D&D Bronze Dragon Stats
D&D Bronze Dragon Stats
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 (2d10 + 7)
piercing 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
Breath Weapons (Recharge 5-6)
The dragon uses one of the following breath weapons.
Lightning Breath. 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 (12d10) lightning damage on a failed save, or half as much damage
on a successful one.
Skills Pertinents
STR DEX INT WIS CHA Damage Vulnerabilities
Athletics Acrobatics Arcana Animal Deception 0
+0 +0 +0 +0 Damage Resistances
SoH History Insight Intimidation 0
+0 +7 +0 Damage Immunities
Stealth Inv. Medicine Performance lightning
+5 +0 +0 +0 Condition Immunities
Nature Perc. Persuasion 0
+0 +12 +0 Senses
Religion Survival blindsight 60 ft., darkvision 120 ft., passive Perce
+0 +0 Language
Legendary Actions Common, Draconic
The creature can take 3 legendary actions, choosing from the options below. Special Abilities
Only one legendary action option can be used at a time and only at the end of Amphibious
another creature's turn. The creature regains spent legendary actions at the
start of its turn . The dragon can breathe air and water.
Legendary Resistance (3/Day)
1 Detect If the dragon fails a saving
The dragon makes a Wisdom (Perception) check. throw, it can choose to
succeed instead.
1 Tail Attack
The dragon makes a tail attack.
0
0
1 Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 ft. 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.
0 0
0
0 0
0
ft., darkvision 120 ft., passive Perception 22
fire
fire
fire
bludgeoning, fire
cold
thunder
radiant
bludgeoning
bludgeoning
fire
bludgeoning
bludgeoning
fire
damage_resistances
necrotic
damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)
poison
piercing
bludgeoning, piercing
cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
radiant
fire
bludgeoning, piercing, and slashing from nonmagical weapons
poison
cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
cold
cold, lightning, necrotic
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
acid
cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
radiant; bludgeoning, piercing, and slashing from nonmagical weapons
cold; fire; lightning; bludgeoning, piercing, and slashing from nonmagical weapons
cold, fire
cold
cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
bludgeoning, piercing
necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvere
acid
lightning, poison
lightning
fire
lightning
acid
fire
poison
fire
cold
cold
poison
acid
lightning
fire
lightning
acid
fire
poison
fire
cold
cold
psychic; bludgeoning, piercing, and slashing from nonmagical weapons
poison, psychic
fire, poison
fire, poison
fire, poison
fire, poison
lightning
acid
acid, cold, lightning, slashing
poison
lightning
fire, poison
fire
lightning
fire, poison
poison
acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
acid
psychic; bludgeoning, piercing, and slashing from nonmagical weapons
cold, poison
lightning, thunder
charmed
fire, poison
fire
poison
fire
fire, poison
fire, poison
fire
lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
cold
poison
necrotic
cold, necrotic, poison
necrotic, poison
poison
poison
fire
petrified
poison
poison
poison
psychic
fire
poison
poison, psychic
poison
fire, poison
fire, poison
fire, poison
poison
fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
fire, poison
poison; bludgeoning, piercing, and slashing from nonmagical weapons
poison
acid
poison
bludgeoning, piercing, and slashing from nonmagical weapons
necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
poison
fire
lightning, slashing
poison
blinded
fire, poison
poison
fire
cold, fire
fire, poison
poison, psychic
fire
lightning
poison
cold
necrotic, poison
necrotic, poison
poison
poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
lightning, thunder
poison
poison
bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
cold
necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
lightning, poison
cold
necrotic, poison
acid
lightning
fire
lightning
acid
fire
poison
fire
cold
cold
condition_immunities
poisoned
poisoned
charmed, frightened
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
poisoned
poisoned
poisoned
poisoned
poisoned
poisoned
poisoned
poisoned
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
poisoned
charmed, exhaustion, frightened
poisoned
poisoned
exhaustion, poisoned
prone
poisoned
poisoned
poisoned
charmed, poisoned
charmed, frightened
poisoned
poisoned
poisoned
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
frightened, paralyzed
poisoned
prone
exhaustion, poisoned
necrotic, poisoned
charmed, exhaustion, frightened, paralyzed, poisoned
poisoned
charmed
poisoned
poisoned
charmed, exhaustion, frightened
poisoned
poisoned
poisoned
poisoned
charmed, exhaustion, frightened, poisoned
charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
charmed, poisoned
poisoned
poisoned
exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
poisoned
senses
darkvision 120 ft., passive Perception 20
passive Perception 13
blindsight 60 ft., darkvision 120 ft., passive Perception 21
blindsight 60 ft., darkvision 120 ft., passive Perception 22
blindsight 60 ft., darkvision 120 ft., passive Perception 22
blindsight 60 ft., darkvision 120 ft., passive Perception 21
blindsight 60 ft., darkvision 120 ft., passive Perception 22
blindsight 60 ft., darkvision 120 ft., passive Perception 22
blindsight 60 ft., darkvision 120 ft., passive Perception 24
blindsight 60 ft., darkvision 120 ft., passive Perception 22
blindsight 60 ft., darkvision 120 ft., passive Perception 23
blindsight 60 ft., darkvision 120 ft., passive Perception 21
blindsight 60 ft., darkvision 120 ft., passive Perception 21
darkvision 60 ft., passive Perception 10
blindsight 60 ft., darkvision 120 ft., passive Perception 26
blindsight 60 ft., darkvision 120 ft., passive Perception 27
blindsight 60 ft., darkvision 120 ft., passive Perception 24
blindsight 60 ft., darkvision 120 ft., passive Perception 27
blindsight 60 ft., darkvision 120 ft., passive Perception 27
blindsight 60 ft., darkvision 120 ft., passive Perception 27
blindsight 60 ft., darkvision 120 ft., passive Perception 27
blindsight 60 ft., darkvision 120 ft., passive Perception 26
blindsight 60 ft., darkvision 120 ft., passive Perception 26
blindsight 60 ft., darkvision 120 ft., passive Perception 23
truesight 120 ft., passive Perception 20
blindsight 60 ft. (blind beyond this radius), passive Perception 6
darkvision 60 ft., tremorsense 60 ft., passive Perception 11
passive Perception 13
passive Perception 12
passive Perception 13
passive Perception 10
passive Perception 10
darkvision 60 ft., passive Perception 11
passive Perception 11
passive Perception 11
darkvision 30 ft., passive Perception 11
truesight 120 ft., passive Perception 13
passive Perception 10
passive Perception 10
darkvision 120 ft., passive Perception 18
darkvision 60 ft., passive Perception 9
blindsight 60 ft., passive Perception 11
darkvision 120 ft., passive Perception 10
darkvision 90 ft., passive Perception 16
passive Perception 10
blindsight 60 ft., passive Perception 10
blindsight 10 ft., darkvision 60 ft., passive Perception 14
blindsight 60 ft. (blind beyond this radius), passive Perception 8
darkvision 120 ft., passive Perception 12
darkvision 60 ft., passive Perception 12
blindsight 10 ft., darkvision 60 ft., passive Perception 14
passive Perception 11
darkvision 120 ft., passive Perception 9
blindsight 10 ft., darkvision 60 ft., passive Perception 14
blindsight 10 ft., darkvision 60 ft., passive Perception 14
passive Perception 13
darkvision 60 ft., passive Perception 10
darkvision 60 ft., tremorsense 60 ft., passive Perception 16
passive Perception 11
darkvision 60 ft., passive Perception 13
passive Perception 13
darkvision 60 ft., passive Perception 13
passive Perception 13
darkvision 120 ft., passive Perception 8
darkvision 60 ft., passive Perception 18
darkvision 60 ft., passive Perception 14
darkvision 60 ft., passive Perception 9
darkvision 60 ft., passive Perception 11
passive Perception 17
passive Perception 10
passive Perception 10
darkvision 60 ft., passive Perception 10
blindsight 10 ft., darkvision 60 ft., passive Perception 14
truesight 120 ft., passive Perception 15
blindsight 30 ft., passive Perception 9
blindsight 60 ft. (blind beyond this radius), passive Perception 8
passive Perception 11
darkvision 60 ft., passive Perception 10
darkvision 60 ft., passive Perception 12
darkvision 120 ft., passive Perception 15
passive Perception 13
passive Perception 12
darkvision 120 ft., passive Perception 19
passive Perception 13
darkvision 120 ft., passive Perception 13
darkvision 60 ft., passive Perception 11
darkvision 60 ft., passive Perception 10
darkvision 120 ft., passive Perception 11
darkvision 60 ft., passive Perception 10
darkvision 120 ft., passive Perception 15
darkvision 60 ft., passive Perception 10
passive Perception 14
darkvision 60 ft., passive Perception 14
darkvision 120 ft., passive Perception 10
blindsight 30 ft., passive Perception 12
passive Perception 14
darkvision 60 ft., tremorsense 60 ft., passive Perception 10
darkvision 120 ft., passive Perception 12
passive Perception 10
darkvision 60 ft., passive Perception 11
truesight 120 ft., passive Perception 12
darkvision 60 ft., passive Perception 13
darkvision 60 ft., passive Perception 14
darkvision 60 ft., passive Perception 10
passive Perception 16
darkvision 60 ft., passive Perception 10
darkvision 120 ft., passive Perception 15
passive Perception 12
darkvision 30 ft., passive Perception 11
passive Perception 13
darkvision 60 ft., passive Perception 10
blindsight 60 ft. (blind beyond this radius), passive Perception 8
darkvision 60 ft., passive Perception 10
darkvision 60 ft., passive Perception 11
darkvision 60 ft., passive Perception 10
passive Perception 14
passive Perception 15
darkvision 60 ft., passive Perception 10
passive Perception 8
blindsight 10 ft., passive Perception 8
blindsight 10 ft., passive Perception 12
blindsight 10 ft., passive Perception 8
passive Perception 10
passive Perception 14
passive Perception 14
blindsight 30 ft., passive Perception 8
blindsight 10 ft., passive Perception 8
blindsight 10 ft., passive Perception 8
passive Perception 13
blindsight 10 ft., passive Perception 8
darkvision 60 ft., passive Perception 14
passive Perception 10
passive Perception 11
darkvision 60 ft., passive Perception 9
darkvision 60 ft., passive Perception 14
blindsight 60 ft., passive Perception 9
passive Perception 12
blindsight 60 ft., passive Perception 13
blindsight 10 ft., darkvision 60 ft., passive Perception 10
darkvision 30 ft., passive Perception 10
passive Perception 13
passive Perception 10
passive Perception 10
passive Perception 9
darkvision 60 ft., passive Perception 10
truesight 120 ft., passive Perception 13
passive Perception 11
blindsight 10 ft., passive Perception 10
passive Perception 10
passive Perception 10
blindsight 10 ft., darkvision 60 ft., passive Perception 14
darkvision 60 ft., passive Perception 14
darkvision 60 ft., passive Perception 9
blindsight 10 ft., darkvision 60 ft., passive Perception 14
darkvision 60 ft., passive Perception 14
darkvision 60 ft., passive Perception 12
darkvision 60 ft., passive Perception 15
darkvision 120 ft., passive Perception 12
passive Perception 10
darkvision 60 ft., passive Perception 14
truesight 120 ft., passive Perception 18
blindsight 10 ft., darkvision 60 ft., passive Perception 12
passive Perception 10
passive Perception 14
darkvision 60 ft., passive Perception 15
darkvision 120 ft., passive Perception 11
passive Perception 12
passive Perception 15
blindsight 60 ft. (blind beyond this radius), passive Perception 7
darkvision 60 ft., passive Perception 10
darkvision 120 ft., passive Perception 13
darkvision 30 ft., passive Perception 12
darkvision 60 ft., passive Perception 16
passive Perception 13
blindsight 60 ft., darkvision 120 ft., passive Perception 12
darkvision 30 ft., passive Perception 11
darkvision 120 ft., passive Perception 11
darkvision 60 ft., passive Perception 18
darkvision 120 ft., passive Perception 10
passive Perception 13
blindsight 120 ft., passive Perception 13
passive Perception 10
blindsight 60 ft., passive Perception 11
truesight 120 ft., passive Perception 14
darkvision 60 ft., passive Perception 12
darkvision 120 ft., passive Perception 10
truesight 120 ft., passive Perception 19
passive Perception 13
darkvision 30 ft., passive Perception 9
blindsight 30 ft., passive Perception 8
passive Perception 11
darkvision 30 ft., passive Perception 12
darkvision 30 ft., passive Perception 10
passive Perception 10
darkvision 60 ft., passive Perception 11
truesight 120 ft., passive Perception 13
darkvision 120 ft., passive Perception 15
darkvision 60 ft., passive Perception 14
blindsight 10 ft., passive Perception 12
darkvision 60 ft., passive Perception 10
darkvision 60 ft., passive Perception 11
darkvision 60 ft., passive Perception 17
darkvision 60 ft., passive Perception 9
blindsight 10 ft., darkvision 60 ft., passive Perception 13
darkvision 60 ft., passive Perception 10
darkvision 60 ft., passive Perception 14
truesight 120 ft., passive Perception 11
darkvision 120 ft., passive Perception 16
passive Perception 11
darkvision 60 ft., passive Perception 9
blindsight 60 ft. (blind beyond this radius), passive Perception 8
darkvision 30 ft., passive Perception 12
darkvision 60 ft., passive Perception 8
darkvision 60 ft., passive Perception 8
darkvision 60 ft., passive Perception 14
blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13
darkvision 120 ft., passive Perception 11
darkvision 120 ft., passive Perception 13
darkvision 60 ft., passive Perception 13
passive Perception 14
passive Perception 16
darkvision 60 ft., passive Perception 10
truesight 120 ft., passive Perception 14
truesight 120 ft., passive Perception 21
passive Perception 13
blindsight 10 ft., darkvision 60 ft., passive Perception 13
passive Perception 13
passive Perception 10
passive Perception 13
darkvision 60 ft., passive Perception 9
blindsight 30 ft., tremorsense 60 ft., passive Perception 9
darkvision 120 ft., passive Perception 10
darkvision 60 ft., passive Perception 8
darkvision 60 ft., passive Perception 13
darkvision 30 ft., passive Perception 10
passive Perception 13
blindsight 10 ft., darkvision 60 ft., passive Perception 14
passive Perception 13
darkvision 60 ft., tremorsense 60 ft., passive Perception 10
passive Perception 11
darkvision 60 ft., passive Perception 10
passive Perception 14
darkvision 60 ft., passive Perception 16
blindsight 60 ft. (blind beyond this radius), passive Perception 6
blindsight 60 ft., passive Perception 11
passive Perception 13
darkvision 30 ft., passive Perception 10
darkvision 60 ft., passive Perception 10
passive Perception 15
blindsight 10 ft., passive Perception 9
blindsight 30 ft. (blind beyond this radius), passive Perception 6
darkvision 60 ft., passive Perception 11
passive Perception 10
passive Perception 13
blindsight 60 ft. (blind beyond this radius), passive Perception 10
blindsight 10 ft., darkvision 60 ft., passive Perception 10
blindsight 30 ft. (blind beyond this radius), passive Perception 6
blindsight 10 ft., darkvision 60 ft., passive Perception 14
darkvision 60 ft., passive Perception 8
truesight 120 ft., passive Perception 24
darkvision 60 ft., passive Perception 10
darkvision 30 ft., passive Perception 12
darkvision 60 ft., passive Perception 12
passive Perception 10
passive Perception 16
passive Perception 14
passive Perception 9
darkvision 60 ft., passive Perception 14
darkvision 120 ft., passive Perception 10
passive Perception 19
darkvision 60 ft., passive Perception 15
passive Perception 10
blindsight 10 ft., passive Perception 11
blindsight 30 ft., passive Perception 9
darkvision 60 ft., passive Perception 10
blindsight 10 ft., passive Perception 10
darkvision 60 ft., passive Perception 8
darkvision 60 ft., passive Perception 10
darkvision 60 ft., passive Perception 13
passive Perception 12
darkvision 60 ft., passive Perception 8
blindsight 120 ft., passive Perception 10
passive Perception 13
darkvision 60 ft., passive Perception 13
passive Perception 13
passive Perception 12
passive Perception 10
darkvision 60 ft., passive Perception 12
passive Perception 14
darkvision 60 ft., passive Perception 13
darkvision 120 ft., passive Perception 17
darkvision 60 ft., passive Perception 13
passive Perception 12
passive Perception 10
darkvision 120 ft., passive Perception 11
passive Perception 13
passive Perception 12
blindsight 10 ft., passive Perception 10
darkvision 60 ft., passive Perception 10
passive Perception 13
passive Perception 17
passive Perception 12
darkvision 60 ft. (rat form only), passive Perception 12
darkvision 60 ft., passive Perception 15
passive Perception 14
blindsight 10 ft., darkvision 60 ft., passive Perception 14
darkvision 60 ft., passive Perception 13
darkvision 120 ft., passive Perception 12
passive Perception 15
passive Perception 10
darkvision 60 ft., passive Perception 9
darkvision 60 ft., passive Perception 12
darkvision 60 ft., passive Perception 14
darkvision 60 ft., tremorsense 60 ft., passive Perception 16
blindsight 30 ft., darkvision 120 ft., passive Perception 16
blindsight 30 ft., darkvision 120 ft., passive Perception 19
blindsight 30 ft., darkvision 120 ft., passive Perception 16
blindsight 30 ft., darkvision 120 ft., passive Perception 17
blindsight 30 ft., darkvision 120 ft., passive Perception 17
blindsight 30 ft., darkvision 120 ft., passive Perception 19
blindsight 30 ft., darkvision 120 ft., passive Perception 17
blindsight 30 ft., darkvision 120 ft., passive Perception 18
blindsight 30 ft., darkvision 120 ft., passive Perception 18
blindsight 30 ft., darkvision 120 ft., passive Perception 16
passive Perception 10
languages
Deep Speech, telepathy 120 ft.
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Auran
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Sphinx
Ignan
Draconic
Common, Goblin
Elvish, Sylvan
Infernal, telepathy 120 ft.
understands Draconic but can't speak
understands Deep Speech but can't speak
understands the languages of its creator but can't speak
Deep Speech, Undercommon
Common, Giant
Draconic
all, telepathy 120 ft.
Auran
Common
Ignan, Terran
Aquan, Draconic
Ignan
Elvish, Undercommon
Common, Orc
Druidic plus any two languages
Elvish, Sylvan
Dwarvish, Undercommon
Terran
Ignan
Giant, Orc
Ignan
Giant
understands the languages of its creator but can't speak
Sahuagin
Common, Elvish, Sylvan
Giant
Terran
Common
any languages it knew in life
Common
Goblin, Worg
Draconic
Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
Draconic
Common, Draconic, Sylvan
Elvish, Undercommon
Celestial, Common
Common, Sphinx
Common, Draconic
Common
understands Infernal but can't speak it
Abyssal, telepathy 120 ft.
Giant
Infernal, Common
Auran, understands Common but doesn't speak it
understands the languages of its creator but can't speak
understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
Abyssal, Common
understands infernal but can't speak
Common plus up to five other languages
Abyssal, Aquan
Abyssal
understands Abyssal but can't speak
the languages it knew in life
the languages it knew in life
Abyssal, telepathy 120 ft.
Abyssal, Common, Infernal, Primordial
understands Abyssal, Common, and Infernal but can't speak
Common, Goblin
Common, Giant
understands Common and Giant but can't speak
Common, Giant
Undercommon
Otyugh
Abyssal, Common
Common, Infernal
Draconic
Common, Elvish, Sylvan
Aquan, Ignan
Ignan
Draconic
understands all languages it spoke in life but can't speak
all, telepathy 120 ft.
understands all languages it knew in life but can't speak
Abyssal, Common
any one language (usually Common)
any two languages
Giant
understands the languages of its creator but can't speak
Common, Giant
Abyssal, Common, Infernal, telepathy 60 ft.
any one language (usually Common)
Aquan
Terran
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
Common, Draconic
any one language
challenge_rating special_abilities/0/name
10 Amphibious
1/2
14 Amphibious
17 Legendary Resistance (3/Day)
16 Legendary Resistance (3/Day)
13 Legendary Resistance (3/Day)
15 Amphibious
14 Legendary Resistance (3/Day)
17 Amphibious
15 Amphibious
17 Legendary Resistance (3/Day)
16 Legendary Resistance (3/Day)
13 Ice Walk
5 Air Form
21 Amphibious
23
20 Legendary Resistance (3/Day)
22 Amphibious
21 Legendary Resistance (3/Day)
24 Amphibious
22 Amphibious
24 Legendary Resistance (3/Day)
23 Legendary Resistance (3/Day)
20 Ice Walk
17 Inscrutable
1 Antimagic Susceptibility
2
1/2 Keen Smell
12 Magic Resistance
8 Assassinate
0 False Appearance
2 False Appearance
1/2
2 Heated Body
0 Pack Tactics
0 Keen Smell
19 Death Throes
1/2 Hold Breath
2
5 Barbed Hide
3 Petrifying Gaze
0 Echolocation
3 Devil's Sight
11
2 Reckless
1/2 Echolocation
2 Amphibious
4 Amorphous
1/2 Stone Camouflage
1/2 Death Burst
3
1/2 Charge
12 Devil's Sight
1
2 Amphibious
1 Keen Smell
1 Brute
5 Standing Leap
1/2 Charge
2 Keen Smell
0 Keen Smell
2 Keen Smell
2 Charge
11 Devil's Sight
6
4 Amphibious
9 Acid Absorption
8 Damage Transfer
9 Keen Smell
1/2
0
1/2 Rampage
1
4 Innate Spellcasting
0 Amphibious
1/2 Amorphous
2 Dark Devotion
1/2 Martial Advantage
1/2 Death Burst
1 Two-Headed
1/2 Hold Breath
0
10 Angelic Weapons
1 Keen Hearing and Smell
11 Elemental Demise
3 Shapechanger
1/2 Death Burst
17 Amphibious
1/2 Death Burst
6 Fey Ancestry
1/2 Aggressive
2 Spellcasting
1 Innate Spellcasting
1 Duergar Resilience
1/2 Pack Tactics
0 Keen Sight
5 Earth Glide
11 Elemental Demise
4 Trampling Charge
1/2 Iron Scent
12 Hellish Weapons
2 Spider Climb
4 Two Heads
5 Fire Form
9
5 Berserk
1/2 Blood Frenzy
1/2 Magic Resistance
0 Amphibious
8
2 False Appearance
2 Ooze Cube
2 Stench
4 Ethereal Sight
1
7
1/2 Keen Hearing and Sight
1/2 Amorphous
2 Charge
1/2 Swarm
2
1/2 Swarm
5 Hold Breath
1 Keen Sight
2 Charge
0 Illumination
1/2 Swarm
1/2 Swarm
1 Rampage
1/2 Swarm
1 Hold Breath
1/2 Pack Tactics
1/2 Trampling Charge
1/2
1/2 Keen Hearing and Smell
3
1/4 Spellcasting
5 Blood Frenzy
1 Spider Climb
1 Amphibious
1 Keen Sight and Smell
1/4
1/4 Keen Hearing and Smell
1/4 Charge
2 Aberrant Ground
9 Innate Spellcasting
5 Brave
1/4
0 Charge
1/4
3 Amphibious
5 Trampling Charge
1/4
2 Amphibious
3 Amphibious
2 Stone Camouflage
2 Keen Sight
1/4 Fey Ancestry
1/4 Charge
10 Rejuvenation
11 Inscrutable
5
1
0 Keen Sight
3 Keen Hearing and Smell
8 Magic Resistance
5
1 Keen Sight
1/4 Antimagic Susceptibility
0 Telepathic Bond
11 Devil's Sight
2 Blood Frenzy
8 Hold Breath
0 Pack Tactics
14 Devil's Sight
1/4 Keen Smell
1 Shapechanger
6 Invisibility
16 Fire Absorption
0 Keen Hearing and Smell
3 Echolocation
3 Brave
1/4 Echolocation
23 Amphibious
4 Innate Spellcasting
0 Devil's Sight
21 Legendary Resistance (3/Day)
1 Keen Smell
0
1/4
6 Spellcasting
1/4 Amphibious
1/4 Variant: Hold Breath
6 Trampling Charge
3 Tail Spike Regrowth
16 Magic Resistance
1/4 Flyby
6 Petrifying Gaze
1/4
2 Amphibious
2 Shapechanger
3 Charge
2 Charge
1/4 Spider Climb
3
15 Magic Resistance
13 Magic Resistance
5 Innate Spellcasting
3 Confer Fire Resistance
1/4 Nimble Escape
2 Amorphous
0 Hold Breath
2
2 Undead Fortitude
7 Innate Spellcasting
1/4 Blind Senses
5 Limited Telepathy
0 Flyby
3 Keen Sight and Smell
1/4 Keen Smell
2
3 Ethereal Jaunt
20 Fear Aura
16 Angelic Weapons
2 Hold Breath
1/4 Keen Senses
2 Keen Smell
1/4
2 Divine Eminence
1/4
15 Tunneler
1 Shapechanger
0 Blood Frenzy
13 Limited Magic Immunity
0 Keen Smell
0 Mimicry
4
1/4
11 Heated Body
2 Charge
1/4 Death Burst
11 Keen Sight
5 False Appearance
2 Antimagic Susceptibility
1/4 Echolocation
2 Keen Smell
1/4 Keen Smell
5 Heated Body
1/4 Swarm
0
1/4 False Appearance
2 Amphibious
0 Water Breathing
1/4 Keen Hearing and Smell
5 Lightning Absorption
7 Bound
0 False Appearance
2
1/4 Undead Fortitude
21 Angelic Weapons
1 Incorporeal Movement
0 Spider Climb
8 Rejuvenation
1/8
1 Cunning Action
1/8 Keen Sight
1/8
7 Stone Camouflage
10 Immutable Form
13 Amphibious
4 Telepathic Bond
1/8 Dark Devotion
1/8 Flyby
1/8 Amphibious
1/8 Keen Smell
2 Swarm
1 Blood Frenzy
1/8
1/8 Keen Hearing and Smell
1/8
1/8 Sunlight Sensitivity
30 Legendary Resistance (3/Day)
1/8 Keen Hearing and Smell
1 Keen Smell
9 False Appearance
1/8 Amphibious
5 Trampling Charge
5 Keen Smell
8
5 Charge
13 Shapechanger
5 Regeneration
3
1/8 Beast of Burden
6 Magic Resistance
0 Keen Sight and Smell
1/8
1/8
5 Water Form
0 Keen Hearing and Smell
5 Shapechanger
4 Shapechanger
2 Shapechanger
4 Shapechanger
3 Shapechanger
2
3 Sunlight Sensitivity
2 Consume Life
3 Keen Hearing and Smell
1/8
1/8
5 Incorporeal Movement
6
5 Earth Glide
7 Amphibious
9
6
8 Amphibious
7
10 Amphibious
8 Amphibious
10
9
6 Ice Walk
1/8 Pack Tactics
special_abilities/0/desc
The aboleth can breathe air and water.
The bear has advantage on Wisdom (Perception) checks that rely on smell.
The archmage has advantage on saving throws against spells and other magical effects.
During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit
While the shrub remains motionless, it is indistinguishable from a normal shrub.
While the tree remains motionless, it is indistinguishable from a normal tree.
A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.
The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of
The badger has advantage on Wisdom (Perception) checks that rely on smell.
When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw,
The crocodile can hold its breath for 15 minutes.
At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force
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
If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its
The bat can't use its blindsight while deafened.
Magical darkness doesn't impede the devil's darkvision.
At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but atta
The darkmantle can't use its blindsight while deafened.
The dragon can breathe air and water.
The pudding can move through a space as narrow as 1 inch wide without squeezing.
The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 C
If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the tar
Magical darkness doesn't impede the devil's darkvision.
The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring onl
When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action
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, shiel
1/day each: dream, greater restoration, scrying
The crab can breathe air and water.
The ooze can move through a space as narrow as 1 inch wide without squeezing.
The fanatic has advantage on saving throws against being charmed or frightened.
Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that cre
When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexter
The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafe
The lizardfolk can hold its breath for 15 minutes.
The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radia
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing o
The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its tru
When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity sa
The dragon turtle can breathe air and water.
The
When druid
the ismagmin
a 4th-level
dies,spellcaster.
it explodesItsin spellcasting ability
a burst of fire is Wisdom
and magma. Each(spell save DC
creature 12, +4
within 10to
ft.hit with
of it spell
must attacks).
make a DC 1I
The dryad's
drider has innate spellcasting
advantage ability
on saving is Charisma
throws against(spell
beingsave DC 14).and
charmed, Themagic
dryadcan't
can innately cast the
put the drider to following
sleep. spell
• Cantrips (at will): druidcraft, produce flame, shillelagh
•As
At1st
a bonus
level
will:
action,
(4 slots):the
druidcraft
orc canlongstrider,
entangle, move up tospeak
its speed
withtoward
animals,a hostile creature that it can see.
thunderwave
•3/day
2nd level (3 slots): animal
each: entangle, goodberry messenger, barkskin
1/day each: barkskin, pass without trace, shillelagh
The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed
The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the c
The eagle has advantage on Wisdom (Perception) checks that rely on sight.
The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't d
If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djin
If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn,
The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attack
The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability che
The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, dea
The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the e
Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each o
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. Th
The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The satyr has advantage on saving throws against spells and other magical effects.
The frog can breathe air and water
The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to
Creatures inside the cube can be seen but have total cover.
While the gargoyle
A creature within 5 remains motion
feet of the cube less, it is indistinguishable
can take an action to pull afrom an inanimate
creature or objectstatue.
out of the cube. Doing so require
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be p
The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
The shadow can move through a space as narrow as 1 inch wide without squeezing.
If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the tar
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening larg
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening larg
The crocodile can hold its breath for 30 minutes.
The eagle has advantage on Wisdom (Perception) checks that rely on sight.
If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the targe
The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening larg
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening larg
When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus actio
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening larg
While out of water, the octopus can hold its breath for 1 hour.
The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the cre
If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn,
The
The acolyte
worg hasis advantage
a 1st-level on
spellcaster. Its spellcasting
Wisdom (Perception) abilitythat
checks is Wisdom (spell save
rely on hearing DC 12, +4 to hit with spell attacks).
or smell.
• Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (3 slots): bless, cure wounds, sanctuary
The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
The toad can breathe air and water
The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the tar
The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spel
The ground
At will: in a 10-foot
darkness, detect radius
magic,around the mouther is doughlike difficult terrain. Each creature that starts its turn in
dispel magic
1/day each: confusion, fly, power word stun
The gladiator has advantage on saving throws against being frightened.
If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the tar
The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succe
While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its
Magical darkness doesn't impede the devil's darkvision.
The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The hydra can hold its breath for 1 hour.
The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the
Magical darkness doesn't impede the devil's darkvision.
The badger has advantage on Wisdom (Perception) checks that rely on smell.
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
The stalker is invisible.
Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points eq
The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The whale can't use its blindsight while deafened.
The knight has advantage on saving throws against being frightened.
The bat can't use its blindsight while deafened.
The kraken can breathe air and water.
The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiri
The
Magical mage is a 9th-level
darkness doesn't spellcaster.
impede the Itslemure's
spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attack
darkvision.
•If Cantrips
the lich fails a saving
(at will): fire throw, it can
bolt, light, choose
mage to prestidigitation
hand, succeed instead.
•The1stlion
level
has advantage on Wisdom (Perception)magic
(4 slots): detect magic, mage armor, checksmissile, shield
that rely on smell.
• 2nd level (3 slots): misty step, suggestion
• 3rd level (3 slots): counterspell, fireball, fly
• 4th level (3 slots): greater invisibility, ice storm
• 5th level (1 slot): cone of cold
The frog can breathe air and water
The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)
If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn
The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
The marilith has advantage on saving throws against spells and other magical effects.
When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it
The
Unlessowlsurprised,
doesn't provoke
a creature opportunity
can avertattacks
its eyeswhen it flies
to avoid theout of an
saving enemy's
throw reach.
at the start of its turn. If the creature does
If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa
As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom sa
The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d
The plesiosaurus can hold its breath for 1 hour.
The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
The bear has advantage on Wisdom (Perception) checks that rely on smell.
As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10
The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centiped
The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on
The rat has advantage on Wisdom (Perception) checks that rely on smell.
The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering
A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire dama
If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn,
When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a D
The roc has advantage on Wisdom (Perception) checks that rely on sight.
While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on
The swarm can't use its blindsight while deafened.
The tiger has advantage on Wisdom (Perception) checks that rely on smell.
The swarm has advantage on Wisdom (Perception) checks that rely on smell.
A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damag
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening larg
While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.
The hag can breathe air and water.
The sea horse can breathe only underwater.
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit
The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane o
While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.
If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage
The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radia
The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force da
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait fro
On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
The hawk has advantage on Wisdom (Perception) checks that rely on sight.
The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
The golem is immune to any spell or effect that would alter its form.
The giant can breathe air and water.
The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The tw
The cultist has advantage on saving throws against being charmed or frightened.
The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
The crab can breathe air and water.
The rat has advantage on Wisdom (Perception) checks that rely on smell.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening larg
The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely o
If the tarrasque fails a saving throw, it can choose to succeed instead.
The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The tiger has advantage on Wisdom (Perception) checks that rely on smell.
While the treant remains motionless, it is indistinguishable from a normal tree.
The merfolk can breathe air and water.
If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same tur
The troll has advantage on Wisdom (Perception) checks that rely on smell.
If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium clou
If the unicorn
While moves
in bat form, theatvampire
least 20can't
ft. straight
speak,toward a target
its walking and
speed is then hits
5 feet, it with
and it hasaahorn
flyingattack
speedonofthe
30 same turn,
feet. Its the
statisti
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying sp
The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running w
The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
The vrock has advantage on saving throws against spells and other magical effects.
The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch
The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into
The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form
The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form
The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form
The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form
While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on
As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. of it that has 0 hit points and is still
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force da
The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the
The dragon can breathe air and water.
The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult
The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of t
special_abilities/0/attack_bonus special_abilities/1/name
0 Mucous Cloud
0
0 Legendary Resistance (3/Day)
0
0 Legendary Resistance (3/Day)
0 Legendary Resistance (3/Day)
0
0
0 Legendary Resistance (3/Day)
0 Magic Weapons
0 False Appearance
0
0 Spellcasting
0 Evasion
0
0
0 Heated Weapons
0
0
0 Fire Aura
0
0 Devil's Sight
0
0 Keen Hearing
0 Magic Resistance
0
0 False Appearance
0
0 Corrosive Form
0 Gnome Cunning
0 Innate Spellcasting (1/Day)
0 Sure-Footed
0 Magic Resistance
0
0
0 Surprise Attack
0
0 Water Breathing
0 Spider Climb
0
0
0
0 Magic Resistance
0 Sense Magic
0 Berserk
0 False Appearance
0 Innate Spellcasting
0 Magic Weapons
0
0 Corrode Metal
0 Spellcasting
0
0 False Appearance
0
0
0 Innate Spellcasting
0 Pack Tactics
0 Innate Spellcasting
0 Ambusher
0 False Appearance
0
0 Ignited Illumination
0 Innate Spellcasting
0
0
0 Magic Resistance
0 Sunlight Sensitivity
0 Water Breathing
0
0 Siege Monster
0 Innate Spellcasting
0
0 Rust Metal
0 Magic Resistance
0 Web Sense
0 Wakeful
0 Illumination
0 Aversion of Fire
0 Limited Amphibiousness
0
0 Standing Leap
0
0 Transparent
0 Turn Defiance
0 Incorporeal Movement
0
0 Shadow Stealth
0 Relentless (Recharges after a Short or Long Rest)
0
0
0
0
0
0
0
0 Spider Climb
0
0
0 Underwater Camouflage
0
0
0
0 Water Breathing
0 Web Sense
0 Standing Leap
0 Pack Tactics
0
0 Relentless (Recharges after a Short or Long Rest)
0 Gibbering
0 Magic Resistance
0 Brute
0 Sure-Footed
0
0
0
0 Innate Spellcasting
0
0
0 Innate Spellcasting
0
0 Spellcasting
0 Magic Weapons
0
0 Pack Tactics
0 Stench
0
0 False Appearance
0
0 Magic Resistance
0 Water Breathing
0 Multiple Heads
0
0 Magic Resistance
0
0 Devil's Sight
0 Faultless Tracker
0 Immutable Form
0 Pack Tactics
0 Hold Breath
0
0 Keen Hearing
0 Freedom of Movement
0
0 Hellish Rejuvenation
0 Rejuvenation
0 Pack Tactics
0
0 Standing Leap
0 Variant: Spider Climb
0
0
0 Magic Weapons
0 Keen Hearing and Sight
0
0
0 Adhesive (Object Form Only)
0 Labyrinthine Recall
0
0 Web Sense
0 Rejuvenation
0
0 Magic Resistance
0 Illumination
0
0 Spider Climb
0 Underwater Camouflage
0
0 Magic Weapons
0 Keen Hearing and Smell
0
0 Keen Hearing and Sight
0
0 Pounce
0 Spider Climb
0 Magic Resistance
0 Divine Awareness
0
0 Magic Resistance
0
0 Spellcasting
0
0 Magic Resistance
0 Water Breathing
0 Innate Spellcasting
0
0
0
0
0 Innate Spellcasting (1/Day)
0
0 Grasping Tendrils
0 Damage Transfer
0 Keen Hearing
0 Pounce
0 Swarm
0 Heated Weapons
0
0
0 Horrific Appearance
0
0 Pack Tactics
0
0 Regeneration
0
0
0 Divine Awareness
0 Sunlight Sensitivity
0 Web Sense
0 Spellcasting
0
0 Magic Resistance
0 Innate Spellcasting
0 Shapechanger
0
0
0
0 Pack Tactics
0
0 Swarm
0 Pack Tactics
0 Magic Resistance
0
0 Pounce
0 Siege Monster
0
0
0 Regeneration
0 Innate Spellcasting
0 Legendary Resistance (3/Day)
0 Spider Climb
0 Sure-Footed
0
0 Pack Tactics
0 Freeze
0
0 Keen Smell
0 Charge (Boar or Hybrid Form Only)
0 Keen Smell
0 Keen Hearing and Smell
0 Keen Hearing and Smell
0
0 Ephemeral
0 Pack Tactics
0 Sunlight Sensitivity
0 Stone Camouflage
0
0
0
0
0
special_abilities/1/desc
While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that
The
If thearchmage is ana saving
dragon fails 18th-level
throw,spellcaster.
it can chooseIts spellcasting
to succeedability is Intelligence (spell save DC 17, +9 to hit with spell
instead.
If the dragon
• Cantrips (at fails
will):a fire
saving throw,
bolt, light, itmage
can choose to succeed instead.
hand, prestidigitation, shocking grasp
• 1st level (4 slots): detect magic, identify, mage armor*, magic missile
• 2nd level (3 slots): detect thoughts, mirror image, misty step
•If 3rd
the level
dragon (3 fails
slots): counterspell,fly,
a saving throw, it can lightning
chooseboltto succeed instead.
• 4th level (3 slots): banishment, fire shield, stoneskin*
The sphinx's weapon attacks are magical.
• 5th level (3 slots): cone of cold, scrying, wall of force
•While
6th level (1 slot):
the armor globe of
remains invulnerability
motionless, it is indistinguishable from a normal suit of armor.
• 7th level (1 slot): teleport
• 8th level (1 slot): mind blank*
• 9th level (1 slot): time stop
* The archmage casts these spells on itself before combat.
If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the
When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).
At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable
While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalag
A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damag
The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.
The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
The devil has advantage on saving throws against spells and other magical effects.
If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an ex
The devil has advantage on saving throws against spells and other magical effects.
The fanatic
couatl'sisweapon
a 4th-level spellcaster.
attacks Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks)
are magical.
Any nonmagical
Cantrips (at will):weapon madeflame,
light, sacred of metal that hits the ooze corrodes. After dealing damage, the weapon takes a perm
thaumaturgy
The
• 1st level (4 slots): command, inflict wounds, shieldmetal
ooze can eat through 2-inch-thick, nonmagical in 1 round.
of faith
• 2nd level (3 slots): hold person, spiritual weapon
While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiri
At will: detect evil and good
The djinni's
1/day each: innate spellcasting
commune, ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast
raise dead
The wolfdetect
At will: has advantage on andetect
evil and good, attackmagic,
roll against a creature
thunderwave if at each:
3/day least one of the
create foodwolf's allies is
and water within
(can 5 ft.wine
create of the cre
instea
1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift
The doppelganger has advantage on attack rolls against any creature it has surprised.
While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells
As a bonus
At will: action,
dancing the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright
lights
1/day each: darkness, faerie fire
The dryad has advantage on saving throws against spells and other magical effects.
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely o
The efreeti's
shark caninnate spell
breathe casting
only ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cas
underwater.
At will: detect magic
The elemental
3/day: deals double
enlarge/reduce, damage to objects and structures.
tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire
Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon tak
The erinyes has advantage on saving throws against spells and other magical effects.
While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same w
When one of the ettin's heads is asleep, its other head is awake.
The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..
If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocati
The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.
Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has
The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.
The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force dam
While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also impr
If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
The octopus has advantage on Dexterity (Stealth) checks made while underwater.
If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts it
The glabrezu has advantage on saving throws against spells and other magical effects.
A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiri
The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks)
At will: dancing lights, minor illusion, vicious mockery
• Cantrips (at will): mending, sacred flame, thaumaturgy
•The 1stdrow's
level (4spellcasting
slots): command,
ability iscure wounds,
Charisma shield
(spell ofDC
save faith
11). It can innately cast the following spells, requiring no m
•At2nd level (3 slots):
will: dancing lights calm emotions, hold person
•1/day
3rd level
each:(3darkness,
slots): bestow
faeriecurse,
fire clairvoyance
• 4th level (3 slots): banishment, freedom of movement
• 5th level (2 slots): flame strike, geas
• 6th level (1 slot): true seeing
The sphinx's weapon attacks are magical.
The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the
Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or
While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.
The devil has advantage on saving throws against spells and other magical effects.
The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being
The shark can
Whenever thebreathe only25
hydra takes underwater.
or more damage in a single turn, one of its heads dies. If all its heads die, the hydra d
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire da
The devil has advantage on saving throws against spells and other magical effects.
The bat has advantage on Wisdom (Perception) checks that rely on hearing.
The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spe
A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good
If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active
The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the crea
The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by
The minotaur can perfectly recall any path it has traveled.
While in contact with a web, the spider knows the exact location of any other creature in contact with the same we
A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming
The hag has advantage on saving throws against spells and other magical effects.
The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The octopus has advantage on Dexterity (Stealth) checks made while underwater.
The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, t
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
The pit fiend has advantage on saving throws against spells and other magical effects.
The planetar knows if it hears a lie.
The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). T
The pseudodragon has advantage on saving throws against spells and other magical effects.
• Cantrips (at will): light, sacred flame, thaumaturgy
• 1st level (4 slots): cure wounds, guiding bolt, sanctuary
• 2nd level (3 slots): lesser restoration, spiritual weapon
• 3rd level (2 slots): dispel magic, spirit guardians
The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa c
The quasit has advantage on saving throws against spells and other magical effects.
At will: detect thoughts, disguise self, mage hand, minor illusion
The quipper
3/day can breathe
each: charm only
person, underwater.
detect magic, invisibility, major image, suggestion
1/day each: dominate person, fly, plane shift, true seeing
The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poiso
While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug
The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening larg
Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack)
Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisd
Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and av
The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the cre
The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point.
The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attack
The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack r
The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the c
The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requirin
The golem
At will: hasmagic,
detect advantage on saving
feather throwslight
fall, levitate, against spells and other magical effects.
3/day each: control weather, water breathing
The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wi
The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creatu
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening larg
The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of th
The tarrasque has advantage on saving throws against spells and other magical effects.
If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that
The treant deals double damage to objects and structures.
The
The unicorn's innate
troll regains spellcasting
10 hit ability
points at the startis of
Charisma
its turn.(spell
If thesave
troll DC 14).acid
takes Theorunicorn can innately
fire damage, cast
this trait the following
doesn't functions
At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle
If the vampire fails a saving throw, it can choose to succeed instead.
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability chec
The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of th
If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.
The werebear has advantage on WisGlom (Perception) checks that rely on smell.
If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the
The wererat has advantage on Wisdom (Perception) checks that rely on smell.
The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on
The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
special_abilities/1/attack_bonus special_abilities/2/name
0 Probing Telepathy
0
0
0
0
0
0
0
0 Spellcasting
0
0
0 Sneak Attack (1/Turn)
0 Illumination
0 Magic Resistance
0 Magic Resistance
0
0 Steadfast
0 Spider Climb
0 Innate Spellcasting
0
0
0
0
0
0
0 Immutable Form
0 Light Sensitivity
0
0 Shielded Mind
0 False Appearance
0
0
0 Spider Climb
0
0 Variant: Genie Powers
0
0
0 Web Walker
0
0 Water Susceptibility
0 Immutable Form
0 Shark Telepathy
0
0
0
0 Sunlight Weakness
0
0 Web Sense
0 Water Breathing
0
0 Web Walker
0
0
0
0
0
0
0 Mimicry
0 Sunlight Sensitivity
0
0 Spellcasting
0
0
0
0
0 Reactive Heads
0 Magic Resistance
0
0 Magic Resistance
0
0 Keen Hearing
0
0 Siege Monster
0
0 Spellcasting
0 Pounce
0
0
0 Reactive
0
0 Web Walker
0 Spellcasting
0
0 Water Breathing
0 Regeneration
0 Stone Camouflage
0 Web Walker
0 Magic Weapons
0 Innate Spellcasting
0 Limited Telepathy
0 Variant: Familiar
0
0
0 Spider Climb
0 False Appearance
0 Swarm
0
0
0
0 Hag Coven
0 Spell Storing
0 Innate Spellcasting
0
0 Web Walker
0
0
0
0 Magic Weapons
0
0
0 Water Breathing
0
0 Reflective Carapace
0
0
0 Variant: Loathsome Limbs
0 Magic Resistance
0 Misty Escape
0 Vampire Weaknesses
0
0 Relentless (Recharges after a Short or Long Rest)
0
0 Pounce (Tiger or Hybrid Form Only)
0
0 Incorporeal Movement
0 Snow Camouflage
0 Treasure Sense
special_abilities/2/desc
If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the
The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attack
The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the a
The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft..
The balor has advantage on saving throws against spells and other magical effects.
The devil has advantage on saving throws against spells and other magical effects.
The devil can't be frightened while it can see an allied creature within 30 feet of it.
The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, req
The pudding
At will: can climb(self
nondetection difficult
only)surfaces, including upside down on ceilings, without needing to make an ability chec
1/day each: blindness/deafness, blur, disguise self
The golem is immune to any spell or effect that would alter its form.
While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sigh
The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its loca
While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma
Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to a
Disguises.
Some genies
The deva has can veil themselves
advantage on savinginthrows
illusionagainst
to passspells
as other
andsimilarly shaped
other magical creatures. Such genies can innately cas
effects.
Wishes.
The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among th
To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the
If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes
The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcastin
The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
The dryad can communicate with beasts and plants as if they shared a language.
Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to a
Disguises.
Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cas
Wishes.
The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among th
To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the
For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
The golem is immune to any spell or effect that would alter its form.
The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
While in contact with a web, the swarm knows the exact location of any other creature in contact with the same we
The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitation
The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attac
The imp has advantage on saving throws against spells and other magical effects.
The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attac
The golem has advantage on saving throws against spells and other magical effects.
• Cantrips (at will): mage hand, prestidigitation, ray of frost
•The 1stwhale
level (4
hasslots): detecton
advantage magic, magic
Wisdom missile, shield,
(Perception) checksthunderwave
that rely on hearing.
• 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image
• 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
• 4th level (3 slots): blight, dimension door
•The5thkraken
level (3 slots):
deals cloudkill,
double damagescrying
to objects and structures.
• 6th level (1 slot): disintegrate, globe of invulnerability
• 7th level (1 slot): finger of death, plane shift
• 8th level (1 slot): dominate monster, power word stun
• 9th level (1 slot): power word kill
If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that
The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.
The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
The
The planetar's spellcasting
spider ignores movement ability is Charisma
restrictions (spellbysave
caused DC 20). The planetar can innately cast the following spells,
webbing.
At will: detect evil and good, invisibility (self only)
The piteach:
3/day fiend's weapon
blade attacks
barrier, are
dispel magical.
evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature
The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two
The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While the rug remains motionless, it is indistinguishable from a normal rug.
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening larg
When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of an
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than th
A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower
The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no m
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, r
1-10: Nothing else happens.
11-14: One leg is severed from the troll if it has any legs left.
15- 18: One arm is severed from the troll if it has any arms left.
19-20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head.
If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, t
A severed leg is unable to attack and has a speed of 5 feet.
A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll
If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed he
The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With
The vampire has the following flaws:
Forbiddance.
The unicorn Theadvantage
has vampire can't enterthrows
onoutside
saving a residence
againstwithout an
andinvitation
spellsvampire
other from one
magical of the occupants.
effects.
When
Harmed it drops to 0 hit
by Running points
Water. its resting
The vampire place,
takes 20 acid the
damage when transforms
it ends itsinto
turna in
cloud of mist
running (as in the Shapec
water.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart its resting place within
while it is 2in
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight,
If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same tu
The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) forc
The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of
special_abilities/2/attack_bonus actions/0/name
0 Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
0 Multiattack
Multiattack
Bite
Multiattack
Dagger
0 Multiattack
Rake
Slam
Bite
0 Warhammer
Bite
Bite
0 Multiattack
Bite
Multiattack
0 Multiattack
Bite
Bite
0 Multiattack
Multiattack
Greataxe
Crush
Bite
0 Pseudopod
0 War Pick
Claws
Bite
Ram
Multiattack
Bite
Bite
Multiattack
Morningstar
Bite
Ram
Multiattack
Claws
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
0 Multiattack
0 Multiattack
Multiattack
Sting
Club
Bite
Bite
0 Bite
Claw
0 Pseudopod
Multiattack
Longsword
0 Claws
Multiattack
Multiattack
Bite
0 Multiattack
Bite
0 Multiattack
0 Multiattack
0 Claws
Multiattack
Touch
0 Multiattack
Greataxe
Quarterstaff
0 Club
Enlarge (Recharges after a Short or Long Rest)
Bite
Talons
Multiattack
0 Multiattack
Gore
Bite
Multiattack
0 Multiattack
Multiattack
0 Multiattack
Multiattack
0 Multiattack
0 Multiattack
Ram
Multiattack
Multiattack
Pseudopod
Bite
Withering Touch
Bite
Multiattack
Multiattack
0 Strength Drain
Tusk
Bites
Bite
Bites
Multiattack
Multiattack
Ram
Bite
Bites
0 Bites
Bite
Bites
0 Tentacles
Multiattack
Hooves
Hooves
Bite
Claw
Club
Bite
0 Bite
Bite
Multiattack
Beak
Bite
Tusk
Multiattack
Multiattack
Multiattack
Bite
Ram
Hooves
Bite
Gore
Multiattack
Bite
0 Claws
Multiattack
Multiattack
0 Shortsword
Ram
Bite
0 Multiattack
Multiattack
Multiattack
Talons
Bite
Multiattack
Multiattack
Multiattack
Longsword
Bite
Multiattack
Bite
0 Multiattack
Bite
Multiattack
Multiattack
0 Sting (Bite in Beast Form)
Multiattack
0 Multiattack
Bite
0 Bite
Multiattack
Bite
0 Multiattack
Multiattack
Fist
0 Paralyzing Touch
0 Bite
Bite
Bite
Dagger
Bite
Bite
Gore
Multiattack
0 Multiattack
Talons
Multiattack
Bite
Multiattack
0 Pseudopod
0 Greataxe
Greataxe
0 Bite
Multiattack
0 Multiattack
Multiattack
0 Claws (Hag Form Only)
Hooves
Scimitar
Pseudopod
0 Tentacles
Greatclub
Morningstar
0 Multiattack
0 Spiked Bone Club
Multiattack
Talons
Multiattack
Bite
Hooves
0 Bite
0 Multiattack
0 Multiattack
Bite
0 Bite
Multiattack
Hooves
Mace
Shortsword
Multiattack
0 Claw (Bite in Beast Form)
Bite
Multiattack
Bite
Beak
Bite
Longsword
Bite
Gore
Claws
Multiattack
0 Multiattack
0 Smother
0 Bites
Bite
Bites
Multiattack
Beaks
Sting
Multiattack
0 Claws
Bite
Multiattack
0 Multiattack
Shriek
Bite
Slam
0 Multiattack
Life Drain
0 Bite
Bite
Scimitar
Multiattack
Beak
Bite
Multiattack
0 Multiattack
Multiattack
Claw (Fiend Form Only)
Scimitar
Bite
Claw
Bite
Bites
0 Bites
Bite
Bite
Spear
Dagger
0 Multiattack
Bite
Bite
Multiattack
Spear
Gore
0 Multiattack
Multiattack
0 Multiattack
0 Multiattack (Vampire Form Only)
0 Multiattack
Multiattack
Hooves
Multiattack
Beak
Rapier
Bite
Multiattack
Bite
Multiattack
0 Multiattack (Humanoid or Hybrid Form Only)
Multiattack (Humanoid or Hybrid Form Only)
0 Multiattack (Humanoid or Hybrid Form Only)
Multiattack (Humanoid or Hybrid Form Only)
Bite
Multiattack
0 Shock
0 Bite
Hooves
Blood Drain
Life Drain
Multiattack
0 Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Multiattack
Spear
actions/0/desc
The aboleth makes three tentacle attacks.
The ape makes two fist attacks.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The elemental makes two slam attacks.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
The sphinx makes two claw attacks.
The armor makes two melee attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage
The bear makes two attacks: one with its bite and one with its claws.
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damag
The assassin makes two shortsword attacks.
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 — 1) slashing damage.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must suc
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludge
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 — 1) piercing damage.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
The balor makes two attacks: one with its longsword and one with its whip.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grapp
The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ran
The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame tw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison dama
Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
The devil makes two attacks: one with its beard and one with its glaive.
The behir makes two attacks: one with its bite and one to constrict.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle
Melee Weapon to
While attached Attack: +5 to hit,
the target, the reach 5 ft., one
darkmantle cantarget.
attack Hit: 9 (1d12
no other + 3) slashing
creature exceptdamage.
the target but has advantage on i
A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the da
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid dam
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning dam
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
The devil makes three attacks: two with its claws and one with its sting.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
The bear makes two attacks: one with its bite and one with its claws.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
The carrion crawler makes two attacks: one with its tentacles and one with its bite.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
The bear makes two attacks: one with its bite and one with its claws.
The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
The devil makes two attacks with its chains.
The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath
The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
The golem makes two slam attacks.
The cloaker makes two attacks: one with its bite and one with its tail.
The giant makes two morningstar attacks.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target mu
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must suc
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid dama
The fanatic makes two melee attacks.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing da
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damag
The dog makes two bite attacks.
The lizardfolk makes two melee attacks, each one with a different weapon.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
The deva makes two melee attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature
The djinni makes three scimitar attacks.
The doppelganger makes two melee attacks.
Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage
The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place o
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flam
The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage,
Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1 d4) bludgeoning damage
For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged,
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
The elemental makes two slam attacks.
The efreeti makes two scimitar attacks or uses its Hurl Flame twice.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
The erinyes makes three attacks
The ettercap makes two attacks: one with its bite and one with its claws.
The ettin makes two attacks: one with its battleaxe and one with its morningstar.
The elemental makes two touch attacks.
The giant makes two greatsword attacks.
The golem makes two slam attacks.
The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled
The guardian makes two fist attacks.
When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The sh
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
The solar makes two greatsword attacks.
Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a
Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must m
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
The spy makes two melee attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
The giant makes two greatclub attacks.
The golem makes two slam attacks.
The giant makes two greatsword attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grap
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1
Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 2) piercing damage. If the target is a creature,
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damag
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one wit
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature,
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
The treant makes two slam attacks.
Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, o
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
The troll makes three attacks: one with its bite and two with its claws.
The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the s
The unicorn makes two attacks: one with its hooves and one with its horn.
The vampire makes two attacks, only one of which can be a bite attack.
The vampire makes two attacks, only one of which can be a bite attack.
The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
The vrock makes two attacks: one with its beak and one with its talons.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 C
The elemental makes two slam attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid for
The wereboar makes two attacks, only one of which can be with its tusks.
The wererat makes two attacks, only one of which can be a bite.
In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack li
The werewolf makes two attacks: one with its bite and one with its claws or spear.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage
The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword a
Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature
Melee Weapon Attack:
Melee Weapon Attack: +5
+4 to
to hit,
hit, reach
reach 5
5 ft.,
ft., one
one creature.
target. Hit:Hit:
7 (2d4 + 2)
5 (1d4 bludgeoning
+ 3) damage.
piercing damage, and the stirge attaches
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succe
The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place o
The xorn makes three claw attacks and one bite attack.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its claws.
The dragon makes three attacks: one with its bite and two with its claws.
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damag
actions/0/attack_bonus actions/1/name
0 Tentacle
0 Fist
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Slam
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Claw
0 Slam
5 Acid Spray (Recharge 6)
0 Bite
6
0 Shortsword
1
6
3
5
1
2
0 Longsword
4
0 Scimitar
0 Claw
5
0
0 Beard
0 Bite
5
5 Darkness Aura (1/day)
4 Acid Breath (Recharge 5-6)
5
4 Poisoned Dart
4 Blinding Breath (Recharge 6)
5 Lightning Breath (Recharge 5-6)
5
0 Multiattack
4 Breath Weapons (Recharge 5-6)
5 Breath Weapons (Recharge 5-6)
0 Bite
4 Javelin
7 Deadly Leap
3
0 Tentacles
0
0 Bite
0 Pike
0 Chain
0 Bite
0 Pincer
0 Slam
0 Bite
0 Morningstar
4
2
4 Spear
4 Breath Weapons (Recharge 5-6)
8 Constrict
0
3
0 Dagger
3 Longbow
3 Frost Breath (Recharge 6)
0 Bite
0 Bite
2
0 Mace
5
0 Scimitar
0 Slam
3 Fire Breath (Recharge 6)
0 Bite
4
0 Bite
5 Javelin
2
2 Fey Charm
0 War Pick
4
4
0 Slam
0 Scimitar
8 Stomp
3 Antennae
0 Longsword
0 Bite
0 Battleaxe
0 Touch
0 Greatsword
0 Slam
0 Bite
3 Shortsword
0 Greataxe
0 Bite
4 Engulf
3 Claws
5 Etherealness
2 Claws
0 Fist
0 Shortsword
4
5
3
6 Constrict
3
0 Bite
0 Beak
6 Hooves
1
3
3
5
3
5 Ink Cloud (Recharges after a Short or Long Rest)
0 Mace
6
6
5
4 Multiattack
2
9
5 Web (Recharge 5-6)
4 Swallow
0 Beak
4
3 Teleport (Recharge 4-6)
3
0 Bites
0 Pincer
0 Spear
4 Constrict
3
6
6 Breath Weapons (Recharge 5-6)
8 Hooves
0 Bite
4 Poison Breath (Recharge 5-6)
6 Illusory Appearance
0 Tentacles
0 Beak
4 Hand Crossbow
0 Hooves
8 Spit Poison
0 Claw
0 Longsword
0 Claws
5
5 Fire Breath (Recharge 5-6)
0 Bite
0 Greatclub
0 Beak
3
4
0 Fork
6
0 Bite
2
0 Bite
0 Bite
5 Invisibility
0 Slam
0 Slam
1
0
0 Greatsword
4
0 Bite
0 Claws
3
12
5 Claw
0
4
5
3 Swallow
4
10 Stomp
0 Bite
0 Longsword
3
0 Snake Hair
6
0 Bite
5 Bite
6 Gore
6 Gore
3
0 Rotting Fist
0 Rotting Fist
0 Bite
7 Change Shape
6 Ethereal Stride
4 Shortbow
4
4 Ink Cloud (Recharges after a Short or Long Rest)
6 Javelin
6
0 Claw (Oni Form Only)
5
0 Bite
3
0 Beak
4 Claw
6
4
0 Bite
0 Greatsword
6
4 Sting
0 Bite
5
2
4 Shortbow
0 Bite
4 Scare (1/day)
5
0 Claw
0
0
6 Fire Breath (Recharge 5-6)
2 Shortbow
11 Swallow
7
2 Steam Breath (Recharge 6)
0 Beak
0 Bite
0
4
6 Claw
2
0 Spear
4
2
0 Rotting Touch
5 Death Glare
4
0 Slam
0 Fist
0
6 Breath Weapons (Recharge 5-6)
3
0 Greatsword
4
4
7
3 Light Crossbow
0 Shortsword
4
5
0 Greatclub
0 Slam
0 Greatsword
5 Charm
3
6
3
4
6
5
4
5
3
4 Sling
0 Bite
3
5 Claw
0 Slam
2
9 Stomp
0 Bite
0 Bite
0 Hooves
0 Unarmed Strike (Vampire Form Only)
0 Bite
0 Longsword
4
0 Beak
2
3
5
0 Slam
5
0 Bite (Bear or Hybrid Form Only)
0 Maul (Humanoid or Hybrid Form Only)
0 Bite (Rat or Hybrid Form Only).
0 Bite (Tiger or Hybrid Form Only)
0 Bite (Wolf or Hybrid Form Only)
4 Cold Breath (Recharge 5-6)
0 Life Drain
4 Invisibility
6 Cold Breath (Recharge 5-6)
4
5
6 Create Specter
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
0 Bite
3
actions/1/desc
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a cre
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid dam
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning
Melee Weapon Attack: +11 to hit, reach,.0 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison da
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire dama
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold dam
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Melee Weapon Attack:+ 15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid dam
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightnin
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison d
Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire da
Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold dam
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creat
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must suc
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners.
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
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target m
The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity s
The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dext
The dragon uses one of the following breath weapons.
The
Fire devil makes
Breath. three attacks:
The dragon exhalestwo
firewith anits20-foot
inbreath claws and
line one
thatwith its sting.
is 5 feet wide. Each creature in that line must make a DC
The dragon uses one of the following weapons.
Sleep
Lightning Breath. The dragon exhales lightning in a 40-foot line thatcreature
Breath. The dragon exhales sleep gas in a 15-foot cone. Each is 5 feet in thatEach
wide. area creature
must succeed
in thatonline
a DC 11 m
must C
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed o
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing dama
If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its ft. in a space tha
Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must suc
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grapp
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a cre
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Lar
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing dam
Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature,
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant d
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or t
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, tak
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing dama
The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it m
Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect
The dryad can have no more than one humanoid and up to three beasts charmed at a time.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing da
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage
Melee
The rustWeapon
monsterAttack: +8 to
corrodes hit, reach 5 ferrous
a nonmagical ft., one prone creature.
metal object Hit:see
it can 22 within
(3d10 +5 6) bludgeoning
feet of it. If the damage.
object isn't being w
If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumu
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing da
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison dam
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) piercing damage.
The cube
Melee movesAttack:
Weapon up to its
+9speed.
to hit, While
reach doing
10 ft., so,
oneittarget.
can enter
Hit:Large or smaller
25 (3d12 creatures'
+ 6) slashing spaces. Whenever the cube
damage.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that c
Melee Weapon
On a failed save,Attack: +4 enters
the cube to hit, reach 5 ft., onespace,
the creature's target.and
Hit:the
5 (1d6 + 2) piercing
creature takes 10damage.
(3d6) acid damage and is engulfed
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creatu
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature
The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while i
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature o
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is g
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappl
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 m
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
The scorpion makes three attacks: two with its claws and one with its sting.
Ranged
The toadWeapon
makes oneAttack:
bite+5 to hit,
attack rangea30/60
against ft., one
Medium creature.
or smaller Hit:itThe
target target is restrained
is grappling. byhits,
If the attack webbing. As anisactio
the target sw
If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of m
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space
Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a M
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing dam
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is gr
The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity savin
Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 S
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
The dragon
The hag exhales
covers poisonous
herself gas inshe
and anything a 15-foot cone.orEach
is wearing creature
carrying with in that areaillusion
a magical must make a DC 11
that makes herConstitution sav
look like anoth
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target mus
Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.
Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution sav
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage i
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, tak
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold dama
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any e
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large o
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallo
Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison dam
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necroti
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necroti
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.
The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics a
The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Mate
Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 mi
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing dam
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succee
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant da
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must suc
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Ranged WeaponAttack:
Melee Weapon Attack:+9
+4totohit,
hit,reach
range10
80/320
ft., oneft.,target.
one target.
Hit: 22Hit:
(3d85 (1d6 + 2) piercing
+ 9) piercing damage.
damage. If the target is a Large o
If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21
One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightene
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if
The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC l3 Dexterity saving throw, tak
Ranged Weapon
The remorhaz Attack:
makes one+6bite
to hit, range
attack 40/160
against ft., one or
a Medium target. Hit:creature
smaller 1 piercing
it isdamage, andIfthe
grappling. thetarget
attackmust succeed
hits, that cre
If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on
The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing da
Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.
The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succe
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Consti
Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant da
Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Melee
One Weaponthe
humanoid Attack:
fiend+14
cantosee
hit,within
reach30
10feet
ft., one
of ittarget. Hit: 30 (6d6
must succeed on a+DC
9) 15
slashing
Wisdomdamage.
saving throw or be magically
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a cre
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Med
Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing d
Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, inca
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing da
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a human
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humano
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid
The dragon
Melee exhales
Weapon an icy
Attack: +4 blast
to hit,ofreach
hail in5 aft.,15-foot cone. Each
one creature. Hit:creature
5 (1d6 + in
2) that areadamage.
necrotic must make
Theatarget
DC 12 must
Constitution
succee
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is re
The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentr
The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity
The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violent
Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid dama
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison dam
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire dama
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold dama
actions/1/attack_bonus actions/1/damage_dice actions/1/damage_bonus
9 2d6 5
5 1d6 3
11 2d10 + 1d8 6
12 2d10 + 1d10 7
12 2d10 + 1d10 7
11 2d10 6
12 2d10 7
11 2d10 6
14 2d10 8
11 2d10 + 2d6 6
14 2d10 + 2d6 8
13 2d10 8
11 2d10 + 1d8 6
8 2d8 5
15 2d10 + 2d8 8
16 2d10 + 2d10 9
14 2d10 8
16 2d10 9
15 2d10 8
17 2d10 10
15 2d10 + 3d6 9
17 2d10 + 4d6 10
17 2d10 10
14 2d10 + 2d8 8
12 2d10 6
4 1d6 2
0 3d6
3 1d6 2
6 1d6 3
14 3d8 + 3d8 8
5 1d6 3
6 1d6 3
5 1d8 2
10 3d10 6
0
0 5d8
4 1d4 2
0
0 4d10
0
0 4d6
0 3d10
5 1d8 4
4 2d6 2
0
8 1d4 2
7 1d8 5
6 1d10 4
8 2d6 4
7 2d6 4
6 2d6 4
8 2d10 5
6 2d6 3
12 3d8 8
4 1d6 2
0 4d8
6 2d6 3
4 1d4 2
3 1d8 1
0
4 1d6 2
4 1d6 2
8 1d6 + 4d8 4
9 2d6 + 1d6 5
6 1d6 4
0
13 3d12 7
6 1d4 2
5 1d6 3
0
4 1d8 2
8 2d8 5
10 2d6 + 2d6 6
8 3d10 6
0
8 1d8 + 3d8 4
4 1d8 2
7 2d8 5
6 2d6 3
11 6d6 7
7 2d8 4
3 1d4 1
5 1d6 3
9 3d12 6
4 1d6 2
0
5 2d6 3
0
0
9 3d10 6
4 1d6 2
6 2d8 4
8 3d10 5
5 1d6 3
6 4d8 4
0
4 1d6 2
5
0
4 2d4 2
2 5d6
9 2d10 5
7 2d6 4
4 1d8 2
0 4d10
8 2d10 5
2 1d6
0 6d6
0
4 2d6 2
6 1d8 4
4 1d6 2
0
8 10d8
9 2d8 4
5 1d8 3
3 2d4 1
0 6d6
7 2d10 4
8 3d8 5
5 1d10 3
10 2d8 6
8 1d10 5
10 2d6 + 3d6 5
3 1d6 1
0
6 2d6 3
13 3d8 7
5 2d6 3
7 3d8 10
5 2d10 3
5 1d6 3
10 4d10 7
5 1d8 3
9 2d8 4
5 1d4 2
6 1d8 4
5 1d8 + 1d8 3
6 2d8 4
6 2d8 4
5 2d6 3
9 3d6 + 6d6 4
10 5d10 5
0
0
4 1d6 2
0
6 2d6 4
7 1d8 4
6 2d8 3
7 1d10 5
4 1d4 2
14 4d6 8
12 4d6 + 5d8 7
4 1d4 2
7 1d8 5
4 1d6 2
9 3d8 9
0
7 2d6 2
0 7d6
6 1
0
0
13 4d8 9
7 4d8 4
6 2d6 5
7 2d6 4
2 1d8
0
7 2d8 4
7 2d6 4
0 4d8
15 4d6 + 6d8 8
3 1d8 1
4 1d6 2
9 3d8 6
10 3d8 6
14 6d6 9
0
4 1d4 2
19 4d12 10
0
10 3d6 6
9 3d10 6
7 1d6 4
10 4d12 7
7 2d6 4
9 1d8 4
61
5 1d8 3
6 2d6 3
7 2d8 4
7 2d10 4
5 2d6 3
4 1d4 2
5 1d10 3
4 1d8 2
0 5d8
4 1d6 2
0
0 4d8
0
7 2d6 4
6 3d6 3
7 2d10 + 1d8 4
9 2d10 + 1d10 5
7 2d10 4
8 2d10 5
7 2d10 4
10 2d10 6
7 2d10 + 2d6 4
10 2d10 + 1d6 6
10 2d10 6
7 2d10 + 1d8 4
actions/2/name
Tail
Rock
Claw
Claw
Claw
Claw
Claw
Claw
Claw
Claw
Claw
Claw
Claw
Whirlwind (Recharge 4-6)
Claw
Claw
Claw
Claw
Claw
Claw
Claw
Claw
Claw
Claw
Roar (3/Day)
Claws
Light Crossbow
Whip
Dagger
Tail
Glaive
Constrict
Claw
Claws
Bite
Claws
Hooves
Animate Chains (Recharges after a Short or Long Rest)
Horns
Tentacles
Haste (Recharge 5-6)
Tail
Rock
Longbow
Change Shape
Heavy Club
Healing Touch (3/Day)
Create Whirlwind
Read Thoughts
Variant: Summon Mephits (1/Day)
Claw
Longsword
Javelin
Hurl Flame
Longbow
Claws
Morningstar
Rock
Claws
Shortbow
Rock
Claws
Horrifying Visage
Rock
Longbow
Tail
Talons
Heavy Crossbow
Sting
Talons
Invisible Passage
Beak
Claws
Shortsword
Club
Claws
Rock
Claws
Tail
Claws
Claws
Sword
Heavy Crossbow
Tentacle
Dagger
Claw
Tail
Shortsword
Claws
Dreadful Glare
Dreadful Glare
Claw
Etherealness
Glaive
Tentacle
Claws
Claw
Healing Touch (4/Day)
Claws
Tail Stinger
Invisibility
Heart Sight
Illusory Appearance
Engulf
Slaying Longbow
Hand Crossbow
Rock
Slow (Recharge 5-6)
Rock
Draining Kiss
Claw
Rock
Claw
Tail
Horn
Bite (Bat or Vampire Form Only)
Claws
Shortsword
Talons
Longsword
Claws
Claw
Claw
Claw
Claw
Claw
Claw
Claw
Claw
Claw
Claw
Claw
actions/2/desc
Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee WeaponinAttack:
Each creature +11 to hit,space
the elemental's reachmust
5 ft.,make
one target.
a DC 13Hit: 13 (2d6saving
Strength + 6) slashing damage.
throw. On a failure, a target takes 15 (3d
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked pron
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is di
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
First
Melee Roar. Each Attack:
Weapon creature+17
that
tofails a DC 18
hit, reach 10Wisdom saving throw
ft., one target. Hit: 17is(2d6
frightened for 1 minute.
+ 10) slashing damage. A frightened creature c
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frigh
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thu
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target mus
Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire dama
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damag
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creatur
Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage
The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an uno
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Melee Weapon
Up to four chainsAttack: +6 to
the devil hit,
can reach
see 5 ft.,
within 60one
feettarget. Hit: 11 (2d6
of it magically + 4)razor-edged
sprout bludgeoning damage.
barbs and animate under the d
Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minut
Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving thro
Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.
Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own,
In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, De
The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an uno
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse
A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of i
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 1
The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate
The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an uno
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing da
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing dama
Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poiso
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw
Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeonin
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must m
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of li
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Me
The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitutio
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.
The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentratin
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creatu
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold dama
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is g
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is M
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on
The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must s
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a h
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashin
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Melee Weapon Attack: +14 to hit, reach 10 ft. , one target. Hit: 17 (2d8 + 8) slashing damage.
The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any cu
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must m
The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating
The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10
The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an uno
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappl
Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the gra
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire dam
The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ug
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have
The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrain
Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) ra
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target
The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom savin
Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving th
Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, inca
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing dama
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start o
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humano
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing da
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
actions/2/attack_bonus actions/2/damage_dice actions/2/damage_bonus
9 3d6 5
5 1d6 3
11 2d6 6
12 2d6 7
12 2d6 7
11 2d6 6
12 2d6 7
11 2d6 6
14 2d6 8
11 2d6 6
14 2d6 8
13 2d6 8
11 2d6 6
0
15 2d6 8
16 2d6 9
14 2d6 8
16 1d6 9
15 2d6 8
17 2d6 10
15 4d6 8
17 2d6 10
17 2d6 10
14 2d6 8
0
3 2d4 2
6 1d8 3
14 2d6 + 3d6 8
5 1d4 3
6 2d6 3
5 1d10 3
10 2d10 + 2d10 6
8 1d8 4
5 2d6 4
4 2d4 2
7 2d6 5
6 2d6 4
0
7 1d12 4
0
0
6 1d8 3
12 4d10 8
3 1d8 1
4 1d6 2
0
0
0
0
13 2d8 7
6 1d8 3
4 1d6 2
7 5d6
7 1d8 + 3d8 3
4 2d4 2
7 2d8 5
11 4d10 7
3 1d4 1
5 1d6 3
9 4d10 6
4 1d6 2
9 7d6 6
4 1d8 2
8 2d8 5
5 2d6 3
2 1d10
4 1d10 2
4 2d6 2
0
9 2d4 2
7 2d4 4
0
2 2d4
0
4 1d6 2
6 2d6 4
5 1d6 3
3 1d4 1
7 2d6 4
8 3d10 5
5 2d6 3
10 1d8 6
10 2d4 + 3d6 5
3 2d4 1
13 3d10 7
2 1d10
7 3d6 10
5 1d4 3
5 1d6 3
9 2d10 4
5 1d6 2
6 2d4 4
0
0
10 3d6 5
0
7 2d10 4
6 1d8 3
7 2d8 5
14 2d8 8
0
7 2d6 5
9 3d6 9
0
0
13 4d6 9
7
7 2d6 + 2d6 4
13 2d8 + 6d8 6
4 1d6 2
9 4d10 6
0
14 4d12 9
0 5d10 5
19 4d8 10
10 4d10 6
7 2d6 4
10 3d8 7
7 1d8 4
9 1d6 + 3d6 4
6 2d4 3
5 1d6 3
6 2d10 3
7 2d8 4
5 2d6 3
4 1d6 2
5 1d8 3
4 2d4 2
4 1d8 2
7 2d8 4
6 1d6 3
7 2d6 4
9 2d6 5
7 2d6 4
8 2d6 5
7 2d6 4
10 2d6 6
7 2d6 4
10 2d6 6
10 2d6 6
7 2d6 4
actions/3/name
Enslave (3/day)
Tail
Tail
Tail
Tail
Tail
Tail
Tail
Tail
Tail
Tail
Tail
Tail
Tail
Tail
Tail
Tail
Tail
Tail
Tail
Tail
Tail
Teleport
Hurl Flame
Lightning Breath (Recharge 5-6)
Claw
Longbow
Claws
Moan
Javelin
Change Shape
Tail
Longbow
Spear
Variant: Panpipes
Possession (Recharge 6)
Variant: Summon Demon (1/Day)
Heavy Crossbow
Luring Song
Variant: Summon Demon (1/Day)
Hurl Flame
Tail
Fling
Intoxicating Touch
Tail Spike
Teleport
Longbow
Harpoon
Horror Nimbus (Recharge 5-6)
Nightmare Haunting (1/Day)
Change Shape
Tentacle Slam
Mace
Invisibility
Reel
Flying Sword
Horns
Heavy Crossbow
Spores (Recharge 6)
Longbow
Stinger
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Melee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied s
Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable objec
The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 D
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a D
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing dama
The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, o
In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dext
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a
Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison
The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is bro
Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses it
Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by w
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damag
Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes dama
One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be posses
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned o
The demon chooses what to summon and attempts a magical summoning.
A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summone
A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area
The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song mus
Rangedcharmed
While WeaponbyAttack: +3 toahit,
the harpy, range
target 100/400 ft., one
is incapacitated andtarget.
ignoresHit:
the6 songs
(1d10 of
+ 1) piercing
other damage.
harpies. If the charmed target
A target that successfully saves is immune to this harpy's song for the next 24 hours.
The demon chooses what to summon and attempts a magical summoning.
A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summone
Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable objec
Melee Weapon Attack:+10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold d
The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution savi
For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see wi
One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction a
Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse
Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupie
Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing dama
The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that
While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection fro
The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Othe
The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14
Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire d
The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating
The roper pulls each creature grappled by it up to 25 ft. straight toward it.
The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the
The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of tha
The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage.
The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics a
The unicorn touches
The vampire another
targets one creature
humanoid with
it can itswithin
see horn. The
30 ft.target
of it. magically regains
If the target 11 the
can see (2d8vampire,
+ 2) hit points. In addition
the target must su
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving thro
Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing dam
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must mak
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
The dragon uses one of the following breath weapons.
The
Fire dragon exhales
Breath. uses lightning
The dragon exhalesin an
fire60-foot
inbreathline that
a 40-foot lineisthat
5 feet
is 5wide. Each creature
feet wide. in thatinline
Each creature thatmust make make
line must a DC 16 Dex
a DC 1
The dragon one of the following weapons.
Sleep Breath.
Lightning The
Breath. dragon
Theof exhales
dragon sleep gas
exhales lightning in a 30-foot cone. Each creature in that area must succeed on a
in a 60-foot line that is 5 feet wide. Each creature in that line must m DC 14 C
The dragon uses one the following breath weapons.
Repulsion
Acid Breath.
Breath.uses The
The one
dragon dragon
exhalesexhales
acid inrepulsion
an 40-foot energy in a is
line that 30-foot
5 feet cone.
wide. Each
Each creature
creature in in that
that area must make
line must succeeda Do
The dragon of the following breath weapons.
Slowing Breath.
Fire Breath. The The dragon
dragon exhales
exhales gasa in
fire in a 30-foot
30-foot cone.cone.
EachEach creature
creature in that
in that areaarea
mustmust
make succeed
a DC 17onDexterity
a DC 14 Cons
savin
Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 S
The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution sav
The dragon uses one of the following breath weapons.
The
Colddragon
Breath.exhales fire inexhales
The dragon a 30-foot cone.
an icy Each
blast in acreature
30-foot in thatEach
cone. areacreature
must make a DCarea
in that 17 Dexterity
must make saving
a DCthrow, tak
17 Consti
Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on
The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving
actions/3/attack_bonus legendary_actions/0/name
0 Detect
11 Detect
12 Detect
12 Detect
11
12 Detect
11 Detect
14 Detect
11 Detect
14 Detect
13 Detect
11 Detect
15 Detect
16 Detect
14 Detect
0 Detect
15 Detect
17 Detect
16 Detect
17 Detect
17 Detect
14
Claw Attack
5
0
4
0
13
0
0
3
0
0
0
Claw Attack
3
0
0
10
Cantrip
5
0
6
Attack
0
0
14
0
0 Teleport
0
0
19 Attack
0
0 Hooves
0 Move
4
5
4
0
0
0
0
0
0
0
0
0
0
legendary_actions/0/desc
The aboleth makes a Wisdom (Perception) check.
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Tail Attack
0 Move
0 Shimmering Shield (Costs 2 Actions)
0 Unarmed Strike
legendary_actions/1/desc
The aboleth makes one tail attack.
The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied
The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied
The kraken uses Lightning Storm.
The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving thro
The dracolich beats its tattered wings. Each creature within 10 ft. of the dracolich must succeed on a DC 21 Dexteri
The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving thro
The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving thro
The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving thro
The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving thro
The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving thro
The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving thro
The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving thro
The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving thro
The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving thro
The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving thro
The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving thro
The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving thro
The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving thro
The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving thro
The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving thro
The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving thro
The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving thro
The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that a
The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom sa
The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that ca
The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 1
0 7
0
0 5
5
0 5
0 6
0 8
0 6
0 6
0 5
0 5
0 9
0 7
0 6
0 7
0 8
0 9
0 8
0 7
0 7
6
0 15 6
2d6 + 1d6
1d4
6
1d4
3d6
1d4
1d8 + 1d6
1d4
1d10
5
2d6 + 2d6
1d12
1d6
1d10 4
1d6 + 4d8
1d8
1d4
1d10 + 1d6 2
2d4
1d10 2
1d10 2
2d8
4d12
1d6
1d6
1d4
1d4
1d10 3
1d6
1d6
2
1d8
1d4
1d4
2d6
6
1d4
6
2d6
1d12
4 1d6
1d4
1d8
1d4
3d8
1d8
7
2d4
3d6
2d8
4d6
2d6
2d6
2d6
4d4
2d6
4d4
2d6
1d6
4d4
4d4
1d6
4d4
2d6
2d6
2d6
2d6
1d8
4 2 1d4
3d10
1d8
1d10
1d8
1d6
1d6
5
1d6
1d4
2d4
1d10 4
2d12
1d10 + 1d6 3
2d8
1d6
1d8 8
0 8
1d8
1d8 4
7
2d8
1d6
7
1d4
1d4
1d6
0 7
1d4
0 3d6
1d8
1d4
1d4
1d6
1d8
4d8
2d6
1d4
1d8
2d12
2d12
1d6
0 5
2d8
2d8 + 2d6
1d6
2d6
2d8
2d8
3
1d4 + 1d4
1d6
2d6 4
1d10
8
3d6
1d4
2d4
7 4 1d6
1d6
1d4
1d10 + 1d6 2
6d10 + 3d6
2d8
2d4
4
2d6
2d4
1d10
2d6
2d6
2d6
2d4
1d10 2
1d6
0
3d6
1d6 6
1d6
1d4
1d4
5
1d6
2 1d6
1d6
1d4
2d6
4d6
1d4
1d4
1d6
1d4
0
1d6
1d10
1d6
4d8
0
0 9
6
1d4
5
1d4
1d8
1d10 + 1d4 2
2d8
2d6
2d4
1d4
4d8
5
4
3
3
4
6
4
4
4
3
1d6
charisma_save stealth actions/3/damage_dice actions/3/damage_bonus
8 7 2d8 6
2d8 7
9 5 2d8 7
8 5 2d8 6
9 5 2d8 7
8 6 2d8 6
13 8 2d8 8
8 6 2d8 6
11 6 2d8 8
10 5 2d8 8
6 5 2d8 6
11 9 2d8 8
12 7 2d8 9
10 6 2d8 8
12 7 2d8 9
11 8 2d8 8
16 9 2d8 10
11 8 2d8 8
13 7 2d8 10
13 7 2d8 10
8 6 2d8 8
12
2
5 3d6
7 12d10
3
3 4
4
4
4 2
7 1d8 4
3 2
4 2
1d8 2
2d6 4
5
7
3 3
6
2
2
3
4
4 1d6 2
9
4
9
3
3d12 7
9 1d8 3
8
4
1d6 1
5
3
4
6
4
5
5 4
3 3
3
1d10 1
7 4d6
9 2d6 + 3d6 5
5
10
10d8
1d8 3
10
4
5 2d6
2d6 4
5
7
8
7
6
5
3
6
3
6
2d6 8
12
4
4
4 2
8
3
5
6
4
2
4 2
17
4
6
9 12d8
7
9 4d10 10
6
9 9
6
1d10 1
5
1d12 4
4 1d6 2
4 1d6 3
1d6 -2
2 2
4 1d8 2
2d6 4
3
5 5 11d8
7 4 10d10
5 3 12d6
6 3 10d10
5 4 9d8
9 6 10d10
5 4 12d6
8 4 16d6
8 4 12d8
4 3 10d8
actions/4/name
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Frightful Presence
Sting
Spiked Shield
Steam Breath (Recharge 5-6)
Lightning Storm
Tail
Healing Touch (4/Day)
Tail
Teleport (1/Day)
Children of the Night (1/Day)
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
Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC
Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 W
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
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
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
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
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
Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 W
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
Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 W
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
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
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
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
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
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24
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
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
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
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
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison dam
The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving thro
The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it a
Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creatur
A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a savin
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constituti
Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advanta
The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, ta
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 th
When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses w
The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 1
The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 12
Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 24 (3d1O + 8) bludgeoning damage.
The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse
Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a
The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any eq
The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire
The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must su
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
actions/4/attack_bonus actions/5/name
0
0
8 Sting
4
0
4
0
0
0
0 Variant: Summon Demon (1/Day)
14
0
19 Frightful Presence
0
0
4
actions/5/desc
The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity
The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 De
The dragon uses one of the following breath weapons.
The
Fire dragon exhales
Breath. uses lightning
The dragon exhalesin afire
90-foot
an line
inbreath thatline
60-foot is 5 that
ft. wide. Eachwide.
is 5 feet creature
Eachincreature
that lineinmust
that make a DCmake
line must 19 Dexter
a DC
The dragon one of the following weapons.
Sleep Breath.
Lightning The
Breath. dragon
Theof exhales
dragon sleep gas
exhales lightning in a 60-foot cone. Each creature in that area must succeed on
in a 90-foot line that is 5 feet wide. Each creature in that line musta DC 18 mC
The dragon uses one the following breath weapons.
Repulsion
Acid Breath.
Breath. The dragon
The one
dragon exhalesexhales
acid inrepulsion
an 60-footenergy in a is
line that 30-foot
5 feet cone.
wide. Each
Each creature
creature inin that
that area must make
line must succeed
a Do
The dragon uses of the following breath weapons.
Slowing Breath.
Fire Breath. The The dragon
dragon exhales
exhales gasa in
fire in a 60-foot
60-foot cone.cone.
EachEach creature
creature in that
in that areaarea
mustmust
make succeed
a DC 21onDexterity
a DC 18 Cons
savin
Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 S
The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution sav
The dragon uses one of the following breath weapons.
The
Colddragon
Breath.exhales fire inexhales
The dragon a 60-foot cone.
an icy Each
blast in acreature
60-foot in thatEach
cone. areacreature
must make a DCarea
in that 21 Dexterity
must make saving
a DCthrow, tak
20 Consti
Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on
The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving
The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterit
The dragon uses one of the following breath weapons:
The
Fire dragon exhales
Breath. uses lightning
The dragon exhalesin afire
120-foot
inbreathline that
an 90-foot is 10
line feet
that is 10wide.
feetEach
wide.creature in that in
Each creature line must
that linemake
mustamake
DC 23aDe
D
The dragon one of the following weapons.
Sleep Breath.
Lightning The
Breath. dragon
Theof exhales
dragon sleep gas
exhales lightning in ain a 120-foot line that is 10 feet wide. Each creature in that line musC
90-foot cone. Each creature in that area must succeed on a DC 21
The dragon uses one the following breath weapons.
Repulsion
Acid Breath.
Breath. The dragon
The one
dragon exhalesexhales
acid inrepulsion
an 90-foot energy in a is
line that 30-foot
10 feetcone.
wide.Each
Eachcreature
creatureininthat
thatarea
linemust
mustsucceed
make a o
D
The dragon uses of the following breath weapons.
Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed
Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity savin on a DC 22 Cons
Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 S
The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution sav
The dragon uses one of the following breath weapons.
The
Colddragon
Breath.exhales fire inexhales
The dragon a 90-foot cone.
an icy Each
blast in acreature
90-foot in thatEach
cone. areacreature
must make a DCarea
in that 24 Dexterity
must make saving
a DCthrow, tak
24 Consti
Paralyzing Breath. The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on
The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison dam
The demon chooses what to summon and attempts a magical summoning.
A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summone
Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom savin
The demon chooses what to summon and attempts a magical summoning.
A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summone
actions/5/attack_bonus actions/5/damage_dice persuasion insight deception actions/6/name
0 12d8
0 12d10
0 12d10
0 13d6 8
0 12d10 7
0 12d8 8
0 12d10 13 8
0 16d6 8 7 8
0 18d6 Lair Actions
0 13d8
0 12d8
0
0 16d10
0 16d6 10 Change Shape
0 16d10 10 Change Shape
0 14d8 11 Change Shape
0 13d10 16 10 Change Shape
0 22d6 11 10 11
0 26d6
0 15d8 Change Shape
0 16d8
4
5 5
8 2d8 6 7
4 4
9
3 6
4
4 3 4
4 7
4 5
0
6 7
8 10
5 4 5
9 5 9
2
0 Swallow
0
5 4 5
5
4
5
9 5
5
actions/6/desc
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: the
• Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foo
• A tremor shakes the lair in a 60-foot-radius around the dragon. Each creature other than the dragon on the groun
• Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or ba
In
Thea new form,
dragon the dragon
magically retains its
polymorphs intoalignment, hit or
a humanoid points,
beastHit Dice,
that hasability to speak,
a challenge proficiencies,
rating Legendary
no higher than its own,Resist
or ba
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or ba Resist
In
Thea new form,
dragon the dragon
magically retains its
polymorphs intoalignment, hit or
a humanoid points,
beastHit Dice,
that hasability to speak,
a challenge proficiencies,
rating Legendary
no higher than its own,Resist
or ba
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resist
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or ba
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resist
The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target t
If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on
actions/6/attack_bonus actions/6/damage_dice arcana actions/0/damage_bonus athletics
0 6d6
8
0
0
0
0
0 11
13 2
-1
4
1
3
-1
1
2
4
3
1
3
3
2
3
2
2
3
3
2
3
2
4
1
2
2
5
1
1
1
1
3
2
2
6
1
11
3
3
2
9
2
3
4
4
-1
4
4
3
2
6
3
2
2
1
1
10
2
1
4
4
5
3
3 4
4
12
1
3
1
1
-1
18
3
1
2
6 2
1
2
7
3
4
4
1
4
4
2
2
1
4
4
5
5 5
2
4
2
4
2
3
1
4
1
7
5
3
5
4
1
1
4
1
12
8 14
3
1
1
1
2
2
3
1
2
0
1
3
6
5
2
1
1
4
2
3
3
1
acrobatics special_abilities/2/damage_dice special_abilities/0/damage_dice strength_save
6 4d6
1d10
20d6 14
4
1d10 6
5
2d4
2d6
3d6
2d6
1d8
3d6
2d6
2d6
5d10
2d6
2d6
1d6
9
7
1d4
2d6
7
10
17
2d8
2d8
3d6
3d6
2d8
1d8
2d6
14
2d8
special_abilities/1/damage_dice special_abilities/3/name
2d6
Magic Resistance
Sunlight Sensitivity
Tree Stride
Lightning Absorption
Web Walker
Hag Coven
Wakeful
Variant: Familiar
Magic Weapons
Turn Resistance
Running Leap
Grappler
Hag Coven
Innate Spellcasting
Magic Resistance
Variant: Familiar
Shared Spellcasting (Coven Only)
Magic Resistance
2d6
Siege Monster
Magic Weapons
Regeneration
2d6
Variable Illumination
special_abilities/3/desc
Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach a
Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit poin
The swarm ignores movement restrictions caused by webbing.
When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of an
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than th
While the hydra sleeps, at least one of its heads is awake.
The imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two a
The lich has advantage on saving throws against any effect that turns undead.
With a 10-foot running start, the lion can long jump up to 25 ft..
The mimic has advantage on attack rolls against any creature grappled by it.
When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of an
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than th
The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells,
At will: detect magic, fireball
3/day each: hold monster, wall of fire
The planetar has advantage on saving throws against spells and other magical effects.
The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing com
While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells fr
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spe
The solar has advantage on saving throws against spells and other magical effects.
The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the
special_abilities/3/attack_bonus reactions/0/name
Parry
Split
Unnerving Mask
0
0
Parry
0
0
Parry
0
0
Parry
0
0
Parry
0
0
Split
0
0
0
0
Shield
Rock Catching
0
0
0
Parry
0
reactions/0/desc
The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker a
When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddin
When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it lo
The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker a
The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attack
The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker an
The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker
When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it h
When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to th
If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch
The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and
reactions/0/attack_bonus actions/4/damage_dice actions/4/damage_bonus
0
6d6
2d8 4
0
7d8
1d6 2
15d6
0
1d4 2
0
7d6
0
4d10
0
0
3d10 8
0
4d6 10
0
1d8 2
actions/5/damage_bonus survival special_abilities/4/name
4
Magic Weapons
5
Web Walker
Magic Resistance
5
Shared Spellcasting (Coven Only)
Shared Spellcasting (Coven Only)
Hag Eye (Coven Only)
Spider Climb
special_abilities/4/desc
The golem's weapon attacks are magical.
The drider ignores movement restrictions caused by webbing.
The golem has advantage on saving throws against spells and other magical effects.
While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells fr
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spe
While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells fr
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spe
A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitte
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven t
The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability chec
special_abilities/4/attack_bonus investigation nature special_abilities/5/name
3
0
0
0 Magic Weapons
4
0 Hag Eye (Coven Only)
0 Hag Eye (Coven Only)
0
5
0 Vampire Weaknesses
special_abilities/5/desc
The golem's weapon attacks are magical.
A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitte
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven t
A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitte
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven t
The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incap
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight,
special_abilities/5/attack_bonus intimidation legendary_actions/3/name
2
0
2
0
Disrupt Life (Costs 3 Actions)
Channel Negative Energy (Costs 2 Actions)
0
0
legendary_actions/3/desc
Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, takin
The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones
legendary_actions/3/attack_bonus legendary_actions/3/damage_dice
0 6d6
0
legendary_actions/4/name
Whirlwind of Sand (Costs 2 Actions)
legendary_actions/4/desc
The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form
legendary_actions/4/attack_bonus performance
6
0
Ability Scores CR and EXP
1 -5 0 10
2 -4 1/8 25
3 -4 1/4 50
4 -3 1/2 100
5 -3 1 200
6 -2 2 450
7 -2 3 700
8 -1 4 1100
9 -1 5 1800
10 0 6 2300
11 0 7 2900
12 1 8 3900
13 1 9 5000
14 2 10 5900
15 2 11 7200
16 3 12 8400
17 3 13 10000
18 4 14 11500
19 4 15 13000
20 5 16 15000
21 5 17 18000
22 6 18 20000
23 6 19 22000
24 7 20 25000
25 7 21 33000
26 8 22 41000
27 8 23 50000
28 9 24 62000
29 9 25 75000
30 10 26 90000
27 105000
28 120000
29 135000
30 155000