through +the darkness. + +Camouflaged Lurkers. Like a stingray, a cloaker’s +body is composed of cartilage and muscle. With its tail +and fins unfurled, it flies through darkness and lurks +among the shadows of caverns the same way a stingray +glides through water and hides on the ocean floor. +Parallel rows of round, black eyespots run along its back +like buttons, and the ivory-colored claws on its cowl +resemble bone clasps. + +When a cloaker unfurls and moves to attack, it reveals +its pale underside and makes its true nature evident. + +Red eyes glow above rows of sharp teeth, and a long +pendulous tail whips behind it. + +Opportunistic Predators . When hunting, cloakers +glide through the shadows at a safe distance behind +groups of other creatures traversing the Underdark. +They follow parties of humanoids to prey on the +wounded after a battle, or pursue herds of Underdark +beasts, attacking the sick, the weak, or the straggling. + +Cloakers strike quickly and consume their meals +as swiftly as possible, enveloping and devouring +their victims. While it feeds, a cloaker uses its swift, +whiplike tail for defense, although it rarely takes a stand +against dangerous foes or groups of creatures. As an +added defense, cloakers can create illusory duplicates +of themselves. + +Haunting Moan. Cloakers’ thoughts are alien to other +life-forms, and they communicate with one another +through subsonic moans inaudible to most creatures. At +higher intensities, a cloaker’s haunting moan becomes +audible, evoking sensations of doom and dread in +creatures that hear it. + +Cloaker Conclaves . Cloakers prefer isolation, but +they sometimes convene with other cloakers for defense +or to exchange information about new dangers, suitable +hunting grounds, or developments that might affect +their habitats. When this convergence is complete, the +cloakers separate again. + + + + + +,•> ft + + + + +• , ■« i + + +i.’V'i + + + + + + + + + + +c j + + + + + + + + +■ VI ■" .. • A ti i + +- v ’■ ■ - —--— + +-it*— —- < "- *1 + +b'-=i ■ 1 v... . + + +jy^ + + + + + + + + + + + + + + + +I - :• + + +ftfjfrrl-Li 'I + + +ffl + + +‘i ij + + +kii*r ■ + +-y.' ; ?V + +v ••*;'?! • L "!y + +■, i'- . .., • + + +.In- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Cockatrice + +impll monstrosity, unaligned + + +Armor Class 11 + +Hit Points 27 (6d6 + 6) + +Speed 20 ft, fly 40 ft. + + + + +STR + +DEX CON + +INT + +WIS + +CHA + +6 (-2) + +12 (+1) 12 (+1) + +2 (-4) + +13 (+1) + +5 (-3) + + +Senses darkvision 60 ft., passive Perception 11 + +Languages — + +Challenge 1/2 (100 XP) + + +Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. +Hit: 3 (ld4 + 1) piercing damage, and the target must succeed +on a DC 11 Constitution saving throw against being magically +petrified. On a failed save, the creature begins to turn to stone +and is restrained. It must repeat the saving throw at the end of +its next turn. On a success, the effect ends. On a failure, the +creature is petrified for 24 hours. + + +Q0C1£ATRICE + + +i + + +Cockatrice + +The cockatrice looks like a hideous hybrid of lizard, +bird, and bat, and it is infamous for its ability to turn +flesh to stone. These omnivores have a diet that consists +of berries, nuts, flowers, and small animals such as +insects, mice, and frogs—things they can swallow +whole. They would be no threat to anything else if not +for their fierce and frenzied response to even a hint of +danger. A cockatrice flies into the face of any threat, +squawking and madly beating its wings as its head darts +out to peck. The smallest scratch from a cockatrice’s +beak can spell doom as its victim slowly turns to stone +from the injury. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +■ + + +£'■ - - r; ! + + +COUATL + +Medium celestial, lawful good + +Armor Class 19 (natural armor) +Hit Points 97 (13d8+39) +Speed 30 ft., fly 90 ft. + + +STR DEX CON + +16 (+3) 20 (+5) 17 (+3) + + +Saving Throws Con +5, Wis +7, Cha +6 +Damage Resistances radiant + +Damage Immunities psychic; bludgeoning, piercing, and +slashing from nonmagical weapons +Senses truesight 120 ft., passive Perception 15 +j Languages ail, telepathy 120 ft. + +Challenge 4 (1,100 XP) + + +Innate Spellcasting. The couatl’s spellcasting ability is +Charisma (spell save DC 14). It can innately cast the following +spells, requiring only verbal components: + +At will: detect evil and good, detect magic, detect thoughts +3/day each: bless, create food and water, cure wounds, lesser +restoration, protection from poison, sanctuary, shield +1 /day each: dream, greater restoration, scrying + +Magic Weapons. The couatl’s weapon attacks are magical. + +Shielded Mind . The couatl is immune to scrying and to any +effect that would sense its emotions, read its thoughts, or +detect its location. + +Actions + +Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. +Hit: 8 (ld6 + 5) piercing damage, and the target must succeed +on a DC 13 Constitution saving throw or be poisoned for +24 hours. Until this poison ends, the target is unconscious. +Another creature can use an action to shake the target awake. + +Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one +Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning +damage, and the target is grappled (escape DC 15). Until this +grapple ends, the target is restrained, and the couatl can’t +constrict another target. + +Change Shape. The couatl magically polymorphs into a +humanoid or beast that has a challenge rating equal to or +less than its own, or back into its true form. It reverts to its +true form if it dies. Any equipment it is wearing or carrying is +absorbed or borne by the new form (the couatl’s choice). + +In a new form, the couatl retains its game statistics and +ability to speak, but its AC, movement modes, Strength, +Dexterity, and other actions are replaced by those of the new +form, and it gains any statistics and capabilities (except class +features, legendary actions, and lair actions) that the new +form has but that it lacks. If the new form has a bite attack, the +couatl can use its bite in that form. + + +INT WIS CHA + +18 (+4) 20 (+5) 18 (+4) + + +G OUATL + + +Couatls are benevolent serpentine beings of great +intellect and insight. Their brilliantly colored wings and +gentle manner speak to their celestial origins. + +Divine Caretakers . Couatls were created as +guardians and caretakers by a benevolent god not +worshiped since the dawn of time, and which is +forgotten now by all but the couatls themselves. Most of +the divine mandates given to these beings are long since +fulfilled or failed. However, a number of couatls still +watch over ancient power, await fulfillment of prophecy, +or safeguard the heirs of creatures they once guided +and protected. Regardless of a couatl’s task, it prefers to +remain hidden, revealing itself only as a last resort. + +Truth Tellers. A couatl can’t lie, but it can withhold +information, answer questions vaguely, or allow +others to jump to the wrong conclusions if doing so is +necessary to protect something, to keep promises, or to +hide the secret of its existence. + +Ancient and Few. A couatl can live for ages without +sustenance, even surviving without air, but these +creatures can die of disease or the passage of time. A +couatl can sense its end up to a century beforehand, but +it has no insight into the manner of its demise. + +If a couatl has already accomplished what it set out +to do, it accepts its fate. However, if its imminent death +endangers the completion of its goals, it actively seeks +out another couatl with which to produce offspring. + +The mating ritual of couatls is a beautiful and +elaborate dance of magic and light, which results in +a gem like egg from which a new couatl hatches. The^ +parent that sought out the mate raises the newborn +couatl and instructs it as to its duties, so that it can +complete whatever task the parent leaves unfinished. + + +llpUATJ + + + + +... + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +' + + +— + + +- I- + + + + + + + + +r -if + + +'■i. Hi I ■ + + +■=r + + +a + + +■- ■ Vi 1 + + +- 7 “ + +,W| :| v + + +Crawling Claw + + +Crawling Claw + +Tin y undead, neutral evil + + +Armor Class 12 + + + + +Hit Points 2 (ld4) + +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 charmed, exhaustion, 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 +'I turn undead. + +I Actions _ + +Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one +target. Hit: 3 (ld4 + 1) bludgeoning or slashing damage +(claw’s choice). | + +I g^RAMrtlNG CM1 • ___ + + +Crawling claws are the severed hands of murderers +animated by dark magic so that they can go on killing. +Wizards and warlocks of a dark bent use crawling claws +as extra hands in their labors. + +Magical Origins. Through dark necromantic rituals, +the life force of a murderer is bound to its severed hand, +haunting and animating it. If a dead murderer’s spirit +already manifests as another undead creature, if the +murderer is raised from death, or if the spirit has long +passed on to another plane, the ritual fails. + +The ritual invoked to create a crawling claw works +best with a hand recently severed from a murderer. To +this end, ritualists and their servants frequent public +executions to gain possession of suitable hands, or +make bargains with assassins and torturers. + +Creator's Control. A crawling claw can’t be turned, +nor can it be controlled by spells that control undead. +These foul monsters are entirely bound to the will of +their creator, which can concentrate on a claw in sight +to mentally command its every action. If the crawling +claw’s creator doesn’t command it, the claw follows its +last command to the best of its ability. + +Commands given to a crawling claw must be simple. A +claw can’t be tasked with finding and killing a particular +person, because its limited senses and intelligence +prevent it from tracking and picking out specific +individuals. However, a command to kill all creatures +in a particular locale works. A crawling claw can easily +feel out the contours of keys and doorknobs, crawling +from room to room on a blind killing spree. + +Malign Intelligence. A crawling claw possesses little +of the intellect and memories of the individual of which +it was once a living part. The hate, jealousy, or greed +that drove that person to murder lingers on, however, +amplified by the claw's torturous fragmented state. + +Left to its own devices, a crawling claw imitates and +recreates the same murderous acts it committed in life. + +Living Claws. If a crawling claw is animated from +the severed hand of a still-living murderer, the ritual +binds the claw to the murderer’s soul. The disembodied +hand can then return to its former limb, its undead flesh +knitting to the living arm from which it was severed. + +Made whole again, the murderer acts as though +the hand had never been severed and the ritual had +never taken place. When the crawling claw separates +again, the living body falls into a coma. Destroying the +crawling claw while it is away from the body kills the +murderer. However, killing the murderer has no effect +on the crawling claw. + +Undead Nature. A crawling claw doesn’t require air, +food, drink, or sleep. + +^ ALL twosfc + +can °°* e " V + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Cyclops + + +Cyclopes are one-eyed giants that eke out a meager +existence in wild lands. Isolationists by nature, they +avoid contact with other races and try to drive away +strangers in their territory. + +Nonreligious. Legends claim that the cyclopes are +the spawn of one of the gods of the giants, but these +creatures pay little heed to any deities. They see little +benefit in prayer and dislike ritual, which they perceive +as complex and foreign. However, a cyclops that gains +direct benefit from some site of divine power, or which is +threatened by a supernatural force or creature, will pay +homage as long as the benefit or threat remains. + +Unsophisticated. Though they are reasonably +intelligent, cyclopes live simple, reclusive lives, keeping +herds of animals for food. They prefer to dwell alone +or in small family groups, lairing in caves, ruins, or +rough structures of dry stone construction they build +themselves. A cyclops keeps its herd animals with it at +night, sealing the entrance to its home with boulders to +let it serve double duty as a barn. + +A cyclops lairs within a day’s journey of other +cyclopes, so that they can meet to trade goods or seek +mates. They craft weapons and tools of wood and stone, +but will use metal when they can find it. Although +cyclopes understand the Giant tongue, they write +nothing and speak little, using grunts and gestures for +their interactions with each other. + +Cyclopes don’t use money for trade, but they value +gold, shells, and other glittering and colorful objects as +jewelry. A cyclops might wear a necklace strung with +feathers and silver coins, but also with pewter goblets, +cutlery, and other bits of ruined metal. + +Unwise. Cyclopes aren’t great thinkers or strategists. +Slow to learn and bound to their traditional ways, they +find innovation difficult. Although they are a terrifying +threat in combat due to their size and strength, they can +often be tricked by clever foes. + +Cyclopes can be cowed and awed by obvious displays +of magic. Rustics with little exposure to magic, they can +be deceived into mistaking a warlock, cleric, or other +caster for a powerful divine figure. However, their sense +of pride causes them to react with vengeful, bloodthirsty +violence once they learn that the individual they +assumed was a “god” is a mere mortal. + + +Armor Class 14 (natural armor) +Hit Points 138 (12dl2 + 60) +Speed 30 ft. + + +STR + +22 (+ 6 ) + + +DEX + +11 (+ 0 ) + + +CON + +20 (+5) + + +INT + +«H> + + +WIS CHA + +6 (-2) 10 (+0) + + +Senses passive Perception 8 +Languages Giant +Challenge 6 (2,300 XP) + + +Poor Depth Perception. The cyclops Has disadvantage on any +attack roll against a target more than 30 feet away. + + +Actions + + +Multiattack. The cyclops makes two greatclub attacks. + + +Creatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one +target. Hit: 19 (3d8 + 6) bludgeoning damage. + + +Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one +target. Hit: 28 (4dl0 + 6) bludgeoning damage. + + + + +_ —. -- — + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +■ + + +Darkmanti e + +Small monstrosity, unaligned + + +Armor Class 11 + +Hit Points 22 (5d6 + 5) + +Speed 10 ft., fly 30 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +16 (+3) 12 (+1) 13 (+1) + +2 (-4) + +10 (+0) + +5 (-3) + +Skills Stealth +3 + +Senses blindsight 60 ft., passive Perception 10 +Languages — + +Challenge 1/2 (100 XP) + + + +Echolocation. The darkmantle can’t use its blindsight +while deafened. + +False Appearance. While the darkmantle remains motionless, it +is indistinguishable from a cave formation such as a stalactite +or stalagmite. + + + +" R6M,ND WHV „ + +-E’-mblrede Re ° N ?oesT? . + +' F 0 ,GHTER ' "'tw Hls F(Rst + +KMANTLe ^counter + + +Darkmantle + + +A darkmantle clings to cavern ceilings, remaining +perfectly still as it waits for creatures to pass beneath +it. From a distance, it can pass itself off as a stalactite +or a lump of stone. Then it drops from the ceiling and +unfurls, surrounding itself with magical darkness as it +engulfs and crushes its prey. + +Darkmantles are found throughout the Underdark, but +they are equally common on the Shadowfell. Thriving in +that dark realm, they fill an ecological niche similar to +bats on the Material Plane. Intelligent creatures of the +Shadowfell sometimes train darkmantles as guardians +or companions. + + +Actions + + +Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. +Hit: 6 (1 d6 -I- 3) bludgeoning damage, and the darkmantle +attaches to the target. If the target is Medium or smaller and +the darkmantle has advantage on the attack roll, it attaches by +engulfing the target’s head, and the target is also blinded and +unable to breathe while the darkmantle is attached in this way. + +While attached to the target, the darkmantle can attack no +other creature except the target but has advantage on its attack +rolls. The darkmantle’s speed also becomes 0, it can’t benefit +from any bonus to its speed, and it moves with the target. + +A creature can detach the darkmantle by making a successful +DC 13 Strength check as an action. On its turn, the darkmantle +can detach itself from the target by using 5 feet of movement. + +Darkness Aura (1/Day). A 15-foot radius of magical darkness +extends out from the darkmantle, moves with it, and spreads +around corners. The darkness lasts as long as the darkmantle +maintains concentration, up to 10 minutes (as if concentrating +on a spell). Darkvision can’t penetrate this darkness, and no +natural light can illuminate it. If any of the darkness overlaps +with an area of light created by a spell of 2nd level or lower, the +spell creating the light is dispelled. + +r- + + + + +46 + + +$AK*?MANTLE + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Lord Soth + +Lord Soth began his fall from grace with an act of heroism, +saving an elf named Isolde from an ogre. Soth and Isolde +fell in love, but Soth was already married. He had a servant +dispose of his wife and was charged with murder, but fled +with Isolde. When his castle fell under siege, he prayed for +guidance and was told that he must atone for his misdeeds +by completing a quest, but growing fears about Isolde’s +fidelity caused him to abandon his quest. Because his +mission was not accomplished, a great cataclysm swept +the land. When Isolde gave birth to a son, Soth refused to +believe that the child was his and slew them both. All were +incinerated in a fire that swept through the castle, yet Soth +would find no rest in death, becoming a death knight. + + + + +Death Knight + +Medium undead, chaotic evil + + +Armor Class 20 (plate, shield) +Hit Points 180 (19d8 + 95) +Speed 30 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +20 (+5) 11 (+0) 20 (+5) + +12 (+1) + +16 (+3) + +18 (+4) + + +Saving Throws Dex +6, Wis +9, Cha +10 + +Damage Immunities necrotic, poison + +Condition Immunities exhaustion, frightened, poisoned + +Senses darkvision 120 ft,, passive Perception 13 + +Languages Abyssal, Common + +Challenge 17 (18,000 XP) + + +Magic Resistance. The death knight has advantage on saving +throws against spells and other magical effects. + +Marshal Undead. Unless the death knight is incapacitated, +it and undead creatures of its choice within 60 feet of it have +advantage on saving throws against features that turn undead. + +Spellcasting. The death knight is a 19th-level spellcaster. Its +spellcasting ability is Charisma (spell save DC 18, +10 to hit +with spell attacks). It has the following paladin spells prepared: + + +pj| + + + + + + +Death Knight + + +When a paladin that falls from grace dies without +seeking atonement, dark powers can transform the +once-mortal knight into a hateful undead creature. A +death knight is a skeletal warrior clad in fearsome plate +armor. Beneath its helmet, one can see the knight’s +skull with malevolent pinpoints of light burning in its +eye sockets. + +Eldritch Power . The death knight retains the ability +to cast divine spells. However, no death knight can +use its magic to heal. A death knight also attracts and +commands lesser undead, although death knights that +serve powerful fiends might have fiendish followers +instead. Death knights often use warhorse skeletons +and nightmares as mounts. + +Immortal Until Redeemed. A death knight can arise +anew even after it has been destroyed. Only when it +atones for a life of wickedness or finds redemption can it +finally escape its undead purgatory and truly perish. + + +Multiattack. The death knight makes three longsword attacks. + +Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., +one target. Hit: 9 (ld8 + 5) slashing damage, or 10 (IdlO + + +5) slashing damage if used with two hands, 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. + + +Actions + + +— + +1st level (4 slots): commqnd , compelled duel, searing smitp +2nd level (3 slots): hold person , magic weapon +3rd level (3 slots): dispel magic, elemental weapon +4th level (3 slots): banishment, staggering smite +5th level (2 slots): destructive wave (necrotic) + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +“ 't f mmm + + +i -te 1 + +^ - + + + + + +^§w*ra|».iC + + + +■ iiV" r n + + +LAcererak the Eternal, f E «? K0N YOO TO + +your ooom. Come, roou S H 0 »E S . p lund ° My +TREASURES, YOU DARE/ OTHERS HAvfe TRIED. + +ret TO true Immortal I tyJ u + + +Ci-'ITAijh OF A OEMlL + + +1C H + + + + +7*r& + + +a 'TiEMlP.lCTi + + + + + + + + +If! + + +V + + +\ . + + +if m + +n!i + +1 tiWiilLufli + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +< »-r—= + + +LVf + + +J r> A w i^fsnE- i + +' :'■' flf! r + + +Spawned in thelnfinite Layers of the Abyss, demons +are the embodiment of chaos and evil—engines of +destruction barely contained in monstrous form. +Possessing no compassion, empathy, or mercy, they +exist only to destroy. + +Spawn of Chaos. The Abyss creates demons as +extensions of itself, spontaneously forming fiends out of +filth and carnage. Some are unique monstrosities, while +others represent uniform strains virtually identical to +each other. Other demons (such as manes) are created +from mortal souls shunned or cursed by the gods, or +which are otherwise trapped in the Abyss. + +Capricious Elevation. Demons respect power and +power alone. A greater demon commands shrieking +mobs of lesser demons because it can destroy any lesser +demon that dares to refuse its commands. A demon’s +status grows with the blood it spills; the more enemies +that fall before it, the greater it becomes. + +A demon might spawn as a manes, then become +a dretch, and eventually transform to a vrock after +untold time spent fighting and surviving in the Abyss. +Such elevations are rare, however, for most demons +are destroyed before they attain significant power. The +greatest of those that do survive make up the ranks of +the demon lords that threaten to tear the Abyss apart +with their endless warring. + +By expending considerable magical power, demon +lords can raise lesser demons into greater forms, though +such promotions never stem from a demon’s deeds or +accomplishments. Rather, a demon lord might warp a +manes into a quasit when it needs an invisible spy, or +turn an army of dretches into hezrous when marching +against a rival lord. Demon lords only rarely elevate +demons to the highest ranks, fearful of inadvertently +creating rivals to their own power. + +Abyssal Invasions. Wherever they wander across the +Abyss, demons search for portals to the other planes. +They crave the chance to slip free of their native realm +and spread their dark influence across the multiverse, +undoing the works of the gods, tearing down civilizations, +and reducing the cosmos to despair and ruin. + +Some of the darkest legends of the mortal realm are +built around the destruction wrought by demons set +loose in the world. As such, even nations embroiled +in bitter conflict will set their differences aside to help +contain an outbreak of demons, or to seal off abyssal +breaches before these fiends can break free. + +Signs of Corruption. Demons carry the stain of +abyssal corruption with them, and their mere presence +changes the world for the worse. Plants wither and die +in areas where abyssal breaches and demons appear. +Animals shun the sites where a demon has made a +kill. The site of a demonic infestation might be fouled +by a stench that never abates, by areas of bitter cold or +burning heat, or by permanent shadows that mark the +j places where these fiends lingered. + +Eternal Evil. Outside the Abyss, death is a minor +nuisance that no demon fears. Mundane weapons can’t +stop these fiends, and many demons are resistant to +the energy of the most potent spells. When a lucky hero + + +- iMw} imp* + +Z4 __ -j. '_ 1 + + +few-' I hr- ■ ".TY-Sl 1 + + + + +i.. yjtk + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +manages to drop a demon in combat, the fiend dissolves +into foul ichor. It then instantly reforms in the Abyss, its +mind and essence intact even as its hatred is inflamed. +The only way to truly destroy a demon is to seek it in the +Abyss and kill it there. + +Protected Essence, A powerful demon can take steps +to safeguard its life essence, using secret methods and +abyssal metals to create an amulet into which part of +that essence is ceded. If the demon’s abyssal form is +ever destroyed, the amulet allows the fiend to reform at +a time and place of its choosing. + +Obtaining a demonic amulet is a dangerous +enterprise, and simply seeking such a device risks +drawing the attention of the demon that created it. A +creature possessing a demonic amulet can exact favors +from the demon whose life essence the amulet holds— +or inflict great pain if the fiend resists. If an amulet is +destroyed, the demon that created it is trapped in the +Abyss for a year and a day. + +Demonic Cults . Despite the dark risks involved in +dealing with fiends, the mortal realm is filled with +creatures that covet demonic power. Demon lords +manipulate these mortal servants into performing ever +greater acts of depravity, furthering the demon lord’s +ambitions in exchange for magic and other boons. +However, a demon regards any mortals in its service as +tools tp'use and then discard at its whim, consigning +their mortal souls to the Abyss. + +Demon Summoning, Few acts are as dangerous as +summoning a demon, and even mages who bargain +freely with devils fear the fiends of the Abyss. Though +demons yearn to sow chaos on the Material Plane, they +show no gratitude when brought there, raging against +their prisons and demanding release. + +Those who would risk summoning a demon might +do so to wrest information from it, press it into service, +or send it on a mission that only a creature of absolute +evil can complete. Preparation is key, and experienced +summoners know the specific spells and magic items +that can force a demon to bend to another’s will. If a +single mistake is made, a demon that breaks free shows +no mercy as it makes its summoner the first victim +of its wrath. + +Bound Demons, The Book of Vile Darkness , the +Black Scrolls of Ah m, and the Demonomicon of Iggwilv +are the foremost authorities on demonic matters. These +ancient tomes describe techniques that can trap the +essence of a demon on the Material Plane, placing it +within a weapon, idol, or piece of jewelry and preventing +the fiend’s return to the Abyss. + +An object that binds a demon must be specially +prepared with unholy incantations and innocent blood. + +It radiates a palpable evil, chilling and fouling the +air around it. A creature that handles such an object +experiences unsettling dreams and wicked impulses, +but is able to control the demon whose essence is +trapped within the object. Destroying the object +frees the demon, which immediately seeks revenge +against its binder. + +Demonic Possession. No matter how secure its +bindings, a powerful demon often finds a way to escape +an object that holds it. When a demonic essence + + +emerges from its container, it can possess a mortal hosfi* +Sometimes a fiend employs stealth to hide a successful, +possession. Other times, it unleashes the full brunt of it4 +fiendish drives through its new form. + +As long as the demon remains in possession of its +host, the soul of that host is in danger of being dragged +to the Abyss with the demon if it is exorcised from the +flesh, or if the host dies. If a demon possesses a creature +and the object binding the demon is destroyed, thejv +possession lasts until powerful magic is qse^i to drive +the demonic spirit out of its host. + +Dem on Lo rds _ , + +The chaotic power of the Abyss rewards demonS pf +particular ruthlessness and ingenuity with a dark +blessing, transforming them into unique fiends whose +power can rival the gods. These demon lords rule +through cunning or brute force, hoping to one day claim +the prize of absolute control over all the Abyss. + +Reward for Outsiders. Although most demon +lords rise up from the vast and uncountable mobs of +demons rampaging across the Abyss, the plane also +rewards outsiders that conquer any of its infinite layers. +The elven goddess Lolth became a demon lord after +Corellon Larethian cast her into the Abyss for betraying +elvenkind. Sages claim that the Dark Prince Graz’zt +originated on some other plane before stealing his +abyssal title from another long-forgotten demon lord. + +Power and Control. The greatest sign of a demon +lord’s power is its ability to reshape an abyssal realm. A +layer of the Abyss controlled by a demon lord becomes +a twisted reflection of that fiend’s vile personality, +and demon lords seldom leave their realms for fear of +allowing another creature to reshape and seize it. + +As with other demons, a demon lord that dies on +another plane has its essence return to the Abyss, where +it reforms into a new body. Likewise, a demon lord that +dies in the Abyss is permanently destroyed. Most demon +lords keep a portion of their essence safely stored away +to prevent such a fate. + +Baphomet + +The demon lord Baphomet, also known as the Horned +King and the Prince of Beasts, rules over minotaurs and +other savage creatures. If he had his way, civilization +would crumble and all races would embrace their base +animal savagery. + +The Prince of Beasts appears as a huge, black-furred +minotaur with iron horns, red eyes, and a blood-soaked +mouth. His iron crown is topped with the rotting heads +of his enemies, while his dark armor is set with spikes +and skull-like serrations. He carries a huge glaive +named Heartcleaver, but often hurls it into the fray so as +to face his enemies with horns and hooves. + +Demogorgon + +The Sibilant Beast and the self-styled Prince of +Demons, Demogorgon yearns for nothing less than +undoing the order of the multiverse. An insane +assemblage of features and drives, the Prince of +Demons inspires fear and hatred among other demofis +and demon lords. + + + +■ ■ , » + + +-Tt * ■ •, • l | v ■ + +■' * i* Vi ■■ ■• '.u i , .. 1 If ^ + + +I" 1 ^ I + +-;- -,-- l k ' + +• . 1 ' '== - + + + +DIlMONS + +-- . . + + +' i ’-.Jr + + + + +i + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Demogorgon towers three times the height of +a human, his body as sinuous as a snake’s and as +powerful as a great ape’s. Suckered tentacles take +the place of his arms. JHis saurian lower torso ends +in webbed and clawed feet, and a forked tail whose +whip-like tips are armed with cruel blades. The Prince +of Demons has two baleful baboon heads, both of +them mad. It is only the conflict between the two +halves of his dual nature that keeps the demon lord’s +ambitions in check. + +Graz’zt + +The demon lord Graz’zt appears as a darkly handsome +figure nearly nine feet tall. Those who refer to the + +Dark Prince as the most humanoid of the demon + +> + +lords vastly underestimate the capacity for evil in his +scheming heart. + +Graz’zt is a striking physical specimen, whose +demonic nature shows in his ebon skin, pointed ears, +yellow fangs, crown of horns, and six-fingered hands. + +He delights in finery, pageantry, and sating his decadent +desires with subjects and consorts alike, among whom +incubi and succubi are often his favorites. + +JUIBLEX + +The demon lord of slimes and oozes, Juiblex is a stew +of noxious fluids that lurks in the abyssal depths. The +wretched Faceless Lord cares nothing for cultists +or mortal servants, and its sole desire is to turn all +creatures into formless copies of its horrid self. + +In its resting state, Juiblex spreads out in a noxious +mass, bubbling and filling the air with a profound +stench. On the rare occasions when creatures confront +the demon lord, Juiblex draws itself up into a shuddering +6bne of slime striated with veins of black and green. +Baleful red eyes swim within its gelatinous body, while +dripping pseudopods of ooze lash out hungrily at any +creature they can reach. + +Lolth + +The Demon Queen of Spiders is the evil matron of the +drow. Her every thought is touched by malice, and the +depth of her viciousness can surprise even her most +faithful priestesses. She directs her faithful while she +weaves plots across the worlds of the Material Plane, +looking forward to the time when her drow followers +bring those worlds under her control. + +Lolth appears as a lithe, imperious drow matriarch +\yhen she manifests to her followers in the mortal +realm, which she does with unusual frequency. When +battle breaks out—or if she has a reason to remind her +followers to fear her—Lolth’s lower body transforms into +that of a huge demonic spider, whose spike-tipped legs +and mandibles tear foes apart. + +Orcus + +Known as the Demon Prince of Undeath and the Blood +Lord, the demon lord Orcus is worshiped by the undead +and by living creatures that channel the power of +undeath. A brooding and nihilistic entity, Orcus yearns +Jtp jnake the tnultiverse a place of death and darkness, +forever unchanging except by his will. + + +DEMONS + +_ + +9 -• ■- -?r -— * 1 2 3 4 5 6 -‘-Jr + + +'' j«( ,» * k + +Th$ Dprflbr^ Prince of Undeath isVfouLhrrd corpulent +creature, with g humanoid torso, powerful goat legs, +and the desiccated head of a ram. His sore-ridden body +stinks of disease, but his decaying head and glowing +red eyes are as a creature already dead. Great black +bat wings sprout from his back, stirring reeking air +as he moves. + +Orcus wields a malevolent artifact known as the +Wand of Orcus, a mace-like rod of obsidian topped +by a humanoid skull. He surrounds himself with +undead, and living creatures not under his control are +anathema to him. + +Yeenoghu + +Known as the Gnoll Lord and the Beast of Butchery, +the demon lord Yeenoghu hungers for slaughter +and senseless destruction. Gnolls are his mortal +instruments, and he drives them to ever-greater +atrocities in his name. Delighting in sorrow and +hopelessness, the Gnoll Lord yearns to turn the world +into a wasteland in which the last surviving gnolls tear +each other apart for the right to feast upon the dead. + +Yeenoghu appears as a huge, scarred gnoll with a +spiky crest of black spines, and eyes that burn with +emerald flame. His armor is a patchwork of shields and +breastplates claimed from fallen foes, and decorated by +those foes’ flayed skins. Yeenoghu can summon a triple +flail he calls the Butcher, which he wields to deadly +effect or wills to fly independently into battle as he tears +foes apart with teeth and claws. + +Other Demon Lords + +No one knows the full number of demon lords that +rage in the Abyss. Given the infinite depths of that +plane, powerful demons constantly rise to become +demon lords, then fall almost as quickly. Among the +demon lords whose power has endured long enough +for demonologists to name them are Fraz-Urb’luu, the +Prince of Deception; Kostchtchie, the Prince of Wrath; +Pazuzu, Prince of the Lower Aerial Kingdoms; and +Zuggtmoy, Lady of Fungi. + +Demon Types + +Demonologists organize the chaotic distribution of +demons into broad categories of power known as +types. Most demons fit into one of six major types, with +the weakest categorized as Type 1 and the strongest +as Type 6. Demons outside the six main types are +categorized as minor demons and demon lords. + +Demons by Type + +Type Examples + +1 barlgura, shadow demon, vrock + +2 chasme, hezrou + +3 glabrezu, yochlol + +4 nalfeshnee + +5 marilith + +6 balor, goristro + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +w. + + +Dii + + +■ + + + + +-■‘-t-- ft + +V'T.fll® ‘ a 1 1. . ',\_i ;:. ,-toi- 'i, > + +Balor + + + + +Figures of ancient and terrible evil, balors rule as +generals over demonic armies, yearning to seize power +while destroying any creatures that oppose them. + +Wielding a flaming whip and a longsword that +channels the power of the storm, a balor’s battle +prowess is fueled by hatred and rage. It channels this +demonic fury in its death throes, falling within a blast of +fire that can destroy even the hardiest foes. + + +Barlgura + + +The barlgura represents the savagery and brutality +of the Abyss. Barlguras gather in packs to take down +tougher foes, keep gruesome trophies from their +victories, and decorate their territory with such objects. + +A barlgura looks like a hulking orangutan with a +gruesome, drooping visage and tusks jutting from +its jaw. Standing just under 8 feet tall, it has broad +shoulders and weighs 650 pounds. It moves apishly +along the ground, but it climbs with great speed +and agility. + + +Chasme + + +This loathsome demon resembles an unspeakable +crossing of humanoid and fly. A chasme shuffles about +on four spindly legs that can find purchase on walls +and ceilings. A droning sound precedes the approach +of a chasme, inflicting foes with a terrible lethargy that +leaves them open to attack. + +The lowly chasmes serve more powerful masters as +interrogators or taskmasters. A chasme lives to dole +out torture as punishment, and has a knack for spotting +demons that have deserted their lords. Capturing and +returning such traitors allows a chasme to torment the +victim without fear of reprisal. + + +Dretch + + +Dretches are among the weakest of demons—repulsive, +self-loathing creatures doomed to spend eternity in a +state of perpetual discontent. Their low intelligence +makes dretches unsuitable for anything but the simplest +tasks. However, what they lack in potential, they make +up for in sheer malice. Dretches mill about in mobs, +voicing their displeasure as an unsettling din of hoots, +snarls, and grunts. + + +Glabrezu + + +A glabrezu takes great pleasure in destroying mortals +through temptation, and these creatures are among the +few demons to offer their service to creatures foolish +enough to summon them. + +Although glabrezus are devastating in combat, they +prefer to tempt victims into ruin, using power or wealth +as a lure. Engaging in guile, trickery, and evil bargains, +a glabrezu hoards riches that it uses to fulfill promises +to shortsighted summoners and weak-willed mortals. +However, if its attempts to entice or deceive fail, a +glabrezu has the strength to fight and win. + + +‘'fry + +ViP w, + + +V| + +\J ■, ■■ + + +_ l _;_ + + + + +i-iA + + +Goristro + + +Hezrou + + + +The goristro resembles a fiendish minotaur towering +more than twenty feet tall. When controlled.by a demon +lord, goristros make formidable living siege engines and +prized pets. Goristros possess preternatural cunning +when navigating labyrinthine passages and shifting +corridors, pursuing foes in a terrifying hunt. + +A hulking goristro sometimes bears a palanquin^ + +carrying smaller demons on its broad shoulders, rfitich + +. * * + +like an elephant carries riders on its back. + + +Hezrous serve as foot soldiers in the demonic hordbs of +the Abyss. Although physically powerful, they are weak- +minded and hezrous can easily be duped into sacrificing +themselves by more powerful demons. As they press +their attacks into the heart of an enemy’s forces, their +foul stench can sicken even the toughest foes. + + +Manes + + +Souls of evil creatures that descend to the Lower +Planes are transformed into manes—the lowest form +of demonkind. These wretched fiends attack any non¬ +demon they see, and they are called to the Material +Plane by those seeking to sow death and chaos. + +Orcus, the Prince of Undeath, has the power to +transform manes into undead monsters, most often +ghouls and shadows. Other demon lords feed on manes, +destroying them utterly. Otherwise, killing a manes +causes it to dissipate into a cloud of reeking vapor that +reforms into another manes after one day. + + +Marilith + + +Terrible to behold, a marilith has the lower body of a +great serpent and the upper torso of a humanoid female +with six arms. + +Wielding a wicked blade in each of its six hands, a +marilith is a devastating foe that few can match in battle. +These demons possess keen minds and a finely honed +sense of tactics, and they are able to lead and unite +other demons in common cause. Mariliths are often +encountered as captains at the head of a demonic horde, +where they embrace any opportunity to rush headlong +into battle. + + +Demon True Names + +Though demons all have common names, every demon lord +and every demon of type 1 through 6 has a true name that +it keeps secret. A demon can be forced to disclose its true +name if charmed, and ancient scrolls and tomes are said to +exist that list the true names of the most powerful demons. + +A mortal who learns a demon’s true name can use +powerful summoning magic to call the demon from the +Abyss and exercise some measure of control over it. +However, most demons brought to the Material Plane in this +manner do everything in their power to wreak havoc or sow + +i^icrnrrl anrI ctrifp + +■ 1 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +T + + + +,'VW , ps _ 1 L.*Tj ■ y* + +Nalfeshnee + +.■ ... + +The nalfeshnee is one of the most grotesque demons—a +corpulent mockery of ape and boar standing twice the +height of a human, with feathered wings that seem +^oo small for its bloated body. These brutish features +conceal a remarkable intelligence and cunning. + +Nalfeshnees are devastating in combat, using +their wings to soar above the front ranks and reach +vulnerable adversaries that can be dispatched with little +effort. From the thick of battle, they telepathically bellow +commands to lesser demons, even as they inspire a +sense of dread that forces their foes to scatter and run. + +Nalfeshnees feed on hatred and despair, but they +crave humanoid flesh above all else. They keep their +larders filled with humanoids abducted from the + +Material Plane, then eat those creatures alive during +elaborate feasts. Thinking of themselves as refined and +cultured, nalfeshnees employ stained and rusted cutlery +when they dine. + +Vrp£ks,gbbl?le humanoid flesh whenever they can. +stunning potential prey with an ear-splitting shriek, then +swooping down to attack with beak and claw. Vrocks +can shake their wings, releasing clouds of toxic spores. + +Coveting pretty things, vrocks turn against each +other for the chance to lay claim to cheap jewelry or +ornamental stones. Despite their love of treasure, vrocks +are difficult to bribe, seeing no reason to bargain when +they can simply take what they want from a would-be +bargainer’s corpse. + +Yochlol + +The yochlols are the Handmaidens of Lolth—extensions +of the Spider Queen’s will dedicated to acting as +her spies, taskmasters, and agents of villainy. They +attend their goddess in the Demonweb Pits, but Lolth +sometimes dispatches yochlols to the Material Plane +to guard her temples and to aid her most devout +priestesses. Yochlols don’t form outside Lolth’s realm of +the Demonweb, and they serve no demon lords except + +Q UAS l T -- + +Quasits infest the Lower Planes. Physically weak, they +keep to the shadows to plot mischief and wickedness. + +More powerful demons use quasits as spies and +messengers when they aren’t devouring them or pulling +therti apart to pass the time. + +A quasit can assume animal forms, but in its true form +it looks like a 2-foot-tall green humanoid with a barbed +tail and horns. The quasit has clawed fingers and toes, +ahd these claws can deliver an irritating poison. It +prefers to be invisible when it attacks. + +IpADOw Demon + +When a demon’s body is destroyed but the fiend is +prevented from reforming in the Abyss, its essence +sometimes takes on a vague physical form. These +shadow demons exist outside the normal abyssal +hierarchy, since their creation results most often from +tiiottal magic, not from transformation or promotion. + +Shadow demons all but disappear in the darkness, +and they can creep about without making a sound. A +shadow demon uses its insubstantial claws to feast on +its victim’s fears, to taste its memories, and drink in +its doubts. Bright light harries this fiend and shows its +distinct shape, resolving it from a blur of darkness to a +winged humanoid creature whose lower body trails off +into nothing, and whose claws rend a victim’s mind. + +Shadowy Nature. A shadow demon doesn’t require +hif, food, drink, or sleep. + +Vrock + +their queen. + +Outside the Abyss, a yochlol can assume the guise +of a female drow or monstrous spider to conceal its +demonic form. In its true form, the fiend appears as a +pillar of yellow slime with a single malevolent eye. In its +drow and true form, a yochtol’s touch carries the same +venomous touch as its spider form’s bite. + +_k + +Variant: Demon Summoning + +Some demons can have an action option that allows them to + +summon other demons. + +Summon Demon (1/Day). The demon chooses what to + +summon and attempts a magical summoning. + +• A balor has a 50 percent chance of summoning ld8 +vrocks, ld6 hezrous, ld4 glabrezus, ld3 nalfeshnees, ld2 +mariliths, or one goristro. + +• A barlgura has a 30 percent chance of summoning one +barlgura. + +• A chasme has a 30 percent chance of summoning one +chasme. + +• A glabrezu has a 30 percent chance of summoning ld3 +vrocks, ld2 hezrous, or one glabrezu. + +• A hezrou has a 30 percent chance of summoning 2d6 +dretches or one hezrou. + +• A marilith has a 50 percent chance of summoning ld6 +vrocks, ld4 hezrous, ld3 glabrezus, ld2 nalfeshnees, or +one marilith. + +• A nalfeshnee has a 50 percent chance of summoning ld4 +vrocks, ld3 hezrous, 1d2 glabrezus, or one nalfeshnee. + +• A vrock has a 30 percent chance of summoning 2d4 +dretches or one vrock. + +• A yochlol has a 50 percent chance of summoning one +yochlol. + +Vrocks are dull-witted, capricious fiends that live only +to create pain and carnage. A vrock resembles a giant +hybrid of humanoid and vulture, its gnarled, bestial body +and broad wings stinking of offal. + +m summoned demon sppesrs in sn unoccupied spcice witnin + +60 feet of its summoner, acts as an ally of its summoner, and +can’t summon other demons. It remains for 1 minute, until +it or its summoner dies, or until its summoner dismisses it +as an action. + + + +^ 1 J • •. •• ‘ . + + +A + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +V * + + +1 1 *" v - + +1 I + + +Mm + + +r\ + + +ONS Pft vNFULUV ° lF ^ t VS t40T + +JHOWUP* OF + + +demoi + + +Balor + +Huge fiend (demon), chaotic evil + + +Armor Class 19 (natural armor) +Hit Points 262 (21dl2+126) +Speed 40 ft., fly 80 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +26 (+8) 15 (+2) 22 (+6) + +20 (+5) + +16 (+3) + +22 (+6) + + +Fire Aura. At the start of each of the balorVturnsj each +creature within 5 feet of it takes 10 (3d6) fire damage, and +flammable objects in the aura that aren’t being worh or carried +ignite. A creature that touches the balor o t hits it with a melee +attack while within 5 feet of it takes 10 (3d6) fire damage. + + +■ .■ + + +Magic Resistance. The balor has advantage on saving throws +against spells and other magical effects. + + +Saving Throws Str +14, Con +12, Wis +9, Cha +12 +Damage Resistances cold, lightning; bludgeoning, piercing, +and slashing from nonmagical weapons +Damage Immunities fire, poison +Condition Immunities poisoned +Senses truesight 120 ft., passive Perception 13 +Languages Abyssal, telepathy 120 ft. + +Challenge 19 (22,000 XP) + + +Magic Weapons . The balor’s weapon attacks are magical. + +Actions + + +Multiattack. The balor makes two attacks: one with its +longsword and one with its whip. + + +Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., +one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) +lightning damage. If the balor scores a critical hit, it rolls +damage dice three times, instead of twice. + + +Death Throes. When the balor dies, it explodes, and each +creature within 30 feet of it must make a DC 20 Dexterity +saving throw, taking 70 (20d6) fire damage on a failed save, +or half as much damage on a successful one. The explosion +ignites flammable objects in that area that aren’t being worn or +carried, and it destroys the balor’s weapons. + + +Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. +Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, +and the target must succeed on a DC 20 Strength saving throw +or be pulled up to 25 feet toward the balor. + + +Teleport. The balor magically teleports, along with any +equipment it is wearing or carrying, up to 120 feet to an +unoccupied space it can see. + + + +. i • -\i£ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +i + +! + +4 + + + + + +1/day each: entangle, phantasmal force +2/day each: disguise self invisibility (self only) + +Reckless. At the start of its turn, the bqrigura can gain +advantage on all melee weapon attack rolls it makes during +that turn, but attack rolls against it have advantage until the +start of its next turn. + +Running Leap. The barlgura’s long jump is up to 40 feet and its +high jump is up to 20 feet when it has a running start. + + +Barlgura + +Large fiend (demon), chaotic evil + +Armor Class 15 (natural armor) +Hit Points 68 (8dl0 + 24) +Speed 30 ft., climb 30 ft. + + +STR DEX CON INT WIS CHA + +18 (+4) 15 (+2) 16 (+3) 7 (-2) 14 (+2) 9 (-1) + + + +Saving Throws Dex +5, Con +6 +Skills Perception +5, Stealth +5 +Damage Resistances cold, fire, lightning +Damage Immunities poison +Condition Immunities poisoned + +Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15 +Languages Abyssal, telepathy 120 ft. + +Challenges (1,800XP) + + +Actions + +Multiatiack. The barlgura makes three attacks: one with its +bite and two with its fists. + +Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. + +Hit: 11 (2d6 + 4) piercing damage. + +J I + +Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: + +9 (ldlO + 4) bludgeoning damage. + + + +i Innate Spellcasting. The barlgura’s spellcasting ability is +Wisdom (spell save DC 13). The barlgura can innately cast the +following spells, requiring no material components: + +i- ™ -r- l _ + + +ipEMONS + + +A + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +■HiUJ h “ + + + + + + +Chasme + +Large fiend (demon), chaotic evil + + +Armor Class 15 (natural armor) + + + + +Hit Points 84 (13dlO+13) + + + + +Speed 20 ft., fly 60 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +15 (+2) 15(+2) 12 (+1) + +11 (+0) + +14 (+2) + +10 (4-0) + + +Saving Throws Dex +5, Wis +5 +Skills Perception +5 + +Damage Resistances cold, fire, lightning +Damage Immunities poison +Condition immunities poisoned + +Senses blindsight 10 ft., darkvision 120 ft., passive Perception 15 +Languages Abyssal, telepathy 120 ft. + +Challenge 6 (2,300 XP) + + +Drone. The chasme produces a horrid droning sound to +which demons are immune. Any other creature that starts its +turn within 30 feet of the chasme must succeed on a DC 12 +Constitution saving throw or fall unconscious for 10 minutes. + +A creature that can’t hear the drone automatically succeeds on +the save. The effect on the creature ends if it takes damage or if +another creature takes an action to splash it with holy water. If +a creature’s saving throw is successful or the effect ends for it, +it is immune to the drone for the next 24 hours. + + +Magic Resistance. The chasme has advantage on saving throws +against spells and other magical effects. + + +Spider Climb. The chasme can climb difficult surfaces, +including upside down on ceilings, without needing to make an +ability check. + + +Actions + + +Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one +creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) +necrotic damage, and the target’s hit point maximum is +reduced by an amount equal to the necrotic damage taken. If +this effect reduces a creature’s hit point maximum to 0, the +creature dies. This reduction to a creature’s hit point maximum +lasts until the creature finishes a long rest or until it is affected +by a spell like greater restoration. + + +~ + + +=— + + +Small fiend (demon), chaotic evil + + +Armor Class 11 (natural armor) +Hit Points 18 (4d6 + 4) + +Speed 20 ft. + + + + +I 1 STR DEX CON + +INT + +WIS + +CHA + +11 (+0) 11 (+0) 12 (+1) + +5 (-3) + +8(-1) + +3 (-4) + + +Damage Resistances cold, fire, lightning +Damage Immunities poison +Condition Immunities poisoned +Senses darkvision 60 ft., passive Perception 9 +Languages Abyssal, telepathy 60 ft. (works only with creatures +that understand Abyssal) + +Challenge 1/4 (50 XP) + + +Actions + + +Multiattack. The dretch makes two attacks: one with its bite +and one with its claws. + + +Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. +Hit: 3 (ld6) piercing damage. + +Clam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. +Hit: 5 (2d4) slashing damage. + + +Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas +extends out from the dretch. The gas spreads around corners, +and its area is lightly obscured. It lasts for 1 minute or until a +strong wind disperses it. Any creature that starts its turn in that +area must succeed on a DC 11 Constitution saving throw or be +poisoned until the start of its next turn. While poisoned in this +way, the target can take either an action or a bonus action on +its turn, not both, and can’t take reactions. + +I v~ + + +Jl ■ + + + + +I> BM Q k;-i + + +H + + + + +. + + +■ i * L -»j + +h 1 i ’ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Glabrezu + +Large fiend (demon), chaotic evil + + +Armor Class 17 (natural armor) +Hit Points 157 (15dl0 + 75) +Speed 40 ft. + + +STR DEX CON + +INT WIS CHA + +\ 20 (+5) 15 (+2) 21 (+5) + +19 (+4) 17 (+3) 16 (+3) + + +- + + + + +Saving Throws Str +9, Con +9, Wis +7, Cha +7 +Damage Resistances cold, fire, lightning; bludgeoning, +piercing, and slashing from nonmagical weapons +Damage immunities poison +Condition Immunities poisoned +Senses truesight 120 ft., passive Perception 13 +Languages Abyssal, telepathy 120 ft. + +Challenge 9 (5,000 XP) + + +SEMENS + + +'l Innate Spellcasting. The glabrezu's spellcasting ability is +Intelligence (spell save DC 16). The glabrezu can innately cast +the following spells, requiring no material components: + +- . -.—-■ + + +At will: darkness , detect magic , dispel magic +1/day each: confusion, fly, power Word stun + +Magic Resistance. The glabrezu has advantage on saving +throws against spells and other magical effects. + +Actions + +-- ' ; ■ * ■ + +Multiattack. The glabrezu makes four attacks: two with its +pincers and two with its fists. Alternatively, it makes two +attacks with its pincers and casts one spell. + +Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one +target. Hit: 16 (2dl0 + 5) bludgeoning damage. If the target is +a Medium or smaller creature, it is grappled (escape DC 15). +The glabrezu has two pincers, each of which can grapple only +one target. + +Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit +7 (2d4 + 2) bludgeoning damage. + + +~ • ■■■ + + + + + + +- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +> + + +f/ i& + + +— + + +'— - + + +Goristro + +Huge fiend (demon), chaotic evil + + +Armor Class 19 (natural armor) + + +— + +Hit Points 310 (23dl2+161) + + + +Speed 40 ft. + + + +STR DEX CON + +INT + +WIS CHA + +25 (+7) 11 (+0) 25 (+7) + +6 (-2) + +13 (+1) 14 (+2) + + +Saving Throws Str +13, Dex +6, Con +13, Wis +7 +Skills Perception +7 + +Damage Resistances cold, fire, lightning; bludgeoning, +piercing, and slashing from nonmagical weapons +Damage Immunities poison +Condition Immunities poisoned +Senses darkvision 120 ft., passive Perception 17 +Languages Abyssal +Challenge 17 (18,000 XP) + + +Charge . If the goristro moves at least 15 feet straight toward a +j target and then hits it with a gore attack on the same turn, the +target takes an extra 38 (7dl0) piercing damage. If the target is + + +a creature, it must succeed on a DC 21 Strength saving throw + +* * + +or be pushed up to 20 feetaway and knocked prone. + +Labyrinthine Recall. The goristro can perfectly recall any path ft +has traveled. + +Magic Resistance. The goristro has advantage on saving throws +against spells and other magical effects. + +Siege Monster. The goristro deals double damage to objects +and structures. + +Actions + +Multiattack. The goristro makes three attacks: two with its +fists and one with its hoof. + +Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. +Hit: 20 (3d8 + 7) bludgeoning damage. + +Hoof. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. +Hit: 23 (3dl0 + 7) bludgeoning damage. If the target is a +creature, it must succeed on a DC 21 Strength saving throw or +be knocked prone. + + +Core. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. +Hit: 45 (7dl0 + 7) piercing damage. + +j. i r - + + + + +n li MON* + + +■<_ + + + + +i r + + + + +! + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +- THIS OfU^A* 4 - 6 + +• HAVE NO T ^ COULD GROW OP + +WRETCH- Bl °° „ oNE pAV." + +TO be a demon l °_ Emir1kol t he Chaotic + + + +trr? • +mjum m + +Hezrou + +Large fiend (demon), chaotic evil + + + +Armor Class 16 (natural armor) + +Hit Points 136 (13dl0 + 65) + +Speed 30 ft. + + + +STR DEX CON INT + +WIS + +CHA + +19 (+4) 17 (+3) 20 (+5) 5 (-3) + +12 (+1) + +13 (+1) + +Saving Throws Str +7, Con +8, Wis +4 + + + + +Damage Resistances cold, fire, lightning; bludgeoning, +piercing, and slashing from nonmagical weapons +Damage Immunities poison +Condition Immunities poisoned +Senses darkvision 120 ft., passive Perception 11 +Languages Abyssal, telepathy 120 ft. + +Challenge g (3,900 XP) + + + +Manes + +Small fend (demon), chaotic evil + + +Magic Resistance. The hezrou has advantage on saving throws +against spells and other magical effects. + + +Stench. Any creature that starts its turn within 10 feet of the +hezrou must succeed on a DC 14 Constitution saving throw +or be poisoned until the start of its next turn. On a successful +saving throw, the creature is immune to the hezrou’s stench +for 24 hours. + + +Armor Class 9 + +Hit Points 9 (2d6 + 2) +Speed 20 ft. + + + + + +STR + +DEX + +CON + +INT + +WIS + +CHA + +10 (+0) + +9 (-1) + +13 (+1) + +3 (-4) + +8<-l) + +4 (-3) + + +Actions + + +Multiattack. The hezrou makes three attacks: one with its bite +and two with its claws. + + +Damage Resistances cold, fire, lightning +Damage Immunities poison + +Condition Immunities charmed, frightened, poisoned +Senses darkvision 60 ft., passive Perception 9 +Languages understands Abyssal but can't speak +Challenge 1/8 (25 XP) + + +Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. +Hit: 15 (2dl0 + 4) piercing damage. + + +Actions + + + +Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. +Hit: 11 (2d6 + 4) slashing damage. + + +Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. +Hit: 5 (2d4) slashing damage. + + + + + + + + +t.i + + +A + + +- + + + + +_ + + + +Jti + + +_ + + +6o + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Twe temple was strfwu + +CONCLUDED THAT THE CULT, 's” BOOV PARTS - We + +A POWERFUL demon AND n SU *MONEO + +,r - wanting to :i D r UVE0 TO regret +our SBLV 6s> we ^ f ; ^«o ro p*eces + +t R ;, TURN6 ° to the v.lla^e of Ho XPeD,T,ON A ”° +tails between our legs d ^ mls T" , ithour + +°ood laugh at our expend,7e\ A m° f URNE MAD * + +'^ume.avounghaTf V0U " + +cwroniclino her one a ELF ' VllARD - + +TOTHET t M^°: 6 AND 0 ^v,S,T + +OF Elemental Evil + + + + +Reactive . The marilith can take one reaction on every turn +in a combat. + + +Actions + + +t ’ ~ ■ - - - - ~ " + +Marilith + +Large fiend (demon), chaotic evil + + +Armor Class 18 (natural armor) +Hit Points 189 (18dl0 + 90) +Speed 40 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +18 (+4) 20 (+5) 20 (+5) + +18 (+4) + +16 (+3) + +20 (+5) + + +Saving Throws Str +9, Con +10, Wis +8, Cha +10 +Damage Resistances cold, fire, lightning; bludgeoning, +piercing, and slashing from nonmagical weapons +Damage Immunities poison +Condition Immunities poisoned +Senses truesight 120 ft., passive Perception 13 +Languages Abyssal, telepathy 120 ft. + +Challenge 16 (15,000 XP) + + +Magic Resistance. The marilith has advantage on saving throws +against spells and other magical effects. + +Magic Weapons. The marilith’s weapon attacks are magical. + + +Multiattack. The marilith makes seven attacks: six with its +longswords and one with its tail. + +Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one +target. Hit: 13 (2d8 + 4) slashing damage. + +Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. +Hit: 15 (2dl0 + 4) bludgeoning damage. If the target is Medium +or smaller, it is grappled (escape DC 19). Until this grapple +ends, the target is restrained, the marilith can automatically hit +the target with its tail, and the marilith can’t make tail attacks +against other targets. + +Teleport. The marilith magically teleports, along with any +equipment it is wearing or carrying, up to 120 feet to an +unoccupied space it can see. + +Reactions __ + +Parry. The marilith adds 5 to its AC against one melee attack +that would hit it. To do so, the marilith must see the attacker +and be wielding a melee weapon. + + +_ + + + + + + + + +{ + + +■ + + + + +V, + + +_ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Nalfeshnee + +large fiend (demon), chaotic evil + + +■■ i- + + + + + + +— + + + + +Actions + + +Armor Class 18 (natural armor) +Hit Points 184 (16dl0 + 96) +Speed 20 ft., fly 30 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +21 (+5) 10 (+0) 22 (+6) + +19 (+4) + +12 (+1) + +IS (+2) + +Saving Throws Con +11, Int +9, Wis +6, Cha +7 + + + +Damage Resistances cold, fire, lightning; bludgeoning, +piercing, and slashing from nonmagical weapons +Damage Immunities poison +Condition Immunities poisoned +Senses truesight 120 ft., passive Perception 11 +Languages Abyssal, telepathy 120 ft. + +Challenge 13 (10,000 XP) + + +Magic Resistance. The nalfeshnee has advantage on saving +throws against spells and other magical effects. + + +Multiattack. The nalfeshnee uses HorrOr Nimbus if it can. + +It then makes three attacks: one with its bite and two with +its claws. + +Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. +Hit: 32 (5dl0 + 5) piercing damage. + +Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. +Hit: 15 (3d6 + 5) slashing damage. + +Horror Nimbus (Recharge 5-6). The nalfeshnee magically +emits scintillating, multicolored light. Each creature within 15 +feet of the nalfeshnee that can see the light must succeed on +a DC 15 Wisdom saving throw or be frightened for 1 minute. A +creature can repeat the saving throw at the end of each of its +turns, ending the effect on itself on a success. If a creature's +saving throw is successful or the effect ends for it, the +creature is immune to the nalfeshnee’s Horror Nimbus for the +next 24 hours. + +Teleport. The nalfeshnee magically teleports, along with +any equipment it is wearing or carrying, up to 120 feet to an +unoccupied space it can see. + + +- Jk l + +t OBM$ns + + +- - - + + +PM + + + + + + +rj‘ flU. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Variant: Quasit Familiar + +Mortal spellcasters interested in extraplanar familiars find +quasits easy to summon and eager to serve. The quasit plays +the part of the obsequious servant. It serves its master well, +but it goads the mortal to greater and greater acts of chaos +and evil. Such quasits have the following trait. + +Familiar. The quasit can serve another creature as a +familiar, forming a telepathic bond with its willing master. +While the two are bonded, the master can sense what the +quasit senses as long as they are within 1 mile of each other. +While the quasit is within 10 feet of its master, the master +shares the quasit’s Magic Resistance trait. At any time and +for any reason, the quasit can end its service as a familiar, +ending the telepathic bond. + + +■- ' - ~rrr - ^ -^ — + +Quasit + +Tiny fiend (demon, shapechanger), chaotic evil + + +Armor Class 13 +Hit Points 7 (3d4) +Speed 40 ft. + + +STR DEX CON INT WIS CHA + +5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0) + + +Skills Stealth +5 + +Damage Resistances cold, fire, lightning; bludgeoning, +piercing, and slashing from nonmagical weapons +Damage Immunities poison +Condition Immunities poisoned +Senses darkvision 120 ft., passive Perception 10 +Languages Abyssal, Common +Challenge 1 (200 XP) + + +Shapechanger. The quasit can use its action to polymorph into +a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a +centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), +or back into its true form. Its statistics are the same in each + + +T^r- + + + + +MU + + +■ 1UU mm + +yuan + + + + +form, except for the speed changes note^. Any equipment it is +wearing or carrying isn't transformed. If reverts to its true form +if it dies. + + +Magic Resistance. The quasit has advantage on saving throws +against spells and other magical effects. + + +Actions + + +Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, +reach 5 ft., one target. Hit: 5 (1 d4 + 3) piercing damage, and +the target must succeed on a DC 10 Constitution saving throw +or take 5 (2d4) poison damage and become poisoned for 1 +minute. The target can repeat the saving throw at the end of +each of its turns, ending the effect on itself on a success. + + +Scare (1/Day). One creature of the quasit’s choice within 20 +feet of it must succeed on a DC 10 Wisdom saving throw or be +frightened for 1 minute. The target can repeat the saving throw +at the end of each of its turns, with disadvantage if the quasit is +within line of sight, ending the effect on itself on a success. + + +Invisibility. The quasit magically turns invisible until it +attacks or uses Scare, or until its concentration ends (as if +concentrating on a spell). Any equipment the quasit wears or +carries is invisible with it. + + +_ + + +I j I mons + +■ + + +r;wTi + + + + + + +m + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Armor Class 13 + + + + +Hit Points 66 (12d8 + 12) + +Speed 30 ft., fly 30 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +1 (-5) 17 (+3) 12 (+1) + +14 (+2) + +13 (+1) + +14 (+2) + + +Saving Throws Dex +5, Cha +4 + +Skills Stealth +7 + +Damage Vulnerabilities radiant + +Damage Resistances acid, fire, necrotic, thunder; bludgeoning, +piercing, and slashing from nonmagical weapons +Damage Immunities cold, lightning, poison +Condition Immunities exhaustion, grappled, paralyzed, +petrified, poisoned, prone, restrained +Senses darkvision 120 ft., passive Perception 11 +Languages Abyssal, telepathy 120 ft. + +Challenge 4 (1,100 XP) + + +Incorporeal Movement. The demon can move through other +creatures and objects as if they were difficult terrain. It takes 5 +(IdlO) force damage if it ends its turn inside an object. + + +Light Sensitivity. While in bright light, the demon has +disadvantage on attack rolls, as well as on Wisdom +(Perception) checks that rely on sight. + +Shadow Stealth. While in dim light or darkness, the demon can +take the Hide action as a bonus action. + + +Actions + + + +Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one +creature. Hit: 10 (2d6+ 3) psychic damage or, if the demon had +advantage on the attack roll, 17 (4d6+ 3) psychic damage. + + + +64 + + + + + + + +STR DEX CON INT WIS CHA + +17 (+3) 15 (+2) 18 (+4) 8 (-1) 13 (+1) 8 (-1) + + +VROGK + +Large fiend (demon), chaotic evil + + +Armor Class 15 (natural armor) +Hit Points 104 (lldlO + 44) +Speed 40 ft., fly 60 ft. + + +Saving Throws Dex +5, Wis +4, Cha +2 +Damage Resistances cold, fire, lightning; bludgeoning, +piercing, and slashing from nonmagical weapons +Damage Immunities poison +Condition Immunities poisoned +Senses darkvision 120 ft., passive Perception 11 +Languages Abyssal, telepathy 120 ft. + +Challenges (2,300XP) + + +Magic Resistance. The vrock has advantage on saving throws +against spells and other magical effects. + + +Actions + +■ + +Multiattack. The vrock makes two attacks: one with its beak +and one with its talons. + +1 • + +Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. + +Hit: 10 (2d6 + 3) piercing damage. A + +Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. + +Hit: 14 (2dl0 + 3) slashing damage. I + +Spores (Recharge 6). A 15-foot-radius cloud of toxic spores +extends out from the vrock. The spores spread around +corners. Each creature in that area must succeed on a DC +14 Constitution saving throw or become poisoned. While +poisoned in this way, a target takes 5 (IdlO) poison damage +at the start of each of its turns. A target can repeat the saving +throw at the end of each of its turns, ending the effect on itself +on a success. Emptying a vial of holy water on the target also +ends the effect on it. + + +Stunning Screech (1/Day). The vrock emits a horrific screech. +Each creature within 20 feet of it that can hear it and that isn’t a +demon must succeed on a DC 14 Constitution saving throw or +be stunned until the end of the vrock’s next turn. + + + +■1« + + +A + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Yochlol + +Medium fiend (demon, shapechanger), chaotic evil + + +Armor Class 15 (natural armor) +Hit Points 136 (16d8 + 64) + +Speed 30 ft., climb 30 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +15 (+2) 14 (+2) 18 (+4) + +13 (+1) + +15 (+2) + +15 (+2) + + +innaie zpeiicasung. The yochlol*s spellcasting ability is +Charisma (spell save DC 14). The yochlol can innately cast the +following spells, requiring no material components: + + +At will: detect thoughts, web +1 /day: dominate person + + +Web Walker. The yochlol ignores movement restrictions caused +by webbing. + + +Actions + + +Saving Throws Dex +6, Int +5, Wis +6, Cha +6 +Skills Deception +10, Insight +6 +Damage Resistances cold, fire, lightning; bludgeoning, +piercing, and slashing from nonmagical weapons +Damage Immunities poison +Condition Immunities poisoned +Senses darkvision 120 ft., passive Perception 12 +Languages Abyssal, Elvish, Undercommon +Challenge 10 (5,900 XP) + + +Multiattack. The yochlol makes two melee attacks. + + +Slam (Bite in Spider Form). Melee Weapon Attack: +6 to hit, +reach 5 ft. (10 ft. in demon form), one target. Hit: 5 (ld6+ 2) +bludgeoning (piercing in spider form) damage plus 21 (6d6) +poison damage. + + +Shapechanger. The yochlol can use its action to polymorph +into a form that resembles a female drow or giant spider, or +back into its true form. Its statistics are the same in each form. +Any equipment it is wearing or carrying isn’t transformed. It +reverts to its true form if it dies. + + +Magic Resistance. The yochlol has advantage on saving throws +against spells and other magical effects. + + +Spider Climb. The yochlol can climb difficult surfaces, +including upside down on ceilings, without needing to make an +ability check. + + +Mist Form. The yochlol transforms into toxic mist or reverts to +its true form. Any equipment it is wearing or carrying is also +transformed. It reverts to its true form if it dies. + +While in mist form, the yochlol is incapacitated and can’t +speak. It has a flying speed of 30 feet, can hover, and can +pass through any space that isn’t airtight. It has advantage on +Strength, Dexterity, and Constitution saving throws, and it is +immune to nonmagical damage. + +While in mist form, the yochlol can enter a creature’s space +and stop there. Each time that creature starts its turn with +the yochlol in its space, the creature must succeed on a DC +14 Constitution saving throw or be poisoned until the start +of its next turn. While poisoned in this way, the target is +incapacitated. + + +-j -mil 'fc-i _ + + +A- K'. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +_ + +■ • V'^-v ^ + + +J*- V + + +Devils personify tyranny, with a totalitarian society +dedicated to the domination of mortal life. The shadow +of the Nine Hells of Baator extends far across the +multiverse, and Asmodeus, the dark lord of Nessus, +strives to subjugate the cosmos to satisfy his thirst for +power. To do so, he must continually expand his infernal +^armies, sending his servants to the mortal realm to +corrupt the souls from which new devils are spawned. + +Lords of Tyranny. Devils live to conquer, enslave, +and oppress. They take perverse delight in exercising +authority over the weak, and any creature that defies the +authority of a devil faces swift and cruel punishment. +Every interaction is an opportunity for a devil to display +its power, and all devils have a keen understanding of +how to use and abuse their power. + +Devils understand the failings that plague intelligent +mortals, and they use that knowledge to lead mortals +into temptation and darkness, turning creatures into +slaves to their own corruption. Devils on the Material +Plane use their influence to manipulate humanoid +rulers, whispering evil thoughts, fomenting paranoia, +and eventually driving them to tyrannical actions. + +Obedience and Ambition. In accordance with their +lawful alignment, devils obey even when they envy or +dislike their superiors, knowing that their obedience +will be rewarded. The hierarchy of the Nine Hells +depends on this unswerving loyalty, without which that +fiendish plane would become as anarchic as the Abyss. + +At the same time, it is in the nature of devils to +scheme, creating in some a desire to rule that eclipses +their contentment to be ruled. This singular ambition +is strongest among the archdevils whom Asmodeus +appoints to rule the nine layers of the Nine Hells. These +high-ranking fiends are the only devils to ever sample +true power, which they crave like the sweetest ambrosia. + +Dark Dealers and Soul Mongers. Devils are confined +to the Lower Planes, but they can travel beyond those +planes by way of portals or powerful summoning magic. +They love to strike bargains with mortals seeking to +gain some benefit or prize, but a mortal making such +a bargain must be wary. Devils are crafty negotiators +and positively ruthless at enforcing the terms of an +agreement. Moreover, a contract with even the lowliest +devil is enforced by Asmodeus’s will. Any mortal +creature that breaks such a contract instantly forfeits its +soul, which is spirited away to the Nine Hells. + +To own a creature’s soul is to have absolute control +over that creature, and most devils accept no other +currency in exchange for the fiendish power and boons +they can provide. A soul is usually forfeited when a +mortal dies naturally, for devils are immortal and can +wait years for a contract to play out. If a contract allows +a devil to claim a mortal’s soul before death, it can +instantly return to the Nine Hells with the soul in its +possession. Only divine intervention can release a soul +after a devil has claimed it. + + +——j t\i i■ ■ 1 - ' + + + + + + + + + + + + + + + + + + + + + + + + + + + + +.11 + + + +Infernal Hierarchy + + +The Nine Hells has a rigid hierarchy that defines every +aspect of its society. Asmodeus is the supreme ruler +of all devils, and the only creature in the Nine Hells +with the powers of a lesser god. Worshiped as such +in the Material Plane, Asmodeus inspires the evil +humanoid cults that take his name. In the Nine Hells, +he commands scores of pit fiend generals, which in turn +command legions of subordinates. + +A supreme tyrant, a brilliant deceiver, and a master +of subtlety, Asmodeus protects his throne by keeping +his friends close and his enemies closer. He delegates +most matters of rulership to the pit fiends and lesser +archdevils that make up the infernal bureaucracy of the +Nine Hells, even as he knows that those powerful devils +conspire to usurp the Throne of Baator from which he +rules. Asmodeus appoints archdevils, and he can strip +any member of the infernal hierarchy of rank and status +as he likes. + +If it dies outside the Nine Hells, a devil disappears +in a cloud of sulfurous smoke or dissolves into a pool +of ichor, instantly returning to its home layer, where it +reforms at full strength. Devils that die in the Nine Hells +are destroyed forever—a fate that even Asmodeus fears. + +Archdevils. The archdevils include all the current +and deposed rulers of the Nine Hells (see the Layers +and Lords of the Nine Hells table), as well as the dukes +and duchesses that make up their courts, attend them +as advisers, and hope to supplant them. Every archdevil +is a unique being with an appearance that reflects its +particular evil nature. + +Greater Devils. The greater devils include the pit +fiends, erinyes, horned devils, and ice devils that +command lesser devils and attend the archdevils. + +Lesser Devils. The lesser devils include numerous +strains of fiends, including imps, chain devils, spined +devils, bearded devils, barbed devils, and bone devils. + +Lemures. The lowest form of devil, lemures are +the twisted and tormented souls of evil and corrupted +mortals. A lemure killed in the Nine Hells is only +permanently destroyed if it is killed with a blessed +weapon or if its shapeless corpse is splashed with holy +water before it can return to life. + +Promotion and Demotion. When the soul of an evil +mortal sinks into the Nine Hells, it takes on the physical +form of a wretched lemure. Archdevils and greater +devils have the power to promote lemures to lesser +devils. Archdevils can promote lesser devils to greater +devils, and Asmodeus alone can promote a greater devil +to archdevil status. This diabolic promotion invokes a +brief, painful transformation, with the devil’s memories +passing intact from one form to the next. + +Low-level promotions are typically based on need, +such as when a pit fiend transforms lemures into imps +to gain invisible spies under its command. High-level +promotions are almost always based on merit, such +as when a bone devil that distinguishes itself in battle +is transformed into a horned devil by the archdevil it +serves. A devil is seldom promoted more than one step +at a time in the hierarchy of infernal forms. + + +' Jfl, + + + + +■ iJ K.iri + + +V + + +■/.; i | + +7f' • ■ + + + + +t i i + + +i 1 , + + + + +Infernal Hierarchy +% + +1. lemure + + +Lesser devils + +2. imp + +3. spined devil + +4. bearded devil + +5. barbed devil + +6. chain devil + +7. bone devil + + +Greater devils + +8. horned devil + +9. erinyes + +10. ice devil + +11. pit fiend + +Archdevils + +12. duke or duchess + +13. archduke or archduchess + + +Demotion is the customary punishment for failure or +disobedience among the devils. Archdevils or greater^ +devils can demote a lesser devil to a lemure, whlgh, +loses all memory of its prior existence. An archd,eyil +can demote a greater devil to lesser devil status, but the +demoted devil retains its memories—and might seek +vengeance if the severity of the demotion is excessive. + +No devil can promote or demote another devil that has +not sworn fealty to it, preventing rival archdevils from +demoting each other’s most powerful servants. Since all +devils swear fealty to Asmodeus, he can freely demote +any other devil, transforming it into whatever infernal +form he desires. + + + +The Nine Hells + +The Nine Hells are a single plane comprising nine +separate layers (see the Layers and Lords of the Nine +Hells table). The first eight layers are each ruled by +archdevils that answer to the greatest archdevil of all: +Asmodeus, the Archduke of Nessus, the ninth layer. + +To reach the deepest layer of the Nine Hells, one must +descend through all eight of the layers above it, in order. +The most expeditious means of doing so is the River +Styx, which plunges ever deeper as it flows from one +layer to the next. Only the most courageous adventurers +can withstand the torment and horror of that journey. + + +Devil True Names and Talismans + +Though devils all have common names, every devil above a +lemure in station also has a true name that it keeps secret. A +devil can be forced to disclose its true name if charmed, and +ancient scrolls and tomes are said to exist that list the true +names of certain devils. + +A mortal who learns a devil's true name can use powerful +summoning magic to call the devil from the Nine Hells and +bind it into service. Binding can also be accomplished with +the help of a devil talisman. Each of these ancient relics is +inscribed with the true name of a devil it controls, and was +bathed in the blood of a worthy sacrifice—typically someone +the creator loved—when crafted. + +However it is summoned, a devil brought to the Material +Plane typically resents being pressed into service. However, +the devil seizes every opportunity to corrupt its summoner +so that the summoner’s soul ends up in the Nine Hells. + +Only imps are truly content to be summoned, and they easily +commit to serving a summoner as a familiar, but they still do +their utmost to corrupt those who summon them. + + +— + + + + +hi + + + + +'71 + + +■.I + +i , 1 1 + + + + +I I ! + + +■ + + +- I + + +■ JiEfli + + + + +67 + + +> „ i + + +■ -V I + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +W'VvtfnT?! + + + +: l + + +Variant: Devil Summoning + +Some devils can have an action option that allows them to +summon other devils. + +Summon Devil (1/Day), The devil chooses what to +summon and attempts a magical summoning. + +• A barbed devil has a 30 percent chance of summoning one +barbed devil. + +• A bearded devil has a 30 percent chance of summoning +one bearded devil. + +• A bone devil has a 40 percent chance of summoning 2d6 +spined devils or one bone devil. + +• An erinyes has a 50 percent chance of summoning 3d6 +spined devils, ld6 bearded devils, or one erinyes. + +• A horned devil has a 30 percent chance of summoning one +horned devil. + +• An ice devil has a 60 percent chance of summoning one +ice devil. + +• A pit fiend summons 2d4 bearded devils, ld4 barbed +devils, or one erinyes with no chance of failure. + +A summoned devil appears in an unoccupied space within +60 feet of its summoner, acts as an ally of its summoner, and +can't summon other devils. It remains for 1 minute, until it +or its summoner dies, or until its summoner dismisses it +as an action. + + +■ ■ *. . ~ 1 - . t c -rr + + +-* 1 - r “.\ + +v ’ + +•=j< 1 > + + + + + + +A bearded devil is humanoid in form, with poihted +ears, scaly skin, a long tail, and claws that clearly show +its fiendish nature. These devils take their names from +the snakelike growths that adorn their chins, which they +use to lash and poison enemies, weakening them with +their virulent venom. + +Bone Devil (Osyl uth) _ 1 + +Driven by hate, lust, and envy, bone devils act as the +cruel taskmasters of the Nine Hells. They set weaker +devils to work, taking special delight in seeing fiends +that defy them demoted. At the same time, they long for +promotion and are bitterly envious of their superiors, +attempting to curry favor though it irks them to do so. + +A bone devil appears as a humanoid husk, with dried +skin stretched tight across its skeletal frame. It bears a +fearsome skull-like head and the tail of a scorpion, and +a foul odor of decay hangs in the air around it. Though +they are devastating in combat with their claws, bone +devils also wield hooked polearms made of bone, which +they use to subdue enemies before striking with their +venomous tails. + + +■ p + +Barbed Devil (Hamatula) + +Creatures of unbridled greed and desire, barbed devils +act as guards to the more powerful denizens of the Nine +Hells and their vaults. Resembling a tall humanoid +covered in sharp barbs, spines, and hooks, a barbed +devil has gleaming eyes that are ever watchful for +objects and creatures it might claim for itself. These +fiends welcome any chance to fight when victory +promises reward. + +Barbed devils are known for an alertness that makes +them difficult to surprise, and they attend to their duties +without boredom or distraction. They use their sharp +claws as weapons or hurl balls of flame at foes that try +to flee them. + +Bearded Devil (Barbazu) + +Bearded devils serve archdevils as shock troops, +fighting shoulder-to-shoulder and reveling in the glory +of battle. They respond with violence to any slight, +real or imagined, gorging themselves on violence +as their infernal saw-toothed glaives carve a path +through their foes. + + +Chain Devil (Kyton) + +This ominous fiend wears chains like a shroud. Driving +lesser creatures before it with its fearsome gaze, a chain +devil animates the chains that cover its body as well as +inanimate chains nearby, which sprout hooks, blades, +and spikes to eviscerate enemies. + +Chain devils act as sadistic jailers and torturers in +the infernal realms, relishing pain and living to inflict +it on others. They are called on to torment mortal souls +trapped in the Nine Hells, inflicting their sadistic fury on +the horrid lemures in which those souls manifest. + +Erinyes + +The most beautiful and striking of all lesser and greater +devils, the erinyes are fierce and disciplined warriors. +Sweeping down from the skies, they bring swift death +to creatures that have wronged their masters or defied +the edicts of Asmodeus. The erinyes appear as male +or female humanoids with statuesque builds and large +feathery wings. Most wear stylized armor and horned +helms, and carry exquisite swords and bows. A few also +use ropes of entanglement to ensnare powerful foes. + + +Layers and Lords of the Nine Hells + + +Layer + +Layer Name + +Archduke or Archduchess + +Previous Rulers + +Primary Inhabitants + +1 + +Avernus + +Zariel + +Bel, Tiamat + +Erinyes, imps, spined devils + +2 + +Dis + +Dispater + +— + +Bearded devils, erinyes, imps, spined devils + +3 + +Minauros + +Mammon + +— + +Bearded devils, chain devils, imps, spined devils + +4 + +Phlegethos + +Belial and Fierna + +— + +Barbed devils, bone devils, imps, spined devils + +5 + +Stygia + +Levistus + +Geryon + +Bone devils, erinyes, ice devils, imps + +6 + +Malbolge + +Glasya + +Malagard, Moloch + +Barbed devils, bone devils, horned devils, imps + +7 + +Maladomini + +Baalzebul + +— + +Barbed devils, bone devils, horned devils, imps + +8 + +Cania + +Mephistopheles + +— + +Horned devils, ice devils, imps, pit fiends + +9 + +Nessus + +Asmodeus + +— + +All devils + + + +PEVlfcS + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +W j! yjtafr + + + + +,V ' + +■t^r, + + + + + + +, ' ;i + + + + +Legends tell that the first erinyes were angels that +fell from the Upper Planes because of temptation or +misdeed. Erinyes are always willing to take advantage +of being mistaken for celestials in their missions of +conquest and corruption. + + +Horned Devil (Malebranghe) + + +Horned devils are lazy to the point of belligerence and +reluctant to put themselves in harm’s way. Moreover, +they hate and fear any creature stronger than +themselves. When they are sufficiently provoked or +antagonized, the fury of these fiends can be terrifying. + +A malebranche stands as tall as an ogre and is +sheathed in scales as tough as iron. The flying infantry +of the hellish legions, horned devils follow orders to the +letter. Their huge wings and sweeping horns create an +intimidating presence as they drop from the sky and +strike with deadly forks and lashing tails. + + +Ige Devil (Gelugon) + + +Found most commonly on the cold layers of Stygia and +Cania, ice devils serve as commanders of the infernal +armies of the Nine Hells, tormenting lesser devils as +an outlet for their anger and resentment. Coveting +the power of their pit fiend superiors, ice devils work +ceaselessly toward promotion, slaughtering the enemies +of the Nine Hells and claiming as many souls as they +can for their archdevil masters. + +Resembling a giant bipedal insect, an ice devil has +clawed hands and feet, powerful mandibles, and a +long tail covered in razor-sharp spikes. Some carry +barbed spears whose icy touch can render a foe all but +helpless in combat. + + +Imp + + +Lemure + + +A lemure arises when a mortal soul is twisted by evil +and banished to the Nine Hells for eternity. The lowest +type of devil, lemures are repugnant, shapeless creatures +doomed to suffer torment until they are promoted to a +higher form of devil, most commonly an imp. + +A lemure resembles a molten mass of flesh with +a vaguely humanoid head and torso. A permanent +expression of anguish twists across its face, its feeble +mouth babbling even though it can’t speak. + + +Imps are found throughout the Lower Planes, either +running errands for their infernal masters, spying on +rivals, or misleading and waylaying mortals. An imp will +proudly serve an evil master of any kind, but it can’t be +relied on to carry out tasks with any speed or efficiency. + +An imp can assume animal form at will, but in its +natural state it resembles a diminutive red-skinned +humanoid with a barbed tail, small horns, and leathery +wings. It strikes while invisible, attacking with +its poison stinger. + + +Variant: Imp Familiar + +Imps can be found in the service to mortal spellcasters, acting +as advisors, spies, and familiars. An imp urges its master to +acts of evil, knowing the mortal’s soul is a prize the imp might +ultimately claim. Imps display an unusual loyalty to their +masters, and an imp can be quite dangerous if its master is +threatened. Some such imps have the following trait. + +Familiar, The imp can enter into a contract to serve +anqther creature as a familiar, forming a telepathic bond with +its willing master. While the two are bonded, the master can +sense what the imp senses as long as they are within 1 mile +of each other. While the imp is within 10 feet of its master, +the master shares the imp’s Magic Resistance trait. If its +master violates the terms of the contract, the imp can end its +service as a familiar, ending the telepathic bond. + + + +Pit Fiend + + + + +i n'l'i'.t'. + + +'ZfV + + +-u- + + + + +The undisputed lords of most other devils, pit fiends +attend the archdukes and archduchesses of the Nine +Hells and carry out their wishes. These mighty devils +are the generals of the Nine Hells, leading its infernal +legions into battle. + +With an inflated sense of superiority and entitlement, +pit fiends form a grotesque aristocracy in the infernal +realm. These domineering and manipulative tyrants +conspire to eliminate anything that stands between +them and their desires, even as they negotiate the +convoluted and dangerous politics of the Nine Hells. + +A pit fiend is a hulking monster with a whip-like tail +and enormous wings that it wraps around itself like a +cloak. Armored scales cover its body, and its fanged +maw drips a venom that can lay the mightiest mortal +creatures low. Fearless in battle, a pit fiend takes on the +most powerful foes in single combat, demonstrating +its supremacy and an arrogance that prevents it from +acknowledging any chance of defeat. + + +Spined Devil (Spinagon) + + +Smaller than most other devils, spinagons act as +messengers and spies for greater devils and archdevils. +They are the eyes and ears of the Nine Hells, and even +fiends that despise a spined devil’s weakness treat it +with a modicum of respect. + +A spined devil’s body and tail bristle with spines, and +it can fling its tail spines as ranged weapons. The spines +burst into flame on impact. + +When not delivering messages or gathering +intelligence, spined devils serve in the infernal legions +as flying artillery, making up for their relative weakness +by mobbing together to overwhelm their foes. Though +they crave promotion and power, spined devils are +craven by nature, and they will quickly scatter if a fight +goes against them. + + +■ M + + + +k * + +i"uBf + + +■ i + +r 11 + + + + + + +, + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +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. + +Challenges (1,800XP) + + +Barbed Hide. At the start of each of its turns, the barbed devil +deals 5 (ldlO) piercing damage to any creature grappling it. + +Devil's Sight. Magical darkness doesn’t impede the devil’s +i, darkvision. + +Magic Resistance. The devil has advantage on saving throws +against spells and other magical effects. + +j 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., one target. +Hit: 6 (ld6 + 3) piercing damage. + +Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: +10 (2d6 + 3) piercing damage. + +Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one +target. Hit: 10 (3d6) fire damage. If the target is a flammable +object that isn’t being worn or carried, it also catches fire. + + +DEvrr^ + + +STR + +16 (+3) + + +Armor Class 13 (natural armor) +Hit Points 52 (8d8+16) + +Speed 30 ft. + + +DEX CON + +15 (+ 2 ) 15 (+ 2 ) + + +INT WIS CHA + +9H) 11 (+0) 11 (+0) + + +Saving Throws Str +5, Con +4, Wis +2 + +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 10 +Languages Infernal, telepathy 120 ft. + +Challenge 3 (700 XP) + + +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. + +Steadfast. The devil can’t be frightened while it can see an +allied creature within 30 feet of it. + +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., one creature. +Hit: 6 (ld8 + 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. + +Claive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. +Hit: 8 (ldlO + 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 (ldlO) 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 (ldlO). Any creature can take +an action to stanch the wound with a successful DC 12 Wisdom + +receives + + +(Med + + +e ) + + +target + + +wou + + +magical + + +healing + + + + + + +Bearded Devil + +Medium fiend (devil), lawful evil + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +1 + + + + + +Variant: Bone Devil Polearm + +Some bone devils have the following action options. + +Multiattack. The devil makes two attacks: one with its +hooked polearm and one with its sting. + +Hooked Polearm. Melee Weapon Attack: +8 to hit, reach +10 ft, one target. Hit: 17 (2dl 2 + 4) piercing damage. If the +target is a Huge or smaller creature, it is grappled (escape + + +DC 14). Until this grapple ends, the devil can’t use its +polearm on another target. + + + + + +■ 1 —! ■■■ + + + +m b + + +Bone Devil + +Large fiend (devil), lawful evil + + +Armor Class 19 (natural armor) + + + + +1 Hit Points 142 (15dl0 + 60) + + + + +Speed 40 ft., fly 40 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +18 (+4) 16 (+3) 18 (+4) + +13 (+1) + +14 (+2) + +16 (+3) + + +Saving Throws Int +5, Wis +6, Cha +7 +Skills Deception +7, Insight +6 + +i 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 9 (5,000 XP) + + +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 attacks: two with its claws +and one with its sting. + +Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. +Hit: 8 (ld8 + 4) slashing damage. + +Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. +Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison +damage, and the target must succeed on a DC 14 Constitution +saving throw or become poisoned for 1 minute. The target can +repeat the saving throw at the end of each of its turns, ending +the effect on itself on a success. + + + + +71 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +► + + +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 two attacks with its chains. + + +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. + + +. P EVILS + + +Armor Class 16 (natural armor) +Hit Points 85 (10d8 + 40) +Speed 30 ft. + + +STR DEX CON INT WIS CHA + +18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2) + + +Saving Throws Con +7, Wis +4, Cha +5 +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 11 +Languages Infernal, telepathy 120 ft. + +Challenge 8 (3,900 XP) + + +Chain Devil + +Medium fiend (devil), lawful evil + + +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 the devil’s +control, provided that the chains aren’t being worn or carried. + +Each animated chain ts 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. + + +Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target +Hit: 11 (2d6 + 4) slashing damage. The target is grappled +(escape DC 14) if the devil isn’t already grappling a creature. +Until this grapple ends, the target is restrained and takes 7 +(2d6) piercing damage at the start of each of its turns. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +«V THE &WORO AHO K ' LL 0V +coMPARE o TO * the BOOKPF + +VILE DARK^ ESS + + +Variant: Rope of Entanglement + +Some erinyes carry a rope of entanglement (detailed in the +Dungeon Master's Guide). When such an erinyes uses its +Multiattack, the erinyes can use the rope in place of two of +the attacks. + + +Erinyes + +Medium fiend (devil), lawful evil + + +Armor Class 18 (plate) + +Hit Points 153 (18d8+72) +Speed 30 ft., fly 60 ft. + + +STR DEX CON INT WIS CHA + +18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4) + + +Saving Throws Dex +7, Con +8, Wis +6, Cha +8 +Damage Resistances cold; bludgeoning, piercing, and slashing +from nonmagical weapons that aren’t silvered +Damage Immunities fire, poison +Condition Immunities poisoned +Senses truesight 120 ft., passive Perception 12 +Languages Infernal, telepathy 120 ft. + +Challenge 12 (8,400 XP) + + +Hellish Weapons. The erinyes’s weapon attacks are magical +and deal an extra 13 (3d8) poison damage on a hit (included in +the attacks). + + +Magic Resistance. The erinyes has advantage on saving throws +against spells and other magical effects. + +Actions + +Multiattack. The erinyes makes three attacks. + +Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., +one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (ldlO + + +4) slashing damage if used with two hands, plus 13 (3d8) +poison damage. + +Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 +ft., one target. Hit: 7 (ld8 + 3) piercing damage plus 13 +(3d8) poison damage, and the target must succeed on a DC +14 Constitution saving throw or be poisoned. The poison +lasts until it is removed by the lesser restoration spell or +similar magic. + +Reactions + + +Parry. The erinyes adds 4 to its AC against one melee attack +that would hit it. To do so, the erinyes must see the attacker +and be wielding a melee weapon. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +ntvtb s + + +A + +i jji" + + +Saving Throws Str +10, Dex +7, Wis +7, Cha +7 +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 13 +Languages Infernal, telepathy 120 ft. + +Challenge 11 (7,200 XP) + + +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. + +- ~~ -~ - ' ~ — + + +Armor Class 18 (natural armor) +Hit Points 178 (17dlO + 55) +Speed 20 ft., fly 60 ft. + + +STR DEX CON INT WIS CHA + +22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3) + + +Horned Devil + +Large fiend (devil), lawful evil + + + + +Actions + + +Multiattack . The devil makes three melee attacks:'two with its +fork and one with its tail. It can use Hurl Flame in place of any +melee attack. + +Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. +Hit: 15 (2d8 + 6) piercing damage. + +Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. +Hit: 10 (ld8 + 6) piercing damage. If the target is a creature +other than an undead or a construct, it must succeed on a DC +17 Constitution saving throw or lose 10 (3d6) hit points at the +start of each of its turns due to an infernal wound. Each time +the devil hits the wounded target with this attack, the damage +dealt by the wound increases by 10 (3d6). 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. + +Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one +target. Hit: 14 (4d6) fire damage. If the target is a flammable +object that isn’t being worn or carried, it also catches fire. + + +—- J1J — ■ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Variant: Ice Devil Spear + +Some ice devils have the following action options. + +Multiattack . The devil makes two attacks: one with its +spear and one with its tail. + +Ice Spear. Melee Weapon Attack: +10 to hit, reach 10 ft., +one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) +cold damage. If the target is a creature, it must succeed +on a DC 15 Constitution saving throw, or for 1 minute, its +speed is reduced by 10 feet; it can take either an action or a +bonus action on each of its turns, not both; and it can’t take +reactions. The target can repeat the saving throw at the end +of each of its turns, ending the effect on itself on a success. + + +« : . j? ■» + +p rjr J Jr jn + + +jjkM l ■ + + +jjm k .■ + + +1 + + +n .1 (KU + +, .113 + + + + + + + +Ice Devil + +Large fiend (devil), lawful evil + + +i T ... + + +- rr r : + + +. + + +Armor Class 18 (natural armor) +Hit Points 180 (19dl0 + 76) +Speed 40 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +21 (+5) 14 (+2) 18 (+4) + +18 (+4) + +15 (+2) + +18 (+4) + + +Saving Throws Dex +7, Con +9, Wis +7, Cha +9 +Damage Resistances bludgeoning, piercing, and slashing from +nonmagical weapons that aren't silvered +Damage Immunities cold, fire, poison +Condition Immunities poisoned + +Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12 +Languages Infernal, telepathy 120 ft. + +Challenge 14 (11,500 XP) + + +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 + + +A Multiattack. The devil makes three attacks: one with its bite, +one with its claws, and one with its tail. + + +Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. +Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. + + +Claws. Melee Weapon Attack : +10 to hit, reach 5 ft., one target. +Hit : 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage. + + +Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one +target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) +cold damage. + + +Wall of Ice (Recharge 6). 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 feet high, or +it’s a hemispherical dome up to 20 feet in diameter. + +When the wall appears, each creature in its space is pushed +out of it by the shortest route. The creature chooses which side +of the wall to end up on, unless the creature is incapacitated. +The creature then makes a DC 17 Dexterity saving throw, +taking 35 (10d6) cold damage on a failed save, or halfas much +damage on a successful one. + +The wall lasts for 1 minute or until the devil is incapacitated +or dies. The wall can be damaged and breached; each 10-foot +section has AC 5, 30 hit points, vulnerability to fire damage, +and immunity to acid, cold, necrotic, poison, and psychic +damage. If a section is destroyed, it leaves behind a sheet of +frigid air in the space the wall occupied. Whenever a creature +finishes moving through the frigid air on a turn, willingly or +otherwise, the creature must make a DC 17 Constitution saving +throw, taking 17 (5d6) cold damage on a failed save, or half as +much damage on a successful one. The frigid air dissipates +when the rest of the wall vanishes. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Armor Class 13 + +Hit Points 10 (3d4 + 3) + +Speed 20 ft., fly 40 ft. + + + +-- + +STR + +DEX CON + +INT + +WIS + +CHA + +6 (-2) + +17 (+3) 13 (+1) + +11 (+0) + +12 (+1) + +14 (+2) + + +Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 +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 11 +Languages Infernal, Common +Challenge 1 (200 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 (20 ft., climb 20 ft.), or back into its true +1 form. Its statistics are the same in each form, except for the +speed changes noted. Any equipment it is wearing or carrying +isn’t transformed. It reverts to its true form if it dies. + +Devil's Sight. Magical darkness doesn’t impede the imp’s +darkvision. + +Magic Resistance. The imp has advantage on saving throws +against spells and other magical effects. + +Actions + +Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, +reach 5 ft., one target. Hit: 5 (ld4 + 3) piercing damage, and +the target must make on a DC 11 Constitution saving throw, +taking 10 (3d6) poison damage on a failed save, or half as +much damage on a successful one. + +Invisibility. The imp magically turns invisible until it attacks or +until its concentration ends (as if concentrating on a spell). Any +equipment the imp wears or carries is invisible with it. + + +f6 + + +DAVITS + + + +Lemure + +Medium fend (devil), lawful evil + + +Armor Class 7 +Hit Points 13 (3d8) +Speed 15 ft. + + +STR DEX CON INT WIS CHA + +10 (+0) 5 (-3) 11 (+0) 1 (-5) 11 (+0) 3 (-4) + + +Damage Resistances cold +Damage Immunities fire, poison +Condition Immunities charmed, frightened, poisoned +Senses darkvision 120 ft., passive Perception 10 +Languages understands Infernal but can't speak +Challenge 0 (10 XP) + + +Devil's Sight. Magical darkness doesn’t impede the lemure’s +darkvision. + +Hellish Rejuvenation. A lemure that dies in the Nine Hells +comes back to life with all its hit points in IdlO days unless it is +killed by a good-aligned creature with a bless spell cast on that +creature or its remains are sprinkled with holy water. + +Actions + +— + +Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: +2 (ld4) bludgeoning damage. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +V + + +-toBM K>M gOOM ,S? ' F£ + +'Voub' yAP ' N , TS people + +— -• +oylN& EBO* 5 OOT FOB N€* + +TH E CO*** + +THE CHAP ' 5 TO tHE tOBMOU- + +TO pur A* e * Vo0 c0UU 0 BE +ANO Stiff*-" 1 * + +THE PT "•"» + + +"V. + + +-J + +r + + +/ + + +Pit Fiend + +Large fiend (devil), lawful evil + + +fY* + +I ¥ + + +Armor Class 19 (natural armor) +Hit Points 300 (24dl0 + 168) +Speed 30 ft., fly 60 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +26 (+8) 14 (+2) 24 (+7) + +22 (+6) + +18 (+4) + +24 (+7) + +Saving Throws Dex+8, Con +13, + +Wis +10 + + + + + + +Damage Resistances cold; bludgeoning, piercing, and slashing +from nonmagical weapons that aren’t silvered +Damage Immunities fire, poison +Condition Immunities poisoned +Senses truesight 120 ft., passive Perception 14 +Languages infernal, telepathy 120 ft. + +Challenge 20 (25,000 XP) + +Fear Aura. Any creature hostile to the pit fiend that starts its +turn within 20 feet of the pit fiend must make a DC 21 Wisdom +saving throw, unless the pit fiend is incapacitated. On a failed +save, the creature is frightened until the start of its next turn. If +a creature’s saving throw is successful, the creature is immune +to the pit fiend’s Fear Aura for the next 24 hours. + +Magic Resistance. The pit fiend has advantage on saving +throws against spells and other magical effects. + + +•» r j fi , s t i •<£,/» | « r + +Magic Weapons . The pit fiend’s weapon attacks are magical, + +innate Spellcasting. The pit fiend’s spellcasting ability is +Charisma (spell save DC 21). The pit fiend can innately cast the +following spells, requiring no material components: + +At will: detect magic, fireball +3/day each: hold monster, wall of fire + +Actions + +Multiattack. The pit fiend makes four attacks: one with its bite, +one with its claw, one with its mace, and one with its tail. + +Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. +Hit: 22 (4d6 + 8) piercing damage. The target must succeed on +a DC 21 Constitution saving throw or become poisoned. While +poisoned in this way, the target can’t regain hit points, and it +takes 21 (6d6) poison damage at the start of each of its turns. +The poisoned target can repeat the saving throw at the end of +each of its turns, ending the effect on itself on a success. + +Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. +Hit: 17 (2d8 + 8) slashing damage. + +Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one +target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) +fire damage. + +Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. +Hit: 24 (3dl0 + 8) bludgeoning damage. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +STR + + +DEX CON INT WIS CHA + +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 devil’s +darkvision. + +Flyby. The devil doesn’t provoke an opportunity attack 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 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., one target. + +Hit: 5 (2d4) slashing damage. + +Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. +Hit: 3 (ld6) piercing damage. + +Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80 +ft., one target. Hit: 4 (ld4 + 2) piercing damage plus 3 (ld6) +j fire damage. + +i- + + +n- + + +• + + + + +Spined Devil + +Etna ft Jhmi (devil), lawful evil + + +Armor Class 13 (natural armor) +Hit Points 22 (5d6 + 5) + +Speed 20 ft., fly 40 ft. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +?J + + +Dinosaurs + +Dinosaurs, or behemoths, are among the oldest reptiles +in the world. Predatory dinosaurs are savage, territorial +hunters. Herbivorous dinosaurs are less aggressive, but +they might attack to defend their young, or if startled +or harassed. + +Dinosaurs come in many sizes and shapes. Larger +varieties often have drab coloration, while smaller +dinosaurs have colorful markings akin to birds. +Dinosaurs roam rugged and isolated areas that +humanoids seldom visit, including remote mountain +valleys, inaccessible plateaus, tropical islands, +and deep fens. + +Allosaurus + +. ..^ mm — . ■■■■■■■, + +The allosaurus is a predator possessing great size, +strength, and speed. It can run down almost any prey +over open ground, pouncing to pull creatures down with +its wicked claws. + +Ankylosaur us ______ ___ + +Thick armor plating covers the body of the plant-eating +ankyiosaurus, which defends itself against predators +with a knobbed tail that delivers a devastating strike. +Some varieties of ankyiosaurus have spiked tails that +deal piercing damage instead of bludgeoning damage. + +Plesiosaurus + + +A plesiosaurus is a marine dinosaur whose compact +body is driven by powerful flippers. Predatory and +aggressive, it attacks any creature it encounters. Its +flexible neck accounts for a third of its total length, +letting it twist in any direction to deliver a powerful bite. + +Pteranodon + + +These flying reptiles have wingspans of 15 to 20 feet +and typically dive for small marine prey, though they +are opportunists and will attack any creature that +appears edible. A pteranodon has no teeth, instead +using its sharp beak to stab prey too large to swallow +with one gulp. + +Triceratops + + +One of the most aggressive of the herbivorous +dinosaurs, a triceratops has a skull that flares out to +form a protective plate of bone. With its great horns +and formidable speed, a triceratops gores and tramples +would-be predators to death. + +Tyrannosaurus Rex + + +This enormous predator terrorizes all other creatures in +its territory. Despite its size and weight, a tyrannosaurus +is a swift runner. It chases anything it thinks it can eat, +and there are few creatures it won’t try to devour whole. +While prowling for substantial prey, a tyrannosaurus +subsists on carrion, and on any smaller creatures that +try to dart in to steal its meal. + + +I 11 + + +r + + +Allosaurus I + +Large beast, unaligned ' + +Armor Class 13 (natural armor) + + +Hit Points 51 (6dl0+ 18) + + +Speed 60 ft. + + +STR DEX CON INT + +WIS CHA [ + +19 (+4) 13 (+1) 17 (+3) 2 (-4) + +12 (+1) 5 (-3) | + +Skills Perception +5 + + +Senses passive Perception 15 + + +Languages — + + +Challenge 2 (450 XP) + + + +Pounce. If the allosaurus moves at least 30 feet straight toward +a creature and then hits it with a claw attack on the same turn, +that target must succeed on a DC 13 Strength saving throw +or be knocked prone. If the target is prone, the allosaurus can +make one bite attack against it as a bonus action. + +Actions_ + +Bite. Meiee Weapon Attack: +6 to hit, reach 5 ft., one target. + +Hit: 15 (2dl0 + 4) piercing damage. + +Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. +Hit: 8 (ld8 + 4) slashing damage. + + + +Ankylosaurus + +Huge beast, unaligned + +Armor Class 15 (natural armor) +Hit Points 68 (8dl2 + 16) + +Speed 30 ft. + + +STR + +19 (+4) + + +DEX + +11 (+ 0 ) + + +CON + +15 (+ 2 ) + + +INT + +2 (-4) + + +WIS + +12 (+ 1 ) + + +CHA + +5 (-3) + + +Senses passive Perception 11 + +Languages — + +Challenge 3 (700 XP) + + +Actions + +Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. +Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a +creature, it must succeed on a DC 14 Strength saving throw or +be knocked prone. + +I „. « 1 - 1 . ; + + +V + + + + + + + + +- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +* ■ s + + + +. l - a ^ + + +Plesiosaurus + +Large beast, unaligned + +‘ j + +> + +Armor Class 13 (natural armor) + +Hit Points 68 (8dl0 + 24) ! + +Speed 20 ft., swim 40 ft. + +STR DEX CON INT + +18 (+4) 15 (+2) 16 (+3) 2 (-4) + +WIS CHA + +12 (+1) 5 (-3) + +Skills Perception +3, Stealth +4 +i Senses passive Perception 13 + +Languages *— + +Challenge 2 (450 XP) + + +Hold Breath. The plesiosaurus can hold its breath for 1 hour. + +Actions + + +Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. + +Hit: 14 (3d6 + 4) piercing damage. + + + + + +Pteranodon + +Medium beast, unaligned + +Armor Class ]3 (natural armor) +Hit Points 13 (3d8) + +Speed 10 ft., fly 60 ft. + + +Triceratops + +{ + +Huge beast , unaligned + + +Armor Class 13 (natural armor) +Hit Points 95 (10dl2 + 30) + +Speed 50 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +22 (+6) 9 (-1) 17 (+3) + +2 (-4) + +11 (+0) + +5 (-3) + +Senses passive Perception 10 +Languages — + +Challenges (1,800XP) + + + + + +tD + +■ + + +p + + +Trampling Charge . If the triceratops moves at least 20 feet +straight toward a creature and then hits it with a gore attack on +the same turn, that target must succeed on a DC 13 Strength +saving throw or be knocked prone. If the target is prone, +the triceratops can make one stomp attack against it as a +bonus action. + +Actions + +Core, Melee Weapon Attack: +9 to hit, reach 5 ft., one target. + +Hit: 24 (4d8 + 6) piercing damage. + +Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone +creature. Hit: 22 (3dl0 + 6) bludgeoning damage + +—i i a— i BaeHBi + + +k + + +8o + + +piNQj&AURS + + +STR DEX CON I NT WIS CHA + +12 (+1) 15 (+2) 10 (+0) 2 (-*4) 9 (-1) 5 (-3) + + + + +Skills Perception +1 +Senses passive Perception 11 +Languages — + +Challenge 1/4 (50 XP) + + +Flyby. The pteranodon doesn’t provoke an opportunity attack +when it flies out of an enemy’s reach. + +Actions + +Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. + +Hit: 6 (2d4 + 1) piercing damage. + +V- 7 • -v----^ + + +^ ~ . * + + +IVrV ' ‘" U 1 1 = + +TVrannosaurus Rex + +Huge beast, unaligned + + +Armor Class 13 (natural armor) +Hit Points 136 (13dl2+52) +Speed 50 ft. + + +STR DEX CON + +25 (+7) 10 (+0) 19 (+4) + + +INT WIS CHA + +2 (-4) 12 (+1) 9 (-1) + + +Skills Perception +4 +Senses passive Perception 14 +Languages — + +Challenge 8 (3,900 XP) + +Actions + + +C + + +Multiattack. The tyrannosaurus makes two attacks: one with +its bite and one with its tail. It can’t make both attacks against +the same target. + +Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. +Hit: 33 (4dl2 + 7) piercing damage. If the target is a Medium +or smaller creature, it is grappled (escape DC 17). Until this +grapple ends, the target is restrained, and the tyrannosaurus +can’t bite another target. + +Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. +Hit: 20 (3d8+ 7) bludgeoning damage. + +. T - + + + + +sit: + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Displacer Beast + + +This monstrous predator takes its name from its +ability to displace light so that it appears to be several +feet away from its actual location. A displacer beast +resembles a sleek great cat covered in blue-black fur. +However, its otherworldly origins are clear in its six +legs and the two tentacles sprouting from its shoulders, +both ending in pads tipped with spiky protrusions. A +displacer beast's eyes glow with an awful malevolence +that persists even in death. + +Unseelie Origins. Displacer beasts roamed the +twilight lands of the Feywild for ages, until they were +captured and trained by the Unseelie Court. The +warriors of the court selectively bred the beasts to +reinforce their ferocious and predatory nature, using +them to hunt unicorns, pegasi, and other wondrous +prey. However, it didn’t take long for the displacer +beasts to use their malevolent intelligence to escape +their masters. + +Running and breeding freely in the Feywild, the +displacer beasts soon came to the attention of the +Seelie Court. With blink dog companions at their side, +fey hunters drove these predators to the fringes of the +Feywild, where many crossed over to the Material +Plane. To this day, displacer beasts and blink dogs +attack each other on sight. + +Love of the Kill. Displacer beasts kill not just for +food but also for sport. They target prey even when +not hungry, often toying with their victims to entertain +themselves until they are ready to eat. After killing +its prey using its tentacles, a displacer beast drags +the corpse to a quiet place where it can feed without +distraction. + +Displacer beasts hunt alone or in small prides that +demonstrate skill at setting ambushes. A single beast +will strike and withdraw, luring prey into a densely +wooded area where its packmates wait. Packs of +displacer beasts hunting near trade roads recall the +frequency and schedule of regular caravans, laying +down atnbushes to pick off those caravan^. + +Mi v. + +K -- \ : + + +Displacer Beast + +Large monstrosity, lawful evil + + +Armor Class 13 (natural armor) +Hit Points 85 (TOdlO + 30) + +Speed 40 ft. + + + + +STR DEX CON + +INT + +WIS + +CHA + +18 (+4) 15 (+2) 16 (+3) + +6 (-2) + +12 (+1) + +8(-l) + +Senses darkvision 60 ft., passive Perception 11 +Languages — + +Challenge 3 (700 XP) + + + +Avoidance. If the displacer beast is subjected to an effect that +allows it to make a saving throw to take only half damage, it +instead takes no damage if it succeeds on the saving throw, +and only half damage if it fails. + +Displacement . The displacer beast projects a magical illusion +that makes it appear to be standing near its actual location, +causing attack rolls against it to have disadvantage. If it is hit +by an attack, this trait is disrupted until the end of its next +turn. This trait is also disrupted while the displacer beast is +incapacitated or has a speed ofO. + +Actions + +Multiattack. The displacer beast makes two attacks with its +tentacles. + +Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one +target. Hit: 1 (ld6 + 4) bludgeoning damage plus 3 (ld6) +piercing damage. + + +Prized Guards and Pets. Intelligent evil creatures +favor displacer beasts as pets, but a displacer beast +enters such an alliance only if it appears beneficial. + +A displacer beast might guard a vault or^ta&g.^f ^ B +bodyguard for a prominent individual, + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +PW'W^MW'w + +,?,* ,, *V Ul£Av •. ,j - A' + +1 * J 1 W I- * H ' J - 1 * -_l L* L + + +■' ; ■ S&WtiK V- : mt a Sw 1 + + + +Doppelganger + +m D^sSrosi'ty (shapechanger), neutral + + + + +Armor Class 14 +Hit Points 52 (8d8 + 16) +Speed 30 ft. + + + + + +K + + +r'. + + + +Doppelganger + +Doppelgangers are devious shapeshifters that take +on the appearance of other humanoids, throwing off +pursuit or luring victims to their doom with misdirection +and disguise. Few creatures spread fear, suspicion, and +deceit better than doppelgangers. Found in every land +and culture, they can take on the guise of any individual +of any race. + +Stealing Secrets . A doppelganger’s adopted form +allows it to blend into almost any group or community, +but its transformation doesn’t impart languages, +mannerisms, memory, or personality. Doppelgangers +often follow or capture creatures they intend to +impersonate, studying them and probing their minds for +secrets. A doppelganger can read a creature’s surface +thoughts, allowing it to glean that creature’s name, +desires, and fears, along with a few scattered memories. +A doppelganger impersonating a specific creature as + + +I + +11OPH-LG AN GEE + + +STR DEX CON INT WIS CHA + +11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2) + + + + +Skills Deception +6, Insight +3 +) Condition Immunities charmed +Senses darkvision 60 ft., passive Perception 11 +Languages Common +Challenge 3 (700 XP) + + +Shapechanger . The doppelganger can use its action to +polymorph into a Small or Medium humanoid it has seen, or +back into its true form. Its statistics, other than its size, are the +same in each form. Any equipment it is wearing or carrying isn’t +transformed. It reverts to its true form if it dies. + +Ambusher. The doppelganger has advantage on attack rolls +against any creature it has surprised. + +Surprise Attack. If the doppelganger surprises a creature and +hits it with an attack during the first round of combat, the +target takes an extra 10 (3d6) damage from the attack. + +Actions + +Multiattack. The doppelganger makes two melee attacks. + +Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. +Hit: 1 (ld6 + 4) bludgeoning damage. + +Read Thoughts. The doppelganger magically reads the surface +thoughts of one creature within 60 feet of it. The effect can +penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, + +2 inches of metal, or a thin sheet of lead blocks it. While the +target is in range, the doppelganger can continue reading its +thoughts, as long as the doppelganger’s concentration isn’t +broken (as if concentrating on a spell). While reading the +target’s mind, the doppelganger has advantage on Wisdom +(Insight) and Charisma (Deception, Intimidation, and +Persuasion) checks against the target. + + + + + + +part of a long-term plot might keep its double alive and +close at hand for weeks, probing the victim’s mind daily +to learn how to behave and speak authentically. + +Hedonistic Swindlers. Doppelgangers work alone +or in small groups, with group roles shifting from con +to con. While one doppelganger takes the place of a +murdered merchant or noble, the others take on a +number of identities as circumstances warrant, playing +the parts of family or servants while they live off the +victim’s riches. + +Changelings. Doppelgangers are too lazy or self- +interested to raise their young. They assume attractive +male forms and seduce women, leaving them to raise +their progeny. A doppelganger child appears to be a +normal member of its mother’s species until it reaches +adolescence, at which point it discovers its true nature +and is driven to seek out its kind to join them. + + +, ' MWU + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Dracolich + +Even as long-lived as they are, all dragons must +eventually die. This thought doesn’t sit well with +many dragons, some of which allow themselves to +be transformed by necromantic energy and ancient +rituals into powerful undead dracoliches. Only the +most narcissistic dragons choose this path, knowing +that by doing so, they sever all ties to their kin and the +dragon gods. + +Beyond Death. A dracolich retains its shape and +size upon transforming, its skin and scales drawing +tight to its bones or sloughing away to leave a skeletal +form behind. Its eyes appear as glowing points of light +floating in shadowy sockets, hinting at the malevolence +of its undead mind. + +Though many dragons pursue vain goals of +destruction and dominance, dracoliches are more +nefarious than the most evil dragons, driven to rule +over all. A dracolich is a fiendishly intelligent tyrant that +crafts complex webs of foul schemes, attracting servants +motivated by greed and a lust for power. Acting from +the shadows and actively plotting to keep its existence a +secret, a dracolich is a cunning and challenging foe. + +Dracolich Phylacteries. Creating a dracolich requires +the cooperation of the dragon and a group of mages or +cultists that can perform the proper ritual. During the +ritual, the dragon consumes a toxic brew that slays it +instantly. The attendant spellcasters then ensnare its +spirit and transfer it to a special gemstone that functions +like a lich’s phylactery. As the dragon’s flesh rots +away, the spirit inside the gem returns to animate the +dragon’s bones. + +If a dracolich’s physical form is ever destroyed, its +spirit returns to the gem as long as the two are on +the same plane. If the gem comes into contact with +another dragon’s corpse, the dracolich’s spirit can take +possession of that corpse to become a new dracolich. If +the dracolich’s spirit gem is taken to another plane, the +dracolich’s spirit has nowhere to go when its undead +body is destroyed and simply passes into the afterlife. + +Dracolich Template + +Only an ancient or adult true dragon can be transformed +into a dracolich. Younger dragons that attempt to +undergo the transformation die, as do other creatures +that aren’t true dragons but possess the dragon type, +such as pseudodragons and wyverns. A shadow dragon +can’t be transformed into a dracolich, for it has already +lost too much of its physical form. + +When a dragon becomes a dracolich, it retains its +statistics except as described below. The dragon loses +any trait, such as Amphibious, that assumes a living +physiology. The dracolich might retain or lose any or all +of its lair actions or inherit new ones, as the DM sees fit. + +Type. The dracolich’s type changes from dragon +to undead, and it no longer requires air, food, +drink, or sleep. + +Damage Resistance. The dracolich has resistance to +necrotic damage. + + + +Damage Immunities . The dracolich has immunity +to poison. It also retains any immunities it had prior to +becoming a dracolich. + +Condition Immunities. The dracolich can’t be +charmed, frightened, paralyzed, or poisoned. It also +doesn’t suffer from exhaustion. + +Magic Resistance. The dracolich has advantage on +saving throws against spells and other magical effects. + + + +I'KrUIO^IGN + + + + + + + + + + + + + + + + + + + + + + + + + + + + +4 “ + + + + + +, + + + + +Adult Blue Dragoligh + +Huge undead, lawful evil + + + +Armor Class 19 (natural armor) + +Hit Points 225 (18dl2+108) + +Speed 40 ft., burrow 30 ft,, fly 80 ft. + + +Claw. Melee Weapon Attack: +12 to hit, reach 5 ft**, one target. +Hit: 14 (2d6 + 7) slashing damage. + +Tail. Melee Weapon Attack:+12 to hit, reach 15 ft., one target. +Hit: 16 (2d8 + 7) bludgeoning damage. + +Frightful Presence. Each creature of the dracolich’s choice that +is within 120 feet of the dracolich and aware of it must succeed + + +STR DEX CON INT WIS CHA + +25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) + +J . + +Saving Throws Dex+5, Con +11, Wis +7, Cha +9 +Skills Perception +12, Stealth +5 +I Damage Resistances necrotic +Damage Immunities lightning, poison +Condition Immunities charmed, exhaustion, frightened, +paralyzed, poisoned + +Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 +Languages Common, Draconic +Challenge 17 (18,000 XP) + +Legendary Resistance (3/Day). If the dracolich fails a saving +throw, it can choose to succeed instead. + +Magic Resistance. The dracolich has advantage on saving +throws against spells and other magical effects. + +Actions + + +on a DC 18 Wisdom saving throw or become frightened for 1 +minute. A creature can repeat the saving throw at the end of +each of its turns, ending the effect on itself on a success. If a +creature’s saving throw is successful or the effect ends for it, +the creature is immune to the dracolich's Frightful Presence for +the next 24 hours. + +Lightning Breath (Recharge 5-6). The dracolich exhales +lightning in a 90-foot line that is 5 feet wide. Each creature in +that line must make a DC 20 Dexterity saving throw, taking +66 (12dl 0) lightning damage on a failed save, or half as much +damage on a successful one. + +Legendary Actions + +The dracolich can take 3 legendary actions, choosing from +the options below. Only one legendary action option can be +used at a time and only at the end of another creature’s turn. +The dracolich regains spent legendary actions at the start +of its turn. + + +Multiattack. The dracolich can use its Frightful Presence. +I It then makes three attacks: one with its bite and two with +its claws. + +"I + +Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one +target. Hit: 18 (2dl0 + 7) piercing damage plus 5 (ldlO) +lightning damage. + +■ - —■■ + + +Detect. The dracolich makes a Wisdom (Perception) check. + +Tail Attack. The dracolich makes a tail attack. + +Wing Attack (Costs 2 Actions). The dracolich beats its tattered +wings. Each creature within 10 feet of the dracolich must +succeed on a DC 21 Dexterity saving throw or take 14 (2d6 ++ 7) bludgeoning damage and be knocked prone. After +beating its wings this way, the dracolich can fly up to half its +flying speed. + +- ~ -■= — i -- ^ - i i i + + + + +1 1 1 ) + + +Dragon, Shadow + + +i’.'i + + +Shadow dragons are true dragons that were either born +in the Shadowfell or transformed by years spent within +its dismal confines. Some shadow dragons embrace +the Shadowfell for its bleak landscapes and desolation. +Others seek to return to the Material Plane, hungry to +spread the darkness and evil of the Plane of Shadow. +Dark Portals. Portals to the Shadowfell manifest +4 in forlorn places and the deep gloom of subterranean +caverns. The dragons that lair in such places often +discover these portals and find themselves transported +to a new realm. Ancient dragons that sleep in their lairs +, f6r months or years at a time might find themselves +spirited away, never knowing that a portal has formed +without their knowledge as they dream. + +Recast in Shadow. The transformation to a shadow +dragon happens over a period of years, during which +time a dragon’s scales lose their luster and fade to a +charcoal hue. Its leathery wings become translucent, its +eyes paling to pools of opalescent gray. Shadow dragons +find sunlight abhorrent, and they are weaker in bright +light than they are in darkness. Darkness makes the +dragon fade to a spectral shadow of its former self. + +The magical nature of dragons holds an attraction +fpr the Shadowfell, which seems somehow to crave + + +An’ + + +u + + + +UfctAGOiS,, SltAPUW + + +the might and majesty of these great reptiles. The +Shadowfell also has a dispiriting effect on its denizens, +such that the longer a creature remains on the plane, +the more it accepts the plane’s malaise. As months and +years pass for a dragon on the Shadowfell, it becomes +aware of the transformation being wrought upon it, and +yet can do nothing to prevent it. + +Back in the World. A shadow dragon is so suffused +with the power of the Shadowfell that even a return to +the Material Plane can’t undo its transformation. Some +shadow dragons attempt to lure other creatures from +the mortal realm back to the Shadowfell to keep them +company, at least until they tire of their guests and +devour them. Others are happy to leave the Shadowfell +behind forever, understanding that treasure and power +are easier to come by in the Material Plane. + +Shadow Dragon Template + +Only a true dragon can transform into a shadow dragon, +and only if it is born in the Shadowfell or remains there +for several years. A dracolich can’t be turned into a +shadow dragon, since it loses its draconic nature when it +becomes undead. + +When a dragon becomes a shadow dragon, it retains +its statistics except as described below. The shadow + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +dragon might retain or lose any or all of its lair'actions +or inherit new ones, as the DM sees fit. + +Damage Resistances. The dragon has resistance to +necrotic damage. + +Skill Proficiency: Stealth. The dragon’s proficiency +bonus is doubled for its Dexterity (Stealth) checks. + +Living Shadow. While in dim light or darkness, +the dragon has resistance to damage that isn’t force, +psychic, or radiant. + +Shadow Stealth. While in dim light or darkness, the +dragon can take the Hide action as a bonus action. + +Sunlight Sensitivity. While in sunlight, the dragon +has disadvantage on attack rolls, as well as on Wisdom +(Perception) checks that rely on sight. + +New Action: Bite. If the dragon deals acid, cold, fire, +lightning, or poison damage with its bite, change that +damage type to necrotic. + +New Action: Shadow Breath. Any damage-dealing +breath weapon possessed by the dragon deals +necrotic damage instead of its original damage type. A +humanoid reduced to 0 hit points by this damage dies, +and an undead shadow rises from its corpse and acts +immediately after the dragon in the initiative count. The +shadow is under the dragon’s control. + + +Living Shadow. While in dim light or darkness, the dragon has +resistance to damage that isn’t force, psychic, or radiant. + + +Shadow Stealth. While in dim light or darkness, the dragon can +take the Hide action as a bonus action. + + +Sunlight Sensitivity. While in sunlight, the dragon has +disadvantage on attack rolls, as well as on Wisdom +(Perception) checks that rely on sight. + + +Actions + + +Multiattack. The dragon makes three attacks: one with its bite +and two with its claws. + + +Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one +target. Hit: 17 (2dl0 + 6) piercing damage plus 3 (ld6) +necrotic damage. + + +Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. +Hit: 13 (2d6 + 6) slashing damage. + + +Shadow Breath (Recharge 5-6). The dragon exhales shadowy +fire in a 30-foot cone. Each creature in that area must make +a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic +damage on a failed save, or half as much damage on a +successful one. A humanoid reduced to 0 hit points by this +damage dies, and an undead shadow rises from its corpse and +acts immediately after the dragon in the initiative count. The +shadow is under the dragon’s control. + + + + + + + + +STR DEX CON INT WIS CHA + +23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) + + +Saving Throws Dex +4, Con +9, WIs +4, Cha +8 +Skills Perception +8, Stealth +8 +Damage Resistances necrotic +Damage Immunities fire + +Senses blindsight 30 ft, darkvlsion 120 ft., passive Perception 18 +Languages Common, Draconic +Challenge 13 (10,000 XP) + + +Armor Class 18 (natural armor) +Hit Points 178 (17dl0 + 85) + +Speed 40 ft., climb 40 ft, fly 80 ft. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +1 s 1 I'H. + +I Wr#' + +- -- + + +V' V! + +I + + +i i + +i . « + + +up. !'T 'W’EBWli-.S; + +■ ' &r■■?r., ■!■. . : •, .. ■ 1. J 1 fffi • ••«•• '2$ + + +Tw i-^-S + + +■ + + +: 5 - + + +• m + + +Dragons + + +< n-. ftt a + + +^ffisrT* + + += + + +s + + + +True dragons are winged reptiles of ancient lineage and +fearsome power. They are known and feared for their +predatory cunning and greed, with the oldest dragons +accounted as some of the most powerful creatures in +the world. Dragons are also magical creatures whose +innate power fuels their dreaded breath weapons and +other preternatural abilities. + +Many creatures, including wyverns and dragon +turtles, have draconic blood. However, true dragons fall +into the two broad categories of chromatic and metallic +dragons. The black, blue, green, red, and white dragons +are selfish, evil, and feared by all. The brass, bronze, +copper, gold, and silver dragons are noble, good, and +highly respected by the wise. + +Though their goals and ideals vary tremendously, all +true dragons covet wealth, hoarding mounds of coins +and gathering gems, jewels, and magic items. Dragons +with large hoards are loath to leave them for long, +venturing out of their lairs only to patrol or feed. + +True dragons pass through four distinct stages of +life, from lowly wyrmlings to ancient dragons, which +can live for over a thousand years. In that time, their +might can become unrivaled and their hoards can grow +beyond price. + + + +Dragon Age Categories + + +Category + +Size + +Age Range + +Wyrmling + +Medium + +5 years or less + +Young + +Large + +6-100 years + +Adult + +Huge + +101-800 years + +Ancient + +Gargantuan + +801 years or more + + +Hr + + +i' + + + + + +Variant: Dragons as Innate Spellcasters + +Dragons are innately magical creatures that can master a few +spells as they age, using this variant. + +A young or older dragon can innately cast a number of +spells equal to its Charisma modifier. Each spell can be cast +once per day, requiring no material components, and the +spell’s level can be no higher than one-third the dragon’s +challenge rating (rounded down). The dragon’s bonus to +hit with spell attacks is equal to its proficiency bonus + its +Charisma bonus. The dragon’s spell save DC equals 8 + its +proficiency bonus + its Charisma modifier. + + + + + +Chromatic Dragons 1 + + +u " + + + + + + + + +'* + + +t-T + + +$ + + + + +MM + + +The bl£ck, blue, green, red, and white dragons represent +the evil side of dragonkind. Aggressive, gluttonous, and +vain, chromatic dragons are dark sages and powerful +tyrants feared by all creatures—including each other. + +Driven by Greed. Chromatic dragons lust after +treasure, and this greed colors their every scheme +and plot. They believe that the world’s wealth belongs +to them by right, and a chromatic dragon seizes that +wealth without regard for the humanoids and other +creatures that have “stolen” it. With its piles of coins, +gleaming gems, and magic items, a dragon’s hoard is +the stuff of legend. However, chromatic dragons have +no interest in commerce, amassing wealth for no other +reason than to have it. + +Creatures of Ego. Chromatic dragons are united by +their sense of superiority, believing themselves the most +powerful and worthy of all mortal creatures. When they +interact with other creatures, it is only to further their +own interests. They believe in their innate right to rule, +and this belief is the cornerstone of every chromatic +dragon’s personality and worldview. Trying to humble +a chromatic dragon is like trying to convince the wind +to stop blowing. To these creatures, humanoids are +animals, fit to serve as prey or beasts of burden, and +wholly unworthy of respect. + +Dangerous Lairs. A dragon’s lair serves as the seat +of its power and a vault for its treasure. With its innate +toughness and tolerance for severe environmental +effects, a dragon selects or builds a lair not for shelter +but for defense, favoring multiple entrances and exits, +and security for its hoard. + +Most chromatic dragon lairs are hidden in dangerous +and remote locations to prevent all but the most +audacious mortals from reaching them. A black dragon +might lair in the heart of a vast swamp, while a red +dragon might claim the caldera of an active volcano. In +addition to the natural defenses of their lairs, powerful +chromatic dragons use magical guardians, traps, and +subservient creatures to protect their treasures. + +Queen of Evil Dragons. Tiamat the Dragon Queen +is the chief deity of evil dragonkind. She dwells on +Avernus, the first layer of the Nine Hells. As a lesser +god, Tiamat has the power to grant spells to her +worshipers, though she is loath to share her power. She +epitomizes the avarice of evil dragons, believing that +the multiverse and all its treasures will one day be hers +and hers alone. + +Tiamat is a gigantic dragon whose five heads reflect +the forms of the chromatic dragons that worship her— +black, blue, green, red, and white. She is a terror on the +battlefield, capable of annihilating whole armies with +her five breath weapons, her formidable spellcasting, +and her fearsome claws. + +Tiamat’s most hated enemy is Bahamut the Platinum +Dragon, with whom she shares control of the faith +of dragonkind. She also holds a special enmity for +Asmodeus, who long ago stripped her of the rule +of Avernus and who continues to curb the Dragon +Queen’s power. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Ancient Black Dragon + + +Gargantuan dragon, chaotic evil + + +Armor Class 22 (natural armor) +Hit Points 367 (21d20 + 147) +Speed 40 ft., fly 80 ft., swim 40 ft. + + +STR DEX CON INT WIS CHA + +27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4) + + +Saving Throws Dex +9, Con +14, Wis +9, Cha +11 +Skills Perception +16, Stealth +9 +Damage Immunities acid + +Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 +Languages Common, Draconic +Challenge 21 (27,500 XP) + + +Tail. Melee Weapon Attack; +15 to hit, reach 20 ft* one target. +Hit: 17 (2d8 + 8) bludgeoning damage. + +Frightful Presence . Each creature of the dragon’s choice that +is within 120 feet of the dragon and aware of it must succeed +on a DC 19 Wisdom saving throw or become frightened for 1 +minute. A creature can repeat the saving throw at the end of +each of its turns, ending the effect on itself on a success. If a +creature’s saving throw is successful or the effect ends for it, +the creature is immune to the dragon’s Frightful Presence for +the next 24 hours. + + +Acid Breath (Recharge 5-6). The dragon exhales acid in a +90-foot line that is 10 feet wide. Each creature in that line +must make a DC 22 Dexterity saving throw, taking 67 (15d8) +acid damage on a failed save, or half as much damage on a +successful one. + + +Amphibious. The dragon can breathe air and water. + + +Legendary Actions + + +Legendary Resistance (3/Day). If the dragon fails a saving +throw, it can choose to succeed instead. + + +Actions + + +The dragon can take 3 legendary actions, choosing from the +options below. Only one legendary action option can be used +at a time and only at the end of another creature’s turn. The +dragon regains spent legendary actions at the start of its turn. + + +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: +15 to hit, reach 15 ft., one target. +Hit: 19 (2dl0 + 8) piercing damage plus 9 (2d8) acid damage. + + + + +Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. + + +Detect. The dragon makes a Wisdom (Perception) check. + +Tail Attack. The dragon makes a tail attack. + +Wing Attack (Costs 2 Actions). The dragon beats its wings. +Each creature within 15 feet of the dragon must succeed +on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) +bludgeoning damage and be knocked prone. The dragon can +then fly up to half its flying speed. + + +Hit: 15 (2d6 + 8) slashing damage. + + + + + + +— ■ + + + + + +' Eb ' ' 1! + +NltAfldH.'l + + +l + + +_ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Adult Black Dragon + +Huge dragon, chaotic evil + + + + +Armor Class 19 (natural armor) +Hit Points 195 (17dl2 + 85) + +Speed 4Q ft., fly 80 ft,, swim 40 ft. + + + +Young Black Dragon + +Large dragon, chaotic evil + + +Armor Class 18 (natural armor) +Hit Points 127 (15dl0 + 45) + +Speed 40 ft., fly 80 ft,, swim 40 ft. + + +STR DEX CON INT WIS CHA + +19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2) + + +STR DEX CON INT WIS + +23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) + + +CHA + +17 (+3) + + +Saving Throws Dex +7, Con +10, Wis +6, Cha +8 +} Skills Perception +11, Stealth +7 +Damage Immunities acid + +Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 +Languages Common, Draconic +Challenge 14 (11,500 XP) + + + +i + + +Amphibious. The dragon can breathe air and water. +Legendary Resistance (3/Day). If the dragon fails a saving + + +throw, it can choose to succeed instead. + +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., one target. +Hit: 17 (2dl0 + 6) piercing damage pius 4 (ld8) acid damage. + +Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. + +Hit: 13 (2d6 + 6) slashing damage. + +Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. + +Hit: 15 (2d8 + 6) bludgeoning damage. + +Frightful Presence. Each creature of the dragon's choice that +is within 120 feet of the dragon and aware of it must succeed +on a DC 16 Wisdom saving throw or become frightened for 1 +minute. A creature can repeat the saving throw at the end of +each of its turns, ending the effect on itself on a success. If a +creature’s saving throw is successful or the effect ends for it, +the creature is immune to the dragon’s Frightful Presence for +the next 24 hours. + +Acid Breath (Recharge 5-6). The dragon exhales acid in a +60-foot line that is 5 feet wide. Each creature in that line +i must make a DC 18 Dexterity saving throw, taking 54 (12d8) +acid damage on a failed save, or half as much damage on a + +^ successful one. + +« + +Legendary Actions _ + +The dragon can take 3 legendary actions, choosing from the +options below. Only one legendary action option can be used +at a time and only at the end of another creature’s turn. The +dragon regains spent legendary actions at the start of its turn. + +Detect. The dragon makes a Wisdom (Perception) check. + +Tail Attack. The dragon makes a tail attack. + +Wing Attack (Costs 2 Actions). The dragon beats its wings. + +Each creature within 10 feet of the dragon must succeed +on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) +bludgeoning damage and be knocked prone. The dragon can +then fly up to half its flying speed. + +■ ■ . " .• ..^71 + + + +Saving Throws Dex +5, Con +6, Wis +3, Cha +5 +Skills Perception +6, Stealth +5 +Damage Immunities acid + +Senses blindsight 30 ft., darkvision 120 ft,, passive Perception 16 +Languages Common, Draconic +Challenge 7 (2,900 XP) + + +Amphibious. The dragon can breathe air and water. + +Actions _ + +Multiattack. The dragon makes three attacks: one with its bite +and two with its claws. + +Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. +Hit: 15 (2dl0 + 4) piercing damage plus 4 (ld8) acid damage. + +Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. +Hit: 11 (2d6 + 4) slashing damage. + +Acid Breath (Recharge 5-6). The dragon exhales acid in a +30-foot line that is 5 feet wide. Each creature in that line +must make a DC 14 Dexterity saving throw, taking 49 (11 d8) +acid damage on a failed save, or half as much damage on a +successful one. + + +KIEV.'-."!*'? + + + + +'J +V 1 " + + +-^71 + + + + + + + + + + + + + + + + +Black Dragon Wyrmling + +Medium dragon , chaotic evil + + +Armor Class 17 (natural armor) + +Hit Points 33 (6d8 + 6) + +Speed 30 ft., fly 60 ft., swim 30 ft. + + + +STR DEX CON INT + +WIS + +CHA + +15 (+2) 14 (+2) 13 (+1) 10 (+0) + +11 (+0) + +13 (+1) + +Saving Throws Dex +4, Con +3, Wis +2, Cha +3 + + + +Skills Perception +4, Stealth +4 +Damage Immunities acid + +Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 +Languages Draconic +Challenge 2 (450 XP) + +Amphibious. The dragon can breathe air and water. + +% + +Actions __ + +Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. + +Hit: 7 (ldlO + 2) piercing damage plus 2 (ld4) acid damage. + +Acid Breath (Recharge 5-6). The dragon exhales acid in a +15-foot line that is 5 feet wide. Each creature in that line +must make a DC 11 Dexterity saving throw, taking 22 (5d8) +acid damage on a failed save, or half as much damage on a +successful one. + + +i-r'.--.- -1 + + + + +DRAGONS + + +dr; + + +j- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +TOP + + +■ •' + +I p« 1 vM ' ■ M* t' + + + +Black Dragon + +The most evil-tempered and vile of the chromatic +dragons, black dragons collect the wreckage and +treasures of fallen peoples. These dragons loathe seeing +the weak prosper and revel in the collapse of humanoid +kingdoms. They make their homes in fetid swamps and +crumbling ruins where kingdoms once stood. + +With deep-socketed eyes and broad nasal openings, +a black dragon’s face resembles a skull. Its curving, +segmented horns are bone-colored near the base and +darken to dead black at the tips. As a black dragon ages, +the flesh around its horns and cheekbones deteriorates +as though eaten by acid, leaving thin layers of hide that +enhance its skeletal appearance. A black dragon’s head +is marked by spikes and horns. Its tongue is flat with a +forked tip, drooling slime whose acidic scent adds to the +dragon’s reek of rotting vegetation and foul water. + +When it hatches, a black dragon has glossy black +scale. As it ages, its scales become thicker and duller, +helping it blend in to the marshes and blasted ruins that +are its home. + +Brutal and Cruel. All chromatic dragons are evil, but +black dragons stand apart for their sadistic nature. A +black dragon lives to watch its prey beg for mercy, and +will often offer the illusion of respite or escape before +finishing off its enemies. + +A black dragon strikes at its weakest enemies first, +ensuring a quick and brutal victory, which bolsters its +ego as it terrifies its remaining foes. On the verge of +defeat, a black dragon does anything it can to save itself, +but it accepts death before allowing any other creature +to claim mastery over it. + +Foes and Servants . Black dragons hate and fear other +dragons. They spy on draconic rivals from afar, looking +for opportunities to slay weaker dragons and avoid +stronger ones. If a stronger dragon threatens it, a black +dragon abandons its lair and seeks out new territory. + +Evil lizardfolk venerate and serve black dragons, +raiding humanoid settlements for treasure and food to +give as tribute and building crude draconic effigies along +the borders of their dragon master’s domain. + +A black dragon’s malevolent influence might also +cause the spontaneous creation of evil shambling +mounds that seek out and slay good creatures +approaching the dragon’s lair. + +Kobolds infest the lairs of many black dragons like +vermin. They become as cruel as their dark masters, +often torturing and weakening captives with centipede +bites and scorpion stings before delivering them to sate +the dragon’s hunger. + +Wealth of the Ancients. Black dragons hoard the +treasures and magic items of crumbled empires and +conquered kingdoms to remind themselves of their +greatness. The more civilizations a dragon outlasts, +the more entitled it feels to claim the wealth of current +civilizations for itself. + + +Black dragons dwell in swamps on the frayed edges +of civilization. A black dragon’s lair is a dismal cave, +grotto, or ruin that is at least partially flooded, providing +pools where the dragon rests, and where its victims can +ferment. The lair is littered with the acid-pitted bones +pf previous victims and the fly-ridden carcasses of fresh +kills, watched over by crumbling statues. Centipedes, +scorpions, and snakes infest the lair, which is filled with +the stench of death and decay. + +Lair Actions + +On initiative count 20 (losing initiative ties), the drqgon +takes a lair action to cause one of the following effects; +the dragon can’t use the same effect two rounds in a row: + +• Pools of water that the dragon can see within 120 feet +of it surge outward in a grasping tide. Any creature on +the ground within 20 feet of such a pool must succeed +on a DC 15 Strength saving throw or be pulled up to +20 feet into the water and knocked prone. + +• A cloud of swarming insects fills a 20-foot-radius +sphere centered on a point the dragon chooses within +120 feet of it. The cloud spreads around corners and +remains until the dragon dismisses it as an action, +uses this lair action again, or dies. The cloud is +lightly obscured. Any creature in the cloud when it +appears must make on a DC 15 Constitution saving +throw, taking 10 (3d6) piercing damage on a failed +save, or half as much damage on a successful one. A +creature that ends its turn in the cloud takes 10 (3d6) +piercing damage. + +• Magical darkness spreads from a point the dragon +chooses within 60 feet of it, filling a 15-foot-radius +sphere until the dragon dismisses it as an action, uses +this lair action again, or dies. The darkness spreads +around corners. A creature with darkvision can’t see +through this darkness, and nonmagical light can’t +illuminate it. If any of the effect’s area overlaps with +an area of light created by a spell of 2nd level or lower, +the spell that created the light is dispelled. + +Regional Effects + +The region containing a legendary black dragon’s lair +is warped by the dragon’s magic, which creates one or +more of the following effects: + +• The land within 6 miles of the lair takes twice as long +as normal to traverse, since the plants grow thick and +twisted, and the swamps are thick with reeking mud. + +• Water sources within 1 mile of the lair are supernat- +urally fouled. Enemies of the dragon that drink such +water regurgitate it within minutes. + +• Fog lightly obscures the land within 6 miles of the lair. + +If the dragon dies, vegetation remains as it has grown, +but other effects fade over Id 10 days. + + +Efl vi + + +0 . + + + + + + +' ’V’ : i '‘ *. T n + +* J ■ > ! I 1 it J ■ + + + +!.. V + + + +IIKAndNM + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +F Gargantuan dragon, lawful evil + + +i Armor Class 22 (natural armor) + +J Hit Points 481 (26d20 + 208) + +Speed 40 ft., burrow 40 ft., fly 80 ft. + + +STR DEX CON INT WIS CHA + +29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5) + + +Saving Throws Dex +7, Con +15, Wis +10, Cha +12 +Skills Perception +17, Stealth +7 +Damage Immunities lightning + +Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 +Languages Common, Draconic +Challenge 23 (32,500 XP) + + +Legendary Resistance (3/Day), If the dragon fails a saving +throw, it can choose to succeed instead. + +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: +16 to hit, reach 15 ft., one +target. Hit: 20 (2dl0 + 9) piercing damage plus 11 (2dl0) +lightning damage. + +Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. +Hit: 16 (2d6 + 9) slashing damage. + + +Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. +Hit: 18 (2d8+ 9) bludgeoning damage. + +Frightful Presence. Each creature of the dragon's choice that +is within 120 feet of the dragon and aware of it must succeed +on a DC 20 Wisdom saving throw or become frightened for 1 +minute. A creature can repeat the saving throw at the end of +each of its turns, ending the effect on itself on a success. If a +creature's saving throw is successful or the effect ends for it, +the creature is immune to the dragon’s Frightful Presence for +the next 24 hours. + +b + +Lightning Breath (Recharge 5-6). The dragon exhales lightning +in a 120-foot line that is 10 feet wide. Each creature in that line +must make a DC 23 Dexterity saving throw, taking 88 (16dl0) +lightning damage on a failed save, or half as much damage on +a successful one. + +Legendary Actions + +The dragon can take 3 legendary actions, choosing from the +options below. Only one legendary action option can be used +at a time and only at the end of another creature’s turn. The +dragon regains spent legendary actions at the start of its turn. + +Detect. The dragon makes a Wisdom (Perception) check. + +Tail Attack. The dragon makes a tail attack. + +Wing Attack (Costs 2 Actions). The dragon beats its wings. +Each creature within 15 feet of the dragon must succeed +on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) +bludgeoning damage and be knocked prone. The dragon can +then fly up to half its flying speed. + + +pjjtA<£ONS + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Young Blue Dragon + +large: dragon, lawful evil + + +Adult Blue Dragon + +Huge dragoA, lawful evil + + +Armor Class 19 (natural armor) + +Hit Points 225 (18dl2 + 108) + +Speed 40 ft,, burrow 30 ft., fly 80 ft. + + +STR DEX CON INT WIS CHA +25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) + + +Saving Throws Dex +5, Con +11, WIs +7, Cha +9 +Skills Perception +12, Stealth +5 +Damage Immunities lightning + +Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 +Languages Common, Draconic +Challenge 16 (15,000 XP) + + +Legendary Resistance (3/Day), If the dragon fails a saving +throw, it can choose to succeed instead. + +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: +12 to hit, reach 10 ft., one +target. Hit: 18 (2dl0 + 7) piercing damage plus 5 (ldlO) +lightning damage. + + +Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. +Hit: 14 (2d6 + 7) slashing damage. + + +Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. +Hit: 16 (2d8 + 7) bludgeoning damage. + + +Frightful Presence. Each creature of the dragon’s choice that +is within 120 feet of the dragon and aware of it must succeed +on a DC 17 Wisdom saving throw or become frightened for 1 +minute. A creature can repeat the saving throw at the end of +each of its turns, ending the effect on itself on a success. If a +creature’s saving throw is successful or the effect ends for it, +the creature is immune to the dragon’s Frightful Presence for +the next 24 hours. + + +Legendary Actions + + + +The dragon can take 3 legendary actions, choosing from the +options below. Only one legendary action option can be used +at a time and only at the end of another creature’s turn. The +dragon regains spent legendary actions at the start of its turn. + +Detect. The dragon makes a Wisdom (Perception) check. + +Tail Attack. The dragon makes a tail attack. + +Wing Attack (Costs 2 Actions). The dragon beats its wings. +Each creature within 10 feet of the dragon must succeed +on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) +bludgeoning damage and be knocked prone. The dragon can +then fly up to half its flying speed. + + + + + + +Mil • + + +i" ■ + +1 1 ..... ■■, i > + + +_ » ■ + + +Lightning Breath (Recharge 5-6). The dragon exhales lightning +in a 90-foot line that is 5 feet wide. Each creature in that line +must make a DC 19 Dexterity saving throw, taking 66 (12dl0) +lightning damage on a failed save, or half as much damage on +a successful one. + + +Armor Class 18 (natural armor) + +Hit Points 152 (16dl0 + 64) + +Speed 40 ft., burrow 20 ft., fly 80 ft. + + + +STR DEX CON INT + +WIS + +CHA + +21 (+5) 10 (+0) 19 (+4) 14 (+2) + +13 (+1) + +17 <+3) + + +v I + + +j.* i f + + +Saving Throws Dex +4, Con +8, Wis +5, Cha +7 +Skills Perception +9, Stealth +4 +Damage Immunities lightning + +Senses blindsight 30 ft., darkvision 120 ft,, passive Perception 19 +Languages Common, Draconic +Challenge 9 (5,000 XP) + + +Actions + + +Multiattack. The dragon makes three attacks: one with its bite +and two with its claws. + + +Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one +U target. Hit: 16 (2dl0 + 5) piercing damage plus 5 (ldlO) +lightning damage. + + +Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. +Hit: 12 (2d6 + 5) slashing damage. + + +Lightning Breath (Recharge 5-6). The dragon exhales lightning +in an 60-foot line that is 5 feet wide. Each creature in that line +must make a DC 16 Dexterity saving throw, taking 55 (lOdlO) +lightning damage on a failed save, or half as much damage on +a successful one. + + +Blue Dragon Wyrmling + +i ■ 1 1 *■ \ + +Medium dragon , lawful evil + + + +Armor Class 17 (natural armor) + +Hit Points 52 (8d8+16) + +Speed 30 ft., burrow 15 ft,, fly 60 ft. + + +STR DEX CON INT WIS CHA + +17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2) + + +Saving Throws Dex +2, Con +4, Wis +2, Cha +4 +Skills Perception +4, Stealth +2 +Damage Immunities lightning + +Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 +Languages Draconic +Challenge 3 (700 XP) + + +i’ + + +Actions + + +Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one +target. Hit: 8 (ldlO + 3) piercing damage plus 3 (ld6) +lightning damage. + + +• - + + +Lightning Breath (Recharge 5-6). The dragon exhales lightning +in a 30-foot line that is 5 feet wide. Each creature in that line +must make a DC 12 Dexterity saving throw, taking 22 (4dl0) +lightning damage on a failed save, or half as much damage on +a successful one. + +- - — + + + + +.aw + + +, mini + +•I Rtf’ ill; + + +■ ■ I -: • > i • ■ N s + + +rnC: + + +_ + + + + +_ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Blue Dragon + + +j .a % i' + + +1 . , -i M ■ BEySr ' i'^V- + +■'Vi 1 U V + + +iUm + + + +Vain and territorial, blue dragons soar through the skies +oyer deserts, preying on caravans and plundering herds +and settlements in the verdant lands beyond the desert’s +reach. These dragons can also be found in dry steppes, +searing badlands, and rocky coasts. They guard their +territories against all potential competitors, especially +brass dragons. + +-A blue dragon is recognized by its dramatic frilled +ears and the massive ridged horn atop its blunt head. +Rows of spikes extend back from its nostrils to line its +brow, and cluster on its jutting lower jaw. + +A blue dragon’s scales vary in color from an iridescent +azure to a deep indigo, polished to a glossy finish by the +desert sands. As the dragon ages, its scales become +thicker and harder, and its hide hums and crackles +with static electricity. These effects intensify when the +dragon is angry or about to attack, giving off an odor of +ozone and dusty air. + +Vain and Deadly. A blue dragon will not stand for any +remark or insinuation that it is weak or inferior, taking +great pleasure in lording its power over humanoids and +other lesser creatures. + +A blue dragon is a patient and methodical combatant. +When fighting on its own terms, it turns combat into an +extended affair of hours or even days, attacking from a +distance with volleys of lightning, then flying well out of +harm’s reach as it waits to attack again. + +Desert Predators. Though they sometimes eat cacti +and other desert plants to sate their great hunger, blue +dragons are carnivores. They prefer to dine on herd +animals, cooking those creatures with their lightning +breath before gorging themselves. Their dining habits +make blue dragons an enormous threat to desert +caravans and nomadic tribes, which become convenient +Collections of food and treasure to a dragon’s eye. + +When it hunts, a blue dragon buries itself in the desert +sand so that only the horn on its nose pokes above the +surface, appearing to be an outcropping of stone. When +prey draws near, the dragon rises up, sand pouring from +its wings like an avalanche as it attacks. + +Overlords and Minions. Blue dragons covet valuable +and talented creatures whose service reinforces their +sense of superiority. Bards, sages, artists, wizards, and +assassins can become valuable agents for a blue dragon, +which rewards loyal service handsomely. + +A blue dragon keeps its lair secret and well protected, +and even its most trusted servants are rarely allowed +within. It encourages ankhegs, giant scorpions, and +other creatures of the desert to dwell near its lair for +additional security. Older blue dragons sometimes +attract air elementals and other creatures to serve them. + +Hoarders of Gems. Though blue dragons collect +anything that looks valuable, they are especially fond +of gems. Considering blue to be the most noble and +beautiful of colors, they covet sapphires, favoring +jewelry and magic items adorned with those gems. + +A blue dragon buries its most valuable treasures deep +in the sand, while scattering a few less valuable trinkets +in plainer sight over hidden sinkholes to punish and +eliminate would-be thieves. + + +unAqotfs + +——W'i— -W- + + +A Blue Dragon’s Lair + + +'ir + + + + +Blue dfagons iti&ke their lairs in barren places, +using their lightning breath and their burrowing +ability to carve out crystallized caverns and tunnels +beneath the sands. + +Thunderstorms rage around a legendary blue dragon’s +lair, and narrow tubes lined with glassy sand ventilate +the lair, all the while avoiding the deadly sinkholes that +are the dragon’s first line of defense. + +A blue dragon will collapse the caverns that make up +its lair if that lair is invaded. The dragon then burrows +out, leaving its attackers to be crushed and suffocated. +When it returns later, it collects its possessions—along +with the wealth of the dead intruders. + + +Lair Actions + +On initiative count 20 (losing initiative ties), the dragon +takes a lair action to cause one of the following effects; +the dragon can’t use the same effect two rounds in a row: + + +Part of the ceiling col lapses above one creature that +the dragon can see within 120 feet of it. The creature +must succeed on a DC 15 Dexterity saving throw or +take 10 (3d6) bludgeoning damage and be knocked +prone and buried. The buried target is restrained and +unable to breathe or stand up. A creature can take an +action to make a DC 10 Strength check, ending the +buried state on a success. + +A cloud of sand swirls about in a 20-foot-radius sphere +centered on a point the dragon can see within 120 feet +of it. The cloud spreads around corners. Each creature + +* i. ■ + +in the cloud must succeed on a DC 15 Constitution +saving throw or be blinded for 1 minute. A creature +can repeat the saving throw at the eiid of each of its +turns, ending the effect on itself on a success. +Lightning arcs, forming a 5-foot-wide line between +two of the lair’s solid surfaces that the dragon can +see. They must be within 120 feet of the dragon and +120 feet of each other. Each creature in that line must +succeed on a DC 15 Dexterity saving throw or take 10 +(3d6) lightning damage. + + +Regional Effects + +The region containing a legendary blue dragon’s lair +is warped by the dragon’s magic, which creates one or +more of the following effects: + + +Thunderstorms rage within 6 miles of the lair. + +Dust devils scour the land within 6 miles of the lair. A +dust devil has the statistics of an air elemental, but it +can’t fly, has a speed of 50 feet, and has an Intelligence +and Charisma of 1 (-5). + +Hidden sinkholes form in and around the dragon’s +lair. A sinkhole can be spotted from a safe distance +with a successful DC 20 Wisdom (Perception) check. +Otherwise, the first creature to step on the thin +crust covering the sinkhole must succeed on a DC +15 Dexterity saving throw or fall ld6 x 10 feet into +the sinkhole. + + +If the dragon dies, the dust devils disappear +immediately, and the thunderstorms abate within ldlO +days. Any sinkholes remain where they are. + + + + +r J J 4 h 1 ■ JF ■!■«( + +' PI-fM-! + + +im + + +1 + + +'S® + + +T.| ; + + + + +■ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Saving Throws Dex +8, Con +14, Wis +10, Cha +11 +Skills Deception +11, Insight+10, Perception +17, + +| Persuasion +11, Stealth +8 +Damage Immunities poison +Condition Immunities poisoned + +Senses biindsight 60 ft,, darkvision 120 ft,, passive Perception 27 +Languages Common, Draconic +Challenge 22 (30,000 XP) + + +Tail. Melee Weapon Attack: +15 to hit, reach 20 ft 0 one target. +Hit: 17 (2d8 + 8) bludgeoning damage. + + +Frightful Presence. Each creature of the dragon's choice that +is within 120 feet of the dragon and aware of it must succeed +on a DC 19 Wisdom saving throw or become frightened for 1 +minute. A creature can repeat the saving throw at the end of +each of its turns, ending the effect on itself on a success. If a +creature’s saving throw is successful or the effect ends for it, +the creature is immune to the dragon's Frightful Presence for +the next 24 hours. + + +Poison Breath (Recharge 5-6). The dragon exhales poisonous +gas in a 90-foot cone. Each creature in that area must make +a DC 22 Constitution saving throw, taking 77 (22d6) poison +damage on a failed save, or half as much damage on a +successful one. + + +Ancient Green Dragon + +Gargantuan dragon, lawful evil + + +Armor Class 21 (natural armor) +Hit Points 385 (22d20 + 154) +Speed 40 ft,, fly 80 ft., swim 40 ft. + + +STR DEX CON INT WIS CHA + +27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4) + + +Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. +Hit: 22 (4d6 + 8) slashing damage. + + + +Amphibious. The dragon can breathe air and water. + +Legendary Resistance (3/Day). If the dragon fails a saving +throw, it can choose to succeed instead. + +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: +15 to hit, reach 15 ft., one +target. Hit: 19 (2dl0 + 8) piercing damage plus 10 (3d6) +poison damage. + + +Legendary Actions + + +The dragon can take 3 legendary actions, choosing from the +options below. Only one legendary action option can be used +at a time and only at the end of another creature’s turn. The +dragon regains spent legendary actions at the start of its turn. + +Detect. The dragon makes a Wisdom (Perception) check. + +Tail Attack. The dragon makes a tail attack. + +Wing Attack (Costs 2 Actions). The dragon beats its wings. +Each creature within 15 feet of the dragon must succeed +on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) +bludgeoning damage and be knocked prone. The dragon can +then fly up to half its flying speed. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +L>V + + +iTfi I, + + +Adult Green Dragon + +Huge dragon, lawful evil + + +Claw. Melee Weapon Attack: +1J to hit, reach 5 ffy one target. +Hit: 13 (2d6 + 6) slashing damage. + + +Armor Class 19 (natural armor) + +Hit Points 207 (18dl2 + 90) + +Speed 40 ft,, fly 80 ft., swim 40 ft. + + + +STR DEX CON INT + +WIS + +CHA + +23 (+6) 12 (+1) 21 (+5) 18 (+4) + +15 (+2) + +17 (+3) + + +t + +Tail. Melee Weapon Attack: +11 to hit, reach 15 ft.j one target. +Hit: 15 (2d8 + 6) bludgeoning damage. + + +Saving Throws Dex +6, Con +10, Wis +7, Cha +8 +Skills Deception +8, Insight +7, Perception +12, + +Persuasion +8, Stealth +6 +Damage Immunities poison +Condition Immunities poisoned + +Senses blindsight 60 ft,, darkvision 120 ft,, passive Perception 22 +Languages Common, Draconic +Challenge 15 (13,000 XP) + + +Frightful Presence. Each creature of the dragon’s choice that +is within 120 feet of the dragon and aware of it must succeed +on a DC 16 Wisdom saving throw or become frightened for 1 +minute. A creature can repeat the saving throw at the end of +each of its turns, ending the effect on itself on a success. If a +creature’s saving throw is successful or the effect ends for it, +the creature is immune to the dragon’s Frightful Presence for +the next 24 hours. + + +Poison Breath (Recharge 5-6). The dragon exhales poisonous +gas in a 60-foot cone. Each creature in that area must make +a DC 18 Constitution saving throw, taking 56 (16d6) poison +damage on a failed save, or half as much damage on a +successful one. + + +Amphibious. The dragon can breathe air and water. + + +Legendary Actions + + +Legendary Resistance (3/Day). If the dragon fails a saving +throw, it can choose to succeed instead. + + +Actions + + +The dragon can take 3 legendary actions, choosing from the +options below. Only one legendary action option can be used +at a time and only at the end of another creature’s turn. The +dragon regains spent legendary actions at the start of its turn. + + +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., one +target. Hit: 17 (2dl0 + 6) piercing damage plus 7 (2d6) +poison damage. + + +Detect. The dragon makes a Wisdom (Perception) check. + +Tail Attack. The dragon makes a tail attack. + +Wing Attack (Costs 2 Actions). The dragon beats its wings. +Each creature within 10 feet of the dragon must succeed +on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) +bludgeoning damage and be knocked prone. The dragon can +then fly up to half its flying speed. + + + +Young Green Dragon + +Large dragon, lawful evil + + +Amphibious. The dragon can breathe air and water. + + +Actions + + + + +Armor Class 18 (natural armor) + +Hit Points 136 (16dl0 + 48) + +Speed 40 ft., fly 80 ft,, swim 40 ft. + + + +STR DEX CON INT + +19 (+4) 12 (+1) 17 (+3) 16 (+3) + +WIS + +13 (+1) + +CHA + +15 (+2) + + + + +*. ^4 + +f ' V > + + + +<5* + + +* * > + + +»• < •» + + +Multiattack. The dragon makes three attacks: one with its bite +and two with its claws. + + +Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one +target. Hit: 15 (2dl0 + 4) piercing damage plus 7 (2d6) +poison damage. + + + +Saving Throws Dex +4, Con +6, Wis +4, Cha +5 +Skills Deception +5, Perception +7, Stealth +4 +Damage Immunities poison +Condition Immunities poisoned +Senses blindsight 30 ft., darkvision 120 ft., passive +Perception 17 + +Languages Common, Draconic +Challenge 8 (3,900 XP) + + +Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. +Hit: 11 (2d6 + 4) slashing damage. + + +Poison Breath (Recharge 5-6). The dragon exhales poisonous +gas in a 30-foot cone. Each creature in that area must make +a DC 14 Constitution saving throw, taking 42 (12d6) poison +damage on a failed save, or half as much damage on a +successful one. + + +— —- 1- + + +-: + + +—^ + + +— rf .*.. + + +94 + + + + +§|tA<$6N$ + + +; r + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +[F + + + + +m i.i i + + +Green Dragon + + +The most cunning and treacherous of true dragons, +'green dragons use misdirection and trickery to get the +upper hand against their enemies. Nasty tempered and +thoroughly evil, they take special pleasure in subverting +and corrupting the good-hearted. In the ancient forests +they roam, green dragons demonstrate an aggression +that is often less about territory than it is about gaining +power and wealth with as little effort as possible. + +A green dragon is recognized by its curved jawline +and the crest that begins near its eyes and continues +down its spine, reaching full height just behind the skull. +A green dragon has no external ears, but bears leathery +spiked plates that run down the sides of its neck. + +A wyrmling green dragon’s thin scales are a shade +of green so dark as to appear nearly black. As a green +dragon ages, its scales grow larger and lighter, turning +shades of forest, emerald, and olive green to help it +blend in with its wooded surroundings. Its wings have +a dappled pattern, darker near the leading edges and +lighter toward the trailing edges. + +A green dragon’s legs are longer in relation to its body +than with any other dragon, enabling it to easily pass +over underbrush and forest debris when it walks. With +its equally long neck, an older green dragon can peer +over the tops of trees without rearing up. + +Capricious Hunters. A green dragon hunts by +patrolling its forest territory from the air and the +ground. It eats any creature it can see, and will consume +shrubs and small trees when hungry enough, but its +favorite prey is elves. + + +Green Dragon Wyrmling + +Medium dragon, lawful evil + + + + +Armor Class 17 (natural armor) +Hit Points 38 (7d8 + 7) + +Speed 30 ft., fly 60 ft., swim 30 ft. + + +STR + + +DEX + + +CON + + +INT + + +WIS + + +CHA + + +15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1) + + +Saving Throws Dex +3, Con +3, Wis +2, Cha +3 +Skills Perception +4, Stealth +3 +Damage Immunities poison +Condition Immunities poisoned + +Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 +’ Languages Draconic +Challenge 2 (450 XP) + + +Amphibious. The dragon can breathe air and water. + +Actions + + +Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. +Hit: 7 (ldlO + 2) piercing damage plus 3 (Td6) poison damage. + + +Poison Breath (Recharge 5-6). The dragon exhales poisonous +gas in a 15-foot cone. Each creature in that area must make +a DC 11 Constitution saving throw, taking 21 (6d6) poison +damage on a failed save, or half as much damage on a +successful one. + +v^.., Wntfjaa + + + + + + ++- ■■. » + + +: - + + + + +_ + + +< fy- j , p + +i\ v , ■ i '■ ■ r. . ,|.w + +j. ■ j ’'WW*' : 1 + +‘ ! mi ■ + + + +Green dragons are consummate liars and masters of +double talk. They favor intimidation of lesser creatures^, +but employ more subtle manipulations when dealing +with other dragons. A green dragon attacks animals arid* +monsters with no provocation, especially when dealing +with potential threats to its territory. When dealing with +sentient creatures, a green dragon demonstrates a lust +for power that rivals its draconic desire for treasure, and +it is always on the lookout for creatures that can help it +further its ambitions. + +A green dragon stalks its victims as it plans its +assault, sometimes shadowing creatures for days. , + +If a target is weak, the dragon enjoys the terror its +appearance evokes before it attacks. It never slays all its +foes, preferring to use intimidation to establish control +over survivors. It then learns what it can about oth^r +creatures’ activities near its territory, and about any +treasure to be found nearby. Green dragons occasionally +release prisoners if they can be ransomed. Otherwise, a +creature must prove its value to the dragon daily or die. + +Manipulative Schemers. A wily and subtle creature, +a green dragon bends other creatures to its will +by assessing and playing off their deepest desires. + +Any creature foolish enough to attempt to subdue a +green dragon eventually realizes that the creature +is only pretending to serve while it assesses its +would-be master. + +When manipulating other creatures, green dragons +are honey-tongued, smooth, and sophisticated. Among +their own kind, they are loud, crass, and rude, especially +when dealing with dragons of the same age and status. + +Conflict and Corruption. Green dragons sometimes +clash with other dragons over territory where forest +crosses over into other terrain. A green dragon typically +pretends to back down, only to wait and watch— +sometimes for decades—for the chance to slay the other +dragon, then claim its lair and hoard. + +Green dragons accept the servitude of sentient +creatures such as goblinoids, ettercaps, ettins, kobolds, +ores, and yuan-ti. They also delight in corrupting and +bending elves to their will. A green dragon sometimes +wracks its minions’ minds with fear to the point of +insanity, with the fog that spreads throughout its forest +reflecting those minions’ tortured dreams. + +Living Treasures. A green dragon's favored treasures +are the sentient creatures it bends to its will, including +significant figures such as popular heroes, well-known +sages, and renowned bards. Among material treasures, +a green dragon favors emeralds, wood carvings, musical +instruments, and sculptures of humanoid subjects. + + +A Green Dragon’s Lair + + +The forest-loving green dragons sometimes compete +for territory with black dragons in marshy woods and +with white dragons in subarctic taiga. However, a forest +controlled by a green dragon is easy to spot. A perpetual +fog hangs in the air in a legendary green dragon’s wood, +carrying an acrid whiff of the creature’s poison breath. +The moss-covered trees grow close together except +where winding pathways trace their way like a maze +into the heart of the forest. The light that reaches thiQ + + + +_ + + + +• I L ' ■ J-l 11 !. + +. ! ■ jlr .i. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +-- + + + +V'- + + + + + + + + + + + + + +V + + + + +irifl' " + +V- J + + + + + + + + + + +- rfn±a + + +T7- + + + +96 + + + +forest floor carries an emerald green cast, and every +sound seems muffled. + +At the center of its forest, a green dragon chooses +a cave in a sheer cliff qr hillside for its lair, preferring +an entrance hidden from prying eyes. Some seek out +cave mouths concealed behind waterfalls, or partly +submerged caverns that can be accessed through lakes +or streams. Others conceal the entrances to their lairs +with vegetation. + +Lair Actions + +On initiative count 20 (losing initiative ties), the dragon +takes a lair action to cause one of the following effects; +the dragon can’t use the same effect two rounds in a row: + +• Grasping roots and vines erupt in a 20-foot radius +centered on a point on the ground that the dragon +can see within 120 feet of it. That area becomes dif¬ +ficult terrain, and each creature there must succeed +on a DC 15 Strength saving throw or be restrained +by the roots and vines. A creature can be freed if it +or another creature takes an action to make a DC 15 +Strength check and succeeds. The roots and vines +wilt away when the dragon uses this lair action again +or when the dragon dies. + +• A wall of tangled brush bristling with thorns springs +into existence on a solid surface within 120 feet of the +dragon. The wall is up to 60 feet long, 10 feet high, +and 5 feet thick, and it blocks line of sight. When the +wall appears, each creature in its area must make a +DC 15 Dexterity saving throw. A creature that fails the +save takes 18 (4d8) piercing damage and is pushed 5 +feet out of the wall’s space, appearing on whichever +side of the wall it wants. A creature can move through +the wall, albeit slowly and painfully. For every 1 foot a +creature travels through the wall, it must spend 4 feet +df movement. Furthermore, a creature in the wall’s +space must make a DC 15 Dexterity saving throw +once each round it’s in contact with the wall, taking +18 (4d8) piercing damage on a failed save, or half as +much damage on a successful one. Each 10-foot sec¬ +tion of wall has AC 5, 15 hit points, vulnerability to +fire damage, resistance to bludgeoning and piercing +damage, and immunity to psychic damage. The wall +sinks back into the ground when the dragon uses this +lair action again or when the dragon dies. + +• Magical fog billows around one creature the dragon +can see within 120 feet of it. The creature must +succeed on a DC 15 Wisdom saving throw or be +charmed by the dragon until initiative count 20 on +the next round. + +Regional Effects + +The region containing a legendary green dragon's lair +is warped by the dragon’s magic, which creates one +or more of the following effects: + +• Thickets form labyrinthine passages within +1 mile of the dragon’s lair. The thickets +act as 10-foot-high, 10-foot-thick walls +that block line of sight. Creatures +can move through the thickets, +with every 1 foot a creature +moves costing it 4 feet of + + +movement. A creature in the thidkets must make a DC +15 Dexterity saving throw once each round it’s in con¬ +tact with the thickets or take 3 (ld6) piercing damage +from thorns. + +Each 10-foot-cube of thickets has AC 5, 30 hit +points, resistance to bludgeoning and piercing dam¬ +age, vulnerability to fire damage, and immunity to +psychic and thunder damage. + +• Within 1 mile of its lair, the dragon leaves no physical +evidence of its passage unless it wishes to. Tracking it +there is impossible except by magical means. In addi¬ +tion, it ignores movement impediments and damage +from plants in this area that are neither magical nor +creatures, including the thickets described above. The +plants remove themselves from the dragon’s path. + +• Rodents and birds within 1 mile of the dragon’s lair +serve as the dragon’s eyes and ears. Deer and other +large game are strangely absent, hinting at the pres¬ +ence of an unnaturally hungry predator. + +If the dragon dies, the rodents and birds lose their +supernatural link to it. The thickets remain, but within +Id 10 days, they become mundane plants and normal +difficult terrain, losing their thorns. + + + + + + + +,N tM ». COBB° P . 5 + + +IN , obE aMS- + +‘ r ' 4e * ft.oOOB *" 6 +* ^ . ot + + +TV'* + +** + + +us a.. + +oV,< e :: 5 o F e^. 5 ' L + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Armor Class 22 (natural armor) +Hit Points 546 (28d20 + 252) +Speed 40 ft., climb 40 ft., fly 80 ft. + + +STR DEX CON INT WIS CHA + +30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) + + +Legendary Resistance (3/Day), If the dragon fails a saving +throw, it can choose to succeed instead. + + +Saving Throws Dex +7, Con +16, Wis +9, Cha +13 +Skills Perception +16, Stealth +7 +Damage Immunities fire + +Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 +Languages Common, Draconic +Challenge 24 (36,500 XP) + + +Actions _ + +Multiattack, The dragon can use its Frightful Presence. It then +makes three attacks: one with its bite and two with its claws. + + +Detect. The dragon makes a Wisdom (Perception) check. + +Tail Attack. The dragon makes a tail attack. + +Wing Attack (Costs 2 Actions). The dragon beats its wings. +Each creature within 15 feet of the dragon must succeed +on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) +bludgeoning damage and be knocked prone. The dragon can +then fly up to half its flying speed. + + + + + + +— + + + + +lion:- + + + + +Ancient Red Dragon + +Gargantuan dragon, chaotic evil + + +Bite, Melee Weapon Attack: +17 to hit, reach 15 ft., one target. +Hit: 21 (2dl0 + 10) piercing damage plus 14 (4d6) +fire damage. + + +Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., +one target. Hit: 17 (2d6+ 10) slashing damage. + + +Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., +one target. Hit: 19 (2d8 + 10) bludgeoning damage. + + +The dragon can take 3 legendary actions, choosing from the +options below. Only one legendary action option can be used +at a time and only at the end of another creature's turn. The +dragon regains spent legendary actions at the start of its turn. + + +Frightful Presence. Each creature of the dragon’s choice that +is within 120 feet of the dragon and aware of it must succeed +on a DC 21 Wisdom saving throw or become frightened for 1 +minute. A creature can repeat the saving throw at the end of +each of its turns, ending the effect on itself on a success. If a +creature's saving throw is successful or the effect ends for it, +the creature is immune to the dragon’s Frightful Presence for +the next 24 hours. + + +Fire Breath (Recharge 5-6). The dragon exhales fire in a 90-foot +cone. Each creature in that area must make a DC 24 Dexterity +saving throw, taking 91 (26d6) fire damage on a failed save, or +half as much damage on a successful one. + + +Legendary Actions + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +I + + +Adult Red Dragon + +Huge dragon, chaotic evil + + +Armor Class 19 (natural armor) +Hit Points 256 (19dl2+133) +Speed 40 ft., climb 40 ft., fly 80 ft. + + +STR DEX CON INT WIS CHA + +27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) + + +Saving Throws Dex +6, Con +13, Wis +7, Cha +11 +Skills Perception +13, Stealth +6 +Damage Immunities fire + +Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 +Languages Common, Draconic +Challenge 17 (18,000 XP) + + +Legendary Resistance (3/Day). If the dragon fails a saving +throw, it can choose to succeed instead. + +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: +14 to hit, reach 10 ft., one target. + +Hit: 19 (2dl0 + 8) piercing damage plus 7 (2d6) fire damage. + +Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. + +Hit: 15 (2d6 + 8) slashing damage. + +Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. + +Hit: 17 (2d8 + 8) bludgeoning damage. + +Frightful Presence. Each creature of the dragon’s choice that +is within 120 feet of the dragon and aware of it must succeed +on a DC 19 Wisdom saving throw or become frightened for 1 +minute. A creature can repeat the saving throw at the end of +each of its turns, ending the effect on itself on a success. If a +creature’s saving throw is successful or the effect ends for it, +the creature is immune to the dragon’s Frightful Presence for +the next 24 hours. + +Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot +cone. Each creature in that area must make a DC 21 Dexterity +saving throw, taking 63 (18d6) fire damage on a failed save, or +half as much damage on a successful one. + +Legendary Actions + +The dragon can take 3 legendary actions, choosing from the +options below. Only one legendary action option can be used +at a time and only at the end of another creature’s turn. The +dragon regains spent legendary actions at the start of its turn. + +Detect. The dragon makes a Wisdom (Perception) check. + +Tall Attack. The dragon makes a tail attack. + +Wing Attack (Costs 2 Actions). The dragon beats its wings. + +Each creature within 10 feet of the dragon must succeed +on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) +bludgeoning damage and be knocked prone. The dragon can +then fly up to half its flying speed. + + +Young Red Dragon + +Large dragon, chaotic evil + + +Armor Class 18 (natural armor) + + + +Hit Points 178 (17dl0+85) + + + +Speed 40 ft., climb 40 ft., fly 80 ft. + + + +STR DEX CON INT + +WIS + +CHA + +23 (+6) 10 (+0) 21 (+5) 14 (+2) + +11 (+0) + +19 (+4) + + +Saving Throws Dex +4, Con +9, Wis +4, Cha +8 +Skills Perception +8, Stealth +4 +Damage Immunities fire + +Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18 +Languages Common, Draconic +Challenge 10 (5,900 XP) + + +iz + + +Actions + +Multiattack. The dragon makes three attacks: one with its bite +and two with its claws. + +Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. +Hit: 17 (2dl0 + 6) piercing damage plus 3 (1 d6) fire damage. + +Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. +Hit: 13 (2d6 + 6) slashing damage. + +Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot +cone. Each creature in that area must make a DC 17 Dexterity +saving throw, taking 56 (16d6) fire damage on a failed save, or +half as much damage on a successful one. + +rfc—^ 1 — r . + + +, + + +-- + + +—— + + +- ; + + +■ ~ u ' I + + +5 + + +Red Dragon Wyrmling + +Medium dragon, chaotic evil + + +Armor Class 17 (natural armor) +Hit Points 75 (10d8 + 30) + +Speed 30 ft., climb 30 ft., fly 60 ft. + + +STR DEX CON INT WIS CHA + +19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) + + +Saving Throws Dex +2, Con +5, Wis +2, Cha +4 +Skills Perception +4, Stealth +2 +Damage Immunities fire + +Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 +Languages Draconic +Challenge 4 (1,100 XP) + + +Actions + + +E + + +Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. + +Hit: 9 (ldl0 + 4) piercing damage plus 3 (ld6) fire damage. + +Fire Breath (Recharge 5-6). The dragon exhales fire in a 15-foot +cone. Each creature in that area must make a DC 13 Dexterity +saving throw, taking 24 (7d6) fire damage on a failed save, or +half as much damage on a successful one. + +~ --n> - ----- - + + +— + + +-- + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +mi + + +" + +' ■ -': I. L \ '» T r?> . ‘irV^jSftl^V > , * + + +Red Dragon + + +The most covetous of the true dragons, red dragons +tirelessly seek to increase their treasure hoards. They +are exceptionally vain* even for dragons, and their +conceit is reflected in their proud bearing and their +disdain for other creatures. + +The odor of sulfur and pumice surrounds a red +dragon, whose swept-back horns and spinal frill define +its silhouette. Its beaked snout vents smoke at all times, +and its eyes dance with flame when it is angry. Its wings +are the longest of any chromatic dragon, and have a +blue-black tint along the trailing edge that resembles +metal burned blue by fire. + +The scales of a red dragon wyrmling are a bright +glossy scarlet, turning a dull, deeper red and becoming +as thick and strong as metal as the dragon ages. Its +pupils also fade as it ages, and the oldest red dragons +have eyes that resemble molten lava orbs. + +Mountain Masters. Red dragons prefer mountainous +terrain, badlands, and any other locale where they can +perch high and survey their domain. Their preference +for mountains brings them into conflict with the hill¬ +dwelling copper dragons from time to time. + +Arrogant Tyrants. Red dragons fly into destructive +rages and act on impulse when angered. They are so +ferocious and vengeful that they are regarded as the +archetypical evil dragon by many cultures. + +No other dragon comes close to the arrogance of the +red dragon. These creatures see themselves as kings +and emperors, and view the rest of dragonkind as +inferior* Believing that they are chosen by Tiamat to rule +in her name, red dragons consider the world and every +creature in it as theirs to command. + +Status and Slaves. Red dragons are fiercely territorial +and isolationist. However, they yearn to know about +events in the wider world, and they make use of lesser +creatures as informants, messengers, and spies. They +are most interested in news about other red dragons, +with which they compete constantly for status. + +When it requires servants, a red dragon demands +fealty from chaotic evil humanoids. If allegiance isn’t +forthcoming, it slaughters a tribe’s leaders and claims +lordship over the survivors. Creatures serving a red +dragon live in constant terror of being roasted and eaten +for displeasing it. They spend most of their time fawning +over the creature in an attempt to stay alive. + +Obsessive Collectors. Red dragons value wealth +above all else, and their treasure hoards are legendary. +They covet anything of monetary value, and can often +judge the worth of a bauble to within a copper piece at a +glance. A red dragon has a special affection for treasure +claimed from powerful enemies it has slain, exhibiting +that treasure to prove its superiority. + +A red dragon knows the value and provenance of +every item in its hoard, along with each item’s exact +location. It might notice the absence of a single coin, +igniting its rage as it tracks down and slays the thief +without mercy. If the thief can’t be found, the dragon +goes on a rampage, laying waste to towns and villages in +an attempt to sate its wrath. + + + +«3 + +■'fw i ‘S? Wjj fjr . + +I W #5 + + +A Red Dragon’s Lair + +- - - - - —^ ■ ■ + +Red dragons lair in high mountains or hills, dwelling in + +caverns under snow-capped peaks, or within the deep +halls of abandoned mines and dwarven strongholds. + + +Caves with volcanic or geothermal activity are the most +highly prized red dragon lairs, creating hazards that +hinder intruders and letting searing heat and volcanic +gases wash over a dragon as it sleeps. . t + +With its hoard well protected deep within the laft, +a red dragon spends as much of its time outside the +mountain as in it. For a red dragon, the great heights +of the world are the throne from which it can lo ( 5k +out to survey all it controls—and the wider world^t* +seeks to control. + +Throughout the lair complex, servants erect +monuments to the dragon’s power, telling the grim story +of its life, the enemies it has slain, and the nations it +has conquered. + + +Lair Actions + +On initiative count 20 (losing initiative ties), the dragon +takes a lair action to cause one of the following effects; +the dragon can’t use the same effect two rounds in a row: + + +• Magma erupts from a point on the ground the dragon +can see within 120 feet of it, creating a 20-foot-high, + +5-foot-radius geyser. Each creature in the geyser’s +area must make a DC 15 Dexterity saving throw, tak¬ +ing 21 (6d6) fire damage on a failed save, or half as +much damage on a successful one. + +• A tremor shakes the lair in a 60-foot radius around +the dragon. Each creature other than the dragon on +the ground in that area must succeed on a DC 15 +Dexterity saving throw or be knocked prone. + +• Volcanic gases form a cloud in a 20-foot-radius +sphere centered on a point the dragon can see within +120 feet of it. The sphere spreads around corners, +and its area is lightly obscured. It lasts until initia¬ +tive count 20 on the next round. Each creature that +starts its turn in the cloud must succeed on a DC 13 +Constitution saving throw or be poisoned until the end +of its turn. While poisoned in this way, a creature is +incapacitated. + + +Regional Effects + +The region containing a legendary red dragon’s lair is +warped by the dragon’s magic, which creates one or +more of the following effects: + +• Small earthquakes are common within 6 miles of the +dragon’s lair. + +• Water sources within 1 mile of the lair are supernatu- +rally warm and tainted by sulfur. + +• Rocky fissures within 1 mile of the dragon’s lair form +portals to the Elemental Plane of Fire, allowing crea¬ +tures of elemental fire into the world to dwell nearby. + +If the dragon dies, these effects fade over the course +of Id 10 days. + + +' 1 ,• r + + +jj | |R li + +v ;-I - + +i* + + +' ■'( + + +bI.imS + + +1 ►T(- T ^ -~ J I + +- jp , i, ■ 1 ■ H.’jT rV. ' + + + +LV St + + +■ v i + + + + +rutACvrjtJs + +i-. —>L _ + +iL ■ '■? + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +'* 3 - + + + + +■ / + + +Ancient White Dragon + +Gargantuan dragon, chaotic evil + +) Armor Class 20 (natural armor) + +Hit Points 333 (18d20 + 144) + +Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. + +STR DEX CON INT WIS CHA + +26 (+8) 10 (+0) 26 (+8) 10 (+0) 13 (+1) 14 (+2) + + +Saving Throws Dex +6, Con +14, Wis +7, Cha +8 +Skills Perception +13, Stealth +6 +Damage Immunities cold + +Senses blindsight 60 ft., darkvlsion 120 ft., passive Perception 23 +Languages Common, Draconic +Challenge 20 (24,500 XP) + + +tee Walk . The dragon can move across and climb icy surfaces +without needing to make an ability check. Additionally, difficult +terrain composed of ice or snow doesn’t cost it extra moment. + +Legendary Resistance (3/Day), If the dragon fails a saving +throw, it can choose to succeed instead. + +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: +14 to hit, reach 15 ft., one target. +Hit: 19 (2dl0 + 8) piercing damage plus 9 (2d8) cold damage. + + +Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. +Hit: 15 (2d6 + 8) slashing damage. + +Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. +Hit: 17 (2d8 + 8) bludgeoning damage. + +Frightful Presence. Each creature of the dragon’s choice that +is within 120 feet of the dragon and aware of it must succeed +on a DC 16 Wisdom saving throw or become frightened for 1 +minute. A creature can repeat the saving throw at the end of +each of its turns, ending the effect on itself on a success. If a +creature’s saving throw is successful or the effect ends for it, +the creature is immune to the dragon’s Frightful Presence for +the next 24 hours. + +Cold Breath (Recharge 5-6). The dragon exhales an icy blast in +a 90-foot cone. Each creature in that area must make a DC 22 +Constitution saving throw, taking 72 (16d8) cold damage on a +failed save, or half as much damage on a successful one. + +Legendary Actions + +The dragon can take 3 legendary actions, choosing from the +options below. Only one legendary action option can be used +at a time and only at the end of another creature’s turn. The +dragon regains spent legendary actions at the start of its turn. + +Detect. The dragon makes a Wisdom (Perception) check. + +Tail Attack. The dragon makes a tail attack. + +Wing Attack (Costs 2 Actions). The dragon beats its wings. +Each creature within 15 feet of the dragon must succeed +on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) +bludgeoning damage and be knocked prone. The dragon can +then fly up to half its flying speed. + + + + +— + + +- , "■ ;. 1 - + + + + +r; i + + + + +j pAA<3DKS + +\ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Adult White Dragon + +Huge dragon, chaotic evil + + +P + + +Armor Class 18 (natural armor) + +Hit Points 200 (16dl2+96) + +Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. + + +STR + +22 (+ 6 ) + + +DEX + +10 (+ 0 ) + + +CON + +22 (+ 6 ) + + +INT + +8(-l) + + +WIS + +12 (+ 1 ) + + +CHA + +12 (+ 1 ) + + +Saving Throws Dex +5, Con +11, Wis +6, Cha +6 +Skills Perception +11, Stealth +5 +Damage Immunities cold + +Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 +Languages Common, Draconic +Challenge 13 (10,000 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 snow doesn’t cost it extra moment. + +Legendary Resistance (3/Day). If the dragon fails a saving +throw, it can choose to succeed instead. + +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., one target. +Hit: 17 (2dl0 + 6) piercing damage plus 4 (ld8) cold damage. + + +r 1 1 . - — + +i . 1 + + +.-■- v ■ -'V” + + +=m + + +Young White Dragon + +Large dragon, chaotic evil + + +Armor Class 17 (natural armor) + +Hit Points 133 (14dl0 + 56) + +Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. + + +STR DEX CON INT WIS CHA + +18 (+4) 10 (+0) 18 (+4) 6 (-2) 11 (+0) 12 (+1) + + +Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.$ one target. +Hit ; 13 (2d6+ 6) slashing damage. + +Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. +Hit: 15 (2d8 + 6) bludgeoning damage. + +Frightful Presence. Each creature of the dragon’s choice that +is within 120 feet of the dragon and aware of it must succeed +on a DC 14 Wisdom saving throw or become frightened for 1 +minute. A creature can repeat the saving throw at the end of +each of its turns, ending the effect on itself on a success. If a +creature’s saving throw is successful or the effect ends for it, +the creature is immune to the dragon’s Frightful Presence for +the next 24 hours. + +Cold Breath (Recharge 5-6). The dragon exhales an icy blast in +a 60-foot cone. Each creature in that area must make a DC 19 +Constitution saving throw, taking 54 (12d8) cold damage on a +failed save, or half as much damage on a successful one. + +Legendary Actions + + +The dragon can take 3 legendary actions, choosing from the +options below. Only one legendary action option can be used +at a time and only at the end of another creature’s turn. The +dragon regains spent legendary actions at the start of its turn. + +Detect. The dragon makes a Wisdom (Perception) check. + +Tail Attack. The dragon makes a tail attack. + +Wing Attack (Costs 2 Actions). The dragon beats its wings. +Each creature within 10 feet of the dragon must succeed +on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) +bludgeoning damage and be knocked prone. The dragon can +then fly up to half its flying speed. + + +Vi ■ + + + + + + + + +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 snow doesn't cost it extra moment. + +Actions _ + +Multiattack. The dragon makes three attacks: one with its bite +and two with its claws. + + +I + + +Saving Throws Dex +3, Con +7, Wis +3, Cha +4 +Skills Perception +6, Stealth +3 +Damage Immunities cold + +Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 +Languages Common, Draconic +Challenge 6 (2,300 XP) + + + +Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. + +Hit: 15 (2dl0 + 4) piercing damage plus 4 (ld8) cold damage. + +Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. + +Hit: 11 (2d6 + 4) slashing damage. + +Cold Breath (Recharge 5-6). The dragon exhales an icy blast in +a 30-foot cone. Each creature in that area must make a DC 15 +Constitution saving throw, taking 45 (10d8) cold damage on a +failed save, or half as much damage on a successful one. + +si r 'i + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +— + + +-T + + +LI I ,U‘ r S? + + +I. \1 + + + +White Dragon + + +■’ . r r ~ - + + +KJ'Jf■■ + +■Ijl i.. + + +m + + + +The smallest, least intelligent, and most animalistic of +the chromatic dragons, white dragons dwell in frigid +climes, favoring arctic areas or icy mountains. They are +^vicious, cruel reptiles driven by hunger and greed. + +A white dragon has feral eyes, a sleek profile, and a +spined crest. The scales of a wyrmling white dragon +glisten pure white. As the dragon ages, its sheen +disappears and some of its scales begin to darken, +so that by the time it is old, it is mottled by patches +of pale blue and light gray. This patterning helps the +dragon blend into the realms of ice and stone in which +it hunts, and to fade from view when it soars across a +cloud-filled sky. + +Primal and Vengeful. White dragons lack the +cunning and tactics of most other dragons. However, +their bestial nature makes them the best hunters among +all dragonkind, singularly focused on surviving and +slaughtering their enemies. A white dragon consumes +only food that has been frozen, devouring creatures +killed by its breath weapon while they are still stiff and +frigid. It encases other kills in ice or buries them in +snow near its lair, and finding such a larder is a good +indication that a white dragon dwells nearby. + +A white dragon also keeps the bodies of its greatest +enemies as trophies, freezing corpses where it can +look upon them and gloat. The remains of giants, +remorhazes, and other dragons are often positioned +prominently within a white dragon’s lair as warnings +to intruders. + +Though only moderately intelligent, white dragons +have extraordinary memories. They recall every slight +and defeat, and have been known to conduct malicious +vendettas against creatures that have offended them. +This often includes silver dragons, which lair in + + +.. <■< + + +Medium dragon, chaotic evil + + +— I • —. g—i. - . + +Dragon Wyrmling + + +Armor Class 16 (natural armor) + +Hit Points 32 (5d8 + 10) + +Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. + + +STR + +14 (+2) + + +DEX + +10 (+ 0 ) + + +CON + +14 (+2) + + +I NT + +5 (-3) + + +WIS +10 (+ 0 ) + + +CHA + +11 ( + 0 ) + + + + + +Saving Throws Dex +2, Con +4, Wis +2, Cha +2 +Skills Perception +4, Stealth +2 +Damage Immunities cold + +Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 +Languages Draconic +Challenge 2 (450 XP) + + + + +Actions + + + +Bite . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. +Hit: 7 (ldlO + 2) piercing damage plus 2 (ld4) cold damage. + + +Cold Breath (Recharge 5-6). The dragon exhales an icy blast of +hail in a 15-foot cone. Each creature in that area must make a +DC 12 Constitution saving throw, taking 22 (5d8) cold damage +on a failed save, or half as much damage on a successful one. + + +103 + + +; UfcAGONS + + + +\t% + + +1 -) : jp'y . ' .. ■ l•* • • > + +the same territories as whites. White dragons can + + + + +speak as a3E dragons can, but they rarely Eafk unless + + + +moved to do so. + +Lone Masters. White dragons avoid all other dragons +except whites of the opposite sex. Even then, when +white dragons seek each other out as mates, they stay +together only long enough to conceive offspring before +fleeing into isolation again. + +White dragons can’t abide rivals near their lairs. As a +result, a white dragon attacks other creatures without +provocation, viewing such creatures as either too weak +or too powerful to live. The only creatures that typically +serve a white dragon are intelligent humanoids that +demonstrate enough strength to assuage the dragon’s +wrath, and can put up with sustaining regular losses as +a result of its hunger. This includes dragon-worshiping +kobolds, which are commonly found in their lairs. + +Powerful creatures can sometimes gain a white +dragon’s obedience through a demonstration of physical +or magical might. Frost giants challenge white dragons +to prove their own strength and improve their status +in their clans, and their cracked bones litter many a +white dragon’s lair. However, a white dragon defeated +by a frost giant often becomes its servant, accepting the +mastery of a superior creature in exchange for asserting +its own domination over the other creatures that serve +or oppose the giant. + +Treasure Under Ice. White dragons love the cold +sparkle of ice and favor treasure with similar qualities, +particularly diamonds. However, in their remote arctic +climes, the treasure hoards of white dragons more often +contain walrus and mammoth tusk ivory, whale-bone +sculptures, figureheads from ships, furs, and magic +items seized from overly bold adventurers. + +Loose coins and gems are spread across a white +dragon’s lair, glittering like stars when the light strikes +them. Larger treasures and chests are encased in layers +of rime created by the white dragon’s breath, and held +safe beneath layers of transparent ice. The dragon's +great strength allows it to easily access its wealth, while +lesser creatures must spend hours chipping away or +melting the ice to reach the dragon’s main hoard. + +A white dragon’s flawless memory means that it +knows how it came to possess every coin, gem, and +magic item in its hoard, and it associates each item with +a specific victory. White dragons are notoriously difficult +to bribe, since any offers of treasure are seen as an +insult to their ability to simply slay the creature making +the offer and seize the treasure on their own. + + +A White Dragon’s Lair + + +White dragons lair in icy caves and deep subterranean +chambers far from the sun. They favor high mountain +vales accessible only by flying, caverns in cliff faces, and +labyrinthine ice caves in glaciers. White dragons love +vertical heights in their caverns, flying up to the ceiling +to latch on like bats or slithering down icy crevasses. + +A legendary white dragon’s innate magic deepens +the cold in the area around its lair. Mountain caverns +are fast frozen by the white dragon’s presence. A +white dragon can often detect intruders by the way the +keening wind in its lair changes tone. + + +M' + + + + +. i + + +I iif + + +jjii- + + + + +■ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +I + + + + +— + + +— 1 + + +L- + + +A White dragon rests on high ice shelves and cliffs in its +lair, the floor around it a treacherous morass of broken +ice and stone, hidden pits, and slippery slopes. As foes +struggle to move toward it, the dragon flies from perch to +perch and destroys them with its freezing breath. + + +Lair Actions + +On initiative count 20 (losing initiative ties), the dragon +takes a lair action to cause one of the following effects; +the dragon can’t use the same effect two rounds in a row: + + +Freezing fog fills a 20-foot-radius sphere centered on +a point the dragon can see within 120 feet of it. The +fog spreads around corners, and its area is heavily +obscured. Each creature in the fog when it appears +must make a DC 10 Constitution saving throw, taking +10 (3d6) cold damage on a failed save, or half as much +damage on a successful one. A creature that ends its +turn in the fog takes 10 (3d6) cold damage. A wind of +at least 20 miles per hour disperses the fog. The fog +otherwise lasts until the dragon uses this lair action +again or until the dragon dies. + +Jagged ice shards fall from the ceiling, striking up to +three creatures underneath that the dragon can see +within 120 feet of it. The dragon makes one ranged +attack roll (+7 to hit) against each target. On a hit, the +target takes 10 (3d6) piercing damage. + +The .dragon creates an opaque wall of ice on a solid +surface it can see within 120 feet of it. The wall can +be up to 30 feet long, 30 feet high, and 1 foot thick. +When the wall appears, each creature within its area +is pushed 5 feet out of the wall’s space* appearing on +whichever side of the wall it wants. Each 10-foot sec¬ +tion of the wall has AC 5, 30 hit points, vulnerability +to fire damage, and immunity to acid, cold, necrotic, +poison, and psychic damage. The wall disappears +when the dragon uses this lair action again or when +the dragon dies. + + +Regional Effects + +The region containing a legendary white dragon’s lair +is warped by the dragon’s magic, which creates one or +more of the following effects: + + +Chilly fog lightly obscures the land within 6 miles of +the dragon’s lair. + +Freezing precipitation falls within 6 miles of the drag¬ +on’s lair, sometimes forming blizzard conditions when +the dragon is at rest. + +Icy walls block off areas in the dragon’s lair. Each wall +is 6 inches thick, and a 10-foot section has AC 5,15 hit +points, vulnerability to fire damage, and immunity to +acid, cold, necrotic, poison, and psychic damage. + +If the dragon wishes to move through a wall, it can +do so without slowing down. The portion of the wall +the dragon moves through is destroyed, however. + + +Metallic Dragons + + + +If the dragon dies, the fog and precipitation fade within +1 day. The ice walls melt over the course of ldlO days. + + + +Metallic dragons seek to preserve and protect, viewing +themselves as one powerful race among the many races +that have a place in the world. + +Noble Curiosity. Metallic dragons covet treasure +as do their evil chromatic kin, but they aren’t driven +as much by greed in their pursuit of wealth. Rather, +metallic dragons are driven to investigate and collect, +taking unclaimed relics and storing them in their fairs, + +A metallic dragon’s treasure hoard is filled With iterns +that reflect its persona, tell its history, and preserve its +memories. Metallic dragons also seek to protecfofher +creatures from dangerous magic. As such, powpr/ul, +magic items and even evil artifacts are sometime^ +secreted away in a metallic dragon’s hoard. + +A metallic dragon can be persuaded to part with’ an +item in its hoard for the greater good. However, another +creature’s need for or right to the item is often unclear +from the dragon’s point of view. A metallic dragon must +be bribed or otherwise convinced to part with the item. + +Solitary Sbapeshifters. At some point in their long +lives, metallic dragons gain the magical ability to +assume the forms of humanoids and beasts. When a +dragon learns how to disguise itself, it might immerse +itself in other cultures for a time. Some dragons are too +shy or paranoid to stray far from their lairs and their +treasure hoards, but bolder dragons love to wander city +streets in humanoid form, taking in the local culture and +cuisine, and amusing themselves by observing how the +smaller races live. + +Some metallic dragons prefer to stay as far away from +civilization as possible so as to not attract enemies. +However, this means that they are often far out of touch +with current events. + +The Persistence of Memory. Metallic dragons +have long memories, and they form opinions of +humanoids based on previous contact with related +humanoids. Good dragons can recognize humanoid +bloodlines by smell, sniffing out each person they meet +and remembering any relatives they have come into +contact with over the years. A gold dragon might never +suspect duplicity from a cunning villain, assuming +that the villain is of the same mind and heart as a good +and virtuous grandmother. On the other hand, the +dragon might resent a noble paladin whose ancestor +stole a silver statue from the dragon’s hoard three +centuries before. + +King of Good Dragons. The chief deity of the metallic +dragons is Bahamut, the Platinum Dragon. He dwells in +the Seven Heavens of Mount Celestia, but often wanders +the Material Plane in the magical guise of a venerable +human male in peasant robes. In this form, he is usually +accompanied by seven golden canaries—actually seven +ancient gold dragons in polymorphed form. + +Bahamut seldom interferes in the affairs of mortal +creatures, though he makes exceptions to help thwart +the machinations of Tiamat the Dragon Queen and +her evil brood. Good-aligned clerics and paladins +sometimes worship Bahamut for his dedication to +justice and protection. As a lesser god, he has the pow6f, +to grant divine spells. + + +■ + + + + +5.1 + + +ii i i i *i ijVjl .«i ft flUr«. SmM + +T > 1 , I , . U .* . * • -* L . M + +4 'j !J “ j 1 - + +$4 hrao;ons- r + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +the creature is immune to the dfagoil’s Frightful Presence for +the next 24 hours. + + +Breath Weapons (Recharge 5-6), The dragon uses one of the +following breath weapons: + + +Fire Breath. The dragon exhales fire in an 90-foot line that is +10 feet wide. Each creature in that line must make a DC 21 +Dexterity saving throw, taking 56 (16d6) fire damage on a +failed save, or half as much damage on a successful one. + +Sleep Breath. The dragon exhales sleep gas in a 90-foot +cone. Each creature in that area must succeed on a DC 21 +Constitution saving throw or fall unconscious for 10 minutes. +This effect ends for a creature if the creature takes damage or +someone uses an action to wake it. + + +Change Shape . The dragon magically polymorphs into a +humanoid or beast that has a challenge rating no higher than +its own, or back into its true form. It reverts to its true form if +it dies. Any equipment it is wearing or carrying is absorbed or +borne by the new form (the dragon’s choice). + +• In a new form, the dragon retains its alignment, hit points, +Hit Dice, ability to speak, proficiencies, Legendary Resistance, +lair actions, and Intelligence, Wisdom, and Charisma scores, as +well as this action. Its statistics and capabilities are otherwise +replaced by those of the new form, except any class features or +legendary actions of that form. + + +Armor Class 20 (natural armor) + +Hit Points 297 (17d20+119) + +Speed 40 ft., burrow 40 ft., fly 80 ft. + + +STR DEX CON INT WIS CHA + +27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4) + + +Saving Throws Dex +6, Con +13, Wis +8, Cha +10 +Skills History +9, Perception +14, Persuasion +10, Stealth +6 +1 Damage Immunities fire + +Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 +Languages Common, Draconic +Challenge 20 (24,500 XP) + + +The dragon can take 3 legendary actions, choosing from the +options below. Only one legendary action option can be used +at a time and only at the end of another creature’s turn. The +dragon regains spent legendary actions at the start of its turn. + +Detect. The dragon makes a Wisdom (Perception) check. + +Tail Attack. The dragon makes a tail attack. + +Wing Attack (Costs 2 Actions). The dragon beats its wings. +Each creature within 15 feet of the dragon must succeed +on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) +bludgeoning damage and be knocked prone. The dragon can +then fly up to half its flying speed. + + +Legendary Resistance (3/Day). If the dragon fails a saving +throw, it can choose to succeed instead. + +i 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: +14 to hit, reach 15 ft., one target. +Hit: 19 (2dl0 + 8) piercing damage. + +4 + +Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. +Hit: 15 (2d6 + 8) slashing damage. + +Tail . Melee Weapon Attack: +14 to hit, reach 20 ft., one target. +Hit: 17 (2d8 + 8) bludgeoning damage. + +Frightful Presence . Each creature of the dragon’s choice that +is within 120 feet of the dragon and aware of it must succeed +on a DC 18 Wisdom saving throw or become frightened for 1 +minute. A creature can repeat the saving throw at the end of +each of its turns, ending the effect on itself on a success. If a +creature’s saving throw is successful or the effect ends for it, + + +Ancient Brass Dragon + +Gargantuan dragon, chaotic good + + + + +Legendary Actions + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +Adult Brass Dragon + +Huge dragon , chaotic good + + +Armor Class 18 (natural armor) + +Hit Points 172 (15dl2+ 75) + +Speed 40 ft., burrow 30 ft., fly 80 ft. + + + +STR DEX CON INT + +WIS + +CHA + +23 (+6) 10 (+0) 21 (+5) 14 (+2) + +13 (+1) + +17 (+3) + + +Saving Throws Dex +5, Con +10, Wis +6, Cha +8 + +Skills History +7, Perception +11, Persuasion +8, Stealth +5 + +Damage Immunities fire + +Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 +Languages Common, Draconic +Challenge 13 (10,000 XP) + + +Legendary Resistance (3/Day). If the dragon fails a saving +throw, it can choose to succeed instead. + +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, one target. +Hit: 17 (2d 10 + 6) piercing damage. + +Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. +Hit: 13 (2d6 + 6) slashing damage. + +Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. +Hit: 15 (2d8 + 6) bludgeoning damage. + + + + + +. .. . + + + + +Frightful Presence. Each creature of the dragon's choice that +is within 120 feet of the dragon and aware of it must succeed +on a DC 16 Wisdom saving throw or become frightened for 1 +minute. A creature can repeat the saving throw at the end of +each of its turns, ending the effect on itself on a success. If a +creature’s saving throw is successful or the effect ends for It, +the creature is immune to the dragon's Frightful Presence for +the next 24 hours. + +Breath Weapons (Recharge 5-6). The dragon uses one of the +following breath weapons. + +Fire Breath. The dragon exhales fire in an 60-foot line that is +5 feet wide. Each creature in that line must make a DC 18 +Dexterity saving throw, taking 49 (13d6) fire damage on a +failed save, or half as much damage on a successful one. +Sleep Breath. The dragon exhales sleep gas in a 60-foot +cone. Each creature in that area must succeed on a DC 18 +Constitution saving throw or fall unconscious for 10 minutes. +This effect ends for a creature if the creature takes damage or +someone uses an action to wake it. + +Legendary Actions _ + +The dragon can take 3 legendary actions, choosing from the +options below. Only one legendary action option can be used +at a time and only at the end of another creature’s turn. The +dragon regains spent legendary actions at the start of its turn. + +Detect. The dragon makes a Wisdom (Perception) check. + +Tall Attack. The dragon makes a tail attack. + +Wing Attack (Costs 2 Actions). The dragon beats its wings. + +Each creature within 10 feet of the dragon must succeed +on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) +bludgeoning damage and be knocked prone. The dragon can +then fly up to half its flying speed. + +- - -.--- ■: + + + + + + +- + + +} ^ - - . 1 ■ ■ - 1 ■ + + + + +— + + + + + + +Young Brass Dragon + +Large dragon, chaotic good + + +hl-; + +IjSk'l + + +— + + +7 * 577 . + + +. —.. - + + + + + + +Armor Class 17 (natural armor) + +Hit Points 110 (13dl0 +39) + +Speed 40 ft., burrow 20 ft., fly 80 ft. + + + +STR DEX CON INT + +WIS + +CHA + +19 (+4) 10 (+0) 17 (+3) 12 (+1) + +11 (+0) + +15 (+2) + + +Saving Throws Dex +5, Con +8, Wis +5, Cha +7 +Skills Perception +10, Persuasion +7, Stealth +5 +Damage Immunities fire + +Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20 +Languages Common, Draconic +Challenge 6 (2,300 XP) + + +. - ■ . . ,■ + +Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. + +Hit: 15 (2dl0 + 4) piercihg damage. + +Claw. Melee Weapon Attack: +9 to hit* reach 5 ft., one target. + +Hit: 11 (2d6 + 4) slashing damage. + +Breath Weapons (Recharge 5-6). The dragon uses one of the + +following breath weapons. + +Fire Breath. The dragon exhales fire in a 40-foot line that is +5 feet wide. Each creature in that line must make a DC 14 +Dexterity saving throw, taking 42 (12d6) fire damage on a +failed save, or half as much damage on a successful one. + +Sleep Breath. The dragon exhales sleep gas in a 30-foot +cone. Each creature in that area must succeed on a DC 14 +Constitution saving throw or fall unconscious for 5 minutes. +This effect ends for a creature if the creature takes damage or +someone uses an action to wake it. + + +Actions + +"1 --- + +Multiattack. The dragon makes three attacks: one with its bite +and two with its claws. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +