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.