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Giant Spider
The Giant Spider is a Large beast, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 14 (Natural Armor)- Hit Points: 26 (4d10 + 4) - Speed: 30 ft., climb 30 ft. - Skills: Stealth +7- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10- Languages: --- Challenge Rating: 1 (200 XP)- Strength: 14 - Dexterity: 16 - Constitution: 12 - Intelligence: 2 - Wisdom: 11 - Charisma: 4 The Giant Spider has the following special abilities: <p><em><strong>Spider Climb.</strong></em> The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. </p><p><em><strong>Web Sense.</strong></em> While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. </p><p><em><strong>Web Walker.</strong></em> The spider ignores movement restrictions caused by webbing.</p>The Giant Spider can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one creature. <em>Hit:</em> 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. </p><p><em><strong>Web (Recharge 5–6).</strong></em> <em>Ranged Weapon Attack:</em> +5 to hit, range 30/60 ft., one creature. <em>Hit:</em> The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).</p>
101
Gibbering Mouther
The Gibbering Mouther is a Medium aberration, neutral with the following characteristics: . This creatures statististics are as follows: - Armor Class: 9 - Hit Points: 67 (9d8 + 27) - Speed: 10 ft., swim 10 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: --- Challenge Rating: 2 (450 XP)- Strength: 10 - Dexterity: 8 - Constitution: 16 - Intelligence: 3 - Wisdom: 10 - Charisma: 6 The Gibbering Mouther has the following special abilities: <p><em><strong>Aberrant Ground.</strong></em> The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. </p><p><em><strong>Gibbering.</strong></em> The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.</p>The Gibbering Mouther can take the following actions: <p><em><strong>Multiattack.</strong></em> The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. </p><p><em><strong>Bite.</strong></em>. <em>Melee Weapon Attack:</em> +2 to hit, reach 5 ft., one creature. <em>Hit:</em> 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. </p><p><em><strong>Blinding Spittle (Recharge 5–6).</strong></em> 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 light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.</p>
102
Glabrezu
The Glabrezu is a Large fiend, chaotic evil with the following characteristics: A glabrezu takes great pleasure in destroying mortals through temptation, and these creatures are among the few demons to offer their service to creatures foolish enough to summon them. Although glabrezus are devastating in combat, they prefer to tempt victims into ruin, using power or wealth as a lure. Engaging in guile, trickery, and evil bargains, a glabrezu hoards riches that it uses to fulfill promises to shortsighted summoners and weak-willed mortals. However, if its attempts to entice or deceive fail, a glabrezu has the strength to fight and win. Demons: Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos: The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation: Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions: Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption: Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil: Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence: A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults: Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning: Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons: The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession: No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon Lords: The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders: Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control: The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet: The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon: The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. Graz'zt: The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex: The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth: The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. Orcus: Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu: Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords: No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demon True Names: Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Variant: Demon Summoning: Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. . This creatures statististics are as follows: - Armor Class: 17 (Natural Armor)- Hit Points: 157 (15d10 + 75) - Speed: 40 ft. - Skills: None- Senses: Truesight 120 ft., Passive Perception 13- Languages: Abyssal, Telepathy 120 ft.- Challenge Rating: 9 (5,000 XP)- Strength: 20 - Dexterity: 15 - Constitution: 21 - Intelligence: 19 - Wisdom: 17 - Charisma: 16 The Glabrezu has the following special abilities: <p><em><strong>Innate Spellcasting.</strong></em> The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: </p><p>At will: darkness, detect magic, dispel magic </p><p>1/day each: confusion, fly, power word stun </p><p><em><strong>Magic Resistance.</strong></em> The glabrezu has advantage on saving throws against spells and other magical effects.</p>The Glabrezu can take the following actions: <p><em><strong>Multiattack.</strong></em> The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. </p><p><em><strong>Pincer.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 10 ft., one target. <em>Hit:</em> 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target. </p><p><em><strong>Fist.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (2d4 + 2) bludgeoning damage.</p>
103
Gnoll
The Gnoll is a Medium humanoid, chaotic evil with the following characteristics: Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh. Demonic Origin: The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power. Nomadic Destroyers: Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured. Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor. Thirst for Blood: No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls. . This creatures statististics are as follows: - Armor Class: 15 (Hide Armor, Shield)- Hit Points: 22 (5d8) - Speed: 30 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Gnoll- Challenge Rating: 1/2 (100 XP)- Strength: 14 - Dexterity: 12 - Constitution: 11 - Intelligence: 6 - Wisdom: 10 - Charisma: 7 The Gnoll has the following special abilities: <p><em><strong>Rampage.</strong></em> When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.</p>The Gnoll can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one creature. <em>Hit:</em> 4 (1d4 + 2) piercing damage. </p><p><em><strong>Spear.</strong></em> <em>Melee or <em>Ranged Weapon Attack:</em></em> +4 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. </p><p><em><strong>Longbow.</strong></em> <em>Ranged Weapon Attack:</em> +3 to hit, range 150/600 ft., one target. <em>Hit:</em> 5 (1d8 + 1) piercing damage.</p>
104
Goblin
The Goblin is a Small humanoid, neutral evil with the following characteristics: Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain. Goblinoids: Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards. Malicious Glee: Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness. Leaders and Followers: Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs. Challenging Lairs: Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks. Worshipers of Maglubiyet: Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a "privilege" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death. . This creatures statististics are as follows: - Armor Class: 15 (Leather Armor, Shield)- Hit Points: 7 (2d6) - Speed: 30 ft. - Skills: Stealth +6- Senses: Darkvision 60 ft., Passive Perception 9- Languages: Common, Goblin- Challenge Rating: 1/4 (50 XP)- Strength: 8 - Dexterity: 14 - Constitution: 10 - Intelligence: 10 - Wisdom: 8 - Charisma: 8 The Goblin has the following special abilities: <p><em><strong>Nimble Escape.</strong></em> The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</p>The Goblin can take the following actions: <p><em><strong>Scimitar.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) slashing damage. </p><p><em><strong>Shortbow.</strong></em> <em>Ranged Weapon Attack:</em> +4 to hit, range 80/320 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage.</p>
105
Gold Dragon Wyrmling
The Gold Dragon Wyrmling is a Medium dragon, lawful good with the following characteristics: . This creatures statististics are as follows: - Armor Class: 17 Natural Armor- Hit Points: 60 (8d8 + 24) - Speed: 30 ft., fly 60 ft., swim 30 ft. - Skills: Perception +4, Stealth +4- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14- Languages: Draconic- Challenge Rating: 3 (700 XP)- Strength: 19 - Dexterity: 14 - Constitution: 17 - Intelligence: 14 - Wisdom: 11 - Charisma: 16 The Gold Dragon Wyrmling has the following special abilities: <p><strong>Amphibious</strong>: The dragon can breathe air and water.</p>The Gold Dragon Wyrmling can take the following actions: <p><strong>Bite</strong>: <em>Melee Weapon Attack</em>: +6 to hit, reach 5 ft., one target. <em>Hit</em>: 9 (1d10 + 4) piercing damage.</p><p><strong>Breath Weapons (Recharge 5–6)</strong>: The dragon uses one of the following breath weapons.</p><p><strong>Fire Breath</strong>: The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.</p><p><strong>Weakening Breath</strong>: The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.</p>
106
Gorgon
The Gorgon is a Large monstrosity, unaligned with the following characteristics: Few creatures that encounter a gorgon live to tell about it. Its body is covered in iron plates, and its nostrils fume with green vapor. Horrific Structure: A gorgon's iron plates range from steely black to gleaming silver, but this natural armor in no way hinders its movement or mobility. The oils of its body lubricate the armor. A sick or inactive gorgon gathers rust like fungus or mange. When a rusty gorgon moves, its plates squeal as they rub together. Monstrous Predator: When a gorgon spots potential prey, it charges with a hideous clamor of metal on metal. When the gorgon hits, it pulverizes the foe and sends its sprawling, then tramples it to death with its cruel hooves. Faced with multiple foes, the gorgon exhales its deadly vapor to overcome the creatures it touches by turning them to stone. When it grows hungry, it smashes its petrified prey to rubble and uses its strong teeth to grind the stone into a powder that provides nourishment. The crisscrossing network of trampled trails and splintered trees that surrounds a gorgon lair is strewn with the uneaten fragments of its shattered foes. . This creatures statististics are as follows: - Armor Class: 19 (Natural Armor)- Hit Points: 114 (12d10 + 48) - Speed: 40 ft. - Skills: Perception +4- Senses: Darkvision 60 ft., Passive Perception 14- Languages: --- Challenge Rating: 5 (1,800 XP)- Strength: 20 - Dexterity: 11 - Constitution: 18 - Intelligence: 2 - Wisdom: 12 - Charisma: 7 The Gorgon has the following special abilities: <p><em><strong>Trampling Charge.</strong></em> If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.</p>The Gorgon can take the following actions: <p><em><strong>Gore.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit:</em> 18 (2d12 + 5) piercing damage.</p><p><em><strong>Hooves.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit:</em> 16 (2d10 + 5) bludgeoning damage. </p><p><em><strong>Petrifying Breath (Recharge 5–6).</strong></em> The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.</p>
107
Green Dragon Wyrmling
The Green Dragon Wyrmling is a Medium dragon, lawful evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 17 (Natural Armor)- Hit Points: 38 (7d8 + 7) - Speed: 30 ft., fly 60 ft., swim 30 ft. - Skills: Perception +4, Stealth +3- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14- Languages: Draconic- Challenge Rating: 2 (450 XP)- Strength: 15 - Dexterity: 12 - Constitution: 13 - Intelligence: 14 - Wisdom: 11 - Charisma: 13 The Green Dragon Wyrmling has the following special abilities: <p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p>The Green Dragon Wyrmling can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage. </p><p><em><strong>Poison Breath (Recharge 5–6).</strong></em> The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.</p>
108
Green Hag
The Green Hag is a Medium fey, neutral evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 17 (Natural Armor)- Hit Points: 82 (11d8 + 33) - Speed: 30 ft. - Skills: Arcana +3, Deception +4, Perception +4, Stealth +3- Senses: Darkvision 60 ft., Passive Perception 14- Languages: Common, Draconic, Sylvan- Challenge Rating: 3 (700 XP)- Strength: 18 - Dexterity: 12 - Constitution: 16 - Intelligence: 13 - Wisdom: 14 - Charisma: 14 The Green Hag has the following special abilities: <p><em><strong>Amphibious.</strong></em> The hag can breathe air and water. </p><p><em><strong>Innate Spellcasting.</strong></em> The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: </p><p>At will: dancing lights, minor illusion, vicious mockery </p><p><em><strong>Mimicry.</strong></em> The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.</p>The Green Hag can take the following actions: <p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8 + 4) slashing damage. </p><p><em><strong>Illusory Appearance.</strong></em> The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.</p><p>The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. </p><p><em><strong>Invisible Passage.</strong></em> The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.</p>
109
Grick
The Grick is a Medium monstrosity, neutral with the following characteristics: The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak. Passive Predators: Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers: Gricks remain in an area until the food supply dwindles, often because sentient creatures become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff-side ledges. A grick pack is often led by a single well-fed, oversized alpha around which the others congregate. Spoils of Slaughter: Over time, grick lairs accumulate the cast-off possessions of intelligent prey, and expert guides know to look out for these tell-tale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures' victims. . This creatures statististics are as follows: - Armor Class: 14 (Natural Armor)- Hit Points: 27 (6d8) - Speed: 30 ft., climb 30 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 12- Languages: --- Challenge Rating: 2 (450 XP)- Strength: 14 - Dexterity: 14 - Constitution: 11 - Intelligence: 3 - Wisdom: 14 - Charisma: 5 The Grick has the following special abilities: <p><em><strong>Stone Camouflage.</strong></em> The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</p>The Grick can take the following actions: <p><em><strong>Multiattack.</strong></em> The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. </p><p><em><strong>Tentacles.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (2d6 + 2) slashing damage. </p><p><em><strong>Beak.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage.</p>
110
Griffon
The Griffon is a Large monstrosity, unaligned with the following characteristics: Griffon: Griffons are ferocious avian carnivores with the muscular bodies of lions and the head, forelegs, and wings of eagles. When they attack, griffons are as swift and deadly as eagles, even as they strike with a lion's savage might and grace. Horse Eaters: Griffons hunt in small prides, flying high over plains and forests near their rocky cliff-side aeries. Herd animals and horses are the prey they crave above all others, though they also hunt and kill hippogriffs. When it spots horses, a griffon screeches to alert its pride mates, which descend quickly toward their prey. Those riding or herding horses dread the griffon's piercing cry, preparing themselves for the bloody fight that inevitably follows. A griffon ignores a horse's rider when possible, and a rider that abandons its mount, or a herder that releases one or two horses, can escape unharmed while the griffon targets its chosen prey. Riders who attempt to protect their horses attract the full fury of an attacking griffon. Sky Dwellers: Griffons lair in high rocky clifftop aeries, building their nests from sticks, leaves, and the bones of their prey. Once griffons establish a territory, they remain in that area until the food supply has been exhausted. Aggressive and territorial, griffons engage in brutal aerial combat to defend their aeries, tearing and shredding the wings of flying intruders to send them spiraling to the ground. Creatures that climb to a griffon's lair are plucked from the cliffs and eaten, or are knocked from the heights to go tumbling to their deaths. Trained Mounts: A griffon raised from an egg can be trained to serve as a mount. However, such training is time consuming, expensive (mostly for the ample food the creature requires), and dangerous. Expert trainers well versed in the griffon's legendary ferocity are typically the only ones able to raise these creatures safely. Once trained, a griffon is a fierce and loyal steed. It bonds with one master for life, fighting to the death to protect that rider. A griffon mount retains its ravenous appetite for horseflesh, and a wise master ensures that a griffon remains satiated with other prey when passing through civilized lands. Griffons are ferocious avian carnivores with the muscular bodies of lions and the head, forelegs, and wings of eagles. When they attack, griffons are as swift and deadly as eagles, even as they strike with a lion's savage might and grace. Horse Eaters: Griffons hunt in small prides, flying high over plains and forests near their rocky cliff-side aeries. Herd animals and horses are the prey they crave above all others, though they also hunt and kill hippogriffs. When it spots horses, a griffon screeches to alert its pride mates, which descend quickly toward their prey. Those riding or herding horses dread the griffon's piercing cry, preparing themselves for the bloody fight that inevitably follows. A griffon ignores a horse's rider when possible, and a rider that abandons its mount, or a herder that releases one or two horses, can escape unharmed while the griffon targets its chosen prey. Riders who attempt to protect their horses attract the full fury of an attacking griffon. Sky Dwellers: Griffons lair in high rocky clifftop aeries, building their nests from sticks, leaves, and the bones of their prey. Once griffons establish a territory, they remain in that area until the food supply has been exhausted. Aggressive and territorial, griffons engage in brutal aerial combat to defend their aeries, tearing and shredding the wings of flying intruders to send them spiraling to the ground. Creatures that climb to a griffon's lair are plucked from the cliffs and eaten, or are knocked from the heights to go tumbling to their deaths. Trained Mounts: A griffon raised from an egg can be trained to serve as a mount. However, such training is time consuming, expensive (mostly for the ample food the creature requires), and dangerous. Expert trainers well versed in the griffon's legendary ferocity are typically the only ones able to raise these creatures safely. Once trained, a griffon is a fierce and loyal steed. It bonds with one master for life, fighting to the death to protect that rider. A griffon mount retains its ravenous appetite for horseflesh, and a wise master ensures that a griffon remains satiated with other prey when passing through civilized lands. . This creatures statististics are as follows: - Armor Class: 12 - Hit Points: 59 (7d10 + 21) - Speed: 30 ft., fly 80 ft. - Skills: Perception +5- Senses: Darkvision 60 ft., Passive Perception 15- Languages: --- Challenge Rating: 2 (450 XP)- Strength: 18 - Dexterity: 15 - Constitution: 16 - Intelligence: 2 - Wisdom: 13 - Charisma: 8 The Griffon has the following special abilities: <p><em><strong>Keen Sight.</strong></em> The griffon has advantage on Wisdom (Perception) checks that rely on sight.</p>The Griffon can take the following actions: <p><em><strong>Multiattack.</strong></em> The griffon makes two attacks: one with its beak and one with its claws. </p><p><em><strong>Beak.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d8 + 4) piercing damage. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) slashing damage.</p>
111
Grimlock
The Grimlock is a Medium humanoid, neutral evil with the following characteristics: The degenerate subterranean grimlocks were once human, but their worship of the mind flayers over generations of prowling the Underdark transformed them into blind, monstrous cannibals long ago. Debased Cultists. The empire of the mind flayers once spread across many worlds, enslaving countless races. Among those were human cultures whose high priests the mind flayers subverted using their insidious powers of thought control. Those leaders gradually turned the faiths of their followers toward the illithids, which they worshiped as blasphemous deities. Over time, the rituals of these enslaved humans created fervent cannibal cults that regarded the brain eating of the mind flayers as a holy sacrament. The illithids commanded their worshipers to abduct other sentient creatures to be sacrificed. After the victims' brains had been consumed, the mind flayers gave the lifeless bodies to the cultists. Blind Hunters: When the rule of the mind flayers crumbled, their cults faced constant warfare from their enemies, the same creatures that had once been their victims. The cults fled into the Underdark domains of their illithid gods. Over generations in that lightless realm, the cultists learned to rely on their other senses for survival. In time, their eyes withered away and eyelids sealed, leaving only covered eye sockets behind. A grimlock's ears prick up at the faintest footfall or whisper echoing down stone passageways. It can speak in tones too low for most other humanoids to hear. The odors of sweat, flesh, and blood awaken its hunger, and it can track by such scents like a bloodhound. To enhance their senses, grimlocks leave trails of blood, piles of dung, or the viscera of slain prey in places far from their lairs. When intruders pass through those areas, they carry the foul scents with them, warning the grimlocks of their approach. For most creatures, blindness is an enormous hindrance. For a grimlock with its other heightened senses, sightlessness is a boon. A grimlock isn't fooled by visual illusions or misperceptions. It is fearless as it stalks prey. Endless War: Grimlocks still venerate the mind flayers, serving them whenever possible. Grimlocks also recall the war in which they were driven underground. To them, it has never ended. They continue to return to the surface world to abduct captives for their illithid masters. . This creatures statististics are as follows: - Armor Class: 11 - Hit Points: 11 (2d8 + 2) - Speed: 30 ft. - Skills: Athletics +5, Perception +3, Stealth +3- Senses: Blindsight 30 ft., Passive Perception 13- Languages: Undercommon- Challenge Rating: 1/4 (50 XP)- Strength: 16 - Dexterity: 12 - Constitution: 12 - Intelligence: 9 - Wisdom: 8 - Charisma: 6 The Grimlock has the following special abilities: <p><em><strong>Blind Senses</strong></em>. The grimlock can't use its blindsight while deafened and unable to smell. </p><p><em><strong>Keen Hearing and Smell.</strong></em> The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. </p><p><em><strong>Stone Camouflage.</strong></em> The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</p>The Grimlock can take the following actions: <p><em><strong>Spiked Bone Club.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.</p>
112
Guardian Naga
The Guardian Naga is a Large monstrosity, lawful good with the following characteristics: . This creatures statististics are as follows: - Armor Class: 18 (Natural Armor)- Hit Points: 127 (15d10 + 45) - Speed: 40 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 14- Languages: Celestial, Common- Challenge Rating: 10 (5,900 XP)- Strength: 19 - Dexterity: 18 - Constitution: 16 - Intelligence: 16 - Wisdom: 19 - Charisma: 18 The Guardian Naga has the following special abilities: <p><em><strong>Rejuvenation.</strong></em> 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 from functioning. </p><p><em><strong>Spellcasting.</strong></em> The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: </p><p>Cantrips (at will): mending, sacred flame, thaumaturgy </p><p>1st level (4 slots): command, cure wounds, shield of faith </p><p>2nd level (3 slots): calm emotions, hold person </p><p>3rd level (3 slots): bestow curse, clairvoyance </p><p>4th level (3 slots): banishment, freedom of movement </p><p>5th level (2 slots): flame strike, geas </p><p>6th level (1 slot): true seeing</p>The Guardian Naga can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 10 ft., one creature. <em>Hit:</em> 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Spit Poison.</strong></em> <em>Ranged Weapon Attack:</em> +8 to hit, range 15/30 ft., one creature. <em>Hit:</em> The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.</p>
113
Gynosphinx
The Gynosphinx is a Large monstrosity, lawful neutral with the following characteristics: A gynosphinx bears the head of a humanoid female. Many have the regal countenances of worldly queens, but some are marked with wild, leonine features. A gynosphinx's eyes see beyond the present time and place, and penetrate veils of invisibility and magic. Supplicants who look deep into those eyes might find themselves magically displaced, banished to some far flung plane where a difficult trial awaits them. Gynosphinxes are virtual libraries of knowledge and lore. They ask riddles and present puzzles to test the wit of supplicants that come to learn their secrets. Some are willing to bargain with such supplicants for treasure or service. Sphinxes: In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in half. Divine Guardians. Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways. Creatures that choose to face a sphinx's test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys. Some sphinxes are high priests of the gods that create them, but most are simply embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind, knowing no other life except its sacred mission. Magical Tests: The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx's test, the path to the object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought-and will make an enemy of the god that placed the sphinx as a guardian. Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those who fail a sphinx's test typically meet a gruesome end beneath its claws. Extraplanar Beings: Mortals that encounter sphinxes do so most often in ancient tombs and ruins, but some sphinxes can access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be climbed in a howling storm. Sometimes a sphinx must be summoned from such an extradimensional space, with supplicants calling it from its empty lair. Only those the sphinx deems worthy gain admittance to its realm. Fallen Sphinxes: Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge, some sphinxes break free of their divine command. However, even if a sphinx's alignment and loyalties drift in this way, it never leaves the place it guards or grants its secrets to any except creatures it deems worthy. A Sphinx's Lair: A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals. . This creatures statististics are as follows: - Armor Class: 17 (Natural Armor)- Hit Points: 136 (16d10 + 48) - Speed: 40 ft., fly 60 ft. - Skills: Arcana +12, History +12, Perception +8, Religion +8- Senses: Truesight 120 ft., Passive Perception 18- Languages: Common, Sphinx- Challenge Rating: 11 (7,200 XP)- Strength: 18 - Dexterity: 15 - Constitution: 16 - Intelligence: 18 - Wisdom: 18 - Charisma: 18 The Gynosphinx has the following special abilities: <p><em><strong>Inscrutable.</strong></em> The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. </p><p><em><strong>Magic Weapons.</strong></em> The sphinx's weapon attacks are magical. </p><p><em><strong>Spellcasting.</strong></em> The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: </p><p>Cantrips (at will): mage hand, minor illusion, prestidigitation </p><p>1st level (4 slots): detect magic, identify, shield </p><p>2nd level (3 slots): darkness, locate object, suggestion </p><p>3rd level (3 slots): dispel magic, remove curse, tongues </p><p>4th level (3 slots): banishment, greater invisibility </p><p>5th level (1 slot): legend lore</p>The Gynosphinx can take the following actions: <p><em><strong>Multiattack.</strong></em> The sphinx makes two claw attacks. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8 + 4) slashing damage.</p>The Gynosphinx can take the following legendary actions: <p>The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. </p><p><em><strong>Claw Attack.</strong></em> The sphinx makes one claw attack. </p><p><em><strong>Teleport (Costs 2 Actions).</strong></em> The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. </p><p><em><strong>Cast a Spell (Costs 3 Actions).</strong></em> The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.</p>
114
Half-Red Dragon Veteran
The Half-Red Dragon Veteran is a Medium humanoid, any with the following characteristics: . This creatures statististics are as follows: - Armor Class: 18 (Plate)- Hit Points: 65 (10d8 + 20) - Speed: 30 ft. - Skills: Athletics +5, Perception +2- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12- Languages: Common, Draconic- Challenge Rating: 5 (1,800 XP)- Strength: 16 - Dexterity: 13 - Constitution: 14 - Intelligence: 10 - Wisdom: 11 - Charisma: 10 The Half-Red Dragon Veteran has the following special abilities: NoneThe Half-Red Dragon Veteran can take the following actions: <p><em><strong>Multiattack.</strong></em> The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. </p><p><em><strong>Longsword.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. </p><p><em><strong>Shortsword.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) piercing damage. </p><p><em><strong>Heavy Crossbow.</strong></em> <em>Ranged Weapon Attack:</em> +3 to hit, range 100/400 ft., one target. <em>Hit:</em> 6 (1d10 + 1) piercing damage. </p><p><em><strong>Fire Breath (Recharge 5–6).</strong></em> The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.</p>
115
Harpy
The Harpy is a Medium monstrosity, chaotic evil with the following characteristics: Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume. A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul. Divine Curse: Long ago, an elf wandering a forest heard birdsong so pure and wholesome that she was moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird's song. This was Fenmarel Mestarine, a reclusive elf god. His divine presence stole her heart as he fled, vanishing into the woods as if he was never there. Though the elf searched the woods and called for her stranger, she found no sign of his passage. Driven to despair by her longing, she begged the gods to help her. Aerdrie Faenya, elf goddess of the sky, heard the elf's cries and was moved to her aid. She appeared as the bird whose song had entranced the outcast god, then taught that song of beauty and seduction to the elf. When her singing failed to draw Fenmarel Mestarine to her side, the elf cursed the gods, invoking a dreadful power and transforming her into the first harpy. The curse worked its magic on the elf's spirit as well as her body, turning her desire for love into a hunger for flesh, even as her beautiful song continued to draw creatures to her deadly embrace. Harpy Song: To hear a harpy's song is to hear music more beautiful than anything else in the world. A traveler that succumbs to the entrancing effect of that singing is compelled to blunder toward its source. A harpy sometimes charms victims before it attacks, but a more effective use of its song is to lure prey over cliffs, into bogs and quicksand, or into deadly pits. Creatures trapped or incapacitated then become easy targets for the harpy's wrath. Sadistic Cowards: Harpies haunt bleak coastal cliffs and other places hazardous to non-flying creatures. Harpies have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk straight-up combat. When they attack, harpies play with their food, delighting in the "music" their victims make as they scream. A harpy takes its time dismembering a helpless foe and can spend days torturing a victim before the merciful end. Gruesome Collectors: Harpies take shiny baubles, valuable objects, and other trophies from their victims, sometimes fighting with each other for the right to claim the choicest prizes. When no valuable objects can be found, a harpy takes hair, bones, or body parts to line its nest. A harpy's lair is usually hidden in remote ruins, where adventurers can discover valuable treasure and magic hidden beneath foul piles of offal. . This creatures statististics are as follows: - Armor Class: 11 - Hit Points: 38 (7d8 + 7) - Speed: 20 ft., fly 40 ft. - Skills: None- Senses: Passive Perception 10- Languages: Common- Challenge Rating: 1 (200 XP)- Strength: 12 - Dexterity: 13 - Constitution: 12 - Intelligence: 7 - Wisdom: 10 - Charisma: 13 The Harpy has the following special abilities: NoneThe Harpy can take the following actions: <p><em><strong>Multiattack.</strong></em> The harpy makes two attacks: one with its claws and one with its club. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (2d4 + 1) slashing damage. </p><p><em><strong>Club.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 3 (1d4 + 1) bludgeoning damage. </p><p><em><strong>Luring Song.</strong></em> The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.</p><p>While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.</p><p>A target that successfully saves is immune to this harpy's song for the next 24 hours.</p>
116
Hawk
The Hawk is a Tiny beast, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 13 - Hit Points: 1 (1d4 - 1) - Speed: 10 ft., fly 60 ft. - Skills: Perception +4- Senses: Passive Perception 14- Languages: --- Challenge Rating: 0 (10 XP)- Strength: 5 - Dexterity: 16 - Constitution: 8 - Intelligence: 2 - Wisdom: 14 - Charisma: 6 The Hawk has the following special abilities: <p><em><strong>Keen Sight.</strong></em> The hawk has advantage on Wisdom (Perception) checks that rely on sight.</p>The Hawk can take the following actions: <p><em><strong>Talons.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 1 slashing damage.</p>
117
Hell Hound
The Hell Hound is a Medium fiend, lawful evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 15 (Natural Armor)- Hit Points: 45 (7d8 + 14) - Speed: 50 ft. - Skills: Perception +5- Senses: Darkvision 60 ft., Passive Perception 15- Languages: Understands Infernal but can't speak it- Challenge Rating: 3 (700 XP)- Strength: 17 - Dexterity: 12 - Constitution: 14 - Intelligence: 6 - Wisdom: 13 - Charisma: 6 The Hell Hound has the following special abilities: <p><em><strong>Keen Hearing and Smell.</strong></em> The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. </p><p><em><strong>Pack Tactics.</strong></em> The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.</p>The Hell Hound can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. </p><p><em><strong>Fire Breath (Recharge 5–6).</strong></em> The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.</p>
118
Hezrou
The Hezrou is a Large fiend, chaotic evil with the following characteristics: Hezrous serve as foot soldiers in the demonic hordes of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful demons. As they press their attacks into the heart of an enemy's forces, their foul stench can sicken even the toughest foes. Demons: Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos: The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation: Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions: Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption: Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil: Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence: A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults: Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning: Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons: The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession: No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon Lords: The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders: Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control: The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet: The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon: The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. Graz'zt: The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex: The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth: The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. Orcus: Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu: Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords: No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demon True Names: Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Variant: Demon Summoning: Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. . This creatures statististics are as follows: - Armor Class: 16 (Natural Armor)- Hit Points: 136 (13d10 + 65) - Speed: 30 ft. - Skills: None- Senses: Darkvision 120 ft., Passive Perception 11- Languages: Abyssal, Telepathy 120 ft.- Challenge Rating: 8 (3,900 XP)- Strength: 19 - Dexterity: 17 - Constitution: 20 - Intelligence: 5 - Wisdom: 12 - Charisma: 13 The Hezrou has the following special abilities: <p><em><strong>Magic Resistance.</strong></em> The hezrou has advantage on saving throws against spells and other magical effects. </p><p><em><strong>Stench.</strong></em> Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.</p>The Hezrou can take the following actions: <p><em><strong>Multiattack.</strong></em> The hezrou makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 15 (2d10 + 4) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) slashing damage.</p>
119
Hill Giant
The Hill Giant is a Huge giant, chaotic evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 13 (Natural Armor)- Hit Points: 105 (10d12 + 40) - Speed: 40 ft. - Skills: Perception +2- Senses: Passive Perception 12- Languages: Giant- Challenge Rating: 5 (1,800 XP)- Strength: 21 - Dexterity: 8 - Constitution: 19 - Intelligence: 5 - Wisdom: 9 - Charisma: 6 The Hill Giant has the following special abilities: NoneThe Hill Giant can take the following actions: <p><em><strong>Multiattack.</strong></em> The giant makes two greatclub attacks. </p><p><em><strong>Greatclub.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 10 ft., one target. <em>Hit:</em> 18 (3d8 + 5) bludgeoning damage. </p><p><em><strong>Rock.</strong></em> <em>Ranged Weapon Attack:</em> +8 to hit, range 60/240 ft., one target. <em>Hit:</em> 21 (3d10 + 5) bludgeoning damage.</p>
120
Hippogriff
The Hippogriff is a Large monstrosity, unaligned with the following characteristics: A beast whose magical origins are lost to history, a hippogriff possesses the wings and forelimbs of an eagle, the hindquarters of a horse, and a head that combines the features of both animals. Reclusive and omnivorous, hippogriffs mate for life and seldom venture more than a few miles from their nest. When defending its mate or its young, a hippogriff fights to the death. Hippogriffs don't lay eggs but give birth to live young. Dragons, griffons, and wyverns have a taste for hippogriff meat and frequently prey on these creatures. Flying Mounts: A hippogriff raised in captivity can be trained to be a faithful companion and mount. Of all the creatures that can serve as flying mounts, hippogriffs are among the easiest to train and the most loyal once trained properly. . This creatures statististics are as follows: - Armor Class: 11 - Hit Points: 19 (3d10 + 3) - Speed: 40 ft., fly 60 ft. - Skills: Perception +5- Senses: Passive Perception 15- Languages: --- Challenge Rating: 1 (200 XP)- Strength: 17 - Dexterity: 13 - Constitution: 13 - Intelligence: 2 - Wisdom: 12 - Charisma: 8 The Hippogriff has the following special abilities: <p><em><strong>Keen Sight.</strong></em> The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.</p>The Hippogriff can take the following actions: <p><em><strong>Multiattack.</strong></em> The hippogriff makes two attacks: one with its beak and one with its claws. </p><p><em><strong>Beak.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d10 + 3) piercing damage. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) slashing damage.</p>
121
Hobgoblin
The Hobgoblin is a Medium humanoid, lawful evil with the following characteristics: War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied. Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do. Goblinoids: Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears. Martial Might: A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures. Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black. Military Legions: Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle. As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield. Strategic Thinkers: Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error. Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants. Beast Trainers: Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts. Conquer and Control: Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory. Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out. Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas. Legion of Maglubiyet: Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron. . This creatures statististics are as follows: - Armor Class: 18 (Chain Mail, Shield)- Hit Points: 11 (2d8 + 2) - Speed: 30 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Common, Goblin- Challenge Rating: 1/2 (100 XP)- Strength: 13 - Dexterity: 12 - Constitution: 12 - Intelligence: 10 - Wisdom: 10 - Charisma: 9 The Hobgoblin has the following special abilities: <p><em><strong>Martial Advantage.</strong></em> Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.</p>The Hobgoblin can take the following actions: <p><em><strong>Longsword.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. </p><p><em><strong>Longbow.</strong></em> <em>Ranged Weapon Attack:</em> +3 to hit, range 150/600 ft., one target. <em>Hit:</em> 5 (1d8 + 1) piercing damage.</p>
122
Homunculus
The Homunculus is a Tiny construct, neutral with the following characteristics: Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion. A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond. A master can have only one homunculus at a time (attempts to create another one always fail), and when its master dies, the homunculus also dies. Shared Mind: A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring. . This creatures statististics are as follows: - Armor Class: 13 (Natural Armor)- Hit Points: 5 (2d4) - Speed: 20 ft., fly 40 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Understands the languages of its creator but can't speak- Challenge Rating: 0 (10 XP)- Strength: 4 - Dexterity: 15 - Constitution: 11 - Intelligence: 10 - Wisdom: 10 - Charisma: 7 The Homunculus has the following special abilities: <p><em><strong>Telepathic Bond.</strong></em> While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.</p>The Homunculus can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one creature. <em>Hit:</em> 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.</p>
123
Horned Devil
The Horned Devil is a Large fiend, lawful evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 18 (Natural Armor)- Hit Points: 148 (17d10 + 55) - Speed: 20 ft., fly 60 ft. - Skills: None- Senses: Darkvision 120 ft., Passive Perception 13- Languages: Infernal, Telepathy 120 ft.- Challenge Rating: 11 (7,200 XP)- Strength: 22 - Dexterity: 17 - Constitution: 21 - Intelligence: 12 - Wisdom: 16 - Charisma: 17 The Horned Devil has the following special abilities: <p><em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the devil's darkvision. </p><p><em><strong>Magic Resistance.</strong></em> The devil has advantage on saving throws against spells and other magical effects.</p>The Horned Devil can take the following actions: <p><em><strong>Multiattack.</strong></em> The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. </p><p><em><strong>Fork.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d8 + 6) piercing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. </p><p><em><strong>Hurl Flame.</strong></em> Ranged Spell Attack: +7 to hit, range 150 ft., one target. <em>Hit:</em> 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.</p>
124
Hydra
The Hydra is a Huge monstrosity, unaligned with the following characteristics: The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows them in short order. A typical specimen has five heads. At the dawn of time, Tiamat, the Queen of Evil Dragons, slew a rival dragon god named Lernaea and cast her blood across the multiverse. Each drop that fell upon a world spawned a multi-headed hydra consumed by a hunger as great as the fallen god's hatred. Great champions are known to test their mettle against these fearsome creatures. Everlasting Hunger: A rapacious and gluttonous monster, a hydra snatches and tears apart its prey in a frenzy of feeding. When a hydra has cleared a territory of food and driven off any creatures smart enough to avoid it, it moves on to seek its meals elsewhere. A hydra's hunger is so great that if it can't feed, it might turn against itself, its heads attacking each other as the creature eats itself alive. Hardy Water Dwellers: Hydras are natural swimmers, dwelling in rivers, along lakeshores, in ocean shallows, and in wetland bogs. A hydra rarely requires shelter from the elements, so it doesn't normally have a lair. Only in colder climes are hydras drawn to the protection of sheltered caverns and ruins. When a hydra sleeps, at least one of its heads remains awake and alert, making the creature difficult to catch by surprise. . This creatures statististics are as follows: - Armor Class: 15 (Natural Armor)- Hit Points: 172 (15d12 + 75) - Speed: 30 ft., swim 30 ft. - Skills: Perception +6- Senses: Darkvision 60 ft., Passive Perception 16- Languages: --- Challenge Rating: 8 (3,900 XP)- Strength: 20 - Dexterity: 12 - Constitution: 20 - Intelligence: 2 - Wisdom: 10 - Charisma: 7 The Hydra has the following special abilities: <p><em><strong>Hold Breath.</strong></em> The hydra can hold its breath for 1 hour. </p><p><em><strong>Multiple Heads.</strong></em> The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</p><p>Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.</p><p>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 damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. </p><p><em><strong>Reactive Heads.</strong></em> For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. </p><p><em><strong>Wakeful.</strong></em> While the hydra sleeps, at least one of its heads is awake.</p>The Hydra can take the following actions: <p><em><strong>Multiattack.</strong></em> The hydra makes as many bite attacks as it has heads. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 10 ft., one target. <em>Hit:</em> 10 (1d10 + 5) piercing damage.</p>
125
Hyena
The Hyena is a Medium beast, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 11 - Hit Points: 5 (1d8 + 1) - Speed: 50 ft. - Skills: Perception +3- Senses: Passive Perception 13- Languages: --- Challenge Rating: 0 (10 XP)- Strength: 11 - Dexterity: 13 - Constitution: 12 - Intelligence: 2 - Wisdom: 12 - Charisma: 5 The Hyena has the following special abilities: <p><em><strong>Pack Tactics.</strong></em> The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated.</p>The Hyena can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +2 to hit, reach 5 ft., one target. <em>Hit:</em> 3 (1d6) piercing damage.</p>
126
Ice Devil
The Ice Devil is a Large fiend, lawful evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 18 (Natural Armor)- Hit Points: 180 (19d10 + 76) - Speed: 40 ft. - Skills: None- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 12- Languages: Infernal, Telepathy 120 ft.- Challenge Rating: 14 (11,500 XP)- Strength: 21 - Dexterity: 14 - Constitution: 18 - Intelligence: 18 - Wisdom: 15 - Charisma: 18 The Ice Devil has the following special abilities: <p><em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the devil's darkvision. </p><p><em><strong>Magic Resistance.</strong></em> The devil has advantage on saving throws against spells and other magical effects.</p>The Ice Devil can take the following actions: <p><em><strong>Multiattack.</strong></em> The devil makes three attacks: one with its bite, one with its claws, and one with its tail. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit:</em> 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage. </p><p><em><strong>Wall of Ice (Recharge 6).</strong></em> The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.</p><p>When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.</p><p>The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-­foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.</p>
127
Ice Mephit
The Ice Mephit is a Small elemental, neutral evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 11 - Hit Points: 21 (6d6) - Speed: 30 ft., fly 30 ft. - Skills: Perception +2, Stealth +3- Senses: Darkvision 60 ft., Passive Perception 12- Languages: Aquan, Auran- Challenge Rating: 1/2 (100 XP)- Strength: 7 - Dexterity: 13 - Constitution: 10 - Intelligence: 9 - Wisdom: 11 - Charisma: 12 The Ice Mephit has the following special abilities: <p><em><strong>Death Burst.</strong></em> When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>False Appearance.</strong></em> While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. </p><p><em><strong>Innate Spellcasting.</strong></em>(1/Day). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.</p>The Ice Mephit can take the following actions: <p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one creature. <em>Hit:</em> 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage. </p><p><em><strong>Frost Breath (Recharge 6).</strong></em> The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.</p>
128
Imp
The Imp is a Tiny fiend, lawful evil with the following characteristics: Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can't be relied on to carry out tasks with any speed or efficiency. An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while invisible, attacking with its poison stinger. Variant: Imp Familiar Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal's soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait. Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears. Familiar: The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond. Lords of Tyranny: Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. Obedience and Ambition: In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers: Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. Archdevils: The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. Greater Devils: The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. Lesser Devils: The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. Lemures: The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. Promotion and Demotion: When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next. Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive. No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. The Nine Hells: The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. Devil True Names and Talismans: Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted. However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. Variant: Devil Summoning: Some devils can have an action option that allows them to summon other devils. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Summon Devil (1/Day): The devil chooses what to summon and attempts a magical summoning. . This creatures statististics are as follows: - Armor Class: 13 - Hit Points: 10 (3d4 + 3) - Speed: 20 ft., fly 40 ft. - Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5- Senses: Darkvision 120 ft., Passive Perception 11- Languages: Common, Infernal- Challenge Rating: 1 (200 XP)- Strength: 6 - Dexterity: 17 - Constitution: 13 - Intelligence: 11 - Wisdom: 12 - Charisma: 14 The Imp has the following special abilities: <p><em><strong>Shapechanger.</strong></em> The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. </p><p><em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the imp's darkvision. </p><p><em><strong>Magic Resistance.</strong></em> The imp has advantage on saving throws against spells and other magical effects.</p>The Imp can take the following actions: <p><em><strong>Sting (Bite in Beast Form).</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Invisibility.</strong></em> The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.</p>
129
Invisible Stalker
The Invisible Stalker is a Medium elemental, neutral with the following characteristics: . This creatures statististics are as follows: - Armor Class: 14 - Hit Points: 104 (16d8 + 32) - Speed: 50 ft., fly 50 ft. (hover) - Skills: Perception +8, Stealth +10- Senses: Darkvision 60 ft., Passive Perception 18- Languages: Auran Understands Common but doesn't speak it- Challenge Rating: 6 (2,300 XP)- Strength: 16 - Dexterity: 19 - Constitution: 14 - Intelligence: 10 - Wisdom: 15 - Charisma: 11 The Invisible Stalker has the following special abilities: <p><em><strong>Invisibility.</strong></em> The stalker is invisible. </p><p><em><strong>Faultless Tracker.</strong></em> The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.</p>The Invisible Stalker can take the following actions: <p><em><strong>Multiattack.</strong></em> The stalker makes two slam attacks. </p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) bludgeoning damage.</p>
130
Iron Golem
The Iron Golem is a Large construct, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 20 (Natural Armor)- Hit Points: 210 (20d10 + 100) - Speed: 30 ft. - Skills: None- Senses: Darkvision 120 ft., Passive Perception 10- Languages: Understands the languages of its creator but can't speak- Challenge Rating: 16 (15,000 XP)- Strength: 24 - Dexterity: 9 - Constitution: 20 - Intelligence: 3 - Wisdom: 11 - Charisma: 1 The Iron Golem has the following special abilities: <p><em><strong>Fire Absorption.</strong></em> Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. </p><p><em><strong>Immutable Form.</strong></em> The golem is immune to any spell or effect that would alter its form. </p><p><em><strong>Magic Resistance.</strong></em> The golem has advantage on saving throws against spells and other magical effects. </p><p><em><strong>Magic Weapons.</strong></em> The golem's weapon attacks are magical.</p>The Iron Golem can take the following actions: <p><em><strong>Multiattack.</strong></em> The golem makes two melee attacks. </p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +13 to hit, reach 5 ft., one target. <em>Hit:</em> 20 (3d8 + 7) bludgeoning damage. </p><p><em><strong>Sword.</strong></em> <em>Melee Weapon Attack:</em> +13 to hit, reach 10 ft., one target. <em>Hit:</em> 23 (3d10 + 7) slashing damage. </p><p><em><strong>Poison Breath (Recharge 6).</strong></em> The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.</p>
131
Kobold
The Kobold is a Small humanoid, lawful evil with the following characteristics: Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards. Strength in Numbers: Kobolds are egg-laying creatures. They mature quickly and can live to be "great wyrms" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side. Tunnelers and Builders: Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders. The Lost God: In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen's hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze. . This creatures statististics are as follows: - Armor Class: 12 - Hit Points: 5 (2d6 - 2) - Speed: 30 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 8- Languages: Common, Draconic- Challenge Rating: 1/8 (25 XP)- Strength: 7 - Dexterity: 15 - Constitution: 9 - Intelligence: 8 - Wisdom: 7 - Charisma: 8 The Kobold has the following special abilities: <p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. </p><p><em><strong>Pack Tactics.</strong></em> The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.</p>The Kobold can take the following actions: <p><em><strong>Dagger.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 4 (1d4 + 2) piercing damage. </p><p><em><strong>Sling.</strong></em> <em>Ranged Weapon Attack:</em> +4 to hit, range 30/120 ft., one target. <em>Hit:</em> 4 (1d4 + 2) bludgeoning damage.</p>
132
Kraken
The Kraken is a Gargantuan monstrosity, chaotic evil with the following characteristics: Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror. Leviathans of Legend: At the beginning of time, krakens served as fierce warriors of the gods. When the gods' wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities. An ominous darkness presages a kraken's attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew. Not even landlocked surface dwellers are safe from a kraken's wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters lairing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone. Mortal Foes: Some krakens are virtual gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased with its worshipers can becalm rough seas and bring a bounteous harvest of fish to the faithful. However, the devious mind of a kraken is ancient beyond reckoning, and is ultimately bent to the ruination of all things. A Kraken's Lair: A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships. . This creatures statististics are as follows: - Armor Class: 18 (Natural Armor)- Hit Points: 472 (27d20 + 189) - Speed: 20 ft., swim 60 ft. - Skills: None- Senses: Truesight 120 ft., Passive Perception 14- Languages: Abyssal, Celestial, Infernal, Primordial, Telepathy 120 ft. but can't speak- Challenge Rating: 23 (50,000 XP)- Strength: 30 - Dexterity: 11 - Constitution: 25 - Intelligence: 22 - Wisdom: 18 - Charisma: 20 The Kraken has the following special abilities: <p><em><strong>Amphibious.</strong></em> The kraken can breathe air and water. </p><p><em><strong>Freedom of Movement.</strong></em> The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. </p><p><em><strong>Siege Monster.</strong></em> The kraken deals double damage to objects and structures.</p>The Kraken can take the following actions: <p><em><strong>Multiattack.</strong></em> The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 5 ft., one target. <em>Hit:</em> 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns.</p><p>If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. </p><p><em><strong>Tentacle.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 30 ft., one target. <em>Hit:</em> 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. </p><p><em><strong>Fling.</strong></em> One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. </p><p><em><strong>Lightning Storm.</strong></em> The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.</p>The Kraken can take the following legendary actions: <p>The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn. </p><p><em><strong>Tentacle Attack or Fling.</strong></em> The kraken makes one tentacle attack or uses its Fling. </p><p><em><strong>Lightning Storm (Costs 2 Actions).</strong></em> The kraken uses Lightning Storm. </p><p><em><strong>Ink Cloud (Costs 3 Actions).</strong></em> While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.</p>
133
Lamia
The Lamia is a Large monstrosity, chaotic evil with the following characteristics: Ruined desert cities and the tombs of forgotten monarchs make perfect lairs for the wicked lamias. These decadent monsters take what has been forgotten and make it the seat of their hedonistic rule, surrounding themselves with sycophants. Lamias rely on jackalweres to perform various tasks, sending them across the wastes to capture slaves or steal treasures from caravans, encampments, or villages, concealed by the lamia's magic as they attack. A lamia has a beautiful humanoid upper body that merges into a powerful four-legged leonine form. Its vicious black claws speak to its predatory nature, as does its hunger for torture and humanoid flesh. Tyrants of Pleasure: Lamias adorn their crumbling havens with finery stolen from passing caravans, then use magic to further accentuate their lairs, masking decay with illusion. A lair's breathtaking gardens, finely decorated apartments, and numerous slaves seem at odds with its remoteness and state of ruin. Using its intoxicating touch, a lamia weakens the minds of its enemies, making them more susceptible to its enchantment spells and turning them into its slaves. Those it beguiles with geas spells are pitted against each other in elaborate contests for the lamia's amusement. Vain Predators: Always anxious to gain more wealth and slaves, a lamia uses a pool of water or a mirror in conjunction with a scrying spell to view its domain. A lamia uses this power to watch over trade routes and nearby settlements, or to seek out objects and creatures it fancies. Lamias are particularly fond of seeking out adventurers with pure hearts to seduce and corrupt to evil, savoring the destruction of their virtue. They use their magic to lure potential victims to their lairs, relying on illusion and their thralls to capture hapless foes. Lamias prize beauty and strength above all else, however. Any prisoner that falls short of their esteem becomes the main course in a horrible feast, or is set free to die while wandering the wastes. As long as they have slaves to face their enemies, lamias fight from the fringes, beguiling foes with magic if they can. A lamia pressed into melee never stays there for long, shredding flesh with claw and dagger before springing away to safety. Minions of Graz'zt: The demon lord Graz'zt creates lamias from his mortal servants, granting them immortality in return for monstrous power and an oath of fealty. Graz'zt sometimes tasks lamias with guarding locations important to him, but lamias in his service remain free to spread their evil as they see fit. . This creatures statististics are as follows: - Armor Class: 13 (Natural Armor)- Hit Points: 97 (13d10 + 26) - Speed: 30 ft. - Skills: Deception +7, Insight +4, Stealth +3- Senses: Darkvision 60 ft., Passive Perception 12- Languages: Abyssal, Common- Challenge Rating: 4 (1,100 XP)- Strength: 16 - Dexterity: 13 - Constitution: 15 - Intelligence: 14 - Wisdom: 15 - Charisma: 16 The Lamia has the following special abilities: <p><em><strong>Innate Spellcasting.</strong></em> The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. </p><p>At will: disguise self (any humanoid form), major image </p><p>3/day each: charm person, mirror image, scrying, suggestion </p><p>1/day: geas</p>The Lamia can take the following actions: <p><em><strong>Multiattack.</strong></em> The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 14 (2d10 + 3) slashing damage. Dagger. <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d4 + 3) piercing damage. </p><p><em><strong>Intoxicating Touch.</strong></em> Melee Spell Attack: +5 to hit, reach 5 ft., one creature. <em>Hit:</em> The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.</p>
134
Lemure
The Lemure is a Medium fiend, lawful evil with the following characteristics: A lemure arises when a mortal soul is twisted by evil and banished to the Nine Hells for eternity. The lowest type of devil, lemures are repugnant, shapeless creatures doomed to suffer torment until they are promoted to a higher form of devil, most commonly an imp. A lemure resembles a molten mass of flesh with a vaguely humanoid head and torso. A permanent expression of anguish twists across its face, its feeble mouth babbling even though it can't speak. Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears. Lords of Tyranny: Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. Obedience and Ambition: In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers: Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. Archdevils: The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. Greater Devils: The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. Lesser Devils: The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. Lemures: The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. Promotion and Demotion: When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next. Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive. No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. The Nine Hells: The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. Devil True Names and Talismans: Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted. However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. Variant: Devil Summoning: Some devils can have an action option that allows them to summon other devils. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Summon Devil (1/Day): The devil chooses what to summon and attempts a magical summoning. . This creatures statististics are as follows: - Armor Class: 7 - Hit Points: 13 (3d8) - Speed: 15 ft. - Skills: None- Senses: Darkvision 120 ft., Passive Perception 10- Languages: Understands Infernal but can't speak it- Challenge Rating: 0 (10 XP)- Strength: 10 - Dexterity: 5 - Constitution: 11 - Intelligence: 1 - Wisdom: 11 - Charisma: 3 The Lemure has the following special abilities: <p><em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the lemure's darkvision. </p><p><em><strong>Hellish Rejuvenation.</strong></em> 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-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.</p>The Lemure can take the following actions: <p><em><strong>Fist.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 2 (1d4) bludgeoning damage.</p>
135
Lich
The Lich is a Medium undead, any evil alignment with the following characteristics: Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. Scheming and insane, they hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn't hang over them, they can conceive plans that take years, decades, or centuries to come to fruition. A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time. Secrets of Undeath: No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge. A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver. With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains. Soul Sacrifices: A lich must periodically feed souls to its phylactery to sustain the magic preserving its body and consciousness. It does this using the imprisonment spell. Instead of choosing one of the normal options of the spell, the lich uses the spell to magically trap the target's body and soul inside its phylactery. The phylactery must be on the same plane as the lich for the spell to work. A lich's phylactery can hold only one creature at a time, and a dispel magic cast as a 9th-level spell upon the phylactery releases any creature imprisoned within it. A creature imprisoned in the phylactery for 24 hours is consumed and destroyed utterly, whereupon nothing short of divine intervention can restore it to life. A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich. Death and Restoration: When a lich's body is broken by accident or assault, the will and mind of the lich drains from it, leaving only a lifeless corpse behind. Within days, a new body reforms next to the lich's phylactery, coalescing out of glowing smoke that issues from the device. Because the destruction of its phylactery means the possibility of eternal death, a lich usually keeps its phylactery in a hidden, well-guarded location. Destroying a lich's phylactery is no easy task and often requires a special ritual, item, or weapon. Every phylactery is unique, and discovering the key to its destruction can be a quest in and of itself. Lonely Existence: From time to time, a lich might be stirred from its single-minded pursuit of power to take an interest in the world around it, most often when some great event reminds it of the life it once led. It otherwise lives in isolation, engaging only with those creatures whose service helps secure its lair. Few liches call themselves by their former names, instead adopting monikers such as the Black Hand or the Forgotten King. Magic Collectors: Liches collect spells and magic items. In addition to its spell repertoire, a lich has ready access to potions, scrolls, libraries of spellbooks, one or more wands, and perhaps a staff or two. It has no qualms about putting these treasures to use whenever its lair comes under attack. Undead Nature: A lich doesn't require air, food, drink, or sleep. A Lich's Lair: A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps. Everything about a lich's lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich's work. A lich encountered in its lair has a challenge rating of 22 (41,000 XP). . This creatures statististics are as follows: - Armor Class: 17 (Natural Armor)- Hit Points: 135 (18d8 + 54) - Speed: 30 ft. - Skills: Arcana +18, History +12, Insight +9, Perception +9- Senses: Truesight 120 ft., Passive Perception 19- Languages: Common plus up to five other languages- Challenge Rating: 21 (33,000 XP)- Strength: 11 - Dexterity: 16 - Constitution: 16 - Intelligence: 20 - Wisdom: 14 - Charisma: 16 The Lich has the following special abilities: <p><em><strong>Legendary Resistance (3/Day).</strong></em> If the lich fails a saving throw, it can choose to succeed instead. </p><p><em><strong>Rejuvenation.</strong></em> If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. </p><p><em><strong>Spellcasting.</strong></em> The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: </p><p>Cantrips (at will): mage hand, prestidigitation, ray of frost </p><p>1st level (4 slots): detect magic, magic missile, shield, thunderwave </p><p>2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image </p><p>3rd level (3 slots): animate dead, counterspell, dispel magic, fireball </p><p>4th level (3 slots): blight, dimension door </p><p>5th level (3 slots): cloudkill, scrying </p><p>6th level (1 slot): disintegrate, globe of invulnerability </p><p>7th level (1 slot): finger of death, plane shift </p><p>8th level (1 slot): dominate monster, power word stun </p><p>9th level (1 slot): power word kill </p><p><em><strong>Turn Resistance.</strong></em> The lich has advantage on saving throws against any effect that turns undead.</p>The Lich can take the following actions: <p><em><strong>Paralyzing Touch.</strong></em> Melee Spell Attack: +12 to hit, reach 5 ft., one creature. <em>Hit:</em> 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p>The Lich can take the following legendary actions: <p>The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn. </p><p><em><strong>Cantrip.</strong></em> The lich casts a cantrip. </p><p><em><strong>Paralyzing Touch (Costs 2 Actions).</strong></em> The lich uses its Paralyzing Touch. </p><p><em><strong>Frightening Gaze (Costs 2 Actions).</strong></em> 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 saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. </p><p><em><strong>Disrupt Life (Costs 3 Actions).</strong></em> Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.</p>
136
Lizardfolk
The Lizardfolk is a Medium humanoid, neutral with the following characteristics: Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns. Territorial Xenophobes: Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures. Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive. Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters. Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies. Great Feasts and Sacrifices: Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god. Canny Crafters: Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields. Lizardfolk Leaders: Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk. Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects. Dragon Worshipers: Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers. . This creatures statististics are as follows: - Armor Class: 15 (Natural Armor, Shield)- Hit Points: 22 (4d8 + 4) - Speed: 30 ft., swim 30 ft. - Skills: Perception +3, Stealth +2, Survival +5- Senses: Passive Perception 13- Languages: Draconic- Challenge Rating: 1/2 (100 XP)- Strength: 15 - Dexterity: 10 - Constitution: 13 - Intelligence: 7 - Wisdom: 12 - Charisma: 7 The Lizardfolk has the following special abilities: <p><em><strong>Hold Breath.</strong></em> The lizardfolk can hold its breath for 15 minutes.</p>The Lizardfolk can take the following actions: <p><em><strong>Multiattack.</strong></em> The lizardfolk makes two melee attacks, each one with a different weapon. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage. </p><p><em><strong>Heavy Club.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) bludgeoning damage. </p><p><em><strong>Javelin.</strong></em> <em>Melee or <em>Ranged Weapon Attack:</em></em> +4 to hit, reach 5 ft. or range 30/120 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage. </p><p><em><strong>Spiked Shield.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage.</p>
137
Magma Mephit
The Magma Mephit is a Small elemental, neutral evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 11 - Hit Points: 22 (5d6 + 5) - Speed: 30 ft., fly 30 ft. - Skills: Stealth +3- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Ignan, Terran- Challenge Rating: 1/2 (100 XP)- Strength: 8 - Dexterity: 12 - Constitution: 12 - Intelligence: 7 - Wisdom: 10 - Charisma: 10 The Magma Mephit has the following special abilities: <p><em><strong>Death Burst.</strong></em> When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>False Appearance.</strong></em> While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. </p><p><em><strong>Innate Spellcasting.</strong></em>(1/Day). The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.</p>The Magma Mephit can take the following actions: <p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one creature. <em>Hit:</em> 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage. </p><p><em><strong>Fire Breath (Recharge 6).</strong></em> The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.</p>
138
Magmin
The Magmin is a Small elemental, chaotic neutral with the following characteristics: A grinning, mischievous magmin resembles a stumpy humanoid sculpted from a black shell of magma. Even when it isn't ablaze and radiating heat like a bonfire, small jets of flame erupt from its porous skin. Summoned Pyromaniacs: Magmins are fire elemental spirits bound into physical forms by magic, and they appear in the Material Plane only when summoned. They view flammable objects as kindling for a grand conflagration, and only the magical control exerted by their summoners keeps them from setting everything they touch ablaze. Their propensity for fire and havoc makes them ideal for spreading chaos and destruction. A mob of magmins summoned inside a castle can reduce it to a burning shell within minutes. Fiery Destruction: Although its flame is potent, the magmin's hard magma shell prevents it from instantly igniting everything it comes into contact with. However, like the fires inside them, magmins are capricious and unpredictable. Moreover, as simple elemental creations, they are oblivious to the harm their native element causes creatures of the Material Plane. If it has the opportunity while in service to its master, a magmin seeks out areas of great heat, such as forest fires or the bubbling magma of an active volcano. At other times, a magmin compulsively looses fire from its fingertips, delighting in setting objects ablaze. . This creatures statististics are as follows: - Armor Class: 14 (Natural Armor)- Hit Points: 9 (2d6 + 2) - Speed: 30 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Ignan- Challenge Rating: 1/2 (100 XP)- Strength: 7 - Dexterity: 15 - Constitution: 12 - Intelligence: 8 - Wisdom: 11 - Charisma: 10 The Magmin has the following special abilities: <p><em><strong>Death Burst.</strong></em> When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. </p><p><em><strong>Ignited Illumination.</strong></em> As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.</p>The Magmin can take the following actions: <p><em><strong>Touch.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.</p>
139
Manticore
The Manticore is a Large monstrosity, lawful evil with the following characteristics: A monster in every sense of the word, a manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. A bristling mane stretches down the creature's back, and its long tail ends in a cluster of deadly spikes that can impale prey at impressive range. Evil Predators: Manticores are fierce killers that hunt far and wide for prey. They work together to take down particularly large or dangerous creatures, sharing the meal once a kill is made. A manticore begins its attack with a volley of tail spikes, then lands and uses its claws and bite. When outdoors and outnumbered, it uses its wings to stay aloft, attacking from a distance until its spikes are depleted. A manticore isn't particularly bright, but it possesses a malevolent nature and the ability to converse. In the course of attacking, it denigrates its foes and offers to kill them swiftly if they beg for their lives. If a manticore sees an advantage to be gained by sparing a creature's life, it does so, asking for a tribute or sacrifice equal to its loss of food. Monstrous Relationships: Manticores serve wicked masters that treat them well and provide regular prey. A manticore might provide aerial support for an orc horde or a hobgoblin army. Another could serve as a hunting companion for a hill giant chief, or guard the entrance to a lamia's lair. The manticores' greatest territorial rivals include chimeras, griffons, perytons, and wyverns. Manticores hunting as a pack often have the advantage of greater numbers. In addition to these creatures, manticores fear dragons and avoid them. . This creatures statististics are as follows: - Armor Class: 14 (Natural Armor)- Hit Points: 68 (8d10 + 24) - Speed: 30 ft., fly 50 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 11- Languages: Common- Challenge Rating: 3 (700 XP)- Strength: 17 - Dexterity: 16 - Constitution: 17 - Intelligence: 7 - Wisdom: 12 - Charisma: 8 The Manticore has the following special abilities: <p><em><strong>Tail Spike Regrowth.</strong></em> The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.</p>The Manticore can take the following actions: <p><em><strong>Multiattack.</strong></em> The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d8 + 3) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) slashing damage. </p><p><em><strong>Tail Spike.</strong></em> <em>Ranged Weapon Attack:</em> +5 to hit, range 100/200 ft., one target. <em>Hit:</em> 7 (1d8 + 3) piercing damage.</p>
140
Marilith
The Marilith is a Large fiend, chaotic evil with the following characteristics: Terrible to behold, a marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms. Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle. These demons possess keen minds and a finely honed sense of tactics, and they are able to lead and unite other demons in common cause. Mariliths are often encountered as captains at the head of a demonic horde, where they embrace any opportunity to rush headlong into battle. Demons: Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos: The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation: Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions: Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption: Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil: Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence: A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults: Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning: Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons: The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession: No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon Lords: The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders: Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control: The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet: The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon: The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. Graz'zt: The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex: The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth: The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. Orcus: Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu: Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords: No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demon True Names: Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Variant: Demon Summoning: Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. . This creatures statististics are as follows: - Armor Class: 18 (Natural Armor)- Hit Points: 189 (18d10 + 90) - Speed: 40 ft. - Skills: None- Senses: Truesight 120 ft., Passive Perception 13- Languages: Abyssal, Telepathy 120 ft.- Challenge Rating: 16 (15,000 XP)- Strength: 18 - Dexterity: 20 - Constitution: 20 - Intelligence: 18 - Wisdom: 16 - Charisma: 20 The Marilith has the following special abilities: <p><em><strong>Magic Resistance.</strong></em> The marilith has advantage on saving throws against spells and other magical effects. </p><p><em><strong>Magic Weapons.</strong></em> The marilith's weapon attacks are magical. </p><p><em><strong>Reactive.</strong></em> The marilith can take one reaction on every turn in a combat.</p>The Marilith can take the following actions: <p><em><strong>Multiattack.</strong></em> The marilith makes seven attacks: six with its longswords and one with its tail. </p><p><em><strong>Longsword.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8 + 4) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 10 ft., one creature. <em>Hit:</em> 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets. </p><p><em><strong>Teleport.</strong></em> The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.</p>
141
Mastiff
The Mastiff is a Medium beast, unaligned with the following characteristics: Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts. . This creatures statististics are as follows: - Armor Class: 12 - Hit Points: 5 (1d8 + 1) - Speed: 40 ft. - Skills: Perception +3- Senses: Passive Perception 13- Languages: --- Challenge Rating: 1/8 (25 XP)- Strength: 13 - Dexterity: 14 - Constitution: 12 - Intelligence: 3 - Wisdom: 12 - Charisma: 7 The Mastiff has the following special abilities: <p><em><strong>Keen Hearing and Smell.</strong></em> The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.</p>The Mastiff can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.</p>
142
Medusa
The Medusa is a Medium monstrosity, lawful evil with the following characteristics: As deadly as they are ravishing, the serpent-haired medusas suffer an immortal curse brought on by their vanity. They lurk in quiet exile among the tumbled ruins of their former lives, surrounded by the petrified remains of past admirers and would-be heroes. Immortal Splendor: Men and women who desire eternal youth, beauty, and adoration might pray to malicious gods, beg dragons for ancient magic, or seek out powerful archmages to fulfill their wishes. Others make sacrifices to demon lords or archdevils, offering all in exchange for this gift, oblivious to the curse that accompanies it. Those who strike such bargains gain physical beauty, restored youth, immortality, and the adoration of all who behold them, granting them the influence and power they so desire. However, after years of the living like a demigod among mortals, the price for their vanity and hubris is exacted, and they are forever transformed into medusas. A medusa's hair turns into a nest of venomous serpents, and all who gaze upon the medusa are petrified, becoming stone monuments to its corruption. Medusa Lairs: Medusas live forever in seclusion, alienated from the world around them by their monstrous form and caprice. Their homes gradually fall into disrepair until they are little more than shadowy ruins covered with thorns and creepers, riddled with obstructions and hiding places. Foolhardy looters and adventurers who enter are often unaware of the medusa's presence until the creature is among them. A medusa is subject to its own curse. By looking vainly on its reflection, it turns to stone as surely as any living mortal. As a result, a medusa destroys or removes any mirrors or reflective surfaces in its lair. . This creatures statististics are as follows: - Armor Class: 15 (Natural Armor)- Hit Points: 127 (17d8 + 51) - Speed: 30 ft. - Skills: Deception +5, Insight +4, Perception +4, Stealth +5- Senses: Darkvision 60 ft., Passive Perception 14- Languages: Common- Challenge Rating: 6 (2,300 XP)- Strength: 10 - Dexterity: 15 - Constitution: 16 - Intelligence: 12 - Wisdom: 13 - Charisma: 15 The Medusa has the following special abilities: <p><em><strong>Petrifying Gaze.</strong></em> When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.</p><p>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.</p><p>If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.</p>The Medusa can take the following actions: <p><em><strong>Multiattack.</strong></em> The medusa makes either three melee attacks--one with its snake hair and two with its shortsword--or two ranged attacks with its longbow. </p><p><em><strong>Snake Hair.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one creature. <em>Hit:</em> 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. </p><p><em><strong>Shortsword.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage. </p><p><em><strong>Longbow.</strong></em> <em>Ranged Weapon Attack:</em> +5 to hit, range 150/600 ft., one target. <em>Hit:</em> 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.</p>
143
Merfolk
The Merfolk is a Medium humanoid, neutral with the following characteristics: Aquatic humanoids with the upper body of a human and the lower body of a fish, merfolk adorn their skin and scales with shell decorations. Merfolk tribes and kingdoms span the world, and their people are as varied in color, culture, and outlook as the human races of the surface. Land folk and merfolk rarely meet except by chance, though starry-eyed mariners tell tales of romance with these creatures along the shoals of faraway islands. Merfolk lack the materials and practical means to forge weapons beneath the waves, to write books and keep lore, or to shape stone to raise buildings and cities. As a result, most live in small hunter-gatherer tribes, each of which holds unique values and creeds. Only occasionally do merfolk unite under the rule of a single leader. They do so to face a common threat or to complete a conquest. Such unifications can be the beginning of undersea kingdoms with dynasties lasting hundreds of years. Merfolk Settlements: Merfolk build their settlements in vast undersea caverns, mazes of coral, the ruins of sunken cities, or structures they carve from the rocky seabed. They live in water shallow enough that the passage of time can be marked by the gleam and fade of sunlight through the water. In the reefs and trenches near their settlements, merfolk harvest coral and farm the seabed, shepherding schools of fish as land-based farmers tend sheep. Only rarely do merfolk venture into the darkest depths of the ocean. In such depths and in their undersea caverns, merfolk rely on the light of bioluminescent flora and fauna, such as jellyfish, whose slow pulsing movements lend merfolk settlements an otherworldly aesthetic. Merfolk defend their communities with spears crafted from whatever materials they can salvage from shipwrecks, beaches, and dead undersea creatures. . This creatures statististics are as follows: - Armor Class: 11 - Hit Points: 11 (2d8 + 2) - Speed: 10 ft., swim 40 ft. - Skills: Perception +2- Senses: Passive Perception 12- Languages: Aquan, Common- Challenge Rating: 1/8 (25 XP)- Strength: 10 - Dexterity: 13 - Constitution: 12 - Intelligence: 11 - Wisdom: 11 - Charisma: 12 The Merfolk has the following special abilities: <p><em><strong>Amphibious.</strong></em> The merfolk can breathe air and water.</p>The Merfolk can take the following actions: <p><em><strong>Spear.</strong></em> <em>Melee or <em>Ranged Weapon Attack:</em></em> +2 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.</p>
144
Merrow
The Merrow is a Large monstrosity, chaotic evil with the following characteristics: Merrow haunt coastal waters, preying on fisherfolk, merfolk, and any other edible creature that crosses their path. These savage monsters snatch and devour unwary prey, hauling drowned corpses back to their underwater grottoes to feed. Transformed Merfolk: Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea. Not knowing what it was, they brought the artifact to their king. Everyone who touched the idol became afflicted with madness, including the king, who decreed that a sacrificial ritual be performed to open a gateway to the Abyss. The ocean turned red with the blood of slaughtered merfolk, but the ritual worked, and the king led the survivors through the underwater gate to Demogorgon's layer of the Abyss. The merfolk remained there for generations, fighting for their lives as the Abyss warped them completely, transforming them into hulking, evil monstrosities. Thus, the first merrow were born. Coastal Bullies: Whenever an opportunity presents itself, the Prince of Demons sends merrow back to the Material Plane to wreak havoc in the oceans. The merrow are bullies, attacking all creatures smaller and weaker than themselves. Merrow dwell in undersea caves filled with treasures and trophies, taken from their victims and sunken ships. They tie the rotting corpses of dead enemies and drowned sailors to strands of kelp to mark the borders of their territory. . This creatures statististics are as follows: - Armor Class: 13 (Natural Armor)- Hit Points: 45 (6d10 + 12) - Speed: 10 ft., swim 40 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Abyssal, Aquan- Challenge Rating: 2 (450 XP)- Strength: 18 - Dexterity: 10 - Constitution: 15 - Intelligence: 8 - Wisdom: 10 - Charisma: 9 The Merrow has the following special abilities: <p><em><strong>Amphibious.</strong></em> The merrow can breathe air and water.</p>The Merrow can take the following actions: <p><em><strong>Multiattack.</strong></em> The merrow makes two attacks: one with its bite and one with its claws or harpoon. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d8 + 4) piercing damage. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (2d4 + 4) slashing damage. </p><p><em><strong>Harpoon.</strong></em> <em>Melee or <em>Ranged Weapon Attack:</em></em> +6 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.</p>
145
Mimic
The Mimic is a Medium monstrosity, neutral with the following characteristics: Mimics are shapeshifting predators able to take on the form of inanimate objects to lure creatures to their doom. In dungeons, these cunning creatures most often take the form of doors and chests, having learned that such forms attract a steady stream of prey. Imitative Predators: Mimics can alter their outward texture to resemble wood, stone, and other basic materials, and they have evolved to assume the appearance of objects that other creatures are likely to come into contact with. A mimic in its altered form is nearly unrecognizable until potential prey blunders into its reach, whereupon the monster sprouts pseudopods and attacks. When it changes shape, a mimic excretes an adhesive that helps it seize prey and weapons that touch it. The adhesive is absorbed when the mimic assumes its amorphous form and on parts the mimic uses to move itself. Cunning Hunters: Mimics live and hunt alone, though they occasionally share their feeding grounds with other creatures. Although most mimics have only predatory intelligence, a rare few evolve greater cunning and the ability to carry on simple conversations in Common or Undercommon. Such mimics might allow safe passage through their domains or provide useful information in exchange for food. . This creatures statististics are as follows: - Armor Class: 12 (Natural Armor)- Hit Points: 58 (9d8 + 18) - Speed: 15 ft. - Skills: Stealth +5- Senses: Darkvision 60 ft., Passive Perception 11- Languages: --- Challenge Rating: 2 (450 XP)- Strength: 17 - Dexterity: 12 - Constitution: 15 - Intelligence: 5 - Wisdom: 13 - Charisma: 8 The Mimic has the following special abilities: <p><em><strong>Shapechanger.</strong></em> The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. </p><p><em><strong>Adhesive (Object Form Only).</strong></em> The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. </p><p><em><strong>False Appearance (Object Form Only).</strong></em> While the mimic remains motionless, it is indistinguishable from an ordinary object. </p><p><em><strong>Grappler.</strong></em> The mimic has advantage on attack rolls against any creature grappled by it.</p>The Mimic can take the following actions: <p><em><strong>Pseudopod.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.</p>
147
Minotaur Skeleton
The Minotaur Skeleton is a Large undead, lawful evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 12 (Natural Armor)- Hit Points: 67 (9d10 + 18) - Speed: 40 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 9- Languages: Understands Abyssal but can't speak it- Challenge Rating: 2 (450 XP)- Strength: 18 - Dexterity: 11 - Constitution: 15 - Intelligence: 6 - Wisdom: 8 - Charisma: 5 The Minotaur Skeleton has the following special abilities: <p><em><strong>Charge.</strong></em> If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.</p>The Minotaur Skeleton can take the following actions: <p><em><strong>Greataxe.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 17 (2d12 + 4) slashing damage. </p><p><em><strong>Gore.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8 + 4) piercing damage.</p>
146
Minotaur
The Minotaur is a Large monstrosity, chaotic evil with the following characteristics: A minotaur's roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the hunt. Their brown or black fur is stained with the blood of fallen foes, and they carry the stench of death. The Beast Within: Most minotaurs are solitary carnivores that roam labyrinthine dungeons, twisting caves, primeval woods, and the maze-like streets and passages of desolate ruins. A minotaur can visualize every route it might take to close the distance to its prey. The scent of blood, the tearing of flesh, and the cracking of bones spur a minotaur's lust for carnage, overwhelming all thought and reason. In a blood rage, a minotaur charges anything it sees, butting and goring like a battering ram, then chopping the fallen in twain. Apart from ambushing creatures that wander into its labyrinth, a minotaur cares little for strategy or tactics. Minotaurs seldom organize, they don't respect authority or hierarchy, and they are notoriously difficult to enslave, let alone control. Cults of the Horned King: Minotaurs are the dark descendants of humanoids transformed by the rituals of cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while wearing a ceremonial animal mask. Within these bounded environments, cultists hunt, kill, and eat wild beasts, indulging their basest primal urges. In the end, however, sacrificial animals are exchanged for humanoid sacrifice-sometimes an inductee that tried to escape the cult after learning its secrets. These labyrinths become blood-soaked halls of slaughter, echoing to the cultists' savagery. Unknown to all but their highest-ranking leaders, these mystery cults are creations of the demon lord Baphomet, the Horned King, whose layer of the Abyss is a gigantic labyrinth. Some of his followers are fervent supplicants that plead for strength and power. Others come to the cult seeking a life free from authority's chains-and are liberated of their humanity instead as Baphomet transforms them into the minotaurs that echo his own savage form. Although they begin as creations of the Horned King, minotaurs can breed true with one another, giving rise to an independent race of Baphomet's savage children in the world. . This creatures statististics are as follows: - Armor Class: 14 (Natural Armor)- Hit Points: 76 (9d10 + 27) - Speed: 40 ft. - Skills: Perception +7- Senses: Darkvision 60 ft., Passive Perception 17- Languages: Abyssal- Challenge Rating: 3 (700 XP)- Strength: 18 - Dexterity: 11 - Constitution: 16 - Intelligence: 6 - Wisdom: 16 - Charisma: 9 The Minotaur has the following special abilities: <p><em><strong>Charge.</strong></em> If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. </p><p><em><strong>Labyrinthine Recall.</strong></em> The minotaur can perfectly recall any path it has traveled. </p><p><em><strong>Reckless.</strong></em> At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.</p>The Minotaur can take the following actions: <p><em><strong>Greataxe.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 17 (2d12 + 4) slashing damage. </p><p><em><strong>Gore.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8 + 4) piercing damage.</p>
148
Mummy
The Mummy is a Medium undead, lawful evil with the following characteristics: Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse. Preserved Wrath: The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages. The Will of Dark Gods: An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise. The Punished: Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose. Creature of Ritual: A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish transgressors. The overwhelming terror that foreshadows a mummy's attack can leave the intended victim paralyzed with fright. In the days following a mummy's touch, a victim's body rots from the outside in, until nothing but dust remains. Ending a Mummy's Curse: Rare magic can undo or dispel the ritual that gave rise to a mummy, allowing it to truly die. More commonly, a mummy can be sent back to its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of despoiling bloodshed. More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can't be so easily remedied. In such cases, a mummy might slaughter all the creatures responsible and still not sate its wrath. Undead Archives: Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation. Undead Nature: A mummy doesn't require air, food, drink, or sleep. . This creatures statististics are as follows: - Armor Class: 11 (Natural Armor)- Hit Points: 58 (9d8 + 18) - Speed: 20 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: The languages it knew in life- Challenge Rating: 3 (700 XP)- Strength: 16 - Dexterity: 8 - Constitution: 15 - Intelligence: 6 - Wisdom: 10 - Charisma: 12 The Mummy has the following special abilities: NoneThe Mummy can take the following actions: <p><em><strong>Multiattack.</strong></em> The mummy can use its Dreadful Glare and makes one attack with its rotting fist.</p><p><em><strong>Rotting Fist.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.</p><p><em><strong>Dreadful Glare.</strong></em> The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.</p>
149
Nalfeshnee
The Nalfeshnee is a Large fiend, chaotic evil with the following characteristics: The nalfeshnee is one of the most grotesque demons-a corpulent mockery of ape and boar standing twice the height of a human, with feathered wings that seem too small for its bloated body. These brutish features conceal a remarkable intelligence and cunning. Nalfeshnees are devastating in combat, using their wings to soar above the front ranks and reach vulnerable adversaries that can be dispatched with little effort. From the thick of battle, they telepathically bellow commands to lesser demons, even as they inspire a sense of dread that forces their foes to scatter and run. Nalfeshnees feed on hatred and despair, but they crave humanoid flesh above all else. They keep their larders filled with humanoids abducted from the Material Plane, then eat those creatures alive during elaborate feasts. Thinking of themselves as refined and cultured, nalfeshnees employ stained and rusted cutlery when they dine. Demons: Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos: The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation: Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions: Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption: Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil: Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence: A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults: Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning: Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons: The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession: No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon Lords: The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders: Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control: The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet: The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon: The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. Graz'zt: The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex: The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth: The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. Orcus: Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu: Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords: No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demon True Names: Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Variant: Demon Summoning: Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. . This creatures statististics are as follows: - Armor Class: 18 (Natural Armor)- Hit Points: 184 (16d10 + 96) - Speed: 20 ft., fly 30 ft. - Skills: None- Senses: Truesight 120 ft., Passive Perception 11- Languages: Abyssal, Telepathy 120 ft.- Challenge Rating: 13 (10,000 XP)- Strength: 21 - Dexterity: 10 - Constitution: 22 - Intelligence: 19 - Wisdom: 12 - Charisma: 15 The Nalfeshnee has the following special abilities: <p><em><strong>Magic Resistance.</strong></em> The nalfeshnee has advantage on saving throws against spells and other magical effects.</p>The Nalfeshnee can take the following actions: <p><em><strong>Multiattack.</strong></em> The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit:</em> 32 (5d10 + 5) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (3d6 + 5) slashing damage. </p><p><em><strong>Horror Nimbus (Recharge 5–6).</strong></em> The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours. </p><p><em><strong>Teleport.</strong></em> The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.</p>
150
Night Hag
The Night Hag is a Medium fiend, neutral evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 17 (Natural Armor)- Hit Points: 112 (15d8 + 45) - Speed: 30 ft. - Skills: Deception +7, Insight +6, Perception +6, Stealth +6- Senses: Darkvision 120 ft., Passive Perception 16- Languages: Abyssal, Common, Infernal, Primordial- Challenge Rating: 5 (1,800 XP)- Strength: 18 - Dexterity: 15 - Constitution: 16 - Intelligence: 16 - Wisdom: 14 - Charisma: 16 The Night Hag has the following special abilities: <p><em><strong>Innate Spellcasting.</strong></em> The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: </p><p>At will: detect magic, magic missile </p><p>2/day each: plane shift (self only), ray of enfeeblement, sleep </p><p><em><strong>Magic Resistance.</strong></em> The hag has advantage on saving throws against spells and other magical effects.</p>The Night Hag can take the following actions: <p><em><strong>Claws.</strong></em>(Hag Form Only). <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8 + 4) slashing damage. </p><p><em><strong>Change Shape.</strong></em> The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. </p><p><em><strong>Etherealness.</strong></em> The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. </p><p><em><strong>Nightmare Haunting (1/Day).</strong></em> While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.</p>
151
Nightmare
The Nightmare is a Large fiend, neutral evil with the following characteristics: A nightmare appears in a cloud of roiling smoke, its mane, tail, and hooves wreathed in flame. The creature's unearthly black form moves with supernatural speed, vanishing in a cloud of brimstone as quickly as it appeared. Dread Steed: Also called a "demon horse" or "hell horse," the nightmare serves as a steed for creatures of exceptional evil, carrying demons, devils, death knights, liches, night hags, and other vile monsters. It resembles a fiendish horse, and a nightmare's fiery red eyes betray its malevolent intelligence. A nightmare can be summoned from the Lower Planes, but unless a worthy sacrifice is offered to it as food upon its arrival, the nightmare displays no special loyalty to the creature it serves. Creating a Nightmare: Nightmares don't appear naturally in the multiverse. They must be created from pegasi. The ritual that creates a nightmare requires the torturous removal of a pegasus's wings, driving that noble creature to evil as it is transformed by dark magic. . This creatures statististics are as follows: - Armor Class: 13 (Natural Armor)- Hit Points: 68 (8d10 + 24) - Speed: 60 ft., fly 90 ft. - Skills: None- Senses: Passive Perception 11- Languages: Common and Infernal but can't speak- Challenge Rating: 3 (700 XP)- Strength: 18 - Dexterity: 15 - Constitution: 16 - Intelligence: 10 - Wisdom: 13 - Charisma: 15 The Nightmare has the following special abilities: <p><em><strong>Confer Fire Resistance.</strong></em> The nightmare can grant resistance to fire damage to anyone riding it. </p><p><em><strong>Illumination.</strong></em> The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.</p>The Nightmare can take the following actions: <p><em><strong>Hooves.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. </p><p><em><strong>Ethereal Stride.</strong></em> The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.</p>
152
Noble
The Noble is a Medium humanoid, any with the following characteristics: Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble's statistics can also be used to represent courtiers who aren't of noble birth. . This creatures statististics are as follows: - Armor Class: 15 (Breastplate)- Hit Points: 9 (2d8) - Speed: 30 ft. - Skills: Deception +5, Insight +4, Persuasion +5- Senses: Passive Perception 12- Languages: Any two languages- Challenge Rating: 1/8 (25 XP)- Strength: 11 - Dexterity: 12 - Constitution: 11 - Intelligence: 12 - Wisdom: 14 - Charisma: 16 The Noble has the following special abilities: NoneThe Noble can take the following actions: <p><em><strong>Rapier.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d8 + 1) piercing damage.</p>
153
Nothic
The Nothic is a Medium aberration, neutral evil with the following characteristics: A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies' bones. Cursed Arcanists: Rather than gaining the godlike supremacy they crave, some wizards who devote their lives to unearthing arcane secrets are reduced to creeping, tormented monsters by a dark curse left behind by Vecna, a powerful lich who, in some worlds, has transcended his undead existence to become a god of secrets. Nothics retain no awareness of their former selves, skulking amid the shadows and haunting places rich in magical knowledge, drawn by memories and impulses they can't quite understand. Dark Oracles: Nothics possess a strange magical insight that allows them to extract knowledge from other creatures. This grants them unique understanding of secret and forbidden lore, which they share for a price. A nothic covets magic items, greedily accepting such gifts from creatures that seek out its knowledge. Lurkers in Magical Places: Nothics are notorious for infiltrating arcane academies and other places rich in magical learning. They are driven by the vague knowledge that there exists a method to reverse their condition. This isn't a clear sense of purpose, but rather an obsessive tug at the end of the mind. Some nothics are clever enough to realize that this is merely part of the strange lesson for their folly, a false hope to drive them to seek out more arcane secrets. . This creatures statististics are as follows: - Armor Class: 15 Natural- Hit Points: 45 (6d8 + 18) - Speed: 30 ft. - Skills: Arcana +3, Insight +4, Perception +2, Stealth +5- Senses: Truesight 120 ft., Passive Perception 12- Languages: Undercommon- Challenge Rating: 2 (450 XP)- Strength: 14 - Dexterity: 16 - Constitution: 16 - Intelligence: 13 - Wisdom: 10 - Charisma: 8 The Nothic has the following special abilities: <p><em><strong>Keen Sight.</strong></em> The nothic has advantage on Wisdom (Perception) checks that rely on sight.</p>The Nothic can take the following actions: <p><em><strong>Multiattack.</strong></em> The nothic makes two claw attacks.</p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) slashing damage.</p><p><em><strong>Rotting Gaze.</strong></em> The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.</p><p><em><strong>Weird Insight.</strong></em> The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.</p>
154
Ochre Jelly
The Ochre Jelly is a Large ooze, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 8 - Hit Points: 45 (6d10 + 12) - Speed: 10 ft., climb 10 ft. - Skills: None- Senses: Blindsight 60 ft., Passive Perception 8- Languages: --- Challenge Rating: 2 (450 XP)- Strength: 15 - Dexterity: 6 - Constitution: 14 - Intelligence: 2 - Wisdom: 6 - Charisma: 1 The Ochre Jelly has the following special abilities: <p><em><strong>Amorphous.</strong></em> The jelly can move through a space as narrow as 1 inch wide without squeezing. </p><p><em><strong>Spider Climb.</strong></em> The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p>The Ochre Jelly can take the following actions: <p><em><strong>Pseudopod.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.</p>
155
Octopus
The Octopus is a Small beast, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 12 - Hit Points: 3 (1d6) - Speed: 5 ft., swim 30 ft. - Skills: Perception +2, Stealth +4- Senses: Darkvision 30 ft., Passive Perception 12- Languages: --- Challenge Rating: 0 (10 XP)- Strength: 4 - Dexterity: 15 - Constitution: 11 - Intelligence: 3 - Wisdom: 10 - Charisma: 4 The Octopus has the following special abilities: <p><em><strong>Hold Breath.</strong></em> While out of water, the octopus can hold its breath for 30 minutes. </p><p><em><strong>Underwater Camouflage.</strong></em> The octopus has advantage on Dexterity (Stealth) checks made while underwater. </p><p><em><strong>Water Breathing.</strong></em> The octopus can breathe only underwater.</p>The Octopus can take the following actions: <p><em><strong>Tentacles.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target. </p><p><em><strong>Ink Cloud (Recharges after a Short or Long Rest).</strong></em> A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.</p>
157
Ogre Zombie
The Ogre Zombie is a Large undead, neutral evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 8 - Hit Points: 85 (9d10 + 36) - Speed: 30 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 8- Languages: Understands Common and Giant but can't speak them- Challenge Rating: 2 (450 XP)- Strength: 19 - Dexterity: 6 - Constitution: 18 - Intelligence: 3 - Wisdom: 6 - Charisma: 5 The Ogre Zombie has the following special abilities: <p><em><strong>Undead Fortitude.</strong></em> If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.</p>The Ogre Zombie can take the following actions: <p><em><strong>Morningstar.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8 + 4) bludgeoning damage.</p>
156
Ogre
The Ogre is a Large giant, chaotic evil with the following characteristics: Ogres are as lazy of mind as they are strong of body. They live by raiding, scavenging, and killing for food and pleasure. The average adult specimen stands between 9 and 10 feet tall and weighs close to a thousand pounds. Furious Tempers: Ogres are notorious for their quick tempers, which flare at the smallest perceived offense. Insults and name-calling can rouse an ogre's wrath in an instant-as can stealing from it, bumping, jabbing, or prodding it, laughing, making faces, or simply looking at it the wrong way. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash. Gruesome Gluttons: Ogres eat almost anything, but they especially enjoy the taste of dwarves, halflings, and elves. When they can, they combine dinner with pleasure, chasing scurrying victims around before eating them raw. If enough of its victim remains after the ogre has gorged itself, it might make a loincloth from its quarry's skin and a necklace from its leftover bones. This macabre crafting is the height of ogre culture. Greedy Collectors: An ogre's eyes glitter with avarice when it sees the possessions of others. Ogres carry rough sacks on their raids, which they fill with fabulous "treasure" taken from their victims. This might include a collection of battered helmets, a moldy wheel of cheese, a rough patch of animal fur fastened like a cloak, or a squealing, mud-spattered pig. Ogres also delight in the gleam of gold and silver, and they will fight one another over small handfuls of coins. Smarter creatures can earn an ogre's trust by offering it gold or a weapon forged for a creature of its size. Legendary Stupidity: Few ogres can count to ten, even with their fingers in front of them. Most speak only a rudimentary form of Giant and know a smattering of Common words. Ogres believe what they are told and are easy to fool or confuse, but they break things they don't understand. Silver-tongued tricksters who test their talents on these savages typically end up eating their eloquent words-and then being eaten in turn. Primitive Wanderers: Ogres clothe themselves in animal pelts and uproot trees for use as crude tools and weapons. They create stone-tipped javelins for hunting. When they establish lairs, they settle near the rural edges of civilized lands, taking advantage of poorly protected livestock, undefended larders, and unwary farmers. An ogre sleeps in caves, animal dens, or under trees until it finds a cabin or isolated farmhouse, whereupon it kills the inhabitants and lairs there. Whenever it is bored or hungry, an ogre ventures out from its lair, attacking anything that crosses its path. Only after an ogre has depleted an area of food does it move on. Ogre Gangs: Ogres sometimes band together in small, nomadic groups, but they lack a true sense of tribalism. When bands of ogres meet, one might attempt to capture the members of the other group to increase its numbers. However, ogre bands are just as likely to trade members freely, especially if the welcoming band is temporarily flush with food and weapons. Whenever possible, ogres gang up with other monsters to bully or prey on creatures weaker than themselves. They associate freely with goblinoids, orcs, and trolls, and practically worship giants. In the giants' complex social structure (known as the ordning), ogres rank beneath the lowest giants in status. As a result, an ogre will do nearly anything a giant asks. . This creatures statististics are as follows: - Armor Class: 11 (Hide Armor)- Hit Points: 59 (7d10 + 21) - Speed: 40 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 8- Languages: Common, Giant- Challenge Rating: 2 (450 XP)- Strength: 19 - Dexterity: 8 - Constitution: 16 - Intelligence: 5 - Wisdom: 7 - Charisma: 7 The Ogre has the following special abilities: NoneThe Ogre can take the following actions: <p><em><strong>Greatclub.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8 + 4) bludgeoning damage. </p><p><em><strong>Javelin.</strong></em> <em>Melee or <em>Ranged Weapon Attack:</em></em> +6 to hit, reach 5 ft. or range 30/120 ft., one target. <em>Hit:</em> 11 (2d6 + 4) piercing damage.</p>
158
Oni
The Oni is a Large giant, lawful evil with the following characteristics: In nursery rhymes, oni are fearsome bogeymen that haunt the nightmares of children and adults alike, yet they are very real and always hungry. They find human babies especially delicious. Oni look like demonic ogres with blue or green skin, dark hair, and a pair of short ivory horns protruding from their foreheads. Their eyes are dark with strikingly white pupils, and their teeth and claws are jet black. Night Haunters: By the light of day, an oni hides its true form with magic, gaining the trust of those it intends to betray when darkness descends. These creatures can change their size as well as their shape, appearing as humanoids as they pass through towns, pretending to be travelers, woodcutters, or frontier folk. In such a form, an oni takes stock of the selection of humanoids in a settlement and devises ways to abduct and devour some of them. Magical Ogres: Oni are sometimes called ogre mages because of their innate magical ability. Though they are only distantly related to true ogres, they share the ogres' habit of joining forces with other evil creatures. An oni serves a master if doing so proves lucrative or provides it with a luxurious, well-defended home. Oni covet magic, and they work for evil wizards and hags in exchange for useful magic items. . This creatures statististics are as follows: - Armor Class: 16 (Chain Mail)- Hit Points: 110 (13d10 + 39) - Speed: 30 ft., fly 30 ft. - Skills: Arcana +5, Deception +8, Perception +4- Senses: Darkvision 60 ft., Passive Perception 14- Languages: Common, Giant- Challenge Rating: 7 (2,900 XP)- Strength: 19 - Dexterity: 11 - Constitution: 16 - Intelligence: 14 - Wisdom: 12 - Charisma: 15 The Oni has the following special abilities: <p><em><strong>Innate Spellcasting.</strong></em> The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: </p><p>At will: darkness, invisibility</p><p>1/day each: charm person, cone of cold, gaseous form, sleep</p><p><em><strong>Magic Weapons.</strong></em> The oni's weapon attacks are magical. </p><p><em><strong>Regeneration.</strong></em> The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.</p>The Oni can take the following actions: <p><em><strong>Multiattack.</strong></em> The oni makes two attacks, either with its claws or its glaive. </p><p><em><strong>Claw (Oni Form Only).</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d8 + 4) slashing damage. </p><p><em><strong>Glaive.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form. </p><p><em><strong>Change Shape.</strong></em> The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.</p>
159
Orc
The Orc is a Medium humanoid, chaotic evil with the following characteristics: Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks. Gruumsh One-Eye: Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk. Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor. Tribes like Plagues: Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied. Ranging Scavengers: Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches. When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory. On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites. Leadership and Might: Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength. Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers. Orc Crossbreeds: Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon. . This creatures statististics are as follows: - Armor Class: 13 (Hide Armor)- Hit Points: 15 (2d8 + 6) - Speed: 30 ft. - Skills: Intimidation +2- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Common, Orc- Challenge Rating: 1/2 (100 XP)- Strength: 16 - Dexterity: 12 - Constitution: 16 - Intelligence: 7 - Wisdom: 11 - Charisma: 10 The Orc has the following special abilities: <p><em><strong>Aggressive</strong></em>. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.</p>The Orc can take the following actions: <p><em><strong>Greataxe.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (1d12 + 3) slashing damage. </p><p><em><strong>Javelin.</strong></em> <em>Melee or <em>Ranged Weapon Attack:</em></em> +5 to hit, reach 5 ft. or range 30/120 ft., one target. <em>Hit:</em> 6 (1d6 + 3) piercing damage.</p>
160
Otyugh
The Otyugh is a Large aberration, neutral with the following characteristics: An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine. Like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw. An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh's tentacles erupt from the filth and grab hold of it. Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else. Dwellers in Darkness: Otyughs tolerate bright light only when considerable stores of carrion or garbage lie within reach. In the wilderness, they dwell in stagnant swamps, scum-filled ponds, and damp forest dells. The scent of graveyards, city sewers, village middens, and manure-filled animal pens attracts them to civilized areas. Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk. Symbiotic Guardians: Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or desire. This sedentary gluttony makes them reliable guardians. As long as it is fed, an otyugh refrains from attacking other creatures. However, would-be otyugh masters can easily underestimate the quantity of waste, carrion, and meat necessary to keep an otyugh from wandering off in search of food. More than one "trained" otyugh has eaten its keeper after devouring all the waste in its wallow. . This creatures statististics are as follows: - Armor Class: 14 (Natural Armor)- Hit Points: 114 (12d10 + 48) - Speed: 30 ft. - Skills: None- Senses: Darkvision 120 ft., Passive Perception 11- Languages: Otyugh- Challenge Rating: 5 (1,800 XP)- Strength: 16 - Dexterity: 11 - Constitution: 19 - Intelligence: 6 - Wisdom: 13 - Charisma: 6 The Otyugh has the following special abilities: <p><em><strong>Limited Telepathy.</strong></em> The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.</p>The Otyugh can take the following actions: <p><em><strong>Multiattack.</strong></em> The otyugh makes three attacks: one with its bite and two with its tentacles. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. </p><p><em><strong>Tentacle.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 10 ft., one target. <em>Hit:</em> 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. </p><p><em><strong>Tentacle Slam.</strong></em> The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.</p>
161
Owl
The Owl is a Tiny beast, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 11 - Hit Points: 1 (1d4 - 1) - Speed: 5 ft., fly 60 ft. - Skills: Perception +3, Stealth +3- Senses: Darkvision 120 ft., Passive Perception 13- Languages: --- Challenge Rating: 0 (10 XP)- Strength: 3 - Dexterity: 13 - Constitution: 8 - Intelligence: 2 - Wisdom: 12 - Charisma: 7 The Owl has the following special abilities: <p><em><strong>Flyby.</strong></em> The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. </p><p><em><strong>Keen Hearing and Sight.</strong></em> The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.</p>The Owl can take the following actions: <p><em><strong>Talons.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 1 slashing damage.</p>
162
Owlbear
The Owlbear is a Large monstrosity, unaligned with the following characteristics: An owlbear's screech echoes through dark valleys and benighted forests, piercing the quiet night to announce the death of its prey. Feathers cover the thick, shaggy coat of its bearlike body, and the limpid pupils of its great round eyes stare furiously from its owlish head. Deadly Ferocity: The owlbear's reputation for ferocity, aggression, stubbornness, and sheer ill temper makes it one of the most feared predators of the wild. There is little, if anything, that a hungry owlbear fears. Even monsters that outmatch an owlbear in size and strength avoid tangling with it, for this creature cares nothing about a foe's superior strength as it attacks without provocation. Consummate Predators: An owlbear emerges from its den around sunset and hunts into the darkest hours of the night, hooting or screeching to declare its territory, to search for a mate, or to flush prey into its hunting grounds. These are typically forests familiar to the owlbear, and dense enough to limit its quarry's escape routes. An owlbear makes its den in a cave or ruin littered with the bones of its prey. It drags partially devoured kills back to its den, storing portions of the carcass among the surrounding rocks, bushes, and trees. The scent of blood and rotting flesh hangs heavy near an owlbear's lair, attracting scavengers and thus luring more prey. Owlbears hunt alone or in mated pairs. If quarry is plentiful, a family of owlbears might remain together for longer than is required to rear offspring. Otherwise, they part ways as soon as the young are ready to hunt. Savage Companions: Although they are more intelligent than most animals, owlbears are difficult to tame. However, with enough time, food, and luck, an intelligent creature can train an owlbear to recognize it as a master, making it an unflinching guard or a fast and hardy mount. People of remote frontier settlements have even succeeded at racing owlbears, but spectators bet as often on which owlbear will attack its handler as they do on which will reach the finish line first. Elven communities encourage owlbears to den beneath their treetop villages, using the beasts as a natural defense during the night. Hobgoblins favor owlbears as war beasts, and hill giants and frost giants sometimes keep owlbears as pets. A starved owlbear might show up in a gladiatorial arena, ruthlessly eviscerating and devouring its foes before a bloodthirsty audience. Owlbear Origins: Scholars have long debated the origins of the owlbear. The most common theory is that a demented wizard created the first specimen by crossing a giant owl with a bear. However, venerable elves claim to have known these creatures for thousands of years, and some fey insist that owlbears have always existed in the Feywild. . This creatures statististics are as follows: - Armor Class: 13 (Natural Armor)- Hit Points: 59 (7d10 + 21) - Speed: 40 ft. - Skills: Perception +3- Senses: Darkvision 60 ft., Passive Perception 13- Languages: --- Challenge Rating: 3 (700 XP)- Strength: 20 - Dexterity: 12 - Constitution: 17 - Intelligence: 3 - Wisdom: 12 - Charisma: 7 The Owlbear has the following special abilities: <p><em><strong>Keen Sight and Smell.</strong></em> The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.</p>The Owlbear can take the following actions: <p><em><strong>Multiattack.</strong></em> The owlbear makes two attacks: one with its beak and one with its claws. </p><p><em><strong>Beak.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one creature. <em>Hit:</em> 10 (1d10 + 5) piercing damage. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 14 (2d8 + 5) slashing damage.</p>
163
Pegasus
The Pegasus is a Large celestial, chaotic good with the following characteristics: The white winged horses known as pegasi soar through the skies, a vision of grace and majesty. When they touch down on solid ground, they linger only for a moment, drinking from mountain springs and pristine lakes. Any sound or sign of another creature startles them, sending them off to fly once more among the clouds. Noble Mounts: Pegasi are highly prized as swift and reliable steeds, being faster and less temperamental than griffons, hippogriffs, and wyverns. However, these wild and shy creatures are as intelligent as humanoids, and so can't be traditionally broken and tamed. A pegasus must be persuaded to serve a good-aligned creature as a mount, but when it does so, it forges a lifelong bond with its new companion. Born of the Planes: Pegasi trace their origins to the Olympian Glades of Arborea, where they soar through the skies of that plane and serve as faithful mounts to the Seldarine, the pantheon of elven gods. These gods have been known to send pegasi to the Material Plane to aid those in need. Pegasi Nests: Pegasi mate for life, build their nests in hard-to-reach locations, and give birth to live young. . This creatures statististics are as follows: - Armor Class: 12 - Hit Points: 59 (7d10 + 21) - Speed: 60 ft., fly 90 ft. - Skills: Perception +6- Senses: Passive Perception 16- Languages: Celestial, Common, Elvish and Sylvan but can't speak- Challenge Rating: 2 (450 XP)- Strength: 18 - Dexterity: 15 - Constitution: 16 - Intelligence: 10 - Wisdom: 15 - Charisma: 13 The Pegasus has the following special abilities: NoneThe Pegasus can take the following actions: <p><em><strong>Hooves.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) bludgeoning damage.</p>
164
Phase Spider
The Phase Spider is a Large monstrosity, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 13 (Natural Armor)- Hit Points: 32 (5d10 + 5) - Speed: 30 ft., climb 30 ft. - Skills: Stealth +6- Senses: Darkvision 60 ft., Passive Perception 10- Languages: --- Challenge Rating: 3 (700 XP)- Strength: 15 - Dexterity: 15 - Constitution: 12 - Intelligence: 6 - Wisdom: 10 - Charisma: 6 The Phase Spider has the following special abilities: <p><em><strong>Ethereal Jaunt.</strong></em> As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. </p><p><em><strong>Spider Climb.</strong></em> The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. </p><p><em><strong>Web Walker.</strong></em> The spider ignores movement restrictions caused by webbing.</p>The Phase Spider can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one creature. <em>Hit:</em> 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.</p>
165
Pit Fiend
The Pit Fiend is a Large fiend, lawful evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 19 (Natural Armor)- Hit Points: 300 (24d10 + 168) - Speed: 30 ft., fly 60 ft. - Skills: None- Senses: Truesight 120 ft., Passive Perception 14- Languages: Infernal, Telepathy 120 ft.- Challenge Rating: 20 (25,000 XP)- Strength: 26 - Dexterity: 14 - Constitution: 24 - Intelligence: 22 - Wisdom: 18 - Charisma: 24 The Pit Fiend has the following special abilities: <em><strong>Fear Aura.</strong></em>incapacitatedfrightened<em><strong>Magic Resistance.</strong></em><em><strong>Magic Weapons.</strong></em><em><strong>Innate Spellcasting.</strong></em>detect magicfireballhold monsterwall of fireThe Pit Fiend can take the following actions: <p><em><strong>Multiattack.</strong></em> The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 5 ft., one target. <em>Hit:</em> 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d8 + 8) slashing damage. </p><p><em><strong>Mace.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit:</em> 24 (3d10 + 8) bludgeoning damage.</p>
166
Planetar
The Planetar is a Large celestial, lawful good with the following characteristics: An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope. Shards of the Divine: Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight. Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good. An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances. Fallen Angels: An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service. Immortal Nature: An angel doesn't require food, drink, or sleep. Planetar: Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities' might. A planetar can call down rain to relieve a drought, or can loose an insect plague to devour crops. A planetar's celestial ears detect every falsehood, and its radiant eyes see through every deception. Planetars are muscular and hairless and have opalescent green skin and white-feathered wings. They tower over most humanoids, brandishing immense swords with grace. Sometimes sent to aid powerful mortals on important tasks for good, planetars are especially fond of missions that involve battling fiends. . This creatures statististics are as follows: - Armor Class: 19 (Natural Armor)- Hit Points: 200 (16d10 + 112) - Speed: 40 ft., fly 120 ft. - Skills: Perception +11- Senses: Truesight 120 ft., Passive Perception 21- Languages: All, Telepathy 120 ft.- Challenge Rating: 16 (15,000 XP)- Strength: 24 - Dexterity: 20 - Constitution: 24 - Intelligence: 19 - Wisdom: 22 - Charisma: 25 The Planetar has the following special abilities: <p><em><strong>Angelic Weapons.</strong></em> The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). </p><p><em><strong>Divine Awareness.</strong></em> The planetar knows if it hears a lie. </p><p><em><strong>Innate Spellcasting.</strong></em> The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: </p><p>At will: detect evil and good, invisibility (self only) </p><p>3/day each: blade barrier, dispel evil and good, flame strike, raise dead </p><p>1/day each: commune, control weather, insect plague </p><p><em><strong>Magic Resistance.</strong></em> The planetar has advantage on saving throws against spells and other magical effects.</p>The Planetar can take the following actions: <p><em><strong>Multiattack.</strong></em> The planetar makes two melee attacks. </p><p><em><strong>Greatsword.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 5 ft., one target. <em>Hit:</em> 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage. </p><p><em><strong>Healing Touch</strong></em> (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.</p>
167
Plesiosaurus
The Plesiosaurus is a Large beast, unaligned with the following characteristics: A plesiosaurus is a marine dinosaur whose compact body is driven by powerful flippers. Predatory and aggressive, it attacks any creature it encounters. Its flexible neck accounts for a third of its total length, letting it twist in any direction to deliver a powerful bite. Dinosaurs: Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed. Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens. . This creatures statististics are as follows: - Armor Class: 13 (Natural Armor)- Hit Points: 68 (8d10 + 24) - Speed: 20 ft., swim 40 ft. - Skills: Perception +3, Stealth +4- Senses: Passive Perception 13- Languages: --- Challenge Rating: 2 (450 XP)- Strength: 18 - Dexterity: 15 - Constitution: 16 - Intelligence: 2 - Wisdom: 12 - Charisma: 5 The Plesiosaurus has the following special abilities: <p><em><strong>Hold Breath.</strong></em> The plesiosaurus can hold its breath for 1 hour.</p>The Plesiosaurus can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 10 ft., one target. <em>Hit:</em> 14 (3d6 + 4) piercing damage.</p>
168
Pseudodragon
The Pseudodragon is a Tiny dragon, neutral good with the following characteristics: The elusive pseudodragon dwells in the quiet places of the world, making its home in the hollows of trees and small caves. With its red-brown scales, horns, and a maw filled with sharp teeth, a pseudodragon resembles a tiny red dragon but its disposition is playful. Quiet and Defensive: Pseudodragons have little interest in other creatures, and they avoid them whenever possible. If it is attacked, a pseudodragon fights back using the poisonous stinger at the tip of its tail, one jab of which can put a creature into a catatonic state that can last for hours. Draconic Familiars: Mages often seek out pseudodragons, whose agreeable disposition, telepathic ability, and resistance to magic make them superior familiars. Pseudodragons are selective when it comes to choosing companions, but they can sometimes be won over with gifts of food or treasure. When a pseudodragon finds an agreeable companion, it bonds with that person as long as it is treated fairly. A pseudodragon puts up with no ill treatment, and it abandons a manipulative or abusive companion without warning. Language of Emotion: Pseudodragons can't speak, but they communicate using a limited form of telepathy that allows them to share basic ideas such as hunger, curiosity, or affection. When it bonds with a companion, a pseudodragon can communicate what it sees and hears even over long distances. A pseudodragon often vocalizes animal noises. A rasping purr indicates pleasure, while a hiss means unpleasant surprise. A bird-like chirping represents desire, and a growl always means anger or discontent. Variant: Pseudodragon Familiar Some pseudodragons are willing to serve spellcasters as a familiar. Such pseudodragons have the following trait. Familiar: The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond. . This creatures statististics are as follows: - Armor Class: 13 (Natural Armor)- Hit Points: 7 (2d4 + 2) - Speed: 15 ft., fly 60 ft. - Skills: Perception +3, Stealth +4- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13- Languages: Understands Common and Draconic but can't speak them- Challenge Rating: 1/4 (50 XP)- Strength: 6 - Dexterity: 15 - Constitution: 13 - Intelligence: 10 - Wisdom: 12 - Charisma: 10 The Pseudodragon has the following special abilities: <p><em><strong>Magic Resistance.</strong></em> The pseudodragon has advantage on saving throws against spells and other magical effects. </p><p><em><strong>Limited Telepathy.</strong></em> The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.</p>The Pseudodragon can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 4 (1d4 + 2) piercing damage. </p><p><em><strong>Sting.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one creature. <em>Hit:</em> 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.</p>
169
Purple Worm
The Purple Worm is a Gargantuan monstrosity, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 18 (Natural Armor)- Hit Points: 247 (15d20 + 90) - Speed: 50 ft., burrow 30 ft. - Skills: None- Senses: Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 9- Languages: --- Challenge Rating: 15 (13,000 XP)- Strength: 28 - Dexterity: 7 - Constitution: 22 - Intelligence: 1 - Wisdom: 8 - Charisma: 4 The Purple Worm has the following special abilities: <p><em><strong>Tunneler.</strong></em> The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.</p>The Purple Worm can take the following actions: <p><em><strong>Multiattack.</strong></em> The worm makes two attacks: one with its bite and one with its stinger. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 10 ft., one target. <em>Hit:</em> 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns.</p><p>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 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. </p><p><em><strong>Tail Stinger.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 10 ft., one creature. <em>Hit:</em> 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.</p>
170
Quasit
The Quasit is a Tiny fiend, chaotic evil with the following characteristics: Quasits infest the Lower Planes. Physically weak, they keep to the shadows to plot mischief and wickedness. More powerful demons use quasits as spies and messengers when they aren't devouring them or pulling them apart to pass the time. A quasit can assume animal forms, but in its true form it looks like a 2-foot-tall green humanoid with a barbed tail and horns. The quasit has clawed fingers and toes, and these claws can deliver an irritating poison. It prefers to be invisible when it attacks. Demons: Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos: The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation: Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions: Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption: Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil: Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence: A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults: Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning: Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons: The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession: No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon Lords: The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders: Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control: The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet: The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon: The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check. Graz'zt: The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex: The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth: The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart. Orcus: Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu: Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords: No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demon True Names: Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Variant: Demon Summoning: Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. . This creatures statististics are as follows: - Armor Class: 13 - Hit Points: 7 (3d4) - Speed: 40 ft. - Skills: Stealth +5- Senses: Darkvision 120 ft., Passive Perception 10- Languages: Abyssal, Common- Challenge Rating: 1 (200 XP)- Strength: 5 - Dexterity: 17 - Constitution: 10 - Intelligence: 7 - Wisdom: 10 - Charisma: 10 The Quasit has the following special abilities: <p><em><strong>Shapechanger.</strong></em> The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. </p><p><em><strong>Magic Resistance.</strong></em> The quasit has advantage on saving throws against spells and other magical effects.</p>The Quasit can take the following actions: <p><em><strong>Claws (Bite in Beast Form).</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. </p><p><em><strong>Scare (1/Day).</strong></em> One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. </p><p><em><strong>Invisibility.</strong></em> The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.</p>
171
Quipper
The Quipper is a Tiny beast, unaligned with the following characteristics: A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix. . This creatures statististics are as follows: - Armor Class: 13 - Hit Points: 1 (1d4 - 1) - Speed: 0 ft., swim 40 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 8- Languages: --- Challenge Rating: 0 (10 XP)- Strength: 2 - Dexterity: 16 - Constitution: 9 - Intelligence: 1 - Wisdom: 7 - Charisma: 2 The Quipper has the following special abilities: <p><em><strong>Blood Frenzy.</strong></em> The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. </p><p><em><strong>Water Breathing.</strong></em> The quipper can breathe only underwater.</p>The Quipper can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 1 piercing damage.</p>
172
Rakshasa
The Rakshasa is a Medium fiend, lawful evil with the following characteristics: The rakshasa employs delicacy and misdirection in its pursuit of dominion over others. Few creatures ever see the fiend in its true form, for it can take on any guise it wants, although it prefers to masquerade as someone powerful or influential: a noble, cardinal, or rich merchant, for example. A rakshasa's true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human. Evil Spirits in Mortal Flesh: Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret. Evil Reborn: For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms-a process that can take months or years. When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer's family, friends, or descendants. Like devils, rakshasas killed in the Nine Hells are forever destroyed. . This creatures statististics are as follows: - Armor Class: 16 (Natural Armor)- Hit Points: 110 (13d8 + 52) - Speed: 40 ft. - Skills: Deception +10, Insight +8- Senses: Darkvision 60 ft., Passive Perception 13- Languages: Common, Infernal- Challenge Rating: 13 (10,000 XP)- Strength: 14 - Dexterity: 17 - Constitution: 18 - Intelligence: 13 - Wisdom: 16 - Charisma: 20 The Rakshasa has the following special abilities: <p><em><strong>Limited Magic Immunity.</strong></em> The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.</p><p><em><strong>Innate Spellcasting.</strong></em> The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:</p><p>At will: detect thoughts, disguise self, mage hand, minor illusion</p><p>3/day each: charm person, detect magic, invisibility, major image, suggestion</p><p>1/day each: dominate person, fly, plane shift, true seeing</p>The Rakshasa can take the following actions: <p><em><strong>Multiattack.</strong></em> The rakshasa makes two claw attacks.</p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.</p>
173
Rat
The Rat is a Tiny beast, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 10 - Hit Points: 1 (1d4 - 1) - Speed: 20 ft. - Skills: None- Senses: Darkvision 30 ft., Passive Perception 10- Languages: --- Challenge Rating: 0 (10 XP)- Strength: 2 - Dexterity: 11 - Constitution: 9 - Intelligence: 2 - Wisdom: 10 - Charisma: 4 The Rat has the following special abilities: <p><em><strong>Keen Smell.</strong></em> The rat has advantage on Wisdom (Perception) checks that rely on smell.</p>The Rat can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +0 to hit, reach 5 ft., one target. <em>Hit:</em> 1 piercing damage.</p>
174
Raven
The Raven is a Tiny beast, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 12 - Hit Points: 1 (1d4 - 1) - Speed: 10 ft., fly 50 ft. - Skills: Perception +3- Senses: Passive Perception 13- Languages: --- Challenge Rating: 0 (10 XP)- Strength: 2 - Dexterity: 14 - Constitution: 8 - Intelligence: 2 - Wisdom: 12 - Charisma: 6 The Raven has the following special abilities: <p><em><strong>Mimicry.</strong></em> The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.</p>The Raven can take the following actions: <p><em><strong>Beak.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 1 piercing damage.</p>
175
Red Dragon Wyrmling
The Red Dragon Wyrmling is a Medium dragon, chaotic evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 17 (Natural Armor)- Hit Points: 75 (10d8 + 30) - Speed: 30 ft., climb 30 ft., fly 60 ft. - Skills: Perception +4, Stealth +2- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14- Languages: Draconic- Challenge Rating: 4 (1,100 XP)- Strength: 19 - Dexterity: 10 - Constitution: 17 - Intelligence: 12 - Wisdom: 11 - Charisma: 15 The Red Dragon Wyrmling has the following special abilities: NoneThe Red Dragon Wyrmling can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. </p><p><em><strong>Fire Breath (Recharge 5–6).</strong></em> The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.</p>
176
Remorhaz
The Remorhaz is a Huge monstrosity, unaligned with the following characteristics: From beneath the snow and ice bursts a remorhaz in a cloud of steam, its body pulsing with internal fire. Wing like fins flare from the back of the creature's head, and its wide mouth brims with jagged teeth. Arctic Predators: Remorhazes live in arctic climes, preying on elk, polar bears, and other creatures sharing their territory. They can't tolerate warm weather, having adapted to the cold by generating a furnace-like heat within their bodies. When hunting, a remorhaz burrows deep below the snow and ice and lies in wait for the faint vibrations created by a creature moving above it. While hidden under the ice and snow, it can lower its body temperature so that it doesn't melt its cover. Young Ones: Frost giant hunters scour the icy wastes for remorhaz nests and eggs. The giants prize young remorhazes, which can be trained from hatching to obey commands and guard the giants' icy citadels. Unlike fully grown specimens, young remorhazes gnaw on their victims instead of swallowing them whole. . This creatures statististics are as follows: - Armor Class: 17 (Natural Armor)- Hit Points: 195 (17d12 + 85) - Speed: 30 ft., burrow 20 ft. - Skills: None- Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10- Languages: --- Challenge Rating: 11 (7,200 XP)- Strength: 24 - Dexterity: 13 - Constitution: 21 - Intelligence: 4 - Wisdom: 10 - Charisma: 5 The Remorhaz has the following special abilities: <p><em><strong>Heated Body.</strong></em> A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.</p>The Remorhaz can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 10 ft., one target. <em>Hit:</em> 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target. </p><p><em><strong>Swallow.</strong></em> The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns.</p><p>If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.</p>
177
Riding Horse
The Riding Horse is a Large beast, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 10 - Hit Points: 13 (2d10 + 2) - Speed: 60 ft. - Skills: None- Senses: Passive Perception 10- Languages: --- Challenge Rating: 1/4 (50 XP)- Strength: 16 - Dexterity: 10 - Constitution: 12 - Intelligence: 2 - Wisdom: 11 - Charisma: 7 The Riding Horse has the following special abilities: NoneThe Riding Horse can take the following actions: <p><em><strong>Hooves.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (2d4 + 3) bludgeoning damage.</p>
178
Roc
The Roc is a Gargantuan monstrosity, unaligned with the following characteristics: At first sight, a roc's silhouette looks much like any other bird of prey. As it descends, however, its unearthly size becomes terrifyingly clear. In flight, a roc's wingspan spreads two hundred feet or more. At rest, perched upon the mountain peaks that are its home, this monstrous bird rivals the oldest dragons in size. Sky Titans: In the ancient days when giants battled dragons for control of the world, Annam, the father of the giant gods, created the rocs so that his worshipers might challenge the dragons' dominance of the air. When the war ended, the rocs were freed from giant domination and spread throughout the world. Though cloud giants and storm giants sometimes tame these great birds, rocs treat even giants as potential prey. They fly great distances in search of food, soaring high above the clouds to reach their favored hunting grounds. A roc seldom hunts swift or small creatures, and it ignores towns and forests where prey can easily take cover. When it locates a large and slow-moving target such as a giant, a whale, or an elephant, a roc dives down to snatch its prey in its massive talons. Remote and Alone: Rocs are solitary creatures that can live for centuries. They lair in nests made from trees, tents, broken ships, and the remains of caravans they carry off, placing these massive tangles in mountain clefts out of the reach of lesser creatures. Sometimes a roc's nest contains treasures from the caravans or ships they raid, but these creatures are heedless of such baubles. More rarely, a nest holds eggs that are taller than a human, produced by the rocs' infrequent mating. . This creatures statististics are as follows: - Armor Class: 15 (Natural Armor)- Hit Points: 248 (16d20 + 80) - Speed: 20 ft., fly 120 ft. - Skills: Perception +4- Senses: Passive Perception 14- Languages: --- Challenge Rating: 11 (7,200 XP)- Strength: 28 - Dexterity: 10 - Constitution: 20 - Intelligence: 3 - Wisdom: 10 - Charisma: 9 The Roc has the following special abilities: <p><em><strong>Keen Sight.</strong></em> The roc has advantage on Wisdom (Perception) checks that rely on sight.</p>The Roc can take the following actions: <p><em><strong>Multiattack.</strong></em> The roc makes two attacks: one with its beak and one with its talons. </p><p><em><strong>Beak.</strong></em> <em>Melee Weapon Attack:</em> +13 to hit, reach 10 ft., one target. <em>Hit:</em> 27 (4d8 + 9) piercing damage. </p><p><em><strong>Talons.</strong></em> <em>Melee Weapon Attack:</em> +13 to hit, reach 5 ft., one target. <em>Hit:</em> 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.</p>
179
Roper
The Roper is a Large monstrosity, neutral evil with the following characteristics: Living in caves and caverns throughout the Underdark, voracious ropers feast on whatever they can catch and seize. A roper eats any creature, from Underdark beasts to adventurers and their gear. A roper has the appearance of a stalagmite or stalactite, which often allows it to attack with surprise. The creature can move slowly using thousands of sticky cilia beneath its base. It creeps up cave walls and along stone ceilings, finding the best position from which to attack. Underdark Hunters: The roper is an evolved, mature form of piercer, with which it shares its rock-like appearance and hunting tactics. A roper can hold still for long hours, shutting its single eye to look like nothing more than a mundane formation of rock. Creatures that come too close are surprised when that eye snaps open and sticky tendrils shoot out to seize them. The roper then makes horrible guttural sounds as it reels in its struggling victims, drawing them close for the fatal bite of its stony teeth. A roper can digest anything it eats with the exception of platinum, gemstones, and magic items, which can sometimes be retrieved from the creature's gizzard after death. A roper's digestive juices are also valuable, fetching a high price from alchemists who use them as a solvent. Weakening Tendrils: A roper has six nubs set along its body, through which it extrudes sticky tendrils that bond to whatever they touch. Each tendril sends out hair-like growths that penetrate a creature's flesh and sap its strength, so the victim can struggle only weakly as the roper reels it in. If a tendril is cut through or broken, the roper produces a new one to replace it. . This creatures statististics are as follows: - Armor Class: 20 (Natural Armor)- Hit Points: 93 (11d10 + 33) - Speed: 10 ft., climb 10 ft. - Skills: Perception +6, Stealth +5- Senses: Darkvision 60 ft., Passive Perception 16- Languages: --- Challenge Rating: 5 (1,800 XP)- Strength: 18 - Dexterity: 8 - Constitution: 17 - Intelligence: 7 - Wisdom: 16 - Charisma: 6 The Roper has the following special abilities: <p><em><strong>False Appearance.</strong></em> While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. </p><p><em><strong>Grasping Tendrils.</strong></em> The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. </p><p><em><strong>Spider Climb.</strong></em> The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p>The Roper can take the following actions: <p><em><strong>Multiattack.</strong></em> The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 22 (4d8 + 4) piercing damage. </p><p><em><strong>Tendril.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 50 ft., one creature. <em>Hit:</em> The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. </p><p><em><strong>Reel.</strong></em> The roper pulls each creature grappled by it up to 25 feet straight toward it.</p>
180
Rug of Smothering
The Rug of Smothering is a Large construct, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 12 - Hit Points: 33 (6d10) - Speed: 10 ft. - Skills: None- Senses: Blindsight 60 ft., Passive Perception 6- Languages: --- Challenge Rating: 2 (450 XP)- Strength: 17 - Dexterity: 14 - Constitution: 10 - Intelligence: 1 - Wisdom: 3 - Charisma: 1 The Rug of Smothering has the following special abilities: <p><em><strong>Antimagic Susceptibility.</strong></em> The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. </p><p><em><strong>Damage Transfer.</strong></em> While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. </p><p><em><strong>False Appearance.</strong></em> While the rug remains motionless, it is indistinguishable from a normal rug.</p>The Rug of Smothering can take the following actions: <p><em><strong>Smother.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one Medium or smaller creature. <em>Hit:</em> The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.</p>
181
Rust Monster
The Rust Monster is a Medium monstrosity, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 14 (Natural Armor)- Hit Points: 27 (5d8 + 5) - Speed: 40 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 11- Languages: --- Challenge Rating: 1/2 (100 XP)- Strength: 13 - Dexterity: 12 - Constitution: 13 - Intelligence: 2 - Wisdom: 13 - Charisma: 6 The Rust Monster has the following special abilities: <p><em><strong>Iron Scent.</strong></em> The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.</p><p><em><strong>Rust Metal.</strong></em> Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.</p>The Rust Monster can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d8 + 1) piercing damage.</p><p><em><strong>Antennae.</strong></em> The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch.</p><p>If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.</p>
182
Sahuagin
The Sahuagin is a Medium humanoid, lawful evil with the following characteristics: Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as "sea devils," for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages. Devils of the Deep: Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties. The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons. Way of the Shark: Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities. Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them. Elven Enmity: The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict. So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti-a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves-or whether it preceded or even began the conflict-none can say. The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion. . This creatures statististics are as follows: - Armor Class: 12 (Natural Armor)- Hit Points: 22 (4d8 + 4) - Speed: 30 ft., swim 40 ft. - Skills: Perception +5- Senses: Darkvision 120 ft., Passive Perception 15- Languages: Sahuagin- Challenge Rating: 1/2 (100 XP)- Strength: 13 - Dexterity: 11 - Constitution: 12 - Intelligence: 12 - Wisdom: 13 - Charisma: 9 The Sahuagin has the following special abilities: <p><em><strong>Blood Frenzy.</strong></em> The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. </p><p><em><strong>Limited Amphibiousness.</strong></em> The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. </p><p><em><strong>Shark Telepathy.</strong></em> The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.</p>The Sahuagin can take the following actions: <p><em><strong>Multiattack.</strong></em> The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 3 (1d4 + 1) piercing damage. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 3 (1d4 + 1) slashing damage. </p><p><em><strong>Spear.</strong></em> <em>Melee or <em>Ranged Weapon Attack:</em></em> +3 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.</p>
183
Salamander
The Salamander is a Large elemental, neutral evil with the following characteristics: Salamanders slither across the Sea of Ash on the Elemental Plane of Fire, their sinuous coils and jagged spines smoldering. Intense heat washes off their bodies, while their yellow eyes glow like candles in the deep-set hollows of their hawkish faces. Salamanders adore power, and they delight in setting fire to things. Outside their home plane, they play among the burning skeletons of charred trees as forest fires rage around them, or slither down the slopes of erupting volcanoes to linger in fire pits and magma floes. Fire Snakes: Salamanders hatch from eggs that are two-foot-diameter spheres of smoldering obsidian. When a salamander is ready to hatch, it melts its way through the egg's thick shell and emerges as a fire snake. A fire snake matures into a salamander adult within a year. Slaves of the Efreet: Long ago, the efreet hired azers to build the fabled City of Brass, but then failed in their attempt to enslave that mystical race when the azers' work was done. Turning instead to strike against the salamanders, the efreet had better luck in establishing a slave race, which they use to unleash war and destruction across the planes. Salamanders despise the azers, believing that if the efreet had succeeded in dominating that race of elemental crafters, the salamanders would still be free. The efreet use this enmity to their own advantage, stoking the salamanders' hatred and pitting them against the efreets' former servants. The efreet suffer salamanders to serve no other master; when efreet encounter salamanders dedicated to the cults of Elemental Evil, they slay them rather than taking them as slaves. Domineering Nobles: Although salamanders follow the destructive impulses of their fiery nature, slavery under the efreet has impacted the culture of free salamanders. They rule their own societies according to the efreet model, in which larger and stronger salamanders claim dominion over their lesser kin. As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the Elemental Plane of Fire like desert nomads, raiding other communities for treasure. Living Forges: Salamanders generate intense heat, and when they fight, their weapons glow red and sear the bodies of their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity. This inherent heat is an asset to salamanders' skill as smiths, allowing them to soften and shape iron and steel with their bare hands. Although not as meticulous as azers, salamanders number among the greatest metalsmiths in all the planes. Powerful creatures summon them as warriors, but others enlist the salamanders for their crafting skills, or bind them to forges and ovens to generate limitless heat. . This creatures statististics are as follows: - Armor Class: 15 (Natural Armor)- Hit Points: 90 (12d10 + 24) - Speed: 30 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Ignan- Challenge Rating: 5 (1,800 XP)- Strength: 18 - Dexterity: 14 - Constitution: 15 - Intelligence: 11 - Wisdom: 10 - Charisma: 12 The Salamander has the following special abilities: <p><em><strong>Heated Body.</strong></em> A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. </p><p><em><strong>Heated Weapons.</strong></em> Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).</p>The Salamander can take the following actions: <p><em><strong>Multiattack.</strong></em> The salamander makes two attacks: one with its spear and one with its tail. </p><p><em><strong>Spear.</strong></em> <em>Melee or <em>Ranged Weapon Attack:</em></em> +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. <em>Hit:</em> 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one target. <em>Hit:</em> 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.</p>
184
Satyr
The Satyr is a Medium fey, chaotic neutral with the following characteristics: Satyrs are raucous fey that frolic in wild forests, driven by curiosity and hedonism in equal measure. Satyrs resemble stout male humans with the furry lower bodies and cloven hooves of goats. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams' horns. They typically sport facial hair. Hedonistic Revelers: Satyrs crave the strongest drink, the most fragrant spices, and the most dizzying dances. A satyr feels starved when it can't indulge itself, and it goes to great lengths to sate its desires. It might kidnap a fine minstrel to hear lovely songs, sneak through a well-defended garden to gaze upon a beautiful lad or lass, or infiltrate a palace to taste the finest food in the land. Satyrs allow no festivity to pass them by. They partake in any holiday they've heard of. Civilizations of the world have enough festivals and holy days among them to justify nonstop celebration. Inebriated on drink and pleasure, satyrs give no thought to the consequences of the hedonism they incite in others. They leave such creatures mystified at their own behavior. Such revelers might have to scrounge for excuses to explain their disordered state to parents, employers, family, or friends. . This creatures statististics are as follows: - Armor Class: 14 (Leather Armor)- Hit Points: 31 (7d8) - Speed: 40 ft. - Skills: Perception +2, Performance +6, Stealth +5- Senses: Passive Perception 12- Languages: Common, Elvish, Sylvan- Challenge Rating: 1/2 (100 XP)- Strength: 12 - Dexterity: 16 - Constitution: 11 - Intelligence: 12 - Wisdom: 10 - Charisma: 14 The Satyr has the following special abilities: <p><em><strong>Magic Resistance.</strong></em> The satyr has advantage on saving throws against spells and other magical effects.</p>The Satyr can take the following actions: <p><em><strong>Ram.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (2d4 + 1) bludgeoning damage. </p><p><em><strong>Shortsword.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) piercing damage.</p><p><em><strong>Shortbow.</strong></em> <em>Ranged Weapon Attack:</em> +5 to hit, range 80/320 ft., one target. <em>Hit:</em> 6 (1d6 + 3) piercing damage.</p>
185
Scout
The Scout is a Medium humanoid, any with the following characteristics: Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. . This creatures statististics are as follows: - Armor Class: 13 (Leather Armor)- Hit Points: 16 (3d8 + 3) - Speed: 30 ft. - Skills: Nature +4, Perception +5, Stealth +6, Survival +5- Senses: Passive Perception 15- Languages: Any one language (usually Common)- Challenge Rating: 1/2 (100 XP)- Strength: 11 - Dexterity: 14 - Constitution: 12 - Intelligence: 11 - Wisdom: 13 - Charisma: 11 The Scout has the following special abilities: <p><em><strong>Keen Hearing and Sight.</strong></em> The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.</p>The Scout can take the following actions: <p><em><strong>Multiattack.</strong></em> The scout makes two melee attacks or two ranged attacks. </p><p><em><strong>Shortsword.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage. </p><p><em><strong>Longbow.</strong></em> <em>Ranged Weapon Attack:</em> +4 to hit, ranged 150/600 ft., one target. <em>Hit:</em> 6 (1d8 + 2) piercing damage.</p>
186
Sea Hag
The Sea Hag is a Medium fey, chaotic evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 14 (Natural Armor)- Hit Points: 52 (7d8 + 21) - Speed: 30 ft., swim 40 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 11- Languages: Aquan, Common, Giant- Challenge Rating: 2 (450 XP)- Strength: 16 - Dexterity: 13 - Constitution: 16 - Intelligence: 12 - Wisdom: 12 - Charisma: 13 The Sea Hag has the following special abilities: <p><em><strong>Amphibious.</strong></em> The hag can breathe air and water. </p><p><em><strong>Horrific Appearance.</strong></em> 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 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.</p><p>Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.</p>The Sea Hag can take the following actions: <p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) slashing damage. </p><p><em><strong>Death Glare.</strong></em> The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. </p><p><em><strong>Illusory Appearance.</strong></em> The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.</p><p>The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.</p>
187
Shadow
The Shadow is a Medium undead, chaotic evil with the following characteristics: Shadows are undead that resemble dark exaggerations of humanoid shadows. Dark Disposition: From the darkness, the shadow reaches out to feed on living creatures' vitality. They can consume any living creature, but they are especially drawn to creatures untainted by evil. A creature that lives a life of goodness and piety consigns its basest impulses and strongest temptations to the darkness where the shadows hunger. As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume. If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek its "parent" to vex or slay. Whether the shadow pursues its living counterpart, the creature that birthed the shadow no longer casts one until the monster is destroyed. Undead Nature: A shadow doesn't require air, food, drink, or sleep . This creatures statististics are as follows: - Armor Class: 12 - Hit Points: 16 (3d8 + 3) - Speed: 40 ft. - Skills: Stealth +4- Senses: Darkvision 60 ft., Passive Perception 10- Languages: --- Challenge Rating: 1/2 (100 XP)- Strength: 6 - Dexterity: 14 - Constitution: 13 - Intelligence: 6 - Wisdom: 10 - Charisma: 8 The Shadow has the following special abilities: <p><em><strong>Amorphous.</strong></em> The shadow can move through a space as narrow as 1 inch wide without squeezing. </p><p><em><strong>Shadow Stealth.</strong></em> While in dim light or darkness, the shadow can take the Hide action as a bonus action. </p><p><em><strong>Sunlight Weakness.</strong></em> While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.</p>The Shadow can take the following actions: <p><em><strong>Strength Drain.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one creature. <em>Hit:</em> 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.</p><p>If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.</p>
188
Shambling Mound
The Shambling Mound is a Large plant, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 15 (Natural Armor)- Hit Points: 136 (16d10 + 48) - Speed: 20 ft., swim 20 ft. - Skills: Stealth +2- Senses: Blindsight 60 ft., Passive Perception 10- Languages: --- Challenge Rating: 5 (1,800 XP)- Strength: 18 - Dexterity: 8 - Constitution: 16 - Intelligence: 5 - Wisdom: 10 - Charisma: 5 The Shambling Mound has the following special abilities: <p><em><strong>Lightning Absorption.</strong></em> Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.</p>The Shambling Mound can take the following actions: <p><em><strong>Multiattack.</strong></em> The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. </p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8 + 4) bludgeoning damage. </p><p><em><strong>Engulf.</strong></em> The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.</p>
189
Shield Guardian
The Shield Guardian is a Large construct, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 17 (Natural Armor)- Hit Points: 142 (15d10 + 60) - Speed: 30 ft. - Skills: None- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10- Languages: Understands commands given in any language but can't speak- Challenge Rating: 7 (2,900 XP)- Strength: 18 - Dexterity: 8 - Constitution: 18 - Intelligence: 7 - Wisdom: 10 - Charisma: 3 The Shield Guardian has the following special abilities: <p><em><strong>Bound.</strong></em> The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. </p><p><em><strong>Regeneration.</strong></em> The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. </p><p><em><strong>Spell Storing.</strong></em> A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.</p>The Shield Guardian can take the following actions: <p><em><strong>Multiattack.</strong></em> The guardian makes two fist attacks. </p><p><em><strong>Fist.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) bludgeoning damage.</p>
190
Shrieker
The Shrieker is a Medium plant, unaligned with the following characteristics: A shrieker is a human-sized mushroom that emits a piercing screech to drive off creatures that disturb it. Other creatures use the fungi as an alarm to signal the approach of prey, and various intelligent races of the Underdark cultivate shriekers on the outskirts of their communities to discourage trespassers. Fungi: With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many underground species, providing nourishment and shelter in the unforgiving darkness. Fungi spawn in organic matter, then break that matter down to consume it, feeding on filth and corpses. As they mature, fungi eject spores that drift on the lightest breeze to spawn new fungi. Not needing sunlight or warmth to grow, fungi thrive in every corner and crevice of the Underdark. Transformed by the magic that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed. . This creatures statististics are as follows: - Armor Class: 5 - Hit Points: 13 (3d8) - Speed: 0 ft. - Skills: None- Senses: Blindsight 30 ft., Passive Perception 6- Languages: --- Challenge Rating: 0 (10 XP)- Strength: 1 - Dexterity: 1 - Constitution: 10 - Intelligence: 1 - Wisdom: 3 - Charisma: 1 The Shrieker has the following special abilities: <p><em><strong>False Appearance.</strong></em> While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.</p>The Shrieker can take the following actions: None
191
Silver Dragon Wyrmling
The Silver Dragon Wyrmling is a Medium dragon, lawful good with the following characteristics: . This creatures statististics are as follows: - Armor Class: 17 (Natural Armor)- Hit Points: 45 (6d8 + 18) - Speed: 30 ft., fly 60 ft. - Skills: Perception +4, Stealth +2- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14- Languages: Draconic- Challenge Rating: 2 (450 XP)- Strength: 19 - Dexterity: 10 - Constitution: 17 - Intelligence: 12 - Wisdom: 11 - Charisma: 15 The Silver Dragon Wyrmling has the following special abilities: NoneThe Silver Dragon Wyrmling can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (1d10 + 4) piercing damage. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Cold Breath.</strong></em> The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Paralyzing Breath.</strong></em> The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed 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.</p>
192
Skeleton
The Skeleton is a Medium undead, lawful evil with the following characteristics: Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. Animated Dead: Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. Obedient Servants: Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can't read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks. A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished. Although they lack the intellect they possessed in life, skeletons aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn't work, it searches for another way through or around the obstacle. Habitual Behaviors: Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance. When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation. Undead Nature: A skeleton doesn't require air, food, drink, or sleep. . This creatures statististics are as follows: - Armor Class: 13 (Armor Scraps)- Hit Points: 13 (2d8 + 4) - Speed: 30 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 9- Languages: Understands all languages it knew in life but can't speak- Challenge Rating: 1/4 (50 XP)- Strength: 10 - Dexterity: 14 - Constitution: 15 - Intelligence: 6 - Wisdom: 8 - Charisma: 5 The Skeleton has the following special abilities: NoneThe Skeleton can take the following actions: <p><em><strong>Shortsword.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage. </p><p><em><strong>Shortbow.</strong></em> <em>Ranged Weapon Attack:</em> +4 to hit, range 80/320 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage.</p>
193
Solar
The Solar is a Large celestial, lawful good with the following characteristics: An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope. Shards of the Divine: Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight. Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good. An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances. Fallen Angels: An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service. Immortal Nature: An angel doesn't require food, drink, or sleep. Solar: A solar is godlike in its glory and power. On the battlefield, the solar's sword flies into the fray on its own, and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands. It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good. . This creatures statististics are as follows: - Armor Class: 21 (Natural Armor)- Hit Points: 243 (18d10 + 144) - Speed: 50 ft., fly 150 ft. - Skills: Perception +14- Senses: Truesight 120 ft., Passive Perception 24- Languages: All, Telepathy 120 ft.- Challenge Rating: 21 (33,000 XP)- Strength: 26 - Dexterity: 22 - Constitution: 26 - Intelligence: 25 - Wisdom: 25 - Charisma: 30 The Solar has the following special abilities: <p><em><strong>Angelic Weapons.</strong></em> The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). </p><p><em><strong>Divine Awareness.</strong></em> The solar knows if it hears a lie. </p><p><em><strong>Innate Spellcasting.</strong></em> The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: </p><p>At will: detect evil and good, invisibility (self only) </p><p>3/day each: blade barrier, dispel evil and good, resurrection </p><p>1/day each: commune, control weather </p><p><em><strong>Magic Resistance.</strong></em> The solar has advantage on saving throws against spells and other magical effects.</p>The Solar can take the following actions: <p><em><strong>Multiattack.</strong></em> The solar makes two greatsword attacks. </p><p><em><strong>Greatsword.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 5 ft., one target. <em>Hit:</em> 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage. </p><p><em><strong>Slaying Longbow.</strong></em> <em>Ranged Weapon Attack:</em> +13 to hit, range 150/600 ft., one target. <em>Hit:</em> 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. </p><p><em><strong>Flying Sword.</strong></em> The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. </p><p><em><strong>Healing Touch (4/Day).</strong></em> The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.</p>The Solar can take the following legendary actions: <p>The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn. </p><p><em><strong>Teleport.</strong></em> The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. </p><p><em><strong>Searing Burst (Costs 2 Actions).</strong></em> The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Blinding Gaze (Costs 3 Actions).</strong></em> The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.</p>
194
Spectator
The Spectator is a Medium aberration, lawful neutral with the following characteristics: A spectator is a lesser beholder that is summoned from another plane of existence by a magical ritual, the components of which include four beholder eyestalks that are consumed by the ritual's magic. Appropriately, a spectator has four eyestalks, two on each side of the wide eye at the center of its four-foot diameter body. Magical Guardians: A summoned spectator guards a location or a treasure of its summoner's choice for 101 years, allowing no creature but its summoner to enter the area or access the item, unless the summoner instructed otherwise. If the item is stolen or destroyed before the years have all passed, a summoned spectator vanishes. It otherwise never abandons its post. Glimmers of Madness: Though it can speak, a spectator communicates primarily by way of telepathy. It is civil while on guard, openly discussing its orders and its summoner. However, even a brief conversation with a spectator is enough to reveal quirks in its personality brought on by its years of isolation. It might invent imaginary enemies, refer to itself in the third person, or try to adopt the voice of its summoner. Like any beholder, a spectator views itself as the epitome of its kind, and it has an intense hatred of other spectators. If two spectators encounter one another, they almost always fight to the death. Freed from Service: When a spectator has fulfilled its service, it is free to do as it pleases. Many take up residence in the places they previously guarded, especially if their summoners have died. With the spectator's loss of purpose, the flickers of madness it displayed during its servitude flourish. . This creatures statististics are as follows: - Armor Class: 14 Natural- Hit Points: 39 (6d8 + 12) - Speed: 0 ft., fly 30 ft. (hover) - Skills: Perception +6- Senses: Darkvision 120 ft., Passive Perception 16- Languages: Deep Speech, Telepathy 120 ft., Undercommon- Challenge Rating: 3 (700 XP)- Strength: 8 - Dexterity: 14 - Constitution: 14 - Intelligence: 13 - Wisdom: 14 - Charisma: 11 The Spectator has the following special abilities: NoneThe Spectator can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +1 to hit, reach 5 ft., one target. <em>Hit:</em> 2 (1d6 − 1) piercing damage.</p><p><em><strong>Eye Rays.</strong></em> The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.</p><ul> <li> <em>Confusion Ray.</em> The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.</li> <li> <em>Paralyzing Ray.</em> The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</li> <li> <em>Fear Ray.</em> The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.</li> <li> <em>Wounding Ray.</em> The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.</li> </ul><p> </p><p><em><strong>Create Food and Water.</strong></em> The spectator magically creates enough food and water to sustain itself for 24 hours.</p>
195
Specter
The Specter is a Medium undead, chaotic evil with the following characteristics: A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some are spawned when dark magic or the touch of a wraith rips a soul from a living body. Beyond Redemption: When a ghost's unfinished business is completed, it can rest at last. No such rest or redemption awaits a specter. It is doomed to the Material Plane, its only end the oblivion that comes with the destruction of its soul. Until then, it bears out its lonely life in forlorn places, carrying on forgotten through the ages of the world. Undying Hatred: Living creatures remind the specter that life is beyond its grasp. The mere sight of the living overwhelms a specter with sorrow and wrath, which can be abated only by destroying said life. A specter kills quickly and mercilessly, for only by depriving others of life can it gain the slightest satisfaction. However, no matter how many lives it extinguishes, a specter always succumbs to its hatred and sorrow. Dwellers in Darkness: Sunlight represents a source of life that no specter can ever hope to douse, and it pains them. When night falls, they leave their final resting places in search of living creatures to slay, knowing that few weapons can harm them in return. At the first light of dawn, they retreat back into the darkness, where they remain until night falls again. Undead Nature: A specter doesn't require air, food, drink, or sleep. . This creatures statististics are as follows: - Armor Class: 12 - Hit Points: 22 (5d8) - Speed: 0 ft., fly 50 ft. (hover) - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Understands all languages it knew in life but can't speak- Challenge Rating: 1 (200 XP)- Strength: 1 - Dexterity: 14 - Constitution: 11 - Intelligence: 10 - Wisdom: 10 - Charisma: 11 The Specter has the following special abilities: <p><em><strong>Incorporeal Movement.</strong></em> The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. </p><p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p>The Specter can take the following actions: <p><em><strong>Life Drain.</strong></em> <em>Melee Spell Attack:</em> +4 to hit, reach 5 ft., one creature. <em>Hit:</em> 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</p>
196
Spider
The Spider is a Tiny beast, unaligned with the following characteristics: . This creatures statististics are as follows: - Armor Class: 12 - Hit Points: 1 (1d4 - 1) - Speed: 20 ft., climb 20 ft. - Skills: Stealth +4- Senses: Darkvision 30 ft., Passive Perception 10- Languages: --- Challenge Rating: 0 (10 XP)- Strength: 2 - Dexterity: 14 - Constitution: 8 - Intelligence: 1 - Wisdom: 10 - Charisma: 2 The Spider has the following special abilities: <p><em><strong>Spider Climb.</strong></em> The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. </p><p><em><strong>Web Sense.</strong></em> While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. </p><p><em><strong>Web Walker.</strong></em> The spider ignores movement restrictions caused by webbing.</p>The Spider can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one creature. <em>Hit:</em> 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.</p>
197
Spirit Naga
The Spirit Naga is a Large monstrosity, chaotic evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 15 (Natural Armor)- Hit Points: 75 (10d10 + 20) - Speed: 40 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 12- Languages: Abyssal, Common- Challenge Rating: 8 (3,900 XP)- Strength: 18 - Dexterity: 17 - Constitution: 14 - Intelligence: 16 - Wisdom: 15 - Charisma: 16 The Spirit Naga has the following special abilities: <p><em><strong>Rejuvenation.</strong></em> 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 from functioning. </p><p><em><strong>Spellcasting.</strong></em> The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: </p><p>Cantrips (at will): mage hand, minor illusion, ray of frost </p><p>1st level (4 slots): charm person, detect magic, sleep </p><p>2nd level (3 slots): detect thoughts, hold person </p><p>3rd level (3 slots): lightning bolt, water breathing </p><p>4th level (3 slots): blight, dimension door </p><p>5th level (2 slots): dominate person</p>The Spirit Naga can take the following actions: <p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 10 ft., one creature. <em>Hit:</em> 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.</p>
198
Sprite
The Sprite is a Tiny fey, neutral good with the following characteristics: In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to sleep or frightened off. Forest Protectors: Sprites build little villages in the boughs of trees and willing treants, in verdant glades brightened by moss, wild flowers, and toadstools. Wild nature thrives, and the sprites allow no trespassers. When intruders are spotted, the sprites lead them astray with ominous rustling from the bushes and distant snapping twigs. Creatures foolish enough to persist in intruding on a sprite's territory are stung with poisoned arrows and lulled into a senseless sleep. While they slumber, the sprites make good their escape, retreating to an even more secluded area of the forest. Heart Seers: Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature's past actions, a sprite can tell whether its heart beats rapidly in love or flags in sorrow, or whether it is darkened by hate or greed. The sprite's power to perceive the heart always shows the truth, because the heart can't lie. Poison Brewers: In their forest domains, sprites brew toxins, unguents, antidotes, and poisons, including the sleep poison with which they coat their arrows. They venture far into the woods to harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags. Good-Hearted: Because they are judges of the heart and favor good creatures, sprites oppose the will of evil fey and pledge to thwart evil archfey at every turn. If they encounter adventurers on a quest to rid their forest of an evil fey creature or goblinoid menace, they will pledge their support and even come to their aid when the adventurers least expect it. Unlike pixies, sprites rarely indulge in frivolous merriment and fun. They are firm warriors, protectors, and judges, and their stern bent causes other fey to consider them overly dour and serious. However, fey that respect the sprites' territory find them staunch allies in times of trouble. . This creatures statististics are as follows: - Armor Class: 15 (Leather Armor)- Hit Points: 2 (1d4) - Speed: 10 ft., fly 40 ft. - Skills: Perception +3, Stealth +8- Senses: Passive Perception 13- Languages: Common, Elvish, Sylvan- Challenge Rating: 1/4 (50 XP)- Strength: 3 - Dexterity: 18 - Constitution: 10 - Intelligence: 14 - Wisdom: 13 - Charisma: 11 The Sprite has the following special abilities: NoneThe Sprite can take the following actions: <p><em><strong>Longsword.</strong></em> <em>Melee Weapon Attack:</em> +2 to hit, reach 5 ft., one target. <em>Hit:</em> 1 slashing damage. </p><p><em><strong>Shortbow.</strong></em> <em>Ranged Weapon Attack:</em> +6 to hit, range 40/160 ft., one target. <em>Hit:</em> 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. </p><p><em><strong>Heart Sight.</strong></em> The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. </p><p><em><strong>Invisibility.</strong></em> The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.</p>
199
Steam Mephit
The Steam Mephit is a Small elemental, neutral evil with the following characteristics: . This creatures statististics are as follows: - Armor Class: 10 - Hit Points: 21 (6d6) - Speed: 30 ft., fly 30 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Aquan, Ignan- Challenge Rating: 1/4 (50 XP)- Strength: 5 - Dexterity: 11 - Constitution: 10 - Intelligence: 11 - Wisdom: 10 - Charisma: 12 The Steam Mephit has the following special abilities: <p><em><strong>Death Burst.</strong></em> When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. </p><p><em><strong>Innate Spellcasting.</strong></em>(1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.</p>The Steam Mephit can take the following actions: <p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +2 to hit, reach 5 ft., one creature. <em>Hit:</em> 2 (1d4) slashing damage plus 2 (1d4) fire damage. </p><p><em><strong>Steam Breath (Recharge 6).</strong></em> The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.</p>