Markdown
Aboleth
Large Aberration
- Armor Class: 17
- Hit Points: 171 (18d10+72)
- Speed: walk 10 ft. swim 40 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 16
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
12 (+1) |
18 (+4) |
20 (+5) |
20 (+5) |
18 (+4) |
- Saving Throws: Dex +5, Con +8, Int +9, Wis +9
- Skills: deception +8, history +9, stealth +5
- Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 15
- Languages: Deep Speech, telepathy 120 ft.
Special Abilities
- Amphibious: The aboleth can breathe air and water.
- Innate Spellcasting: The aboleths spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no components: 3/day each: detect thoughts (range 120 ft, desc: ), project image (range 1 mile), phantasmal force
Actions
- Multiattack: The aboleth attacks three times with its tentacle.
- Tentacle: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage. The aboleth can choose instead to deal 0 damage. If the target is a creature it makes a DC 16 Constitution saving throw. On a failure it contracts a disease called the Sea Change. On a success it is immune to this disease for 24 hours. While affected by this disease the target has disadvantage on Wisdom saving throws. After 1 hour the target grows gills it can breathe water its skin becomes slimy and it begins to suffocate if it goes 12 hours without being immersed in water for at least 1 hour. This disease can be removed with a disease-removing spell cast with at least a 4th-level spell slot and it ends 24 hours after the aboleth dies.
- Slimy Cloud (1/Day, While Bloodied): While underwater the aboleth exudes a cloud of inky slime in a 30-foot-radius sphere. Each non-aboleth creature in the area when the cloud appears makes a DC 16 Constitution saving throw. On a failure it takes 44 (8d10) poison damage and is poisoned for 1 minute. The slime extends around corners and the area is heavily obscured for 1 minute or until a strong current dissipates the cloud.
Legendary Actions
- The aboleth can take 2 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Move: The aboleth moves up to its swim speed without provoking opportunity attacks.
- Telepathic Summon: One creature within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it must use its reaction, if available, to move up to its speed toward the aboleth by the most direct route that avoids hazards, not avoiding opportunity attacks. This is a magical charm effect.
- Baleful Charm (Costs 2 Actions): The aboleth targets one creature within 60 feet that has contracted Sea Change. The target makes a DC 16 Wisdom saving throw. On a failure, it is magically charmed by the aboleth until the aboleth dies. The target can repeat this saving throw every 24 hours and when it takes damage from the aboleth or the aboleths allies. While charmed in this way, the target can communicate telepathically with the aboleth over any distance and it follows the aboleths orders.
- Soul Drain (Costs 2 Actions): One creature charmed by the aboleth takes 22 (4d10) psychic damage, and the aboleth regains hit points equal to the damage dealt.
Aboleth Thrall
Medium Humanoid
- Armor Class: 12
- Hit Points: 45 (7d8+14)
- Speed: walk 30 ft. swim 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 17
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
10 (+0) |
10 (+0) |
12 (+1) |
- Skills: any +0
- Senses: passive Perception 10
- Languages: Common, unlimited-range telepathy with aboleth
Special Abilities
- Sea Changed: The aboleth thrall can breathe water and air, but must bathe in water for 1 hour for every 12 hours it spends dry or it begins to suffocate. It is magically charmed by the aboleth.
Actions
- Poison Ink Knife: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 10 (3d6) poison damage.
Reactions
- Self-Sacrifice: When a creature within 5 feet of the thrall that the thrall can see hits an aboleth with an attack, the thrall can make itself the target of the attack instead.
Abominable Snowman
Large Monstrosity
- Armor Class: 12
- Hit Points: 136 (16d10+48)
- Speed: walk 40 ft. climb 40 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 433
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
16 (+3) |
8 (-1) |
12 (+1) |
16 (+3) |
- Skills: perception +3, stealth +3
- Damage Immunities: cold
- Senses: passive Perception 13
- Languages: Yeti
Special Abilities
- Camouflage: The yeti has advantage on Stealth checks made to hide in snowy terrain.
- Fire Fear: When the yeti takes fire damage, it is rattled until the end of its next turn.
- Storm Sight: The yetis vision is not obscured by weather conditions.
Actions
- Multiattack: The yeti uses Chilling Gaze and makes two claw attacks.
- Claw: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
- Chilling Gaze (Gaze): One creature within 30 feet that is not immune to cold damage makes a DC 13 Constitution saving throw. On a failure the creature takes 10 (3d6) cold damage and is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on a success. If a creatures saving throw is successful or the effect ends for it it is immune to any Chilling Gaze for 24 hours.
Accursed Guardian Naga
Large Monstrosity
- Armor Class: 18
- Hit Points: 136 (16d10+48)
- Speed: walk 40 ft. swim 40 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: A5e Monstrous Menagerie page 343
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
18 (+4) |
16 (+3) |
16 (+3) |
18 (+4) |
18 (+4) |
- Saving Throws: Dex +8, Con +7, Int +7, Wis +8, Cha +8
- Skills:
- Damage Immunities: poison
- Condition Immunities: charmed, poisoned
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Abyssal, Celestial, Common
Special Abilities
- Amphibious: The naga can breathe air and water.
- Forbiddance: The nagas lair is under the forbiddance spell. Until it is dispelled, creatures in the lair can't teleport or use planar travel. Fiends and undead that are not the nagas allies take 27 (5d10) radiant damage when they enter or start their turn in the lair.
- Magic Resistance: The naga has advantage on saving throws against spells and magical effects.
- Spellcasting: The naga is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). The naga has the following cleric spells prepared
which it can cast with only vocalized components:
Cantrips (at will): mending
thaumaturgy
1st-level (4 slots): command
cure wounds
false life
2nd-level (3 slots): calm emotions
hold person
locate object
3rd-level (3 slots) clairvoyance
create food and water
4th-level (3 slots): divination
freedom of movement
5th-level (2 slots): flame strike
geas
scrying
6th-level (1 slot): forbiddance
Actions
- Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 15 Constitution saving throw taking 35 (10d6) poison damage on a failure or half damage on a success.
- Spit Poison: Melee Weapon Attack: +8 to hit, range 20/60 ft., one creature. Hit: The target makes a DC 15 Constitution saving throw taking 35 (10d6) poison damage on a failure or half damage on a success.
- Command (1st-Level; V): One living creature within 60 feet that the naga can see and that can hear and understand it makes a DC 16 Wisdom saving throw. On a failure the target uses its next turn to move as far from the naga as possible avoiding hazardous terrain.
- Hold Person (2nd-Level; V, Concentration): One humanoid the naga can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on a success.
- Flame Strike (5th-Level; V): A column of divine flame fills a 10-foot-radius 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 16 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
- Multiattack: The naga casts a spell and uses its vampiric bite.
- Vampiric Bite: The naga attacks with its bite. If it hits and the target fails its saving throw against poison the naga magically gains temporary hit points equal to the poison damage dealt.
Bonus Actions
- Shapeshift: The naga changes its form to that of a specific Medium humanoid, a Medium snake-human hybrid with the lower body of a snake, or its true form, which is a Large snake. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies.
Accursed Spirit Naga
Large Monstrosity
- Armor Class: 16
- Hit Points: 85 (10d10+30)
- Speed: walk 40 ft. swim 40 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie page 343
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
16 (+3) |
16 (+3) |
16 (+3) |
14 (+2) |
16 (+3) |
- Saving Throws: Dex +6, Con +6, Wis +5, Cha +6
- Skills:
- Damage Immunities: poison
- Condition Immunities: charmed, poisoned
- Senses: darkvision 60 ft., passive Perception 12
- Languages: Abyssal, Celestial, Common
Special Abilities
- Amphibious: The naga can breathe air and water.
- Magic Resistance: The naga has advantage on saving throws against spells and magical effects.
Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The target makes a DC 15 Constitution saving throw taking 28 (8d6) poison damage on a failure or half damage on a success.
- Hypnotic Pattern (3rd-Level; V, Concentration): A swirling pattern of light appears at a point within 120 feet of the naga. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure the creature is charmed for 1 minute. While charmed the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.
- Lightning Bolt (3rd-Level; V): A bolt of lightning 5 feet wide and 100 feet long arcs from the naga. Each creature in the area makes a DC 14 Dexterity saving throw taking 28 (8d6) lightning damage on a failure or half damage on a success.
- Blight (4th-Level; V, Concentration): The naga targets a living creature or plant within 30 feet draining moisture and vitality from it. The target makes a DC 14 Constitution saving throw taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies.
- Multiattack: The naga casts a spell and uses its vampiric bite.
- Vampiric Bite: The naga attacks with its bite. If it hits and the target fails its saving throw against poison the naga magically gains temporary hit points equal to the poison damage dealt.
Reactions
- Shield (1st-Level; V): When the naga is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the beginning of its next turn.
Acolyte
Medium Humanoid
- Armor Class: 10
- Hit Points: 11 (2d8+2)
- Speed: walk 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 486
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
10 (+0) |
12 (+1) |
10 (+0) |
14 (+2) |
10 (+0) |
- Skills: medicine +4, religion +2
- Senses: passive Perception 12
- Languages: any one
Special Abilities
- Spellcasting: The acolyte is a 2nd level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12
+4 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): light
sacred flame
thaumaturgy
1st-level (3 slots): bless
cure wounds
sanctuary
Actions
- Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
- Sacred Flame (Cantrip; V, S): One creature the acolyte can see within 60 feet makes a DC 12 Dexterity saving throw taking 4 (1d8) radiant damage on a failure. This spell ignores cover.
- Bless (1st-Level; V, S, M, Concentration): Up to three creatures within 30 feet add a d4 to attack rolls and saving throws for 1 minute.
- Cure Wounds (1st-Level; V, S): The acolyte touches a willing living creature restoring 6 (1d8 + 2) hit points to it.
- An acolyte is a priest in training or an assistant to a more senior member of the clergy: While acolytes may be found acting as servants or messengers in major temples an acolyte may also be the only representative of their faith serving a village or roadside shrine.
Adult Amethyst Dragon
Huge Dragon
- Armor Class: 18
- Hit Points: 220 (21d12+84)
- Speed: walk 40 ft. burrow 30 ft. fly 60 ft.
- Challenge Rating: 17 (18,000 XP)
- Source: A5e Monstrous Menagerie page 141
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
20 (+5) |
18 (+4) |
22 (+6) |
14 (+2) |
20 (+5) |
- Saving Throws: Con +10, Int +12, Wis +8, Cha +11
- Skills: deception +11, insight +8, perception +8, persuasion +11
- Damage Resistances: force, psychic
- Condition Immunities: fatigue
- Senses: darkvision 120 ft., passive Perception 18
- Languages: Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.
Special Abilities
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, its scales dull briefly, and it can't use telepathy or psionic abilities until the end of its next turn.
- Psionic Powers: The dragons psionic abilities are considered both magical and psionic.
- Far Thoughts: The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:calm emotions, charm person, mass suggestion, modify memory
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite it can use Psionic Wave.
- Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) force damage.
- Claws: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
- Psionic Wave: The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 19 Wisdom saving throw taking 16 (3d10) psychic damage on a failed save or half damage on a success. Creatures charmed by the dragon make this saving throw with disadvantage.
- Concussive Breath (Recharge 5-6): The dragon psionically unleashes telekinetic energy in a 60-foot cone. Each creature in that area makes a DC 18 Constitution saving throw taking 60 (11d10) force damage on a failed save or half damage on a success.
Reactions
- Assume Control (While Bloodied): When a creature charmed by the dragon begins its turn, the dragon telepathically commands the charmed creature until the end of the creatures turn. If the dragon commands the creature to take an action that would harm itself or an ally, the creature makes a DC 19 Wisdom saving throw. On a success, the creatures turn immediately ends.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Charm: The dragon targets a creature within 60 feet, forcing it to make a DC 16 Wisdom saving throw. On a failure, the creature is charmed by the dragon for 24 hours, regarding it as a trusted friend to be heeded and protected. Although it isnt under the dragons control, it takes the dragons requests or actions in the most favorable way it can. At the end of each of the targets turns and at the end of any turn during which the dragon or its companions harmed the target, it repeats the saving throw, ending the effect on a success.
- Stupefy: The dragon targets a creature within 60 feet. If the target is concentrating on a spell, it must make a DC 19 Constitution saving throw or lose concentration.
- Psionic Wave (Costs 2 Actions): The dragon uses Psionic Wave.
- Captivating Harmonics (1/Day): Each creature of the dragons choice within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it becomes psionically charmed by the dragon for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Adult Black Dragon
Huge Dragon
- Armor Class: 19
- Hit Points: 253 (22d12+110)
- Speed: walk 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 17 (18,000 XP)
- Source: A5e Monstrous Menagerie page 102
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
14 (+2) |
20 (+5) |
14 (+2) |
12 (+1) |
16 (+3) |
- Saving Throws: Dex +8, Con +11, Wis +7, Cha +9
- Skills: history +8, perception +7, stealth +8
- Damage Immunities: acid
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 20
- Languages: Common, Draconic
Special Abilities
- Ambusher: When submerged in water, the dragon has advantage on Stealth checks. If the dragon hits a creature that can't see it with its bite, it can deal piercing damage and grapple the target simultaneously.
- Amphibious: The dragon can breathe air and water.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to mud. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest.
- Ruthless (1/Round): After scoring a critical hit on its turn, the dragon can immediately make one claw attack.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components. 3/day each:fog cloud, pass without trace, legend lore, speak with dead
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can use Acid Spit.
- Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) acid damage. Instead of dealing piercing damage the dragon can grapple the target (escape DC 20) and a Large or smaller creature grappled in this way is restrained. While grappling a creature the dragon can't bite or use Acid Spit against another target.
- Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
- Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the dragon pushes the target 10 feet away.
- Acid Spit: The dragon targets a creature within 60 feet forcing it to make a DC 19 Dexterity saving throw. The creature takes 22 (4d10) acid damage on a failure or half damage on a success. A creature that fails the save also takes 5 (1d10) ongoing acid damage. A creature can use an action to end the ongoing damage.
- Acid Breath (Recharge 5-6): The dragon exhales sizzling acid in a 60-foot-long 5-foot-wide line. Each creature in that area makes a DC 19 Dexterity saving throw taking 63 (14d8) acid damage on a failed save or half damage on a success. A creature that fails the save is blinded until the end of its next turn.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Darkness: The dragon creates a 20-foot-radius sphere of magical darkness originating from a point it can see within 120 feet. Darkvision can't penetrate this darkness. The darkness lasts for 1 minute or until the dragon uses this action again.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 17 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 20 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
Adult Black Dragon Lich
Huge Undead
- Armor Class: 19
- Hit Points: 253 (22d12+110)
- Speed: walk 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 17 (18,000 XP)
- Source: A5e Monstrous Menagerie page 96
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
14 (+2) |
20 (+5) |
14 (+2) |
12 (+1) |
16 (+3) |
- Saving Throws: Dex +8, Con +11, Wis +7, Cha +9
- Skills: history +8, perception +7, stealth +8
- Damage Immunities: acid, necrotic, poison
- Condition Immunities: charmed, fatigued, frightened, paralyzed, poisoned
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 20
- Languages: Common, Draconic
Special Abilities
- Ambusher: When submerged in water, the dragon has advantage on Stealth checks. If the dragon hits a creature that can't see it with its bite, it can deal piercing damage and grapple the target simultaneously.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components. 3/day each: animate dead, fog cloud, legend lore, pass without trace, speak with dead
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can use Acid Spit.
- Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) acid damage. Instead of dealing piercing damage the dragon can grapple the target (escape DC 20) and a Large or smaller creature grappled in this way is restrained. While grappling a creature the dragon can't bite or use Acid Spit against another target.
- Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
- Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the dragon pushes the target 10 feet away.
- Acid Spit: The dragon targets a creature within 60 feet forcing it to make a DC 19 Dexterity saving throw. The creature takes 22 (4d10) acid damage on a failure or half damage on a success. A creature that fails the save also takes 5 (1d10) ongoing acid damage. A creature can use an action to end the ongoing damage.
- Acid Breath (Recharge 5-6): The dragon exhales sizzling acid or necrotic energy in a 60-foot-long 5-foot-wide line. Each creature in that area makes a DC 19 Dexterity saving throw taking 31 (7d8) acid damage and 31 (7d8) necrotic damage on a failed save or half damage on a success. A creature that fails the save is blinded until the end of its next turn.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Darkness: The dragon creates a 20-foot-radius sphere of magical darkness originating from a point it can see within 120 feet. Darkvision can't penetrate this darkness. The darkness lasts for 1 minute or until the dragon uses this action again.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 17 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 20 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
Adult Blue Dragon
Huge Dragon
- Armor Class: 19
- Hit Points: 275 (22d12+132)
- Speed: walk 40 ft. burrow 30 ft. fly 80 ft. swim 30 ft.
- Challenge Rating: 19 (22,000 XP)
- Source: A5e Monstrous Menagerie page 107
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 24 (+7) |
10 (+0) |
22 (+6) |
16 (+3) |
14 (+2) |
18 (+4) |
- Saving Throws: Dex +6, Con +12, Wis +8, Cha +10
- Skills: perception +8, stealth +6, survival +8
- Damage Immunities: lightning
- Senses: blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 21
- Languages: Common, Draconic, one more
Special Abilities
- Desert Farer: The dragon ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat.
- Dune Splitter: The dragon can remain submerged in sand and gravel for up to 4 hours. It has advantage on Stealth checks made to hide in this way.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 18). It can innately cast the following spells, requiring no material components. 3/day each:blur, silent image, blight, hypnotic pattern
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can use Arc Lightning.
- Bite: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 4 (1d8) lightning damage.
- Claw: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage.
- Tail: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage and the dragon pushes the target 10 feet away.
- Arc Lightning: The dragon targets a creature within 60 feet forcing it to make a DC 20 Dexterity saving throw. The creature takes 16 (3d10) lightning damage on a failure or half damage on a success. Also on a failure the lightning jumps. Choose a creature within 30 feet of the target that hasnt been hit by this ability on this turn and repeat the effect against it possibly causing the lightning to jump again.
- Lightning Breath (Recharge 5-6): The dragon exhales a 90-foot-long 5-foot wide-line of lightning. Each creature in that area makes a DC 20 Dexterity saving throw taking 77 (14d10) lightning damage on a failed save or half damage on a success. A creature that fails the save can't take reactions until the end of its next turn.
- Quake: While touching natural ground the dragon sends pulses of thunder rippling through it. Creatures within 30 feet make a DC 20 Strength saving throw taking 11 (2d10) bludgeoning damage and falling prone on a failure. If a Large or smaller creature that fails the save is standing on sand it also sinks partially becoming restrained as well. A creature restrained in this way can spend half its movement to escape.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 20 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
- Quake (Costs 2 Actions): The dragon uses its Quake action.
Adult Brass Dragon
Huge Dragon
- Armor Class: 18
- Hit Points: 161 (14d12+70)
- Speed: walk 40 ft. burrow 30 ft. fly 80 ft.
- Challenge Rating: 16 (15,000 XP)
- Source: A5e Monstrous Menagerie page 156
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
10 (+0) |
20 (+5) |
18 (+4) |
14 (+2) |
16 (+3) |
- Saving Throws: Dex +5, Con +10, Wis +7, Cha +8
- Skills: arcana +9, history +9, nature +9, perception +7, persuasion +8, religion +9, stealth +5
- Damage Immunities: fire
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 20
- Languages: Common, Draconic, two more
Special Abilities
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away and turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 16 until it finishes a long rest.
- Self-Sufficient: The brass dragon can subsist on only a quart of water and a pound of food per day.
- Scholar of the Ages: The brass dragon gains a d4 expertise die on Intelligence checks made to recall lore. If it fails such a roll, it can use a Legendary Resistance to treat the roll as a 20.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 16). It can innately cast the following spells, requiring no material components. 3/day each:comprehend languages, identify, commune, legend lore
Actions
- Multiattack: The dragon attacks with its bite and twice with its claws. In place of its bite it can use Molten Spit.
- Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) fire damage.
- Claws: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
- Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the dragon pushes the target 10 feet away.
- Staff (Humanoid Form Only): Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage.
- Molten Spit: The dragon targets a creature within 60 feet forcing it to make a DC 18 Dexterity saving throw. The creature takes 11 (2d10) fire damage on a failure or half damage on a success. A creature that fails the saving throw also takes 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Molten Breath: The dragon exhales molten glass in a 60-foot-long 5-foot-wide line. Each creature in the area makes a DC 18 Dexterity saving throw taking 56 (16d6) fire damage on a failed save or half damage on a success. A creature that fails the save is also blinded until the end of its next turn.
- Sleep Breath: The dragon exhales sleep gas in a 60-foot cone. Each creature in the area makes a DC 18 Constitution saving throw. On a failure a creature falls unconscious for 10 minutes or until it takes damage or someone uses an action to wake it.
- Change Shape: The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form the dragons stats are unchanged except for its size. It can't use Molten Spit Breath Weapons Tail Attack or Wing Attack except in dragon form. In beast form it can attack only with its bite and claws if appropriate to its form. If the beast form is Large or smaller the reach of these attacks is reduced to 5 feet. In humanoid form it can attack only with its staff.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Analyze: The dragon evaluates one creature it can see within 60 feet. It learns the creatures resistances, immunities, vulnerabilities, and current and maximum hit points. That creatures next attack roll against the dragon before the start of the dragons next turn is made with disadvantage.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 16 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 19 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
Adult Bronze Dragon
Huge Dragon
- Armor Class: 18
- Hit Points: 287 (23d12+138)
- Speed: walk 40 ft. fly 80 ft. swim 60 ft.
- Challenge Rating: 18 (20,000 XP)
- Source: A5e Monstrous Menagerie page 161
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 24 (+7) |
10 (+0) |
22 (+6) |
16 (+3) |
14 (+2) |
18 (+4) |
- Saving Throws: Dex +6, Con +12, Wis +8, Cha +10
- Skills: insight +8, perception +8, stealth +6
- Damage Immunities: lightning
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21
- Languages: Common, Draconic, one more
Special Abilities
- Amphibious: The dragon can breathe air and water.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away and turn to sea foam. If it has no more uses of this ability, its Armor Class is reduced to 16 until it finishes a long rest.
- Oracle of the Coast: The dragon can accurately predict the weather up to 7 days in advance and is never considered surprised while conscious. Additionally, by submerging itself in a body of water and spending 1 minute in concentration, it can cast scrying, requiring no components. The scrying orb appears in a space in the same body of water.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 18). It can innately cast the following spells, requiring no material components. 3/day each:fog cloud, speak with animals,commune with nature, speak with plants
Actions
- Multiattack: The dragon attacks with its bite and twice with its claws. In place of its bite it can use Lightning Pulse.
- Bite: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 4 (1d8) lightning damage.
- Claw: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage.
- Tail: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and the dragon pushes the target 10 feet away.
- Trident (Humanoid Form Only): Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (1d6 + 7) piercing damage.
- Lightning Pulse: The dragon targets one creature within 60 feet forcing it to make a DC 20 Dexterity saving throw. The creature takes 22 (4d10) lightning damage on a failure or half damage on a success. If the initial target is touching a body of water all other creatures within 20 feet of it and touching the same body of water must also make the saving throw against this damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Lightning Breath: The dragon exhales lightning in a 90-foot-long 5-foot-wide line. Each creature in the area makes a DC 20 Dexterity saving throw taking 69 (13d10) lightning damage on a failed save or half damage on a success. A creature that fails the saving throw can't take reactions until the end of its next turn.
- Ocean Surge: The dragon exhales a torrent of seawater in a 30-foot cone. Each creature in the area makes a DC 20 Strength saving throw. A creature that fails is pushed 30 feet away from the dragon and knocked prone while one that succeeds is pushed only 15 feet away.
- Change Shape: The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form the dragons stats are unchanged except for its size. It can't use Lightning Pulse Breath Weapons Tail Attack or Wing Attack except in dragon form. In beast form it can attack only with its bite and claws if appropriate to its form. If the beast form is Large or smaller the reach of these attacks is reduced to 5 feet. In humanoid form it can attack only with its trident.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 21 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
- Foresight (Costs 2 Actions): The dragon focuses on the many sprawling futures before it and predicts what will come next. Attacks against it are made with disadvantage until the start of its next turn.
Adult Copper Dragon
Huge Dragon
- Armor Class: 18
- Hit Points: 253 (22d12+110)
- Speed: walk 40 ft. climb 40 ft. fly 80 ft.
- Challenge Rating: 17 (18,000 XP)
- Source: A5e Monstrous Menagerie page 166
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
12 (+1) |
20 (+5) |
18 (+4) |
14 (+2) |
16 (+3) |
- Saving Throws: Dex +7, Con +11, Wis +8, Cha +9
- Skills: deception +10, perception +9, stealth +7
- Damage Immunities: acid
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 20
- Languages: Common, Draconic, two more
Special Abilities
- Flow Within the Mountain: The dragon has advantage on Stealth checks made to hide in mountainous regions. By spending 1 minute in concentration while touching a natural stone surface, the dragon can merge into it and emerge from any connected stone surface within a mile.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away and turn to stone. If it has no more uses of this ability, its Armor Class is reduced to 16 until it finishes a long rest.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components. 3/day each:hideous laughter, suggestion, mislead, polymorph
Actions
- Multiattack: The dragon attacks with its bite and twice with its claws. In place of its bite it can use Acid Spit.
- Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) acid damage.
- Claws: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
- Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage and the dragon pushes the target 10 feet away.
- War Pick (Humanoid Form Only): Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.
- Acid Spit: The dragon targets a creature within 60 feet forcing it to make a DC 19 Dexterity saving throw. The creature takes 16 (3d10) acid damage on a failure or half damage on a success. A creature that fails the save also takes 5 (1d10) ongoing acid damage. A creature can use an action to end the ongoing damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Acid Breath: The dragon exhales acid in a 60-foot-long 5-foot-wide line. Each creature in the area makes a DC 19 Dexterity saving throw taking 63 (14d8) acid damage on a failed save or half damage on a success. A creature that fails the save is blinded until the end of its next turn.
- Slowing Breath: The dragon exhales toxic gas in a 60-foot cone. Each creature in the area makes a DC 19 Constitution saving throw becoming slowed for 1 minute on a failure. A creature repeats the saving throw at the end of each of its turns ending the effect on itself on a success.
- Change Shape: The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form the dragons stats are unchanged except for its size. It can't use Acid Spit Breath Weapons Tail Attack or Wing Attack except in dragon form. In beast form it can attack only with its bite and claws if appropriate to its form. If the beast form is Large or smaller the reach of these attacks is reduced to 5 feet. In humanoid form it can attack only with its war pick.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 17 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 19 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
- Tricksters Gambit (Costs 2 Actions): The dragon magically teleports to an unoccupied space it can see within 30 feet and creates two illusory duplicates in different unoccupied spaces within 30 feet. These duplicates have an AC of 11, and a creature that hits one with an attack can make a DC 16 Intelligence (Investigation) check, identifying it as a fake on a success. The duplicates disappear at the end of the dragons next turn but otherwise mimic the dragons actions perfectly, even moving according to the dragons will.
Adult Earth Dragon
Huge Dragon
- Armor Class: 19
- Hit Points: 287 (23d12+138)
- Speed: walk 40 ft. fly 40 ft. burrow 60 ft.
- Challenge Rating: 18 (20,000 XP)
- Source: A5e Monstrous Menagerie page 127
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
14 (+2) |
22 (+6) |
22 (+6) |
14 (+2) |
20 (+5) |
- Saving Throws: Str +12, Con +12, Int +8, Wis +8, Cha +7
- Skills: athletics +12, insight +8, nature +12, perception +8
- Damage Resistances: damage from nonmagical weapons
- Condition Immunities: petrified
- Senses: darkvision 120 ft., tremorsense 90 ft., passive Perception 21
- Languages: Common, Draconic, Terran
Special Abilities
- Earth Glide: The dragon can burrow through nonmagical, unworked earth and stone without disturbing it.
- False Appearance: While the dragon remains motionless within its linked area, it is indistinguishable from a natural rocky outcropping.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it becomes more like rock. Its movement is halved until the end of its next turn.
- Essence Link: The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:locate animals or plants, spike growth, stone shape, wall of stone
Actions
- Multiattack: The dragon attacks once with its bite and twice with its slam. In place of its bite attack it can use Rock Spire.
- Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) piercing damage. Instead of dealing piercing damage the dragon can grapple the target (escape DC 20) and a Large or smaller creature grappled in this way is restrained. While grappling a creature the dragon can't bite another target.
- Slam: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
- Scouring Breath (Recharge 5-6): The dragon exhales scouring sand and stones in a 60-foot cone. Each creature in that area makes a DC 20 Dexterity saving throw taking 56 (16d6) slashing damage on a failed save or half damage on a success. A creature that fails the save is also blinded until the end of its next turn.
- Rock Spire: A permanent 25-foot-tall 5-foot-radius spire of rock magically rises from a point on the ground within 60 feet. A creature in the spires area when it appears makes a DC 19 Dexterity saving throw taking 13 (3d8) piercing damage on a failure or half damage on a success. A creature that fails this saving throw by 10 or more is impaled at the top of the spire. A creature can use an action to make a DC 12 Strength check freeing the implaced creature on a success. The impaled creature is also freed if the spire is destroyed. The spire is an object with AC 16 30 hit points and immunity to poison and psychic damage.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Shake the Foundation: The dragon causes the ground to roil, creating a permanent, 40-foot-radius area of difficult terrain centered on a point the dragon can see. If the dragon is bloodied, creatures in the area make a DC 20 Dexterity saving throw, falling prone on a failure.
- Slam Attack (Costs 2 Actions): The dragon makes a slam attack.
- Entomb (While Bloodied: The dragon targets a creature on the ground within 60 feet, forcing it to make a DC 15 Dexterity saving throw. On a failure, the creature is magically entombed 5 feet under the earth. While entombed, the target is blinded, restrained, and can't breathe. A creature can use an action to make a DC 15 Strength check, freeing an entombed creature on a success.
Adult Emerald Dragon
Huge Dragon
- Armor Class: 18
- Hit Points: 241 (23d12+92)
- Speed: walk 40 ft. burrow 30 ft. fly 60 ft.
- Challenge Rating: 17 (18,000 XP)
- Source: A5e Monstrous Menagerie page 146
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
22 (+6) |
18 (+4) |
22 (+6) |
12 (+1) |
18 (+4) |
- Saving Throws: Con +10, Int +12, Wis +7, Cha +10
- Skills: deception +10, history +12, perception +7, stealth +12
- Damage Resistances: psychic, thunder
- Condition Immunities: fatigue
- Senses: darkvision 120 ft., passive Perception 17
- Languages: Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.
Special Abilities
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, its eyes flash red as it goes into a fit of rage. Until the end of its next turn, it makes melee attacks against the creature that triggered the saving throw with advantage and with disadvantage against all other creatures.
- Psionic Powers: The dragons psionic abilities are considered both magical and psionic.
- Far Thoughts: The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 18). It can innately cast the following spells, requiring no material components. 3/day each:confusion, dominate person, hideous laughter, suggestion
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite it can use Psionic Wave.
- Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) thunder damage.
- Claws: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
- Psionic Wave: The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 18 Wisdom saving throw taking 16 (3d10) psychic damage on a failed save or half damage on a success. Confused creatures make this saving throw with disadvantage.
- Maddening Breath (Recharge 5-6): The dragon screams stripping flesh from bones and reason from minds in a 60-foot cone. Each creature in that area makes a DC 18 Constitution saving throw taking 71 (13d10) thunder damage on a failed save or half damage on a success. Creatures that fail this saving throw by 10 or more are also psionically confused until the end of their next turn.
Reactions
- Spiteful Retort (While Bloodied): When a creature the dragon can see damages the dragon, the dragon lashes out with a psionic screech. The attacker makes a DC 15 Wisdom saving throw, taking 18 (4d8) thunder damage on a failed save or half damage on a success. Confused creatures make this saving throw with disadvantage.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Paranoid Ranting: The dragon psionically rants nonsense at a creature that can hear it within 60 feet. The target makes a DC 15 Wisdom saving throw. On a failed save, the creature gains a randomly determined short-term mental stress effect or madness.
- Pandorum (Costs 2 Actions): The dragon psionically targets one creature within 60 feet. The target makes a DC 15 Wisdom saving throw, becoming confused on a failure. While confused in this way, the target regards their allies as traitorous enemies. When rolling to determine its actions, treat a roll of 1 to 4 as a result of 8. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
- Psionic Wave (Costs 2 Actions): The dragon makes a psionic wave attack.
- Maddening Harmonics (1/Day): Each creature of the dragons choice that can hear within 90 feet makes a DC 15 Wisdom saving throw. On a failure, a creature becomes psionically confused for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Adult Gold Dragon
Huge Dragon
- Armor Class: 19
- Hit Points: 324 (24d12+168)
- Speed: walk 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 20 (25,000 XP)
- Source: A5e Monstrous Menagerie page 172
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
14 (+2) |
24 (+7) |
16 (+3) |
14 (+2) |
24 (+7) |
- Saving Throws: Dex +8, Con +13, Wis +8, Cha +13
- Skills: insight +8, perception +8, persuasion +13, stealth +8
- Damage Immunities: fire
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21
- Languages: Common, Draconic, one more
Special Abilities
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales melt away, forming pools of molten gold. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest.
- Valor: Creatures of the dragons choice within 30 feet gain a +2 bonus to saving throws and are immune to the charmed and frightened conditions.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 21). It can innately cast the following spells, requiring no material components. 3/day each:bless, healing word,banishment, greater restoration
Actions
- Multiattack: The dragon attacks with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 9 (2d8) fire damage.
- Claws: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
- Tail: Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage and the dragon pushes the target 10 feet away.
- Greatsword (Humanoid Form Only): Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
- Molten Spit: The dragon targets one creature within 60 feet forcing it to make a DC 25 Dexterity saving throw. The creature takes 27 (5d10) fire damage on a failure or half on a success. Liquid gold pools in a 5-foot-square occupied by the creature and remains hot for 1 minute. A creature that ends its turn in the gold or enters it for the first time on a turn takes 22 (4d10) fire damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Molten Breath: The dragon exhales molten gold in a 90-foot cone. Each creature in the area makes a DC 25 Dexterity saving throw taking 88 (16d10) fire damage on a failed save or half damage on a success. A creature that fails the saving throw is covered in a shell of rapidly cooling gold reducing its Speed to 0. A creature can use an action to break the shell ending the effect.
- Weakening Breath: The dragon exhales weakening gas in a 90-foot cone. Each creature in the area must succeed on a DC 25 Constitution saving throw or suffer disadvantage on weapon attack rolls for 1 minute. A weakened creature repeats the saving throw at the end of each of its turns ending the effect on a success.
- Change Shape: The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form the dragons stats are unchanged except for its size. It can't use Molten Spit Breath Weapons Tail Attack or Wing Attack except in dragon form. In beast form it can attack only with its bite and claws if appropriate to its form. If the beast form is Large or smaller the reach of these attacks is reduced to 5 feet. In humanoid form it can attack only with its greatsword.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
- Vanguard: When another creature the dragon can see within 20 feet is hit by an attack, the dragon deflects the attack, turning the hit into a miss.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 25 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 26 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
- Fiery Reprisal (Costs 2 Actions): The dragon uses Molten Spit against the last creature to deal damage to it.
Adult Green Dragon
Huge Dragon
- Armor Class: 18
- Hit Points: 287 (25d12+125)
- Speed: walk 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 18 (20,000 XP)
- Source: A5e Monstrous Menagerie page 113
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
12 (+1) |
20 (+5) |
18 (+4) |
14 (+2) |
16 (+3) |
- Saving Throws: Dex +7, Con +11, Wis +8, Cha +9
- Skills: deception +9, insight +8, perception +8, persuasion +9, stealth +7
- Damage Immunities: poison
- Condition Immunities: poisoned
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21
- Languages: Common, Draconic, two more
Special Abilities
- Amphibious: The dragon can breathe air and water.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn into dry leaves and blow away. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest.
- Woodland Stalker: When in a forested area, the dragon has advantage on Stealth checks. Additionally, when it speaks in such a place, it can project its voice such that it seems to come from all around, allowing it to remain hidden while speaking.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components. 3/day each:animal messenger, tongues, modify memory, scrying
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can Spit Poison.
- Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) poison damage.
- Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
- Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the dragon pushes the target 10 feet away.
- Spit Poison: The dragon targets a creature within 60 feet forcing it to make a DC 19 Dexterity saving throw. The creature takes 22 (4d10) poison damage on a failure or half damage on a success. A creature that fails the save is also poisoned for 1 minute. The creature repeats the saving throw at the end of each of its turns taking 11 (2d10) poison damage on a failure and ending the effect on a success.
- Poison Breath (Recharge 5-6): The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area makes a DC 19 Constitution saving throw taking 63 (18d6) poison damage on a failed save or half damage on a success. A creature with immunity to poison damage that fails the save takes no damage but its poison immunity is reduced to resistance for the next hour.
- Honeyed Words: The dragons words sow doubt in the minds of those who hear them. One creature within 60 feet who can hear and understand the dragon makes a DC 17 Wisdom saving throw. On a failure the creature must use its reaction if available to make one attack against a creature of the dragons choice with whatever weapon it has to do so moving up to its speed as part of the reaction if necessary. It need not use any special class features (such as Sneak Attack or Divine Smite) when making this attack. If it can't get in a position to attack the creature it moves as far as it can toward the target before regaining its senses. A creature immune to being charmed is immune to this ability.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Honeyed Words: The dragon uses Honeyed Words.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 17 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 19 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
Adult Red Dragon
Huge Dragon
- Armor Class: 19
- Hit Points: 310 (23d12+161)
- Speed: walk 40 ft. climb 40 ft. fly 80 ft.
- Challenge Rating: 20 (25,000 XP)
- Source: A5e Monstrous Menagerie page 118
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
10 (+0) |
24 (+7) |
16 (+3) |
14 (+2) |
20 (+5) |
- Saving Throws: Dex +6, Con +13, Wis +8, Cha +11
- Skills: intimidation +11, perception +9, stealth +6
- Damage Immunities: fire
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22
- Languages: Common, Draconic, one more
Special Abilities
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest.
- Searing Heat: A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 7 (2d6) fire damage.
- Volcanic Tyrant: The dragon is immune to the effects of poisonous gases caused by volcanic environments. It also ignores difficult terrain caused by lava.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:command, hold person, glyph of warding, wall of fire
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can Spit Fire.
- Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) piercing damage plus 4 (1d8) fire damage.
- Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
- Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage and the dragon pushes the target 10 feet away.
- Cruel Tyranny: The dragon snarls and threatens its minions driving them to immediate action. The dragon chooses one creature it can see and that can hear the dragon. The creature uses its reaction to make one weapon attack with advantage.
- Spit Fire: The dragon targets a creature within 60 feet forcing it to make a DC 21 Dexterity saving throw. The creature takes 22 (4d10) fire damage on a failure or half damage on a success. A creature that fails the save also takes 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage.
- Fire Breath (Recharge 5-6): The dragon exhales a blast of fire in a 60-foot cone. Each creature in that area makes a DC 21 Dexterity saving throw taking 73 (21d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also takes 5 (1d10) ongoing fire damage. While affected by this ongoing damage it is frightened of the dragon. A creature can use an action to end the ongoing damage.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Cruel Tyranny: The dragon uses its Cruel Tyranny action.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 21 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
Adult River Dragon
Huge Dragon
- Armor Class: 18
- Hit Points: 252 (24d12+96)
- Speed: walk 60 ft. fly 80 ft. swim 90 ft.
- Challenge Rating: 17 (18,000 XP)
- Source: A5e Monstrous Menagerie page 132
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
20 (+5) |
18 (+4) |
14 (+2) |
20 (+5) |
16 (+3) |
- Saving Throws: Dex +9, Con +8, Int +6, Wis +9, Cha +7
- Skills: acrobatics +8, deception +7, insight +9, nature +6, perception +9, stealth +9
- Damage Resistances: damage from nonmagical weapons
- Condition Immunities: fatigue
- Senses: darkvision 120 ft., tremorsense 200 ft. (only detects vibrations in water), passive Perception 19
- Languages: Aquan, Common, Draconic
Special Abilities
- Amphibious: The dragon can breathe air and water.
- Flowing Grace: The dragon doesnt provoke opportunity attacks when it flies or swims out of an enemys reach.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it loses coordination as white-crested waves run up and down its body. It loses its Flowing Grace and Shimmering Scales traits until the beginning of its next turn.
- Shimmering Scales: While in water, the dragon gains three-quarters cover from attacks made by creatures more than 30 feet away.
- Essence Link: The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:create or destroy water, fog cloud, control water, freedom of movement
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
- Claws: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.
- Torrential Breath (Recharge 5-6): The dragon exhales water in a 60-foot-long 5-foot-wide line. Each creature in the area makes a DC 18 Dexterity saving throw taking 56 (16d6) bludgeoning damage on a failed save or half damage on a success. A creature that fails the save is also knocked prone and is pushed up to 30 feet away. A creature that impacts a solid object takes an extra 10 (3d6) bludgeoning damage.
Bonus Actions
- Whirlpool: A cylindrical, 15-foot-tall, 10-foot-radius whirlpool or waterspout magically appears in the water or air, centered on a point within 60 feet. Creatures in the area make a DC 18 Strength saving throw. On a failure, a creature takes 17 (5d6) bludgeoning damage and is knocked prone and pushed up to 15 feet. On a failure, a creature takes half damage.
Reactions
- Snap Back (While Bloodied): When a creature the dragon can see hits it with a melee weapon attack, the dragon makes a bite attack against the attacker.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Dart Away: The dragon swims up to half its speed.
- Lurk: The dragon takes the Hide action.
- River Surge (Costs 2 Actions): The dragon generates a 20-foot-tall, 100-foot-wide wave on the surface of water within 90 feet. The wave travels up to 45 feet in any direction the dragon chooses and crashes down, carrying Huge or smaller creatures and vehicles with it. Vehicles moved in this way have a 25 percent chance of capsizing and creatures that impact a solid object take 21 (6d6) bludgeoning damage.
- Sudden Maelstrom (While Bloodied: The dragon magically surrounds itself with a 60-foot-radius maelstrom of surging wind and rain for 1 minute. A creature other than the dragon that starts its turn in the maelstrom or enters it for the first time on a turn makes a DC 18 Strength saving throw. On a failed save, the creature is knocked prone and pushed 15 feet away from the dragon.
Adult Sapphire Dragon
Huge Dragon
- Armor Class: 19
- Hit Points: 304 (29d12+116)
- Speed: walk 40 ft. burrow 30 ft. fly 80 ft.
- Challenge Rating: 19 (22,000 XP)
- Source: A5e Monstrous Menagerie page 150
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
22 (+6) |
18 (+4) |
22 (+6) |
20 (+5) |
16 (+3) |
- Saving Throws: Con +10, Int +12, Wis +11, Cha +10
- Skills: arcana +12, deception +10, history +12, insight +11, perception +11, persuasion +10
- Damage Immunities: psychic
- Condition Immunities: fatigue
- Senses: darkvision 120 ft., passive Perception 24
- Languages: Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.
Special Abilities
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, its eyes dull as it briefly loses its connection to the future. Until the end of its next turn, it can't use Foretell, Prognosticate, or Prophesy Doom, and it loses its Predictive Harmonics trait.
- Predictive Harmonics: The dragon is psionically aware of its own immediate future. The dragon cannot be surprised, and any time the dragon would make a roll with disadvantage, it makes that roll normally instead.
- Psionic Powers: The dragons psionic abilities are considered both magical and psionic.
- Far Thoughts: The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 18). It can innately cast the following spells, requiring no material components. 3/day each:comprehend languages, detect thoughts, telekinesis, wall of force
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite it can use Psionic Wave.
- Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) psychic damage.
- Claws: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
- Psionic Wave: The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 18 Wisdom saving throw taking 16 (3d10) psychic damage on a failed save or half damage on a success. Creatures suffering ongoing psychic damage make this saving throw with disadvantage.
- Discognitive Breath (Recharge 5-6): The dragon unleashes psychic energy in a 60-foot cone. Each creature in that area makes a DC 18 Intelligence saving throw taking 60 (11d10) psychic damage and 11 (2d10) ongoing psychic damage on a failed save or half as much psychic damage and no ongoing psychic damage on a success. The ongoing damage ends if a creature falls unconscious. A creature can also use an action to ground itself in reality ending the ongoing damage.
- Prognosticate (3/Day): The dragon psionically makes a prediction of an event up to 100 years in the future. This prediction has a 67 percent chance of being perfectly accurate and a 33 percent chance of being partially or wholly wrong. Alternatively the dragon can choose to gain truesight to a range of 90 feet for 1 minute.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Foretell: The dragon psionically catches a glimpse of a fast-approaching moment and plans accordingly. The dragon rolls a d20 and records the number rolled. Until the end of the dragons next turn, the dragon can replace the result of any d20 rolled by it or a creature within 120 feet with the foretold number. Each foretold roll can be used only once.
- Psionic Wave (Costs 2 Actions): The dragon uses Psionic Wave.
- Shatter Mind (Costs 2 Actions): The dragon targets a creature within 60 feet, forcing it to make a DC 23 Intelligence saving throw. On a failure, the creature takes 22 (4d10) ongoing psychic damage. An affected creature repeats the saving throw at the end of each of its turns, ending the ongoing psychic damage on a success. A creature can also use an action to ground itself in reality, ending the ongoing damage.
Adult Shadow Dragon
Huge Dragon
- Armor Class: 18
- Hit Points: 212 (17d12+102)
- Speed: walk 40 ft. climb 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 19 (22,000 XP)
- Source: A5e Monstrous Menagerie page 136
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
14 (+2) |
22 (+6) |
14 (+2) |
14 (+2) |
23 (+6) |
- Saving Throws: Dex +8, Con +12, Int +8, Wis +8
- Skills: deception +12, insight +8, nature +8, perception +8, stealth +8
- Damage Immunities: necrotic, poison
- Damage Resistances: acid, cold, fire, lightning, thunder; damage from nonmagical weapons
- Condition Immunities: fatigue, frightened, grappled, paralyzed, poisoned, prone, restrained
- Senses: darkvision 240 ft., passive Perception 18
- Languages: Common, Draconic
Special Abilities
- Evil: The dragon radiates an Evil aura.
- Incorporeal Movement: The dragon can move through other creatures and objects. It takes 11 (2d10) force damage if it ends its turn inside an object.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it becomes more solid, losing its Incorporeal trait and its damage resistances, until the end of its next turn.
- Essence Link: The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 20). It can innately cast the following spells, requiring no material components. 3/day each:darkness, detect evil and good, bane, create undead
Actions
- Multiattack: The dragon uses Grasp of Shadows then attacks once with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) necrotic damage.
- Claws: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage plus 4 (1d8) necrotic damage.
- Grasp of Shadows: The dragon targets a creature within 60 feet forcing it to make a DC 16 Dexterity saving throw. On a failure it is grappled by tendrils of shadow (escape DC 20) and restrained while grappled this way. The effect ends if the dragon is incapacitated or uses this ability again.
- Anguished Breath (Recharge 5-6): The dragon exhales a shadowy maelstrom of anguish in a 60-foot cone. Each creature in that area makes a DC 20 Wisdom saving throw taking 67 (15d8) necrotic damage and gaining a level of strife on a failed save or half damage on a success.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Corrupting Presence: Each creature of the dragons choice within 120 feet and aware of it must succeed on a DC 16 Wisdom saving throw or gain a level of strife. Once a creature has passed or failed this saving throw, it is immune to the dragons Corrupting Presence for the next 24 hours.
- Lurk: If the dragon is in dim light or darkness, it magically becomes invisible until it attacks, causes a creature to make a saving throw, or enters an area of bright light. It can't use this ability if it has taken radiant damage since the end of its last turn.
- Slip Through Shadows: If the dragon is in dim light or darkness, it magically teleports up to 45 feet to an unoccupied space that is also in dim light or darkness. The dragon can't use this ability if it has taken radiant damage since the end of its last turn.
- Horrid Whispers (Costs 2 Actions): A creature that can hear the dragon makes a DC 21 Wisdom saving throw. On a failure, the creature takes 13 (3d8) psychic damage, and the dragon regains the same number of hit points.
Adult Silver Dragon
Huge Dragon
- Armor Class: 19
- Hit Points: 283 (21d12+147)
- Speed: walk 40 ft. fly 80 ft.
- Challenge Rating: 19 (22,000 XP)
- Source: A5e Monstrous Menagerie page 178
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 24 (+7) |
14 (+2) |
24 (+7) |
16 (+3) |
12 (+1) |
20 (+5) |
- Saving Throws: Dex +8, Con +13, Wis +7, Cha +11
- Skills: arcana +9, history +9, perception +7, stealth +8
- Damage Immunities: cold
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 20
- Languages: Common, Draconic, one more
Special Abilities
- Cloud Strider: The dragon suffers no harmful effects from high altitudes. When flying at high altitude, the dragon can, after 1 minute of concentration, discorporate into clouds. In this form, it has advantage on Stealth checks, its fly speed increases to 300 feet, it is immune to all nonmagical damage, it has resistance to magical damage, and it can't take any actions except Hide. If it takes damage or descends more than 500 feet from where it transformed, it immediately returns to its corporeal form. It can revert to its true form as an action.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales dissipate into clouds. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:charm person, faerie fire,awaken, geas
Actions
- Multiattack: The dragon attacks with its bite and twice with its claws. In place of its bite it can use Spit Frost.
- Bite: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 4 (1d8) cold damage.
- Claws: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage.
- Tail: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage and the dragon pushes the target 10 feet away.
- Rapier (Humanoid Form Only): Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage.
- Spit Frost: The creature targets one creature within 60 feet forcing it to make a DC 21 Constitution saving throw. The creature takes 16 (3d10) cold damage on a failure or half damage on a success. On a failure the creatures Speed is also halved until the end of its next turn. Flying creatures immediately fall unless they are magically kept aloft.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Frost Breath: The dragon exhales freezing wind in a 60-foot cone. Each creature in the area makes a DC 21 Constitution saving throw taking 72 (16d8) cold damage on a failed save or half damage on a success. On a failure the creature is also slowed until the end of its next turn.
- Paralyzing Breath: The dragon exhales paralytic gas in a 60-foot cone. Each creature in the area must succeed on a DC 20 Constitution saving throw or be paralyzed until the end of its next turn.
- Change Shape: The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form the dragons stats are unchanged except for its size. It can't use Spit Frost Breath Weapons Tail Attack or Wing Attack except in dragon form. In beast form it can attack only with its bite and claws if appropriate to its form. If the beast form is Large or smaller the reach of these attacks is reduced to 5 feet. In humanoid form it can attack only with its rapier.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 21 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
- Windstorm (Costs 2 Actions): Pounding winds surround the dragon in a 20-foot radius. A creature in this area attempting to move closer to the dragon must spend 2 feet of movement for every 1 foot closer it moves, and ranged attacks against the dragon are made with disadvantage. A creature that starts its turn in the windstorm makes a DC 20 Constitution saving throw, taking 5 (1d10) cold damage on a failure. The windstorm lasts until the start of the dragons next turn.
Adult White Dragon
Huge Dragon
- Armor Class: 18
- Hit Points: 250 (20d12+120)
- Speed: walk 40 ft. burrow 30 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 16 (15,000 XP)
- Source: A5e Monstrous Menagerie page 122
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
12 (+1) |
22 (+6) |
8 (-1) |
14 (+2) |
14 (+2) |
- Saving Throws: Dex +6, Con +11, Wis +7, Cha +7
- Skills: intimidation +7, perception +7, stealth +6
- Damage Immunities: cold
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 20
- Languages: Common, Draconic
Special Abilities
- Cold Mastery: The dragons movement and vision is not hindered by cold, icy surfaces, snow, wind, or storms. Additionally, the dragon can choose to burrow through snow and ice without leaving a trace.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to ice. If it has no more uses of this ability, its Armor Class is reduced to 16 until it finishes a long rest.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:dominate beast, fire shield, animal friendship, sleet storm
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can spit ice.
- Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) cold damage.
- Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
- Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the dragon pushes the target 10 feet away.
- Spit Ice: The dragon targets a creature within 60 feet forcing it to make a DC 19 Dexterity saving throw. On a failure the target takes 16 (3d10) cold damage and its speed is reduced to 0 until the end of its next turn. On a success it takes half damage.
- Cold Breath (Recharge 5-6): The dragon exhales a 60-foot cone of frost. Each creature in the area makes a DC 19 Constitution saving throw. On a failure it takes 52 (15d6) cold damage and its speed is reduced to 0 until the end of its next turn. On a success it takes half damage.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 15 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 19 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
- Raging Storm (1/Day: For 1 minute, gusts of sleet emanate from the dragon in a 40-foot-radius sphere, spreading around corners. The area is lightly obscured and the ground is difficult terrain The first time a creature moves on its turn while in the area, it must succeed on a DC 15 Dexterity saving throw or fall prone (or fall if it is flying).
Air Elemental
Large Elemental
- Armor Class: 14
- Hit Points: 90 (12d10+24)
- Speed: walk 0 ft. fly 90 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 191
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
18 (+4) |
14 (+2) |
6 (-2) |
10 (+0) |
6 (-2) |
- Skills:
- Damage Immunities: poison
- Damage Resistances: lightning, thunder; damage from nonmagical weapons
- Condition Immunities: fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Auran
Special Abilities
- Air Form: The elemental can enter and end its turn in other creatures spaces and pass through an opening as narrow as 1 inch wide without squeezing.
- Elemental Nature: An elemental doesnt require air, sustenance, or sleep.
Actions
- Multiattack: The elemental makes two slam attacks.
- Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
- Whirlwind (Recharge 5-6): The elemental takes the form of a whirlwind flies up to half of its fly speed without provoking opportunity attacks and then resumes its normal form. When a creature shares its space with the whirlwind for the first time during this movement that creature makes a DC 15 Strength saving throw. On a failure the creature is carried inside the elementals space until the whirlwind ends taking 3 (1d6) bludgeoning damage for each 10 feet it is carried and falls prone at the end of the movement. The whirlwind can carry one Large creature or up to four Medium or smaller creatures.
Aklea
Gargantuan Celestial
- Armor Class: 21
- Hit Points: 656 (32d20+320)
- Speed: walk 60 ft. fly 60 ft.
- Challenge Rating: 22 (41,000 XP)
- Source: A5e Monstrous Menagerie page 405
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 30 (+10) |
24 (+7) |
30 (+10) |
22 (+6) |
24 (+7) |
26 (+8) |
- Saving Throws: Str +17, Con +17, Int +13, Wis +14, Cha +15
- Skills:
- Damage Immunities: radiant; damage from nonmagical weapons
- Senses: truesight 120 ft., passive Perception 17
- Languages: Celestial, Common, six more
Special Abilities
- Divine Grace: If the empyrean makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Furthermore, while wearing medium armor, the empyrean adds its full Dexterity bonus to its Armor Class (already included).
- Innate Spellcasting: The empyreans innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components: At will: charm person, command, telekinesis, 3/day: flame strike, hold monster, lightning bolt, 1/day: commune, greater restoration, heroes feast, plane shift (self only, can't travel to or from the Material Plane)
Actions
- Maul: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage and the target makes a DC 25 Strength saving throw. On a failure the target is pushed up to 30 feet away and knocked prone.
- Lightning Bolt (3rd-Level; V, S): A bolt of lightning 5 feet wide and 100 feet long arcs from the empyrean. Each creature in the area makes a DC 23 Dexterity saving throw taking 28 (8d6) lightning damage on a failure or half damage on a success.
- Flame Strike (5th-Level; V, S): A column of divine flame fills a 10-foot-radius 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 23 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
- Hold Monster (5th-Level; V, S, Concentration): One creature the empyrean can see within 60 feet makes a DC 23 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.
Bonus Actions
- Immortal Form: The empyrean magically changes its size between Gargantuan and Medium. While Medium, the empyrean has disadvantage on Strength checks. Its statistics are otherwise unchanged.
Legendary Actions
- The empyrean can take 1 legendary action: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Attack: The empyrean makes a weapon attack.
- Cast Spell: The empyrean casts a spell. The empyrean can't use this option if it has cast a spell since the start of its last turn.
- Fly: The empyrean flies up to half its fly speed.
- Shout (Recharge 5-6): Each creature within 120 feet that can hear the empyrean makes a DC 25 Constitution saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of the empyreans next turn. On a success, a creature takes half damage.
Alchemist
Medium Humanoid
- Armor Class: 14
- Hit Points: 91 (14d8+28)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 466
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 11 (+0) |
16 (+3) |
14 (+2) |
19 (+4) |
14 (+2) |
13 (+1) |
- Saving Throws: Dex +6, Con +5, Wis +5
- Skills: arcana +7, investigation +7, nature +7, perception +5
- Damage Resistances: fire, poison
- Senses: passive Perception 15
- Languages: any four
Special Abilities
- Alchemy Schooling: The alchemist gains their proficiency bonus and an expertise die (+1d6) on checks made with alchemists supplies.
- Crafting: So long as the alchemist has the required components and equipment, they are able to craft potions of up to legendary rarity and other magic items of up to very rare rarity.
- Potion Crafter: The alchemist has the following potions on hand:
- Potion of climbing: For 1 hour, the drinker gains a climb speed equal to its Speed and has advantage on Athletics checks made to climb:
- Potion of greater healing (3): Restores 14 (4d4 + 4) hit points:
- Potion of superior healing: Restores 28 (8d4 + 8) hit points:
- Potion of water breathing: For 1 hour, the drinker can breathe underwater:
Actions
- Multiattack: The alchemist attacks twice with their dagger.
- Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.
- Bomb (3/Day): The alchemist lobs a bomb at a point they can see within 80 feet. Upon impact the bomb explodes in a 10-foot radius. Creatures in the area make a DC 15 Dexterity saving throw taking 24 (7d6) fire damage on a failure or half damage on a success.
Bonus Actions
- Alter Bomb: The alchemist quickly swaps reagents to change the damage dealt by their next bomb to acid, cold, lightning, poison, or thunder.
- Potion: The alchemist drinks or administers a potion.
Reactions
- Desperate Drink (1/Day: When the alchemist is dealt damage, they drink a potion.
- Alchemists brew concoctions with potent magical and chemical properties: Some alchemists perform dangerous experiments to perfect new alchemical recipes, while others fabricate guardians and other constructs in pursuit of the creation of life itself.
Allosaurus
Huge Beast
- Armor Class: 15
- Hit Points: 57 (6d12+18)
- Speed: walk 60 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 89
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
18 (+4) |
16 (+3) |
2 (-4) |
12 (+1) |
5 (-3) |
- Skills:
- Senses: passive Perception 11
- Languages:
Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage. If the allosaurus moves at least 10 feet towards its target before making this attack it gains advantage on the attack.
Alpha Werewolf
Medium Humanoid
- Armor Class: 12
- Hit Points: 104 (16d8+32)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 315
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: perception +2, stealth +4, survival +2
- Damage Immunities: damage from nonmagical, non-silvered weapons
- Senses: darkvision 30 ft. (wolf or hybrid form only), passive Perception 14
- Languages: Common
Special Abilities
- Keen Hearing and Smell: The werewolf has advantage on Perception checks that rely on hearing or smell.
- Pack Tactics: The werewolf has advantage on attack rolls against a creature if at least one of the werewolfs allies is within 5 feet of the creature and not incapacitated.
- Wolfsbane: Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour.
- Cursed Wounds: Each of the werewolfs claw and bite attacks deals an additional 7 (2d6) necrotic damage, and the targets hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Actions
- Multiattack: The werewolf makes two melee attacks only one of which can be with its bite.
- Greatclub (Humanoid or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
- Claw (Wolf or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
- Bite (Wolf or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid it makes a DC 12 Constitution saving throw. On a failure it is cursed with werewolf lycanthropy.
Bonus Actions
- Shapeshift: The werewolf changes its form to a wolf, a wolf-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in wolf form. Its equipment is not transformed. It reverts to its true form if it dies.
- Frenzied Bite (While Bloodied: The werewolf makes a bite attack.
Amethyst Dragon Wyrmling
Medium Dragon
- Armor Class: 16
- Hit Points: 45 (7d8+14)
- Speed: walk 30 ft. burrow 15 ft. fly 50 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 142
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
16 (+3) |
10 (+0) |
14 (+2) |
- Skills: deception +4, insight +2, perception +2, persuasion +4
- Damage Resistances: force, psychic
- Condition Immunities: fatigue
- Senses: darkvision 120 ft., passive Perception 12
- Languages: Deep Speech, Draconic, Undercommon, telepathy 120 ft.
Special Abilities
- Far Thoughts: The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.
- Concussive Breath (Recharge 5-6): The dragon psionically unleashes telekinetic energy in a 15-foot cone. Each creature in that area makes a DC 12 Constitution saving throw taking 16 (3d10) force damage on a failed save or half damage on a success.
Ancient Aboleth
Huge Aberration
- Armor Class: 17
- Hit Points: 342 (36d10+144)
- Speed: walk 10 ft. swim 40 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 17
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
12 (+1) |
18 (+4) |
20 (+5) |
20 (+5) |
18 (+4) |
- Saving Throws: Dex +5, Con +8, Int +9, Wis +9
- Skills: deception +8, history +9, stealth +5
- Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 15
- Languages: Deep Speech, telepathy 120 ft.
Special Abilities
- Amphibious: The aboleth can breathe air and water.
- Innate Spellcasting: The aboleths spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no components: 3/day each: detect thoughts (range 120 ft, desc: ), project image (range 1 mile), phantasmal force
Actions
- Multiattack: The aboleth attacks three times with its tentacle.
- Tentacle: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage. The aboleth can choose instead to deal 0 damage. If the target is a creature it makes a DC 16 Constitution saving throw. On a failure it contracts a disease called the Sea Change. On a success it is immune to this disease for 24 hours. While affected by this disease the target has disadvantage on Wisdom saving throws. After 1 hour the target grows gills it can breathe water its skin becomes slimy and it begins to suffocate if it goes 12 hours without being immersed in water for at least 1 hour. This disease can be removed with a disease-removing spell cast with at least a 4th-level spell slot and it ends 24 hours after the aboleth dies.
- Slimy Cloud (1/Day, While Bloodied): While underwater the aboleth exudes a cloud of inky slime in a 30-foot-radius sphere. Each non-aboleth creature in the area when the cloud appears makes a DC 16 Constitution saving throw. On a failure it takes 44 (8d10) poison damage and is poisoned for 1 minute. The slime extends around corners and the area is heavily obscured for 1 minute or until a strong current dissipates the cloud.
Legendary Actions
- The aboleth can take 2 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Move: The aboleth moves up to its swim speed without provoking opportunity attacks.
- Telepathic Summon: One creature within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it must use its reaction, if available, to move up to its speed toward the aboleth by the most direct route that avoids hazards, not avoiding opportunity attacks. This is a magical charm effect.
- Baleful Charm (Costs 2 Actions): The aboleth targets one creature within 60 feet that has contracted Sea Change. The target makes a DC 16 Wisdom saving throw. On a failure, it is magically charmed by the aboleth until the aboleth dies. The target can repeat this saving throw every 24 hours and when it takes damage from the aboleth or the aboleths allies. While charmed in this way, the target can communicate telepathically with the aboleth over any distance and it follows the aboleths orders.
- Soul Drain (Costs 2 Actions): One creature charmed by the aboleth takes 22 (4d10) psychic damage, and the aboleth regains hit points equal to the damage dealt.
- Elite Recovery: The aboleth ends one negative effect currently affecting it. It can use this action as long as it has at least 1 hit point, even while unconscious or incapacitated.
- Look Upon My Works (1/Day): Each creature within 90 feet makes a DC 16 Wisdom saving throw. On a failure, the creature sees a fragmentary vision of the aboleths memories, taking 33 (6d10) psychic damage. After taking the damage, the creature forgets the vision, but it may learn one piece of lore.
- Lunging Attack: The aboleth moves up to its swim speed without provoking opportunity attacks and makes a tentacle attack.
Ancient Amethyst Dragon
Gargantuan Dragon
- Armor Class: 20
- Hit Points: 313 (19d20+114)
- Speed: walk 40 ft. burrow 40 ft. fly 60 ft.
- Challenge Rating: 23 (50,000 XP)
- Source: A5e Monstrous Menagerie page 140
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
24 (+7) |
22 (+6) |
26 (+8) |
16 (+3) |
24 (+7) |
- Saving Throws: Con +13, Int +15, Wis +10, Cha +14
- Skills: deception +14, insight +10, perception +10, persuasion +14
- Damage Resistances: force, psychic
- Condition Immunities: fatigue
- Senses: darkvision 120 ft., passive Perception 20
- Languages: Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.
Special Abilities
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, its scales dull briefly, and it can't use telepathy or psionic abilities until the end of its next turn.
- Psionic Powers: The dragons psionic abilities are considered both magical and psionic.
- Far Thoughts: The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 22). It can innately cast the following spells, requiring no material components. 3/day each:calm emotions, charm person, mass suggestion, modify memory, 1/day:plane shift, project image
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite it can use Psionic Wave.
- Bite: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 6) piercing damage plus 9 (2d8) force damage.
- Claws: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
- Psionic Wave: The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 22 Wisdom saving throw taking 22 (4d10) psychic damage on a failed save or half damage on a success. Creatures charmed by the dragon make this saving throw with disadvantage.
- Concussive Breath (Recharge 5-6): The dragon psionically unleashes telekinetic energy in a 90-foot cone. Each creature in that area makes a DC 21 Constitution saving throw taking 82 (15d10) force damage on a failed save or half damage on a success.
Reactions
- Assume Control (While Bloodied): When a creature charmed by the dragon begins its turn, the dragon telepathically commands the charmed creature until the end of the creatures turn. If the dragon commands the creature to take an action that would harm itself or an ally, the creature makes a DC 22 Wisdom saving throw. On a success, the creatures turn immediately ends.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Charm: The dragon targets a creature within 60 feet, forcing it to make a DC 18 Wisdom saving throw. On a failure, the creature is charmed by the dragon for 24 hours, regarding it as a trusted friend to be heeded and protected. Although it isnt under the dragons control, it takes the dragons requests or actions in the most favorable way it can. At the end of each of the targets turns and at the end of any turn during which the dragon or its companions harmed the target, it repeats the saving throw, ending the effect on a success.
- Stupefy: The dragon targets a creature within 60 feet. If the target is concentrating on a spell, it must make a DC 22 Constitution saving throw or lose concentration.
- Psionic Wave (Costs 2 Actions): The dragon uses Psionic Wave.
- Captivating Harmonics (1/Day): Each creature of the dragons choice within 120 feet makes a DC 18 Wisdom saving throw. On a failure, it becomes psionically charmed by the dragon for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ancient Black Dragon
Gargantuan Dragon
- Armor Class: 22
- Hit Points: 367 (21d20+147)
- Speed: walk 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 23 (50,000 XP)
- Source: A5e Monstrous Menagerie page 100
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
14 (+2) |
24 (+7) |
16 (+3) |
14 (+2) |
18 (+4) |
- Saving Throws: Dex +9, Con +14, Wis +9, Cha +11
- Skills: history +10, perception +9, stealth +9
- Damage Immunities: acid
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22
- Languages: Common, Draconic, one more
Special Abilities
- Ambusher: When submerged in water, the dragon has advantage on Stealth checks. If the dragon hits a creature that can't see it with its bite, it can deal piercing damage and grapple the target simultaneously.
- Amphibious: The dragon can breathe air and water.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to mud. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest.
- Ruthless (1/Round): After scoring a critical hit on its turn, the dragon can immediately make one claw attack.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:fog cloud, pass without trace, legend lore, speak with dead, 1/day each: create undead, insect plague
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can use Acid Spit.
- Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) acid damage. Instead of dealing piercing damage the dragon can grapple the target (escape DC 23) and a Huge or smaller creature grappled in this way is restrained. While grappling a creature the dragon can't bite or use Acid Spit against another target.
- Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
- Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the dragon pushes the target 10 feet away.
- Acid Spit: The dragon targets a creature within 60 feet forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) acid damage on a failure or half damage on a success. A creature that fails the save also takes 11 (2d10) ongoing acid damage. A creature can use an action to end the ongoing damage.
- Acid Breath (Recharge 5-6): The dragon exhales sizzling acid in a 90-foot-long 10-foot-wide line. Each creature in that area makes a DC 22 Dexterity saving throw taking 85 (19d8) acid damage on a failed save or half damage on a success. A creature that fails the save is blinded until the end of its next turn.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Darkness: The dragon creates a 40-foot-radius sphere of magical darkness originating from a point it can see within 120 feet. Darkvision can't penetrate this darkness. The darkness lasts for 1 minute or until the dragon uses this action again.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 22 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
Ancient Blue Dragon
Gargantuan Dragon
- Armor Class: 22
- Hit Points: 407 (22d20+176)
- Speed: walk 40 ft. burrow 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 25 (75,000 XP)
- Source: A5e Monstrous Menagerie page 106
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 28 (+9) |
10 (+0) |
26 (+8) |
18 (+4) |
16 (+3) |
20 (+5) |
- Saving Throws: Dex +8, Con +16, Wis +11, Cha +13
- Skills: perception +11, stealth +8, survival +11
- Damage Immunities: lightning
- Senses: blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 24
- Languages: Common, Draconic, two more
Special Abilities
- Desert Farer: The dragon ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat.
- Dune Splitter: The dragon can remain submerged in sand and gravel for up to 4 hours. It has advantage on Stealth checks made to hide in this way, and Large or smaller creatures within 20 feet of its hiding place when it emerges must succeed on a DC 24 Dexterity saving throw or be blinded until the end of its next turn.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 21). It can innately cast the following spells, requiring no material components. 3/day each:blur, silent image, blight, hypnotic pattern, 1/day each:control water, mirage arcane
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can use Arc Lightning.
- Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 9 (2d8) lightning damage.
- Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
- Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage and the dragon pushes the target 10 feet away.
- Arc Lightning: The dragon targets a creature within 60 feet forcing it to make a DC 24 Dexterity saving throw. The creature takes 22 (4d10) lightning damage on a failure or half damage on a success. Also on a failure the lightning jumps. Choose a creature within 30 feet of the target that hasnt been hit by this ability on this turn and repeat the effect against it possibly causing the lightning to jump again.
- Lightning Breath (Recharge 5-6): The dragon exhales a 120-foot-long 10-foot-wide line of lightning. Each creature in that area makes a DC 24 Dexterity saving throw taking 94 (17d10) lightning damage on a failed save or half damage on a success. A creature that fails the save can't take reactions until the end of its next turn.
- Quake: While touching natural ground the dragon sends pulses of thunder rippling through it. Creatures within 30 feet make a DC 24 Strength saving throw taking 22 (4d10) bludgeoning damage and falling prone on a failure. If a Large or smaller creature that fails the save is standing on sand it also sinks partially becoming restrained as well. A creature restrained in this way can spend half its movement to escape.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 21 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 24 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
- Quake (Costs 2 Actions): The dragon uses its Quake action.
Ancient Brass Dragon
Gargantuan Dragon
- Armor Class: 20
- Hit Points: 367 (21d20+147)
- Speed: walk 40 ft. burrow 40 ft. fly 80 ft.
- Challenge Rating: 22 (41,000 XP)
- Source: A5e Monstrous Menagerie page 154
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
10 (+0) |
24 (+7) |
20 (+5) |
16 (+3) |
18 (+4) |
- Saving Throws: Dex +7, Con +14, Wis +10, Cha +11
- Skills: arcana +12, history +12, nature +12, perception +10, persuasion +11, religion +12, stealth +7
- Damage Immunities: fire
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages: Common, Draconic, three more
Special Abilities
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away and turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 18 until it finishes a long rest.
- Self-Sufficient: The brass dragon can subsist on only a quart of water and a pound of food per day.
- Scholar of the Ages: The brass dragon gains a d4 expertise die on Intelligence checks made to recall lore. If it fails such a roll, it can expend one use of its Legendary Resistance trait to treat the roll as a 20.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:comprehend languages, identify, commune, legend lore, 1/day:teleport, true seeing
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite it can use Molten Spit.
- Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) fire damage.
- Claws: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
- Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the dragon pushes the target 10 feet away.
- Staff (Humanoid Form Only): Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) bludgeoning damage.
- Molten Spit: The dragon targets a creature within 60 feet forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) fire damage on a failure or half damage on a success. A creature that fails the saving throw also takes 11 (2d10) ongoing fire damage. A creature can use an action to end the ongoing damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Molten Breath: The dragon exhales molten glass in a 90-foot-long 10-foot-wide line. Each creature in the area makes a DC 22 Dexterity saving throw taking 70 (20d6) fire damage on a failed save or half damage on a success. A creature that fails the save is also blinded until the end of its next turn.
- Sleep Breath: The dragon exhales sleep gas in a 90-foot cone. Each creature in the area makes a DC 22 Constitution saving throw. On a failure a creature falls unconscious for 10 minutes or until it takes damage or someone uses an action to wake it.
- Change Shape: The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form the dragons stats are unchanged except for its size. It can't use Molten Spit Breath Weapons Tail Attack or Wing Attack except in dragon form. In beast form it can attack only with its bite and claws if appropriate to its form. If the beast form is Large or smaller the reach of these attacks is reduced to 5 feet. In humanoid form it can attack only with its staff.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Analyze: The dragon evaluates one creature it can see within 60 feet. It learns the creatures resistances, immunities, vulnerabilities, and current and maximum hit points. That creatures next attack roll against the dragon before the start of the dragons next turn is made with disadvantage.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
Ancient Bronze Dragon
Gargantuan Dragon
- Armor Class: 21
- Hit Points: 425 (23d20+184)
- Speed: walk 40 ft. fly 80 ft. swim 80 ft.
- Challenge Rating: 24 (62,000 XP)
- Source: A5e Monstrous Menagerie page 160
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 28 (+9) |
10 (+0) |
26 (+8) |
18 (+4) |
16 (+3) |
20 (+5) |
- Saving Throws: Dex +7, Con +15, Wis +10, Cha +12
- Skills: insight +10, perception +10, stealth +7
- Damage Immunities: lightning
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages: Common, Draconic, two more
Special Abilities
- Amphibious: The dragon can breathe air and water.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away and dissolve into sea foam. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest.
- Oracle of the Coast: The dragon can accurately predict the weather up to 7 days in advance and is never considered surprised while conscious. Additionally, by submerging itself in a body of water and spending 1 minute in concentration, it can cast scrying, requiring no components. The scrying orb appears in a space in the same body of water.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 20). It can innately cast the following spells, requiring no material components. 3/day each:fog cloud, speak with animals,commune with nature, speak with plants, 1/day:control weather, etherealness
Actions
- Multiattack: The dragon attacks with its bite and twice with its claws. In place of its bite it can use Lightning Pulse.
- Bite: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 9 (2d8) lightning damage.
- Claws: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
- Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage and the dragon pushes the target 10 feet away.
- Trident (Humanoid Form Only): Melee or Ranged Weapon Attack: +16 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + 9) piercing damage.
- Lightning Pulse: The dragon targets one creature within 60 feet forcing it to make a DC 23 Dexterity saving throw. The creature takes 22 (4d10) lightning damage on a failure or half damage on a success. If the initial target is touching a body of water all other creatures within 20 feet of it and touching the same body of water must also make the saving throw against this damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Lightning Breath: The dragon exhales lightning in a 120-foot-long 10-foot-wide line. Each creature in the area makes a DC 23 Dexterity saving throw taking 93 (16d10) lightning damage on a failed save or half damage on a success. A creature that fails the saving throw can't take reactions until the end of its next turn.
- Ocean Surge: The dragon exhales a torrent of seawater in a 30-foot cone. Each creature in the area makes a DC 23 Strength saving throw. A creature that fails is pushed 40 feet away from the dragon and knocked prone while one that succeeds is pushed only 20 feet away and isnt knocked prone.
Bonus Actions
- Change Shape: The dragon magically takes the shape of a humanoid or beast, or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form, the dragons stats are unchanged except for its size. It can't use Lightning Pulse, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can attack only with its trident.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 20 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 24 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
- Foresight (Costs 2 Actions): The dragon focuses on the many sprawling futures before it and predicts what will come next. Until the start of its next turn, it gains advantage on saving throws, and attacks against it are made with disadvantage.
Ancient Copper Dragon
Gargantuan Dragon
- Armor Class: 21
- Hit Points: 367 (21d20+147)
- Speed: walk 40 ft. climb 40 ft. fly 80 ft.
- Challenge Rating: 23 (50,000 XP)
- Source: A5e Monstrous Menagerie page 164
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
12 (+1) |
24 (+7) |
20 (+5) |
16 (+3) |
18 (+4) |
- Saving Throws: Dex +8, Con +14, Wis +10, Cha +11
- Skills: deception +11, perception +10, stealth +8
- Damage Immunities: acid
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages: Common, Draconic, three more
Special Abilities
- Flow Within the Mountain: The dragon has advantage on Stealth checks made to hide in mountainous regions. By spending 1 minute in concentration while touching a natural stone surface, the dragon can magically merge into it and emerge from any connected stone surface within a mile.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away and turn to stone. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:hideous laughter, suggestion, mislead, polymorph, 1/day:irresistible dance, mass suggestion
Actions
- Multiattack: The dragon attacks with its bite and twice with its claws. In place of its bite it can use Acid Spit.
- Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) acid damage.
- Claws: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
- Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the dragon pushes the target 10 feet away.
- War Pick (Humanoid Form Only): Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) piercing damage.
- Acid Spit: The dragon targets a creature within 60 feet forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) acid damage on a failure or half damage on a success. A creature that fails the save also takes 11 (2d10) ongoing acid damage. A creature can use an action to end the ongoing damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Acid Breath: The dragon spits acid in a 90-foot-long 10-foot-wide line. Each creature in the area makes a DC 22 Dexterity saving throw taking 85 (19d8) acid damage on a failed save or half damage on a success. A creature that fails the save is blinded until the end of its next turn.
- Slowing Breath: The dragon exhales toxic gas in a 90-foot cone. Each creature in the area makes a DC 22 Constitution saving throw becoming slowed for 1 minute on a failure. A creature repeats the saving throw at the end of each of its turns ending the effect on itself on a success.
Bonus Actions
- Change Shape: The dragon magically takes the shape of a humanoid or beast, or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form, the dragons stats are unchanged except for its size. It can't use Acid Spit, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can attack only with its war pick.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
- Tricksters Gambit (Costs 2 Actions): The dragon magically teleports to an unoccupied space it can see within 30 feet and creates two illusory duplicates in different unoccupied spaces within 30 feet. These duplicates have an AC of 11, and a creature that hits one with an attack can make a DC 19 Intelligence (Investigation) check, identifying it as a fake on a success. The duplicates disappear at the end of the dragons next turn but otherwise mimic the dragons actions perfectly, even moving according to the dragons will.
Ancient Earth Dragon
Gargantuan Dragon
- Armor Class: 22
- Hit Points: 425 (23d20+184)
- Speed: walk 40 ft. fly 40 ft. burrow 60 ft.
- Challenge Rating: 24 (62,000 XP)
- Source: A5e Monstrous Menagerie page 126
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
14 (+2) |
26 (+8) |
16 (+3) |
22 (+6) |
14 (+2) |
- Saving Throws: Str +15, Con +15, Int +10, Wis +13, Cha +9
- Skills: athletics +15, insight +13, nature +10, perception +13
- Damage Resistances: damage from nonmagical weapons
- Condition Immunities: petrified
- Senses: darkvision 120 ft., tremorsense 120 ft., passive Perception 26
- Languages: Common, Draconic, Terran
Special Abilities
- Earth Glide: The dragon can burrow through nonmagical, unworked earth and stone without disturbing it.
- False Appearance: While the dragon remains motionless within its linked area, it is indistinguishable from a natural rocky outcropping.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it becomes more like rock. Its Speed, burrow speed, and flying speed are halved until the end of its next turn.
- Essence Link: The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components. 3/day each:locate animals or plants, spike growth, stone shape, wall of stone, 1/day:earthquake, move earth
Actions
- Multiattack: The dragon attacks once with its bite and twice with its slam. In place of its bite attack it can use Rock Spire.
- Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 35 (5d10 + 8) piercing damage. Instead of dealing piercing damage the dragon can grapple the target (escape DC 23) and a Huge or smaller creature grappled in this way is restrained. While grappling a creature the dragon can't bite another target.
- Slam: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the target is pushed up to 10 feet away falling prone if it impacts a wall or other solid object. This attack deals an extra 9 (2d8) bludgeoning damage if the target was already prone.
- Scouring Breath (Recharge 5-6): The dragon exhales scouring sand and stones in a 90-foot cone. Each creature in that area makes a DC 23 Dexterity saving throw taking 70 (20d6) slashing damage on a failed save or half damage on a success. A creature that fails the save is also blinded until the end of its next turn.
- Rock Spire: A permanent 25-foot-tall 5-foot-radius spire of rock magically rises from a point on the ground within 60 feet. A creature in the spires area when it appears makes a DC 21 Dexterity saving throw taking 18 (4d8) piercing damage on a failure or half damage on a success. A creature that fails this saving throw by 10 or more is impaled and restrained at the top of the spire. A creature can use an action to make a DC 13 Strength check freeing the impaled creature on a success. The impaled creature is also freed if the spire is destroyed. The spire is an object with AC 16 30 hit points and immunity to poison and psychic damage.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Shake the Foundation: The dragon causes the ground to roil, creating a permanent, 40-foot-radius area of difficult terrain centered on a point the dragon can see. If the dragon is bloodied, creatures in the area make a DC 23 Dexterity saving throw. On a failure, the creature takes 21 (6d6) slashing damage and falls prone. On a success, the creature takes half damage.
- Slam Attack (Costs 2 Actions): The dragon makes a slam attack.
- Entomb (While Bloodied: The dragon targets a creature on the ground within 60 feet, forcing it to make a DC 17 Dexterity saving throw. On a failure, the creature is magically entombed 5 feet under the earth. While entombed, the target is blinded, restrained, and can't breathe. A creature can use an action to make a DC 17 Strength check, freeing an entombed creature on a success.
Ancient Emerald Dragon
Gargantuan Dragon
- Armor Class: 20
- Hit Points: 346 (21d20+126)
- Speed: walk 40 ft. burrow 40 ft. fly 60 ft.
- Challenge Rating: 24 (62,000 XP)
- Source: A5e Monstrous Menagerie page 144
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
26 (+8) |
22 (+6) |
26 (+8) |
14 (+2) |
22 (+6) |
- Saving Throws: Con +13, Int +15, Wis +9, Cha +13
- Skills: deception +13, history +15, perception +9, stealth +15
- Damage Resistances: psychic, thunder
- Condition Immunities: fatigue
- Senses: darkvision 120 ft., passive Perception 19
- Languages: Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.
Special Abilities
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, its eyes flash red as it goes into a fit of rage. Until the end of its next turn, it makes melee attacks with advantage against the creature that triggered the saving throw and with disadvantage against all other creatures.
- Psionic Powers: The dragons psionic abilities are considered both magical and psionic.
- Far Thoughts: The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 21). It can innately cast the following spells, requiring no material components. 3/day each:confusion, dominate person, hideous laughter, suggestion, 1/day:irresistible dance, symbol
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite it can use Psionic Wave.
- Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) thunder damage.
- Claws: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
- Psionic Wave: The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 21 Wisdom saving throw taking 22 (4d10) psychic damage on a failed save or half damage on a success. Confused creatures make this saving throw with disadvantage.
- Maddening Breath (Recharge 5-6): The dragon screams stripping flesh from bones and reason from minds in a 90-foot cone. Each creature in that area makes a DC 21 Constitution saving throw taking 88 (16d10) thunder damage on a failed save or half damage on a success. Creatures that fail this saving throw by 10 or more are also psionically confused until the end of their next turn.
Reactions
- Spiteful Retort (While Bloodied): When a creature the dragon can see damages the dragon, the dragon lashes out with a psionic screech. The attacker makes a DC 17 Wisdom saving throw, taking 27 (6d8) thunder damage on a failed save or half damage on a success. Confused creatures make this saving throw with disadvantage.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Paranoid Ranting: The dragon psionically rants nonsense at a creature that can hear it within 60 feet. The target makes a DC 18 Wisdom saving throw. On a failed save, the creature gains a randomly determined short-term mental stress effect or madness.
- Pandorum (Costs 2 Actions): The dragon psionically targets one creature within 60 feet. The target makes a DC 17 Wisdom saving throw, becoming confused on a failure. While confused in this way, the target regards their allies as traitorous enemies. When rolling to determine its actions, treat a roll of 1 to 4 as a result of 8. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
- Psionic Wave (Costs 2 Actions): The dragon uses Psionic Wave.
- Maddening Harmonics (1/Day): Each creature of the dragons choice that can hear it within 120 feet makes a DC 17 Wisdom saving throw. On a failure, a creature becomes psionically confused for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ancient Gold Dragon
Gargantuan Dragon
- Armor Class: 22
- Hit Points: 487 (25d20+225)
- Speed: walk 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 26 (90,000 XP)
- Source: A5e Monstrous Menagerie page 170
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 30 (+10) |
14 (+2) |
28 (+9) |
18 (+4) |
16 (+3) |
28 (+9) |
- Saving Throws: Dex +10, Con +17, Wis +11, Cha +17
- Skills: insight +11, perception +11, persuasion +17, stealth +10
- Damage Immunities: fire
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 24
- Languages: Common, Draconic, two more
Special Abilities
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away, forming pools of molten gold. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest.
- Valor: Creatures of the dragons choice within 30 feet gain a +3 bonus to saving throws and are immune to the charmed and frightened conditions.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 25). It can innately cast the following spells, requiring no material components. 3/day each:bless, healing word,banishment, greater restoration, 1/day:divine word, hallow
Actions
- Multiattack: The dragon attacks with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 9 (2d8) fire damage.
- Claws: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
- Tail: Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage and the dragon pushes the target 10 feet away.
- Greatsword (Humanoid Form Only): Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
- Molten Spit: The dragon targets one creature within 60 feet forcing it to make a DC 25 Dexterity saving throw. The creature takes 27 (5d10) fire damage on a failure or half on a success. Liquid gold pools in a 5-foot-square occupied by the creature and remains hot for 1 minute. A creature that ends its turn in the gold or enters it for the first time on a turn takes 22 (4d10) fire damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Molten Breath: The dragon exhales molten gold in a 90-foot cone. Each creature in the area makes a DC 25 Dexterity saving throw taking 88 (16d10) fire damage on a failed save or half damage on a success. A creature that fails the saving throw is covered in a shell of rapidly cooling gold reducing its Speed to 0. A creature can use an action to break the shell ending the effect.
- Weakening Breath: The dragon exhales weakening gas in a 90-foot cone. Each creature in the area must succeed on a DC 25 Constitution saving throw or suffer disadvantage on weapon attack rolls for 1 minute. A weakened creature repeats the saving throw at the end of each of its turns ending the effect on a success.
- Change Shape: The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form the dragons stats are unchanged except for its size. It can't use Molten Spit Breath Weapons Tail Attack or Wing Attack except in dragon form. In beast form it can attack only with its bite and claws if appropriate to its form. If the beast form is Large or smaller the reach of these attacks is reduced to 5 feet. In humanoid form it can attack only with its greatsword.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
- Vanguard: When another creature the dragon can see within 20 feet is hit by an attack, the dragon deflects the attack, turning the hit into a miss.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 25 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 26 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
- Fiery Reprisal (Costs 2 Actions): The dragon uses Molten Spit against the last creature to deal damage to it.
Ancient Green Dragon
Gargantuan Dragon
- Armor Class: 21
- Hit Points: 420 (24d20+168)
- Speed: walk 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 24 (62,000 XP)
- Source: A5e Monstrous Menagerie page 111
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
12 (+1) |
24 (+7) |
20 (+5) |
16 (+3) |
28 (+9) |
- Saving Throws: Dex +8, Con +14, Wis +10, Cha +11
- Skills: deception +11, insight +10, perception +10, persuasion +11, stealth +8
- Damage Immunities: poison
- Condition Immunities: poisoned
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages: Common, Draconic, three more
Special Abilities
- Amphibious: The dragon can breathe air and water.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn into dry leaves and blow away. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest.
- Woodland Stalker: When in a forested area, the dragon has advantage on Stealth checks. Additionally, when it speaks in such a place, it can project its voice such that it seems to come from all around, allowing it to remain hidden while speaking.
- Blood Toxicity (While Bloodied): The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature makes a DC 22 Dexterity saving throw, taking 10 (3d6) poison damage on a failure.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:animal messenger, tongues, modify memory, scrying, 1/day:mass suggestion, telepathic bond
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can Spit Poison.
- Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) poison damage.
- Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
- Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the dragon pushes the target 10 feet away.
- Spit Poison: The dragon targets a creature within 60 feet forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) poison damage on a failure or half damage on a success. A creature that fails the save is also poisoned for 1 minute. The creature repeats the saving throw at the end of each of its turns taking 11 (2d10) poison damage on a failure and ending the effect on a success.
- Poison Breath (Recharge 5-6): The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area makes a DC 22 Constitution saving throw taking 80 (23d6) poison damage on a failed save or half damage on a success. A creature with immunity to poison damage that fails the save takes no damage but its poison immunity is reduced to resistance for the next hour.
- Honeyed Words: The dragons words sow doubt in the minds of those who hear them. One creature within 60 feet who can hear and understand the dragon makes a DC 19 Wisdom saving throw. On a failure the creature must use its reaction if available to make one attack against a creature of the dragons choice with whatever weapon it has to do so moving up to its speed as part of the reaction if necessary. It need not use any special class features (such as Sneak Attack or Divine Smite) when making this attack. If it can't get in a position to attack the creature it moves as far as it can toward the target before regaining its senses. A creature immune to being charmed is immune to this ability.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Honeyed Words: The dragon uses Honeyed Words.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 22 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
Ancient Red Dragon
Gargantuan Dragon
- Armor Class: 22
- Hit Points: 448 (23d20+207)
- Speed: walk 40 ft. climb 40 ft. fly 80 ft.
- Challenge Rating: 26 (90,000 XP)
- Source: A5e Monstrous Menagerie page 116
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 30 (+10) |
10 (+0) |
28 (+9) |
18 (+4) |
16 (+3) |
22 (+6) |
- Saving Throws: Dex +8, Con +17, Wis +11, Cha +14
- Skills: intimidation +14, perception +11, stealth +8
- Damage Immunities: fire
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 24
- Languages: Common, Draconic, two more
Special Abilities
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to charcoal. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest.
- Searing Heat: A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 14 (4d6) fire damage.
- Volcanic Tyrant: The dragon is immune to the effects of poisonous gases caused by volcanic environments. It also ignores difficult terrain caused by lava.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 22). It can innately cast the following spells, requiring no material components. 3/day each:command, hold person, glyph of warding, wall of fire, 1/day each:antimagic field, dominate monster
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can Spit Fire.
- Bite: Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 9 (2d8) fire damage.
- Claw: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
- Tail: Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage and the dragon pushes the target 10 feet away.
- Cruel Tyranny: The dragon snarls and threatens its minions driving them to immediate action. The dragon chooses one creature it can see and that can hear the dragon. The creature uses its reaction to make one weapon attack with advantage. If the dragon is bloodied it can use this ability on three minions at once.
- Spit Fire: The dragon targets a creature within 60 feet forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) fire damage on a failure or half damage on a success. A creature that fails the save also takes 11 (2d10) ongoing fire damage. A creature can use an action to end the ongoing damage.
- Fire Breath (Recharge 5-6): The dragon exhales a blast of fire in a 90-foot cone. Each creature in that area makes a DC 25 Dexterity saving throw taking 98 (28d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also takes 11 (2d10) ongoing fire damage. While affected by this ongoing damage it is frightened of the dragon. A creature can use an action to end the ongoing damage.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
- Taskmaster: When a creature within 60 feet fails an ability check or saving throw, the dragon roars a command to it. The creature can roll a d10 and add it to the result of the roll, possibly turning the failure into a success.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Cruel Tyranny: The dragon uses its Cruel Tyranny action.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 22 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 25 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
Ancient River Dragon
Gargantuan Dragon
- Armor Class: 20
- Hit Points: 372 (24d20+120)
- Speed: walk 60 ft. fly 80 ft. swim 100 ft.
- Challenge Rating: 23 (50,000 XP)
- Source: A5e Monstrous Menagerie page 131
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
24 (+7) |
20 (+5) |
16 (+3) |
24 (+7) |
20 (+5) |
- Saving Throws: Dex +14, Con +12, Int +10, Wis +14, Cha +12
- Skills: acrobatics +14, deception +12, insight +14, nature +10, perception +14, stealth +14
- Damage Resistances: damage from nonmagical weapons
- Condition Immunities: fatigue
- Senses: darkvision 120 ft., tremorsense 300 ft. (only detects vibrations in water), passive Perception 24
- Languages: Aquan, Common, Draconic
Special Abilities
- Amphibious: The dragon can breathe air and water.
- Flowing Grace: The dragon doesnt provoke opportunity attacks when it flies or swims out of an enemys reach.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it loses coordination as white-crested waves run up and down its body. It loses its Flowing Grace and Shimmering Scales traits until the beginning of its next turn.
- Shimmering Scales: While in water, the dragon gains three-quarters cover from attacks made by creatures more than 30 feet away.
- Essence Link: The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 20). It can innately cast the following spells, requiring no material components. 3/day each:create or destroy water, fog cloud, control water, freedom of movement, 1/day each:control weather, wall of ice
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) piercing damage.
- Claws: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage.
- Torrential Breath (Recharge 5-6): The dragon exhales water in a 90-foot-long 10-foot-wide line. Each creature in the area makes a DC 20 Dexterity saving throw taking 66 (19d6) bludgeoning damage on a failed save or half damage on a success. A creature that fails the save is also knocked prone and is pushed up to 60 feet away. A creature that impacts a solid object takes an extra 21 (6d6) bludgeoning damage.
Bonus Actions
- Whirlpool: A cylindrical, 15-foot-tall, 10-foot-radius whirlpool or waterspout magically appears in the water or air, centered on a point within 60 feet. Creatures in the area make a DC 20 Strength saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is knocked prone and pushed up to 15 feet. On a failure, a creature takes half damage.
Reactions
- Snap Back (While Bloodied): When a creature the dragon can see hits it with a melee weapon attack, the dragon makes a bite attack against the attacker.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Dart Away: The dragon swims up to half its speed.
- Lurk: The dragon takes the Hide action.
- River Surge (Costs 2 Actions): The dragon generates a 20-foot-tall, 100-foot-wide wave on the surface of water within 120 feet. The wave travels up to 60 feet in any direction the dragon chooses and crashes down, carrying Huge or smaller creatures and vehicles with it. Vehicles moved in this way have a 25 percent chance of capsizing. Creatures that impact a solid object take 35 (10d6) bludgeoning damage.
- Sudden Maelstrom (While Bloodied: The dragon magically surrounds itself with a 60-foot-radius maelstrom of surging wind and rain for 1 minute. A creature other than the dragon that starts its turn in the maelstrom or enters it for the first time on a turn makes a DC 20 Strength saving throw. On a failed save, the creature takes 28 (8d6) bludgeoning damage and is knocked prone and pushed 15 feet away from the dragon.
Ancient Sapphire Dragon
Gargantuan Dragon
- Armor Class: 21
- Hit Points: 429 (26d20+156)
- Speed: walk 40 ft. burrow 40 ft. fly 80 ft.
- Challenge Rating: 25 (75,000 XP)
- Source: A5e Monstrous Menagerie page 149
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 24 (+7) |
24 (+7) |
22 (+6) |
26 (+8) |
24 (+7) |
20 (+5) |
- Saving Throws: Con +13, Int +15, Wis +14, Cha +12
- Skills: arcana +15, deception +12, history +15, insight +14, perception +14, persuasion +12
- Damage Immunities: psychic
- Condition Immunities: fatigue
- Senses: darkvision 120 ft., passive Perception 27
- Languages: Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.
Special Abilities
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, its eyes dull as it briefly loses its connection to the future. Until the end of its next turn, it can't use Foretell, Prognosticate, or Prophesy Doom, and it loses its Predictive Harmonics trait.
- Predictive Harmonics: The dragon is psionically aware of its own immediate future. The dragon cannot be surprised, and any time the dragon would make a roll with disadvantage, it makes that roll normally instead.
- Psionic Powers: The dragons psionic abilities are considered both magical and psionic.
- Far Thoughts: The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 20). It can innately cast the following spells, requiring no material components. 3/day each:comprehend languages, detect thoughts, telekinesis, wall of force, 1/day:etherealness, mind blank
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite it can use Psionic Wave.
- Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) piercing damage plus 9 (2d8) psychic damage.
- Claws: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage.
- Psionic Wave: The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 21 Wisdom saving throw taking 22 (4d10) psychic damage on a failed save or half damage on a success. Creatures suffering ongoing psychic damage make this saving throw with disadvantage.
- Discognitive Breath (Recharge 5-6): The dragon unleashes psychic energy in a 90-foot cone. Each creature in that area makes a DC 21 Intelligence saving throw taking 66 (12d10) psychic damage and 22 (4d10) ongoing psychic damage on a failed save or half damage and no ongoing psychic damage on a success. The ongoing damage ends if a creature falls unconscious. A creature can use an action to ground itself in reality ending the ongoing damage.
- Prognosticate (3/Day): The dragon psionically makes a prediction of an event up to 300 years in the future. This prediction has a 75 percent chance of being perfectly accurate and a 25 percent chance of being partially or wholly wrong. Alternatively the dragon can choose to gain truesight to a range of 120 feet for 1 minute.
Reactions
- Prophesy Doom (When Bloodied): When a language-using creature suffering ongoing psychic damage targets the dragon with an attack or spell, the dragon telepathically prophesies the attackers doom. The attacker makes a DC 20 Intelligence saving throw. On a failure, the target magically gains the doomed condition. It is aware that it will die due to some bizarre circumstance within 13 (2d12) hours. In addition to the normal means of removing the condition, this doom can be avoided by a spell that can predict the future, such as augury, contact other plane, or foresight. The dragon can end the effect as an action.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Foretell: The dragon psionically catches a glimpse of a fast-approaching moment and plans accordingly. The dragon rolls a d20 and records the number rolled. Until the end of the dragons next turn, the dragon can replace the result of any d20 rolled by it or a creature within 120 feet with the foretold number. Each foretold roll can be used only once.
- Psionic Wave (Costs 2 Actions): The dragon uses Psionic Wave.
- Shatter Mind (Costs 2 Actions): The dragon targets a creature within 60 feet, forcing it to make a DC 23 Intelligence saving throw. On a failure, the target takes 22 (4d10) ongoing psychic damage. An affected creature repeats the saving throw at the end of each of its turns, ending the ongoing psychic damage on a success. A creature can also use an action to ground itself in reality, ending the ongoing damage.
Ancient Shadow Dragon
Gargantuan Dragon
- Armor Class: 21
- Hit Points: 296 (16d20+128)
- Speed: walk 40 ft. climb 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 24 (62,000 XP)
- Source: A5e Monstrous Menagerie page 134
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
16 (+3) |
26 (+8) |
16 (+3) |
16 (+3) |
26 (+8) |
- Saving Throws: Dex +10, Con +15, Int +10, Wis +10
- Skills: deception +15, insight +10, nature +10, perception +10, stealth +10
- Damage Immunities: necrotic, poison
- Damage Resistances: acid, cold, fire, lightning, thunder; damage from nonmagical weapons
- Condition Immunities: fatigue, frightened, grappled, paralyzed, poisoned, prone, restrained
- Senses: darkvision 240 ft., passive Perception 20
- Languages: Common, Draconic, one more
Special Abilities
- Evil: The dragon radiates an Evil aura.
- Incorporeal Movement: The dragon can move through other creatures and objects. It takes 17 (3d10) force damage if it ends its turn inside an object.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it becomes more solid, losing its Incorporeal trait and its damage resistances, until the end of its next turn.
- Essence Link: The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 23). It can innately cast the following spells, requiring no material components. 3/day each:darkness, detect evil and good, bane, create undead, 1/day:hallow, magic jar
Actions
- Multiattack: The dragon uses Grasp of Shadows then attacks once with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) necrotic damage.
- Claws: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 9 (2d8) necrotic damage.
- Grasp of Shadows: The dragon targets a creature within 60 feet forcing it to make a DC 18 Dexterity saving throw. On a failure it is grappled by tendrils of shadow (escape DC 23) and restrained while grappled this way. The effect ends if the dragon is incapacitated or uses this ability again.
- Anguished Breath (Recharge 5-6): The dragon exhales a shadowy maelstrom of anguish in a 90-foot cone. Each creature in that area makes a DC 23 Wisdom saving throw taking 81 (18d8) necrotic damage and gaining a level of strife on a failed save or half damage on a success.
Reactions
- Lash Out (While Bloodied): When a creature the dragon can see hits it with a melee weapon attack, the dragon makes a claw attack against the attacker.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Corrupting Presence: Each creature of the dragons choice within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or gain a level of strife. Once a creature has passed or failed this saving throw, it is immune to the dragons Corrupting Presence for the next 24 hours.
- Lurk: If the dragon is in dim light or darkness, it magically becomes invisible until it attacks, causes a creature to make a saving throw, or enters an area of bright light. It can't use this ability if it has taken radiant damage since the end of its last turn.
- Slip Through Shadows: If the dragon is in dim light or darkness, it magically teleports up to 60 feet to an unoccupied space that is also in dim light or darkness. The dragon can't use this ability if it has taken radiant damage since the end of its last turn.
- Horrid Whispers (Costs 2 Actions): A creature that can hear the dragon makes a DC 23 Wisdom saving throw. On a failure, the creature takes 18 (4d8) psychic damage, and the dragon regains the same number of hit points.
Ancient Silver Dragon
Gargantuan Dragon
- Armor Class: 22
- Hit Points: 429 (22d20+198)
- Speed: walk 40 ft. fly 80 ft.
- Challenge Rating: 25 (75,000 XP)
- Source: A5e Monstrous Menagerie page 176
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 30 (+10) |
14 (+2) |
28 (+9) |
18 (+4) |
14 (+2) |
22 (+6) |
- Saving Throws: Dex +9, Con +16, Wis +9, Cha +13
- Skills: arcana +11, history +11, perception +9, stealth +9
- Damage Immunities: cold
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22
- Languages: Common, Draconic, two more
Special Abilities
- Cloud Strider: The dragon suffers no harmful effects from high altitudes. When flying at high altitude, the dragon can, after 1 minute of concentration, discorporate into clouds. In this form, it has advantage on Stealth checks, its fly speed increases to 300 feet, it is immune to all nonmagical damage, it has resistance to magical damage, and it can't take any actions except Hide. If it takes damage or descends more than 500 feet from where it transformed, it immediately returns to its corporeal form. The dragon can revert to its true form as an action.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales dissipate into clouds. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 23). It can innately cast the following spells, requiring no material components. 3/day each:charm person, faerie fire,awaken, geas, 1/day:heroes feast, telepathic bond
Actions
- Multiattack: The dragon attacks with its bite and twice with its claws. In place of its bite it can use Spit Frost.
- Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 9 (2d8) cold damage.
- Claws: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) slashing damage.
- Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage and the dragon pushes the target 10 feet away.
- Rapier (Humanoid Form Only): Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) piercing damage.
- Spit Frost: The dragon targets a creature within 60 feet forcing it to make a DC 24 Constitution saving throw. The target takes 22 (4d10) cold damage on a failure or half damage on a success. On a failure the creatures Speed is also halved until the end of its next turn. Flying creatures immediately fall unless they are magically kept aloft.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Frost Breath: The dragon exhales freezing wind in a 90-foot cone. Each creature in the area makes a DC 24 Constitution saving throw taking 90 (20d8) cold damage on a failed save or half damage on a success. On a failure the creature is also slowed until the end of its next turn.
- Paralyzing Breath: The dragon exhales paralytic gas in a 90-foot cone. Each creature in the area must succeed on a DC 24 Constitution saving throw or be paralyzed until the end of its next turn.
- Change Shape: The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form the dragons stats are unchanged except for its size. It can't use Spit Frost Breath Weapons Tail Attack or Wing Attack except in dragon form. In beast form it can attack only with its bite and claws if appropriate to its form. If the beast form is Large or smaller the reach of these attacks is reduced to 5 feet. In humanoid form it can attack only with its rapier.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 21 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 25 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
- Windstorm (Costs 2 Actions): Pounding winds surround the dragon in a 20-foot radius. A creature in this area attempting to move closer to the dragon must spend 2 feet of movement for every 1 foot closer it moves, and ranged attacks against the dragon are made with disadvantage. A creature that starts its turn in the windstorm makes a DC 24 Constitution saving throw, taking 11 (2d10) cold damage on a failure. The windstorm lasts until the start of the dragons next turn.
Ancient White Dragon
Gargantuan Dragon
- Armor Class: 20
- Hit Points: 370 (20d20+160)
- Speed: walk 40 ft. burrow 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 22 (41,000 XP)
- Source: A5e Monstrous Menagerie page 121
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
12 (+1) |
26 (+8) |
10 (+0) |
16 (+3) |
16 (+3) |
- Saving Throws: Dex +8, Con +15, Wis +10, Cha +10
- Skills: intimidation +10, perception +10, stealth +8
- Damage Immunities: cold
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages: Common, Draconic
Special Abilities
- Cold Mastery: The dragons movement and vision is not hindered by cold, icy surfaces, snow, wind, or storms. Additionally, the dragon can choose to burrow through snow and ice without leaving a trace.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to ice. If it has no more uses of this ability, its Armor Class is reduced to 18 until it finishes a long rest.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 18). It can innately cast the following spells, requiring no material components. 3/day each:dominate beast, fire shield, animal friendship, sleet storm, 1/day each:control weather, wall of ice
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can Spit Ice.
- Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) cold damage.
- Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
- Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the dragon pushes the target 10 feet away.
- Spit Ice: The dragon targets a creature within 60 feet forcing it to make a DC 23 Dexterity saving throw. On a failure the target takes 22 (4d10) cold damage and its speed is reduced to 0 until the end of its next turn. On a success it takes half damage.
- Cold Breath (Recharge 5-6): The dragon exhales a 90-foot cone of frost. Each creature in the area makes a DC 23 Constitution saving throw. On a failure it takes 66 (19d6) cold damage and its speed is reduced to 0 until the end of its next turn. On a success it takes half damage.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
- Raging Storm (1/Day: For 1 minute, gusts of sleet emanate from the dragon in a 40-foot-radius sphere, spreading around corners. The area is lightly obscured, the ground is difficult terrain, and nonmagical flames are extinguished. The first time a creature other than the dragon moves on its turn while in the area, it must succeed on a DC 18 Dexterity saving throw or take 11 (2d10) cold damage and fall prone (or fall if it is flying).
Animated Armor
Medium Construct
- Armor Class: 18
- Hit Points: 31 (7d8)
- Speed: walk 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 23
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
10 (+0) |
10 (+0) |
1 (-5) |
10 (+0) |
1 (-5) |
- Skills:
- Damage Immunities: poison, psychic
- Damage Resistances: piercing
- Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10
- Languages:
Special Abilities
- Spell-created: The DC for dispel magic to destroy this creature is 19.
- False Appearance: While motionless, the armor is indistinguishable from normal armor.
Actions
- Weapon: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning piercing or slashing damage depending on weapon.
Ankheg
Large Monstrosity
- Armor Class: 14
- Hit Points: 45 (6d10+12)
- Speed: walk 30 ft. burrow 15 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 26
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
10 (+0) |
14 (+2) |
2 (-4) |
14 (+2) |
8 (-1) |
- Skills:
- Damage Resistances: acid
- Senses: tremorsense 30 ft., passive Perception 12
- Languages:
Actions
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a Medium or smaller creature it is grappled (escape DC 13). Until this grapple ends the target is restrained and the ankheg can't use its claws on anyone else.
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature grappled by the ankheg. Hit: 16 (3d8 + 3) slashing damage. If this damage kills the target the ankheg severs its head.
- Acid Spray (Recharge 6): The ankheg spits a 30-foot-long 5-foot-wide stream of acid. Each creature in the area makes a DC 13 Dexterity saving throw taking 14 (4d6) acid damage on a failure or half damage on a success. If the ankheg is grappling a target it instead bathes the target in acid dealing 14 (4d6) acid damage with no saving throw only to that target.
Ankheg Queen
Huge Monstrosity
- Armor Class: 14
- Hit Points: 59 (7d12+14)
- Speed: walk 30 ft. burrow 15 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 26
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
10 (+0) |
14 (+2) |
2 (-4) |
14 (+2) |
8 (-1) |
- Skills:
- Damage Resistances: acid
- Senses: tremorsense 30 ft., passive Perception 12
- Languages:
Actions
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a Medium or smaller creature it is grappled (escape DC 13). Until this grapple ends the target is restrained and the ankheg can't use its claws on anyone else.
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature grappled by the ankheg. Hit: 16 (3d8 + 3) slashing damage. If this damage kills the target the ankheg severs its head.
- Acid Spray (Recharge 6): The ankheg spits a 30-foot-long 5-foot-wide stream of acid. Each creature in the area makes a DC 13 Dexterity saving throw taking 14 (4d6) acid damage on a failure or half damage on a success. If the ankheg is grappling a target it instead bathes the target in acid dealing 14 (4d6) acid damage with no saving throw only to that target.
Legendary Actions
- The ankhegqueenhas 1 legendary action it can take at the end of another creatures turn: The ankheg regains the spent legendary action at the start of its turn.
- Acid Glob: Ranged Weapon Attack: +5 to hit, range 30/90 feet, one target. Hit: 7 (1d8 + 3) acid damage.
- Burrowing Ambush (1/Day): The ankheg burrows up to its burrowing speed without provoking opportunity attacks, and then resurfaces. If within melee range of an enemy, it makes a claw attack with advantage.
Ankheg Spawn
Medium Monstrosity
- Armor Class: 13
- Hit Points: 11 (2d8+2)
- Speed: walk 30 ft. burrow 10 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 26
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
12 (+1) |
2 (-4) |
14 (+2) |
8 (-1) |
- Skills:
- Damage Resistances: acid
- Senses: tremorsense 30 ft., passive Perception 12
- Languages:
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
- Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: 4 (1d4 + 2) slashing damage and the target makes a DC 12 Strength check. On a failure it is knocked prone. If the target is already prone the ankheg can instead move up to half its Speed dragging the target with it.
- Acid Spit: Ranged Weapon Attack: +3 to hit, range 30 ft., one creature. Hit: 4 (1d8) acid damage.
Ankylosaurus
Huge Beast
- Armor Class: 16
- Hit Points: 63 (6d12+24)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 90
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
18 (+4) |
2 (-4) |
12 (+1) |
5 (-3) |
- Skills:
- Senses: passive Perception 11
- Languages:
Actions
- Tail: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. If the target is a Large or smaller creature it makes a DC 14 Strength saving throw. On a failure it is knocked prone.
Ape
Medium Beast
- Armor Class: 12
- Hit Points: 19 (3d8+6)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 438
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
14 (+2) |
6 (-2) |
12 (+1) |
6 (-2) |
- Skills: athletics +5, perception +3
- Senses: passive Perception 13
- Languages:
Actions
- Multiattack: The ape attacks twice with its fists.
- Fists: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
- Rock: Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Apprentice Mage
Medium Humanoid
- Armor Class: 10
- Hit Points: 11 (2d8+2)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 478
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
10 (+0) |
12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
- Skills: arcana +4, history +4
- Senses: passive Perception 10
- Languages: any one
Special Abilities
- Spellcasting: The apprentice mage is a 2nd level spellcaster. Their spellcasting ability is Intelligence (spell save DC 12
+4 to hit with spell attacks). They have the following wizard spells prepared:
Cantrips (at will): fire bolt
light
prestidigitation
1st-level (3 slots): detect magic
magic missile
shield
Actions
- Dagger: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
- Fire Bolt (Cantrip; V, S): Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.
- Magic Missile (1st-Level; V, S): Three glowing arrows fly from the mage simultaneously unerringly hitting up to 3 creatures within 120 feet. Each arrow deals 3 (1d4 + 1) force damage.
Reactions
- Shield (1st-Level; V: When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.
- Whether a student attending a wizard college or serving a crotchety master: Apprentice mage statistics can also be used to represent an older hedge wizard of limited accomplishments.
Arcane Blademaster
Medium Humanoid
- Armor Class: 20
- Hit Points: 256 (27d8+135)
- Speed: walk 30 ft.
- Challenge Rating: 19 (22,000 XP)
- Source: A5e Monstrous Menagerie page 479
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
12 (+1) |
20 (+5) |
20 (+5) |
14 (+2) |
12 (+1) |
- Saving Throws: Con +11, Int +11, Wis +8
- Skills: arcana +11, athletics +11
- Senses: passive Perception 12
- Languages: any six
Special Abilities
- Duelist: When the blademaster is wielding a single melee weapon, their weapon attacks deal an extra 2 damage (included below).
- Magic Resistance: The blademaster has advantage on saving throws against spells and magical effects.
- Steel Focus: The blademaster has advantage on Constitution saving throws made to maintain concentration on spells.
- Superior Heavy Armor Master: While wearing heavy armor, the blademaster reduces any bludgeoning, piercing, or slashing damage they take from nonmagical weapons by 5.
- Spellcasting: The arcane blademaster is a 20th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 19
+11 to hit with spell attacks). The arcane blademaster has the following wizard spells prepared:
Cantrips (at will): acid splash
fire bolt
shocking grasp
true strike
1st-level (4 slots): burning hands
charm person
magic missile
sleep
2nd-level (3 slots): magic weapon
misty step
see invisibility
3rd-level (3 slots): dispel magic
fireball
fly
lightning bolt
tongues
4th-level (3 slots): fire shield
stoneskin
wall of fire
5th-level (3 slots): cone of cold
conjure elemental
hold monster
telekinesis
6th-level (2 slots): globe of invulnerability
sunbeam
7th-level (2 slots): teleport
unholy star
8th-level (1 slot): power word stun
9th-level (1 slot): meteor swarm
Actions
- Multiattack: The arcane blademaster attacks four times and casts a cantrip.
- Longsword: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.
- Composite Longbow: Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
- Shocking Grasp (Cantrip; V, S): Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 18 (4d8) lightning damage and the target can't take reactions until the start of its next turn.
- Fire Bolt (Cantrip; V, S): Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage.
- Globe of Invulnerability (6th-Level; V, S, M, Concentration): A glimmering 10-foot-radius sphere appears around the blademaster. It remains for 1 minute and doesnt move with the blademaster. Any 5th-level or lower spell cast from outside the sphere can't affect anything inside the sphere even if cast with a higher level spell slot. Targeting something inside the sphere or including the spheres space in an area has no effect on anything inside.
- Teleport (7th-Level; V): The blademaster teleports to a location they are familiar with on the same plane of existence.
- Unholy Star (7th-Level; V, S): A meteor explodes at a point the blademaster can see 100 feet directly above them. Each creature within 120 feet that can see the meteor (other than the blademaster) makes a DC 19 Dexterity saving throw. On a failure it is blinded until the end of the blademasters next turn. Four fiery chunks of the meteor then plummet to the ground at different points chosen by the blademaster that are within range to explode in 5-foot-radius areas. Each creature in an area makes a DC 19 Dexterity saving throw taking 21 (6d6) fire damage and 21 (6d6) necrotic damage on a failed save or half damage on a successful one. A creature in more than one area is affected only once. Flammable unattended objects catch fire.
- Power Word Stun (8th-Level; V): The blademaster utters a powerful word that stuns one creature that has 150 hit points or less and is within 60 feet (if it has more hit points it is instead rattled until the end of its next turn). The creature repeats the saving throw at the end of each of its turns ending the effect on a success.
- Meteor Swarm (9th-Level; V, S): Scorching 40-foot-radius spheres of flame strike the ground at 4 different points chosen by the blademaster within 1 mile. The effects of a sphere reach around corners. Creatures and objects in the area make a DC 19 Dexterity saving throw taking 49 (14d6) fire damage and 49 (14d6) bludgeoning damage on a failure or half damage on a success. A creature in more than one area is affected only once. Flammable unattended objects catch fire.
Bonus Actions
- Improved War Magic: When the blademaster uses an action to cast a spell, they can make one weapon attack.
- Misty Step (2nd-Level; V): The blademaster teleports to an unoccupied space they can see within 30 feet. The blademaster can't cast this spell and a 1st-level or higher spell on the same turn.
Archfey
Medium Fey
- Armor Class: 16
- Hit Points: 330 (44d8+132)
- Speed: walk 35 ft. fly 60 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: A5e Monstrous Menagerie page 200
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
20 (+5) |
16 (+3) |
16 (+3) |
20 (+5) |
20 (+5) |
- Saving Throws: Dex +9, Wis +9, Cha +9
- Skills: arcana +7, history +7, insight +9, nature +7, perception +9, persuasion +9
- Condition Immunities: charmed, paralyzed, poisoned, unconscious
- Senses: truesight 60 ft., passive Perception 19
- Languages: Common, Elvish, Sylvan, two more
Special Abilities
- Faerie Form: The archfey can magically change its size between Large, Medium, and Tiny as an action. While Tiny, the bludgeoning, piercing, and slashing damage dealt by the archfeys attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. While Large, the archfey has advantage on Strength checks. Its statistics are otherwise unchanged.
- Faerie Light: As a bonus action, the archfey can cast dim light for 30 feet, or extinguish its glow.
- Innate Spellcasting: The archfeys spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, detect magic, disguise self, 3/day each: charm person, scrying, zone of truth, 1/day each: dream, geas, heroes feast, magic circle, polymorph (self only)
Actions
- Multiattack: The archfey makes two glittering scimitar attacks.
- Glittering Scimitar: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold fire lightning or psychic damage (its choice).
- Gleaming Longbow: Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. This attack ignores half or three-quarters cover. Hit: 9 (1d8 + 5) piercing damage plus 14 (4d6) cold fire lightning or psychic damage (its choice).
- Evil Eye (Gaze): The archfey targets one creature not under the effect of a faeries Evil Eye within 60 feet. The target makes a DC 17 Wisdom saving throw. On a failed saving throw the archfey chooses one of the following effects to magically impose on the target. Each effect lasts for 1 minute.
- The target falls asleep: This effect ends if the target takes damage or another creature uses an action to rouse it.
- The target is frightened: This effect ends if the target is ever 60 feet or more from the archfey.
- The target is poisoned: It can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.
- Summon Midnight (1/Day): Night magically falls over a 5-mile-diameter area lasting for 1 hour. As an action the archfey can end this effect.
- Weird (9th-Level; V, S, Concentration): The archfey terrifies creatures with their own worst nightmares. Each creature within 30 feet of a point within 120 feet makes a DC 17 Wisdom saving throw. On a failure the creature is frightened for 1 minute. At the end of each of the creatures turns the creature takes 22 (4d10) psychic damage and then repeats the saving throw ending the effect on itself on a success.
Bonus Actions
- Faerie Step (Recharge 5-6): The archfey magically teleports up to 60 feet to a space it can see.
Reactions
- Riposte: When the archfey is hit by a melee attack made by a creature it can see, it makes a glittering scimitar attack against the attacker.
- Vengeful Eye: When the archfey is hit by a ranged attack or targeted with a spell by a creature within 60 feet, it uses Evil Eye on the attacker if they can see each other.
Archmage
Medium Humanoid
- Armor Class: 12
- Hit Points: 117 (18d8+36)
- Speed: walk 30 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 480
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
14 (+2) |
20 (+5) |
16 (+3) |
14 (+2) |
- Saving Throws: Int +9, Wis +7
- Skills: arcana +9, insight +7, history +9, perception +7
- Damage Immunities: psychic (with mind blank)
- Condition Immunities: charmed (with mind blank)
- Senses: passive Perception 17
- Languages: any four
Special Abilities
- Foresight: When the foresight spell is active, the archmage can't be surprised and has advantage on ability checks, attack rolls, and saving throws. In addition, other creatures have disadvantage on attack rolls against the archmage.
- Mind Blank: When the mind blank spell is active, the archmage is immune to psychic damage, any effect that would read their emotions or thoughts, divination spells, and the charmed condition.
- Spellcasting: The archmage is an 18th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 17
+9 to hit with spell attacks). The archmage can cast shield at level 1 and alter self at level 2 without expending a spell slot. They have the following wizard spells prepared:
Cantrips (at will): fire bolt
light
mage hand
message
prestidigitation
1st-level (4 slots): detect magic
identify
mage armor
shield
2nd-level (4 slots): alter self
detect thoughts
suggestion
3rd-level (3 slots): counterspell
lightning bolt
sending
4th-level (3 slots): confusion
hallucinatory terrain
locate creature
5th-level (3 slots): cone of cold
mislead
scrying
6th-level (1 slot): globe of invulnerability
true seeing
7th-level (1 slot): teleport
8th-level (1 slot): mind blank
9th-level (1 slot): foresight
Actions
- Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Fire Bolt (Cantrip; V, S): Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage.
- Lightning Bolt (3rd-Level; V, S, M): A bolt of lightning 5 feet wide and 100 feet long arcs from the archmage. Each creature in the area makes a DC 17 Dexterity saving throw taking 28 (8d6) lightning damage on a failure or half damage on a success.
- Confusion (4th-Level; V, S, M, Concentration): Each creature within 10 feet of a point the archmage can see within 120 feet makes a DC 17 Wisdom saving throw becoming rattled until the end of its next turn on a success. On a failure a creature is confused for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on itself on a success.
- Cone of Cold (5th-Level; V, S, M): Frost blasts from the archmage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw taking 36 (8d8) cold damage on a failure or half damage on a success.
- Mislead (5th-Level; S, Concentration): The archmage becomes invisible for 1 hour. At the same time an illusory copy of the archmage appears in their space. The archmage can use an action to move the copy up to 60 feet and have it speak or gesture. The copy is revealed as an illusion with any physical interaction as solid objects and creatures pass through it. The archmage can use a bonus action to switch between their copys senses or their own; while using their copys senses the archmages body is blind and deaf. The invisibility but not the duplicate ends if the archmage casts another spell.
- Globe of Invulnerability (6th-Level; V, S, M, Concentration): A glimmering 10-foot-radius sphere appears around the archmage. It remains for 1 minute and doesnt move with the archmage. Any 5th-level or lower spell cast from outside the sphere can't affect anything inside the sphere even if cast with a higher level spell slot. Targeting something inside the sphere or including the spheres space in an area has no effect on anything inside.
- Teleport (7th-Level; V): The archmage teleports to a location they are familiar with on the same plane of existence.
Reactions
- Counterspell (3rd-Level; S): When a creature the archmage can see within 60 feet casts a spell, the archmage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the archmage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the archmage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell.
- Shield (1st-Level; V: When the archmage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.
Archpriest
Medium Humanoid
- Armor Class: 20
- Hit Points: 150 (20d8+60)
- Speed: walk 30 ft.
- Challenge Rating: 16 (15,000 XP)
- Source: A5e Monstrous Menagerie page 487
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
16 (+3) |
14 (+2) |
20 (+5) |
16 (+3) |
- Saving Throws: Int +7, Wis +10, Cha +8
- Skills: insight +10, medicine +10, persuasion +8, religion +10
- Damage Resistances: radiant
- Senses: passive Perception 15
- Languages: any three
Special Abilities
- Anointed Healing: Whenever the archpriest casts a spell that restores hit points, that spell restores an extra 11 (2d10) hit points.
- Magic Resistance: The archpriest has advantage on saving throws against spells and magical effects.
- Spellcasting: The archpriest is a 20th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 18
+10 to hit with spell attacks). The archpriest has the following cleric spells prepared.
Cantrips (at will): light
mending
sacred flame
spare the dying
thaumaturgy
1st-level (4 slots): bane
bless
cure wounds
inflict wounds
2nd-level (3 slots): hold person
lesser restoration
spiritual weapon
3rd-level (3 slots): bestow curse
dispel magic
revivify
4th-level (3 slots): banishment
guardian of faith
stone shape
5th-level (3 slots): contagion
flame strike
greater restoration
mass cure wounds
6th-level (2 slots): blade barrier
planar ally
true seeing
7th-level (2 slots): conjure celestial
divine word
fire storm
8th-level (1 slot): antimagic field
9th-level (1 slot): mass heal
Actions
- Multiattack: The archpriest attacks twice.
- Mace: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) radiant damage.
- Flame Strike (5th-Level; V, S, M): A column of divine flame fills a 10-foot-radius 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 18 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
- Fire Storm (7th-Level; V, S): Flames roar from areas within 120 feet in a contiguous group of ten 10-foot cubes in an arrangement the archpriest chooses. Creatures in the area make a DC 18 Dexterity saving throw taking 38 (7d10) fire damage on a failure or half damage on a success. The spell damages objects in the area and ignites flammable objects that arent being worn or carried.
- Holy Aura (8th-Level; V, S, M, Concentration): Holy radiance emanates from the archpriest and fills a 30-foot radius around them targeting creatures in the area of the archpriests choice. Targets shed dim light in a 5-foot radius and have advantage on saving throws. Attacks made against a target have disadvantage. When a fiend or undead hits a target the aura erupts into blinding light forcing the attacker to succeed on a DC 18 Constitution saving throw or be blinded until the spell ends (up to 1 minute).
- Mass Heal (9th-Level; V, S): Healing energy erupts from the archpriest and restores up to 700 hit points amongst any number of creatures within 60 feet that are not constructs or undead. Creatures healed in this way are also cured of any diseases and any effect causing them to be blinded or deafened. In addition on subsequent turns within the next minute the archpriest can use a bonus action to distribute any unused hit points.
Bonus Actions
- Divine Word (7th-Level; V): The archpriest utters a primordial imprecation that targets other creatures within 30 feet. A target suffers an effect based on its current hit points.
- Fewer than 50 hit points: deafened for 1 minute:
- Fewer than 40 hit points: blinded and deafened for 10 minutes:
- Fewer than 30 hit points: stunned:
- Fewer than 20 hit points: instantly killed outright:
- Additionally: Such a creature does not suffer this effect if it is already on its plane of origin. The archpriest can't cast this spell and a 1st-level or higher spell on the same turn.
- Archpriests head religious orders and often serve on a monarchs council: Sometimes an archpriest is the highest-ranking leader in the land, and they are often considered the direct mouthpieces of their gods by those who worship.
Ascetic Grandmaster
Medium Humanoid
- Armor Class: 20
- Hit Points: 172 (23d8+69)
- Speed: walk 60 ft. climb 60 ft.
- Challenge Rating: 14 (11,500 XP)
- Source: A5e Monstrous Menagerie page 465
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
20 (+5) |
16 (+3) |
10 (+0) |
20 (+5) |
10 (+0) |
- Saving Throws: Str +8, Dex +10, Con +8, Int +5, Wis +10, Cha +5
- Skills: acrobatics +10, athletics +8, perception +10, stealth +10
- Damage Resistances: damage from nonmagical weapons
- Condition Immunities: charmed, frightened, poisoned
- Senses: passive Perception 22
- Languages: any one
Special Abilities
- Athlete: The grandmaster only uses 5 feet of movement when standing from prone and can make a running jump after moving only 5 feet rather than 10.
- Evasion: When the grandmaster makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure.
- Magic Resistance: The grandmaster has advantage on saving throws against spells and magical effects.
- Mobile: After the grandmaster makes a melee attack against a creature on their turn, until the end of their turn they do not provoke opportunity attacks from that creature.
- Reactive: The grandmaster can take a reaction on each creatures turn.
- Stunning Strike (1/Turn): When the grandmaster hits a creature with a melee attack, they can force it to make a DC 18 Constitution saving throw. On a failure, it is stunned until the end of the grandmasters next turn.
- Unarmored Defense: The grandmasters AC equals 10 + their Dexterity modifier + their Wisdom modifier.
Actions
- Multiattack: The grandmaster attacks six times.
- Unarmed Strike: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Bonus Actions
- Trained Dash: The grandmaster takes the Dash action.
Reactions
- Deft Dodge (1/Round): When an attacker that the grandmaster can see hits them with an attack, the grandmaster halves the attacks damage against them.
- Ascetic grandmasters lead the finest monasteries in the world or travel alone seeking worthy challenges and students: They often appear unassuming, but challenging the speed and strength of these legendary martial artists is akin to challenging a hurricane.
Assassin
Medium Humanoid
- Armor Class: 16
- Hit Points: 97 (15d8+30)
- Speed: walk 35 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 467
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
16 (+3) |
14 (+2) |
12 (+1) |
12 (+1) |
12 (+1) |
- Saving Throws: Dex +6, Int +4, Wis +4
- Skills: acrobatics +6, deception +4, perception +4, stealth +6
- Senses: blindsight 10 ft., darkvision 30 ft., passive Perception 14
- Languages: any two
Special Abilities
- Assassinate: During the first turn of combat, the assassin has advantage on attack rolls against any creature that hasnt acted. On a successful hit, each creature of the assassins choice that can see the assassins attack is rattled until the end of the assassins next turn.
- Dangerous Poison: As part of making an attack, the assassin can apply a dangerous poison to their weapon (included below). The assassin carries 3 doses of this poison. A single dose can coat one melee weapon or up to 5 pieces of ammunition.
- Evasion: When the assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure.
- Sneak Attack (1/Turn): The assassin deals an extra 21 (6d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the assassins target is within 5 feet of an ally of the assassin while the assassin doesnt have disadvantage on the attack.
Actions
- Shortsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage.
- Hand Crossbow: Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage.
Bonus Actions
- Cunning Action: The assassin takes the Dash, Disengage, Hide, or Use an Object action.
- Rapid Attack: The assassin attacks with their shortsword.
- Assassins specialize in dealing quiet: While some kill for pay, others do so for ideological or political reasons.
Awakened Shrub
Small Plant
- Armor Class: 9
- Hit Points: 7 (2d6)
- Speed: walk 20 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 438
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
8 (-1) |
10 (+0) |
10 (+0) |
10 (+0) |
6 (-2) |
- Skills:
- Damage Vulnerabilities: fire
- Damage Resistances: bludgeoning, piercing
- Senses: passive Perception 10
- Languages: one language known by its creator
Special Abilities
- False Appearance: While motionless, the shrub is indistinguishable from a normal shrub.
Actions
- Rake: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Awakened Tree
Huge Plant
- Armor Class: 13
- Hit Points: 51 (6d12+12)
- Speed: walk 20 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 438
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
6 (-2) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills:
- Damage Vulnerabilities: fire
- Damage Resistances: bludgeoning, piercing
- Senses: passive Perception 10
- Languages: one language known by its creator
Special Abilities
- False Appearance: While motionless, the tree is indistinguishable from a normal tree.
Actions
- Slam: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.
Axe Beak
Large Beast
- Armor Class: 11
- Hit Points: 16 (3d10)
- Speed: walk 50 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 438
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
10 (+0) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills:
- Senses: passive Perception 10
- Languages:
Actions
- Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Azer
Medium Elemental
- Armor Class: 16
- Hit Points: 39 (6d8+12)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 28
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
14 (+2) |
10 (+0) |
12 (+1) |
10 (+0) |
- Skills:
- Damage Vulnerabilities: cold
- Damage Immunities: fire, poison
- Condition Immunities: poisoned
- Senses: passive Perception 11
- Languages: Ignan
Special Abilities
- Fiery Aura: A creature that ends its turn within 5 feet of one or more azers takes 5 (1d10) fire damage. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Actions
- Hammer: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 3 (1d6) fire damage.
- Heat Metal: Ranged Spell Attack: +4 to hit, range 60 ft., one creature wearing or holding a metal object. Hit: 9 (2d8) fire damage. If a creature is holding the object and suffers damage it makes a DC 12 Constitution saving throw dropping the object on a failure.
Bonus Actions
- Fire Step: While standing in fire, the azer can magically teleport up to 90 feet to a space within fire.
Azer Forgemaster
Medium Elemental
- Armor Class: 16
- Hit Points: 78 (12d8+24)
- Speed: walk 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 28
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
14 (+2) |
12 (+1) |
16 (+3) |
16 (+3) |
- Skills:
- Damage Vulnerabilities: cold
- Damage Immunities: fire, poison
- Condition Immunities: poisoned
- Senses: passive Perception 13
- Languages: Common, Ignan
Special Abilities
- Fiery Aura: A creature that ends its turn within 5 feet of one or more azers takes 5 (1d10) fire damage. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Actions
- Multiattack: The azer attacks with its returning hammer and uses Bonfire if available.
- Returning Hammer: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 feet one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. The azers hammer returns to its hand after its thrown.
- Bonfire (3/Day): A 5-foot-square space within 60 feet catches fire. A creature takes 10 (3d6) fire damage when it enters this area for the first time on a turn or starts its turn there. A creature can use an action to extinguish this fire.
Bonus Actions
- Fire Step: While standing in fire, the azer can magically teleport up to 90 feet to a space within fire.
Baboon
Small Beast
- Armor Class: 12
- Hit Points: 3 (1d6)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 438
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
14 (+2) |
10 (+0) |
4 (-3) |
12 (+1) |
6 (-2) |
- Skills:
- Senses: passive Perception 11
- Languages:
Special Abilities
- Pack Tactics: The baboon has advantage on attack rolls against a creature if at least one of the baboons allies is within 5 feet of the creature and not incapacitated.
Actions
- Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Badger
Tiny Beast
- Armor Class: 10
- Hit Points: 3 (1d4+1)
- Speed: walk 20 ft. burrow 5 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 439
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 4 (-3) |
10 (+0) |
12 (+1) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills:
- Senses: darkvision 30 ft., passive Perception 11
- Languages:
Special Abilities
- Keen Smell: The badger has advantage on Perception checks that rely on smell.
Actions
- Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. If this damage would reduce a Small or larger target to 0 hit points the target takes no damage from this attack.
Balor
Huge Fiend
- Armor Class: 19
- Hit Points: 299 (26d12+130)
- Speed: walk 40 ft. fly 80 ft.
- Challenge Rating: 19 (22,000 XP)
- Source: A5e Monstrous Menagerie page 66
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
18 (+4) |
20 (+5) |
20 (+5) |
20 (+5) |
22 (+6) |
- Saving Throws: Str +14, Dex +10, Con +11, Wis +11, Cha +12
- Skills: intimidation +12, perception +11
- Damage Immunities: fire, poison
- Damage Resistances: cold, lightning; damage from nonmagical weapons
- Condition Immunities: poisoned
- Senses: truesight 120 ft., passive Perception 21
- Languages: Abyssal, telepathy 120 ft.
Special Abilities
- Chaotic Evil: The balor radiates a Chaotic and Evil aura.
- Death Throes: When the balor dies, it explodes. Each creature within 30 feet makes a DC 19 Dexterity saving throw, taking 52 (15d6) fire damage on a failed save or half damage on a success.
- Fire Aura: At the start of the balors turn, each creature within 10 feet takes 10 (3d6) fire damage. A creature that touches the balor or hits it with a melee attack takes 10 (3d6) fire damage.
- Magic Resistance: The balor has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The balor attacks with its lightning sword and its fire whip.
- Lightning Sword: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 18 (4d8) lightning damage.
- Fire Whip: Melee Weapon Attack: +14 to hit, reach 45 ft., one target. Hit: 18 (3d6 + 8) slashing damage plus 14 (4d6) fire damage and the target makes a DC 19 Strength saving throw. On a failure it is pulled up to 40 feet towards the balor.
- Whip Crack (1/Day): A 90-foot cone of thunderous flame emanates from the balor. Each creature in the area makes a DC 19 Constitution saving throw taking 28 (8d6) fire damage and 28 (8d6) thunder damage and falling prone on a failed save or taking half damage on a successful one.
- Teleport: The balor magically teleports to a space within 120 feet that it can see.
Reactions
- Instinctive Teleport: After the balor takes damage, it uses Teleport.
Balor General
Huge Fiend
- Armor Class: 19
- Hit Points: 379 (33d12+165)
- Speed: walk 40 ft. fly 80 ft.
- Challenge Rating: 24 (62,000 XP)
- Source: A5e Monstrous Menagerie page 66
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
18 (+4) |
20 (+5) |
20 (+5) |
20 (+5) |
22 (+6) |
- Saving Throws: Str +14, Dex +10, Con +11, Wis +11, Cha +12
- Skills: intimidation +12, perception +11
- Damage Immunities: fire, poison
- Damage Resistances: cold, lightning; damage from nonmagical weapons
- Condition Immunities: poisoned
- Senses: truesight 120 ft., passive Perception 21
- Languages: Abyssal, telepathy 120 ft.
Special Abilities
- Chaotic Evil: The balor radiates a Chaotic and Evil aura.
- Death Throes: When the balor dies, it explodes. Each creature within 30 feet makes a DC 19 Dexterity saving throw, taking 52 (15d6) fire damage on a failed save or half damage on a success.
- Fire Aura: At the start of the balors turn, each creature within 10 feet takes 10 (3d6) fire damage. A creature that touches the balor or hits it with a melee attack takes 10 (3d6) fire damage.
- Magic Resistance: The balor has advantage on saving throws against spells and magical effects.
- Legendary Resistance (2/Day): If the balor general fails a saving throw, it can choose to succeed instead. When it does so, it wards itself with its sword. The lightning that wreathes the sword winks out. The lightning reappears at the beginning of the balors next turn. Until then, the balors lightning sword deals no lightning damage, and the balor can't use Avenging Bolt.
- Fast Reflexes: The balor general may take two reactions per round, but not more than one per turn.
Actions
- Multiattack: The balor attacks with its lightning sword and its fire whip.
- Lightning Sword: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 18 (4d8) lightning damage.
- Fire Whip: Melee Weapon Attack: +14 to hit, reach 45 ft., one target. Hit: 18 (3d6 + 8) slashing damage plus 14 (4d6) fire damage and the target makes a DC 19 Strength saving throw. On a failure it is pulled up to 40 feet towards the balor.
- Whip Crack (1/Day): A 90-foot cone of thunderous flame emanates from the balor. Each creature in the area makes a DC 19 Constitution saving throw taking 28 (8d6) fire damage and 28 (8d6) thunder damage and falling prone on a failed save or taking half damage on a successful one.
- Teleport: The balor magically teleports to a space within 120 feet that it can see.
Reactions
- Avenging Sword: When damaged by a melee weapon attack, the balor attacks with its lightning sword.
- Hunters Whip: When damaged by a ranged weapon attack, spell, area effect, or magical effect, the balor uses Teleport and then attacks with its fire whip.
- Avenging Bolt (1/Day: When damaged by a ranged weapon attack, spell, or magical effect, a 100-foot-long, 5-foot-wide lightning bolt springs from the balors extended sword. Each creature in the area makes a DC 19 Dexterity saving throw, taking 42 (12d6) lightning damage on a failed save or half damage on a success.
Bandit
Medium Humanoid
- Armor Class: 12
- Hit Points: 9 (2d8)
- Speed: walk 30 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 470
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills:
- Senses: passive Perception 10
- Languages: any one
Actions
- Scimitar: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
- Light Crossbow: Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.
- Bandits are outlaws who live by violence: Most are highway robbers though a few are principled exiles or freedom fighters.
Bandit Captain
Medium Humanoid
- Armor Class: 15
- Hit Points: 65 (10d8+20)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 470
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
16 (+3) |
14 (+2) |
14 (+2) |
12 (+1) |
14 (+2) |
- Saving Throws: Dex +5, Con +4
- Skills: athletics +4, deception +4, intimidation +4, stealth +5, survival +3
- Senses: passive Perception 11
- Languages: any two
Actions
- Multiattack: The bandit captain attacks twice with their scimitar and once with their dagger or throws two daggers.
- Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
- Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 feet one target. Hit: 5 (1d4 + 3) piercing damage.
Reactions
- Parry: If the bandit captain is wielding a melee weapon and can see their attacker, they add 2 to their AC against one melee attack that would hit them.
- Bandits are outlaws who live by violence: Most are highway robbers, though a few are principled exiles or freedom fighters.
Banshee
Medium Undead
- Armor Class: 13
- Hit Points: 58 (13d8)
- Speed: walk 30 ft. fly 40 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 30
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
16 (+3) |
10 (+0) |
12 (+1) |
10 (+0) |
18 (+4) |
- Saving Throws: Wis +2
- Skills:
- Damage Immunities: cold, necrotic, poison
- Damage Resistances: acid, fire, lightning, thunder; damage from nonmagical weapons
- Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses: darkvision 60 ft., Passive Perception 10
- Languages: the languages it spoke in life
Special Abilities
- Death Howl: When reduced to 0 hit points, the banshee uses Baleful Wail.
- Detect Life: The banshee magically senses the general direction of living creatures up to 5 miles away.
- Incorporeal Movement: The banshee can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Undead Nature: A banshee doesnt require air, sustenance, or sleep.
- Unquiet Spirit: If defeated in combat, the banshee returns on the anniversary of its death. It can be permanently put to rest only by finding and casting remove curse on its grave or by righting whatever wrong was done to it.
Actions
- Presage Death: The banshee targets a creature within 60 feet that can hear it predicting its doom. The target makes a DC 14 Wisdom saving throw. On a failure the target takes 11 (2d6 + 4) psychic damage and is magically cursed for 1 hour. While cursed in this way the target has disadvantage on saving throws against the banshees Baleful Wail.
- Baleful Wail: The banshee shrieks. All living creatures within 30 feet of it that can hear it make a DC 14 Constitution saving throw. On a failure a creature takes 11 (2d6 + 4) psychic damage. If the creature is cursed by the banshee it drops to 0 hit points instead.
Reactions
- Wounded Warning: When the banshee takes damage from a creature within 60 feet, it uses Presage Death on the attacker.
Barbed Devil
Medium Fiend
- Armor Class: 15
- Hit Points: 102 (12d8+48)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 78
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
18 (+4) |
12 (+1) |
14 (+2) |
14 (+2) |
- Saving Throws: Str +7, Con +7, Wis +5, Cha +5
- Skills: athletics +7, deception +5, insight +5, perception +5
- Damage Immunities: fire, poison
- Damage Resistances: cold; damage from nonmagical, non-silvered weapons
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 17
- Languages: Infernal, telepathy 120 ft.
Special Abilities
- Barbed Hide: A creature that grapples or is grappled by the devil takes 5 (1d10) piercing damage at the beginning of the devils turn.
- Devils Sight: The devils darkvision penetrates magical darkness.
- Lawful Evil: The devil radiates a Lawful and Evil aura.
- Magic Resistance: The devil has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The devil makes two attacks with its claws and one with its tail. Alternatively it uses Hurl Flame twice.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If both claw attacks hit the same Medium or smaller creature it is grappled (escape DC 15). While the target is grappled this attack may be used only against the grappled creature and has advantage against that creature.
- Tail: Melee Weapon Attack: +7 to hit, reach 5 ft., one target the devil is not grappling. Hit: 10 (2d6 + 3) piercing damage.
- Hurl Flame: Ranged Spell Attack: +6 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a creature it catches on fire taking 5 (1d10) ongoing fire damage. If the target is an unattended flammable object it catches on fire. A creature can use an action to extinguish this fire.
Basilisk
Medium Monstrosity
- Armor Class: 15
- Hit Points: 52 (7d8+21)
- Speed: walk 20 ft. climb 10 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 32
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
8 (-1) |
16 (+3) |
2 (-4) |
10 (+0) |
8 (-1) |
- Skills:
- Senses: darkvision 30 ft., passive Perception 10
- Languages:
Actions
- Stone Gaze (Gaze): The basilisk targets a creature within 60 feet. The target makes a DC 13 Constitution saving throw. On a failure the target magically begins to turn to stone and is restrained. A lesser restoration spell ends this effect. At the beginning of the basilisks next turn if still restrained the target repeats the saving throw. On a success the effect ends. On a failure the target is petrified. This petrification can be removed with greater restoration or similar magic or with basilisk venom.
- Venomous Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 10 (3d6) poison damage.
Reactions
- Stone Glance: If a creature within 60 feet that the basilisk can see hits the basilisk with an attack, the basilisk uses Stone Gaze on the attacker.
Bat
Tiny Beast
- Armor Class: 12
- Hit Points: 1 (1d4-1)
- Speed: walk 5 ft. fly 30 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 439
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 4 (-3) |
10 (+0) |
12 (+1) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills:
- Senses: blindsight 60 ft., passive Perception 11
- Languages:
Special Abilities
- Echolocation: The bat can't use blindsight while deafened.
- Keen Hearing: The bat has advantage on Perception checks that rely on hearing.
Actions
- Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. If this damage would reduce a Small or larger target to 0 hit points the target takes no damage from this attack.
Bearded Devil
Medium Fiend
- Armor Class: 13
- Hit Points: 52 (8d8+16)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 79
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
14 (+2) |
8 (-1) |
12 (+1) |
10 (+0) |
- Saving Throws: Str +5, Con +4, Wis +3
- Skills:
- Damage Immunities: fire, poison
- Damage Resistances: cold; damage from nonmagical, non-silvered weapons
- Condition Immunities: frightened, poisoned
- Senses: darkvision 120 ft., passive Perception 11
- Languages: Infernal, telepathy 120 ft.
Special Abilities
- Devils Sight: The devils darkvision penetrates magical darkness.
- Lawful Evil: The devil radiates a Lawful and Evil aura.
- Magic Resistance: The devil has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The devil attacks once with its beard and once with its glaive.
- Beard: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage and the target is poisoned until the end of the devils next turn. While poisoned in this way the target can't regain hit points.
- Glaive: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or construct it makes a DC 12 Constitution saving throw. On a failure it receives an infernal wound and takes 5 (1d10) ongoing slashing damage. Each time the devil hits the wounded target with this attack the ongoing damage increases by 5 (1d10). A creature can spend an action to make a DC 12 Medicine check ending the ongoing damage on a success. At least 1 hit point of magical healing also ends the ongoing damage.
Behir
Huge Monstrosity
- Armor Class: 16
- Hit Points: 168 (16d12+64)
- Speed: walk 60 ft. climb 40 ft. swim 40 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 33
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
14 (+2) |
18 (+4) |
10 (+0) |
16 (+3) |
12 (+1) |
- Saving Throws: Dex +6, Int +4, Wis +7
- Skills: athletics +9, perception +7, stealth +6
- Damage Immunities: lightning
- Senses: darkvision 90 ft., passive Perception 17
- Languages: Common, Draconic
Special Abilities
- Spider Climb: The behir can use its climb speed even on difficult surfaces and upside down on ceilings.
- Serpentine: The behir can move through a space as narrow as 5 feet wide, vertical or horizontal, at full speed, without squeezing.
Actions
- Multiattack: The behir makes a bite attack and then a constrict attack.
- Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature grappled by the behir and the behir has not swallowed anyone else the target is swallowed. A swallowed creature is blinded and restrained it has total cover from attacks from outside the behir and it takes 21 (6d6) acid damage at the start of each of the behirs turns.
- If a swallowed creature deals 30 or more damage to the behir in a single turn, or if the behir dies, the behir vomits up the creature:
- Constrict: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. The target is grappled (escape DC 17) and restrained while grappled. The behir can grapple two creatures at once.
- Lightning Breath (Recharge 5-6): The behir breathes a line of lightning 5 feet wide and 20 feet long. Creatures in the area make a DC 16 Dexterity saving throw taking 56 (16d6) lightning damage on a failed save or half damage on a success.
Reactions
- Vengeful Breath (1/Day: When struck by a melee attack, the behir immediately recharges and uses Lightning Breath, including the attacker in the area of effect.
Behir Magus
Huge Monstrosity
- Armor Class: 16
- Hit Points: 168 (16d12+64)
- Speed: walk 60 ft. climb 40 ft. swim 40 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: A5e Monstrous Menagerie page None
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
14 (+2) |
18 (+4) |
10 (+0) |
16 (+3) |
12 (+1) |
- Saving Throws: Dex +6, Int +4, Wis +7
- Skills: athletics +9, perception +7, stealth +6
- Damage Immunities: lightning
- Senses: darkvision 90 ft., passive Perception 17
- Languages: Common, Draconic
Special Abilities
- Spider Climb: The behir can use its climb speed even on difficult surfaces and upside down on ceilings.
- Serpentine: The behir can move through a space as narrow as 5 feet wide, vertical or horizontal, at full speed, without squeezing.
Actions
- Multiattack: The behir makes a bite attack and then a constrict attack.
- Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature grappled by the behir and the behir has not swallowed anyone else the target is swallowed. A swallowed creature is blinded and restrained it has total cover from attacks from outside the behir and it takes 21 (6d6) acid damage at the start of each of the behirs turns.
- If a swallowed creature deals 30 or more damage to the behir in a single turn, or if the behir dies, the behir vomits up the creature:
- Constrict: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. The target is grappled (escape DC 17) and restrained while grappled. The behir can grapple two creatures at once.
- Lightning Breath (Recharge 5-6): The behir breathes a line of lightning 5 feet wide and 20 feet long. Creatures in the area make a DC 16 Dexterity saving throw taking 56 (16d6) lightning damage on a failed save or half damage on a success.
Reactions
- Vengeful Breath (1/Day: When struck by a melee attack, the behir immediately recharges and uses Lightning Breath, including the attacker in the area of effect.
- Blindness (1/Day): When struck by a ranged or area attack by a creature within 60 feet that it can see, the behir forces the attacker to make a DC 13 Constitution saving throw. On a failure, the creature is magically blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns.
- Invisibility (1/Day): When damaged by an attack, the behir magically becomes invisible for 1 minute or until it makes an attack.
- Drain Charge (1/Day): When subjected to lightning damage, the behir takes no damage, and the attacker or caster takes necrotic damage equal to the lightning damage dealt.
Berserker
Medium Humanoid
- Armor Class: 13
- Hit Points: 45 (6d8+18)
- Speed: walk 40 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 497
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
10 (+0) |
16 (+3) |
10 (+0) |
10 (+0) |
12 (+1) |
- Saving Throws: Str +4, Dex +2, Con +5
- Skills: athletics +4, intimidation +3, perception +2, survival +2
- Senses: passive Perception 12
- Languages: any one
Special Abilities
- Bloodied Frenzy: While the berserker is bloodied, they make all attacks with advantage and all attacks against them are made with advantage.
- Unarmored Defense: The berserkers AC equals 10 + their Dexterity modifier + their Constitution modifier.
Actions
- Multiattack: The berserker attacks twice.
- Greataxe: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage.
- Handaxe: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
- Berserkers are lightly-armored and heavily-armed shock troops: In battle they tend to prefer charges and heroic single combats over formations and disciplined marches.
Black Bear
Medium Beast
- Armor Class: 11
- Hit Points: 19 (3d8+6)
- Speed: walk 40 ft. climb 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 439
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
10 (+0) |
14 (+2) |
2 (-4) |
12 (+1) |
6 (-2) |
- Skills: perception +3
- Senses: passive Perception 13
- Languages:
Special Abilities
- Keen Smell: The bear has advantage on Perception checks that rely on smell.
Actions
- Multiattack: The bear attacks once with its bite and once with its claws.
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
- Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Black Dragon Wyrmling
Medium Dragon
- Armor Class: 17
- Hit Points: 44 (8d8+6)
- Speed: walk 30 ft. fly 60 ft. swim 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 103
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
16 (+3) |
12 (+1) |
10 (+0) |
10 (+0) |
12 (+1) |
- Skills: perception +2, stealth +5
- Damage Immunities: acid
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 12
- Languages: Draconic
Special Abilities
- Ambusher: When submerged in water, the dragon has advantage on Stealth checks.
- Amphibious: The dragon can breathe air and water.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.
- Acid Breath (Recharge 5-6): The dragon exhales sizzling acid in a 20-foot-long 5-foot-wide line. Each creature in that area makes a DC 11 Dexterity saving throw taking 13 (3d8) acid damage on a failed save or half damage on a success.
Black Pudding
Large Ooze
- Armor Class: 7
- Hit Points: 85 (10d10+30)
- Speed: walk 20 ft. climb 20 ft. swim 20 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 350
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
4 (-3) |
16 (+3) |
1 (-5) |
6 (-2) |
1 (-5) |
- Skills:
- Damage Immunities: acid, cold, lightning, slashing
- Condition Immunities: blinded, charmed, deafened, fatigue, frightened, prone
- Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages:
Special Abilities
- Amorphous: The pudding can pass through an opening as narrow as 1 inch wide without squeezing.
- Corrosive Body: A creature that touches the pudding or hits it with a melee attack while within 5 feet takes 9 (2d8) acid damage. A nonmagical weapon made of metal or wood that hits the black pudding corrodes after dealing damage, taking a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, the weapon is destroyed. Wooden or metal nonmagical ammunition is destroyed after dealing damage. Any other metal or organic object that touches it takes 9 (2d8) acid damage.
- Spider Climb: The pudding can use its climb speed even on difficult surfaces and upside down on ceilings.
- Sunlight Sensitivity: While in sunlight, the pudding has disadvantage on attack rolls.
- Ooze Nature: An ooze doesnt require air or sleep.
Actions
- Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) acid damage. Nonmagical armor worn by the target corrodes taking a permanent -1 penalty to its AC protection per hit. If the penalty reduces the armors AC protection to 10 the armor is destroyed.
Reactions
- Split: When a Medium or larger pudding with at least 10 hit points is subjected to lightning or slashing damage, it splits into two puddings that are each one size smaller. Each new pudding has half the originals hit points (rounded down).
Blackguard
Medium Humanoid
- Armor Class: 18
- Hit Points: 82 (11d8+33)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 475
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
16 (+3) |
12 (+1) |
14 (+2) |
14 (+2) |
- Saving Throws: Str +6, Con +6, Wis +5
- Skills: athletics +6, intimidation +5, perception +5
- Senses: passive Perception 15
- Languages: any two
Special Abilities
- Aura of Anger: While the knight is conscious, allies within 10 feet gain a +2 bonus to melee weapon damage. A creature can benefit from only one Aura of Anger at a time.
Actions
- Multiattack: The knight attacks three times with their greatsword.
- Greatsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
- Lance (Mounted Only): Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack they deal an extra 13 (2d12) piercing damage and the target makes a DC 14 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet.
- Heavy Crossbow: Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage plus 10 (3d6) poison damage.
- Vile Curse (1/Day): The knight utters hellish words that scald the soul. Living creatures of the knights choice within 30 feet that can hear and understand them are magically cursed for 1 minute. A d4 is subtracted from attack rolls and saving throws made by a cursed creature. A creature immune to the frightened condition is immune to this curse.
Blink Dog
Medium Fey
- Armor Class: 13
- Hit Points: 22 (4d8+4)
- Speed: walk 40 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 440
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
16 (+3) |
12 (+1) |
10 (+0) |
12 (+1) |
10 (+0) |
- Skills: perception +3, stealth +5
- Senses: passive Perception 13
- Languages: Blink Dog, understands but cant speak Sylvan
Special Abilities
- Keen Hearing and Smell: The blink dog has advantage on Perception checks that rely on hearing and smell.
Actions
- Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Bonus Actions
- Teleport (Recharge 4-6): The blink dog magically teleports up to 40 feet to an unoccupied space it can see.
Blood Hawk
Small Beast
- Armor Class: 11
- Hit Points: 7 (2d6)
- Speed: walk 10 ft. fly 60 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 440
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
12 (+1) |
10 (+0) |
2 (-4) |
14 (+2) |
4 (-3) |
- Skills: perception +4
- Senses: passive Perception 12
- Languages:
Special Abilities
- Keen Sight: The hawk has advantage on Perception checks that rely on sight.
- Pack Tactics: The hawk has advantage on attack rolls against a creature if at least one of the hawks allies is within 5 feet of the creature and not incapacitated.
Actions
- Beak: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
Blue Dragon Wyrmling
Medium Dragon
- Armor Class: 17
- Hit Points: 58 (9d8+18)
- Speed: walk 30 ft. burrow 15 ft. fly 60 ft. swim 15 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 109
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
14 (+2) |
12 (+1) |
10 (+0) |
14 (+2) |
- Skills: perception +2, stealth +3, survival +2
- Damage Immunities: lightning
- Senses: blindsight 10 ft., tremorsense 30 ft., darkvision 120 ft., passive Perception 12
- Languages: Common, Draconic
Special Abilities
- Desert Farer: The dragon ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat.
- Dune Splitter: The dragon can remain submerged in sand and gravel for up to 4 hours. It has advantage on Stealth checks made to hide in this way.
Actions
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) piercing damage.
- Lightning Breath (Recharge 5-6): The dragon exhales a 30-foot-long 5-foot-wide line of lightning. Each creature in that area makes a DC 12 Dexterity saving throw taking 22 (4d10) lightning damage on a failed save or half damage on a success.
Boar
Medium Beast
- Armor Class: 11
- Hit Points: 11 (2d8+2)
- Speed: walk 40 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 440
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
10 (+0) |
12 (+1) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills:
- Senses: passive Perception 10
- Languages:
Special Abilities
- Relentless (1/Day): If the boar takes 5 or less damage that would reduce it to 0 hit points, it is instead reduced to 1 hit point.
Actions
- Tusk: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. If the boar moves at least 20 feet straight towards the target before the attack the attack deals an extra 3 (1d6) slashing damage and the target makes a DC 11 Strength saving throw falling prone on a failure.
Boggard
Medium Humanoid
- Armor Class: 12
- Hit Points: 13 (3d8)
- Speed: walk 20 ft. swim 40 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 36
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: stealth +4, survival +2
- Senses: passive Perception 10
- Languages: Boggard
Special Abilities
- Amphibious: The boggard can breathe air and water.
- Speak with Frogs and Toads: The boggard can communicate with frogs and toads.
Actions
- Vaulting Leap: The boggard jumps up to its Speed horizontally and half its Speed vertically without provoking opportunity attacks. If its within 5 feet of a creature at the end of this movement it may make a melee spear attack against that creature with advantage.
- Spear: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Boggard Bravo
Medium Humanoid
- Armor Class: 12
- Hit Points: 27 (6d8)
- Speed: walk 20 ft. swim 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 36
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: stealth +4, survival +2
- Senses: passive Perception 10
- Languages: Boggard
Special Abilities
- Amphibious: The boggard can breathe air and water.
- Speak with Frogs and Toads: The boggard can communicate with frogs and toads.
Actions
- Vaulting Leap: The boggard jumps up to its Speed horizontally and half its Speed vertically without provoking opportunity attacks. If its within 5 feet of a creature at the end of this movement it may make a melee spear attack against that creature with advantage.
- Spear: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Bonus Actions
- Tongue: Melee Weapon Attack: +3 to hit, reach 15 ft., one creature. Hit: The target must make a DC 11 Strength saving throw. On a failure, the boggard pulls the target up to 10 feet, or knocks the target prone, or forces the target to drop one item it is holding (boggards choice).
Boggard Sovereign
Large Humanoid
- Armor Class: 13
- Hit Points: 67 (9d10+18)
- Speed: walk 20 ft. swim 40 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 36
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
14 (+2) |
12 (+1) |
14 (+2) |
12 (+1) |
- Skills: stealth +3, perception +3, intimidation +3
- Senses: passive Perception 13
- Languages: Boggard, Common
Special Abilities
- Amphibious: The boggard can breathe air and water.
- Speak with Frogs and Toads: The boggard can communicate with frogs and toads.
Actions
- Parting Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) poison damage. On a hit the boggard may jump up to its Speed horizontally and half its Speed vertically without provoking opportunity attacks.
- Incite Frenzy (1/Day): Each boggard and frog with a Bite attack within 60 feet may use its reaction to make a Bite attack.
- Earthshaking Croak (1/Day): Each non-frog and non-boggard creature within 30 feet makes a DC 12 Constitution saving throw taking 14 (4d6) thunder damage and falling prone on a failure or taking half damage on a success.
- Summon Frog Guardians (1/Day): The boggard magically summons two Medium frog guardians which wriggle from the ground in an empty space within 30 feet. They follow the boggards orders and disappear after 1 minute. They have the statistics of boggards except they have Intelligence 2 have no spear attack and can make a bite attack as part of their Vaulting Leap.
Bolt-Thrower
Small Construct
- Armor Class: 14
- Hit Points: 44 (8d6+16)
- Speed: walk 15 ft. climb 15 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 52
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
16 (+3) |
14 (+2) |
1 (-5) |
6 (-2) |
1 (-5) |
- Skills: perception +0
- Damage Immunities: poison, psychic
- Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: blindsight 120 ft. (blind beyond that range), passive Perception 14
- Languages:
Special Abilities
- Clockwork Sights: The bolt-thrower does not have disadvantage on attack rolls when making ranged attacks within 5 feet of a hostile creature.
- Rooted: The bolt-thrower can use a bonus action to anchor itself to or detach itself from a surface. While anchored, the bolt-throwers Speed is 0, and a DC 20 Strength check is required to detach it. A bolt-thrower cannot use its heavy crossbow unless it is anchored.
Actions
- Multiattack: The bolt-thrower attacks once with each of its crossbows.
- Light Crossbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
- Heavy Crossbow: Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Bone Devil
Large Fiend
- Armor Class: 19
- Hit Points: 142 (15d10+60)
- Speed: walk 50 ft. fly 40 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 80
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
18 (+4) |
16 (+3) |
14 (+2) |
16 (+3) |
- Saving Throws: Int +6, Wis +7, Cha +7
- Skills: athletics +8, deception +7, insight +7, perception +7, stealth +7
- Damage Resistances: cold; damage from nonmagical, non-silvered weapons
- Senses: darkvision 120 ft., passive Perception 16
- Languages: Infernal, telepathy 120 ft.
Special Abilities
- Devils Sight: The devils darkvision penetrates magical darkness.
- Lawful Evil: The devil radiates a Lawful and Evil aura.
- Magic Resistance: The devil has advantage on saving throws against spells and magical effects.
Actions
- Barbed Spear: Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the attack is a melee attack against a creature the target is grappled (escape DC 16). Until this grapple ends the devil can't use its barbed spear on another target.
- Claw: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) piercing damage.
- Invisibility: The devil magically turns invisible along with any equipment it carries. This invisibility ends if the devil makes an attack falls unconscious or dismisses the effect.
Bonus Actions
- Sting: Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 14 (4d6) poison damage, and the target makes a DC 15 Constitution saving throw, becoming poisoned for 1 minute on a failure. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Brass Dragon Wyrmling
Medium Dragon
- Armor Class: 16
- Hit Points: 38 (7d8+7)
- Speed: walk 30 ft. burrow 15 ft. fly 60 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 157
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
12 (+1) |
14 (+2) |
12 (+1) |
12 (+1) |
- Skills: arcana +4, history +4, nature +4, perception +3, religion +4, stealth +3
- Damage Immunities: fire
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 13
- Languages: Draconic
Special Abilities
- Self-Sufficient: The brass dragon can subsist on only a quart of water and a pound of food per day.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Molten Breath: The dragon exhales molten glass in a 20-foot-long 5-foot-wide line. Each creature in the area makes a DC 11 saving throw taking 10 (3d6) fire damage on a failed save or half damage on a success.
- Sleep Breath: The dragon exhales sleep gas in a 15-foot cone. Each creature in the area makes a DC 11 Constitution saving throw. On a failure a creature falls unconscious for 10 minutes or until it takes damage or someone uses an action to wake it.
Bronze Dragon Wyrmling
Medium Dragon
- Armor Class: 16
- Hit Points: 39 (6d8+12)
- Speed: walk 30 ft. fly 60 ft. swim 40 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 162
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
10 (+0) |
14 (+2) |
12 (+1) |
10 (+0) |
14 (+2) |
- Skills: perception +2, stealth +2
- Damage Immunities: lightning
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 12
- Languages: Draconic
Special Abilities
- Amphibious: The dragon can breathe air and water.
Actions
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Lightning Breath: The dragon exhales lightning in a 30-foot-long 5-foot-wide line. Each creature in the area makes a DC 12 Dexterity saving throw taking 16 (3d10) lightning damage on a failed save or half damage on a success.
- Ocean Surge: The dragon exhales a torrent of seawater in a 30-foot cone. Each creature in the area must succeed on a DC 12 Strength saving throw or be pushed 15 feet away from the dragon.
Brown Bear
Large Beast
- Armor Class: 11
- Hit Points: 34 (4d10+12)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 440
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
16 (+3) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills: perception +3
- Senses: passive Perception 13
- Languages:
Special Abilities
- Keen Smell: The bear has advantage on Perception checks that rely on smell.
Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.
- Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage. If the target is a Medium or smaller creature it is grappled (escape DC 14). Until this grapple ends the bear can't attack a different target with its claws.
Bugbear
Medium Humanoid
- Armor Class: 12
- Hit Points: 30 (5d8+8)
- Speed: walk 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 38
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
10 (+0) |
12 (+1) |
10 (+0) |
- Skills: athletics +4, stealth +4, perception +3, survival +3
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Common, Goblin
Actions
- Strangle: Melee Weapon Attack: +4 to hit, reach 10 ft., one Medium or smaller creature that is surprised grappled by the bugbear or that can't see the bugbear. Hit: 9 (2d6 + 2) bludgeoning damage and the target is pulled 5 feet towards the bugbear and grappled (escape DC 12). Until this grapple ends the bugbear automatically hits with the Strangle attack and the target can't breathe.
- Maul: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
- Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage or 12 (3d6 + 2) piercing damage if the target is a creature that is surprised or that can't see the bugbear.
- Stealthy Sneak: The bugbear moves up to half its Speed without provoking opportunity attacks. It can then attempt to hide.
Bugbear Chief
Medium Humanoid
- Armor Class: 15
- Hit Points: 71 (11d8+22)
- Speed: walk 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 38
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
14 (+2) |
10 (+0) |
12 (+1) |
10 (+0) |
- Skills: athletics +6, stealth +4, perception +3, survival +3
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Common, Goblin
Actions
- Multiattack: The bugbear chief makes two attacks.
- Maul: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage or 18 (4d6 + 4) bludgeoning damage if the target is a creature that is surprised or that can't see the bugbear.
- Javelin: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 14 (3d6 + 4) piercing damage if the target is a creature that is surprised or that can't see the bugbear.
- Move Out (1/Day): The bugbear and creatures of its choice within 30 feet move up to half their Speed without provoking opportunity attacks.
Bulette
Large Monstrosity
- Armor Class: 17
- Hit Points: 95 (10d10+40)
- Speed: walk 40 ft. burrow 40 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 40
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
18 (+4) |
2 (-4) |
10 (+0) |
8 (-1) |
- Saving Throws: Int +-1
- Skills: perception +3
- Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 13
- Languages:
Special Abilities
- Steely Hide: If a creature targets the bulette with a melee attack using a nonmagical weapon and rolls a natural 1 on the attack roll, the weapon breaks.
Actions
- Leap (Recharge 5-6): The bulette leaps up to half its Speed horizontally and half its Speed vertically without provoking opportunity attacks and can land in a space containing one or more creatures. Each creature in its space when it lands makes a DC 15 Dexterity saving throw taking 18 (4d6 + 4) bludgeoning damage and being knocked prone on a failure. On a success the creature takes half damage and is pushed 5 feet to a space of its choice. If that space is occupied the creature is knocked prone.
- Burrow: The bulette burrows under the ground without provoking opportunity attacks moves up to its burrow speed and then resurfaces in an unoccupied space. If it is within 5 feet of a creature it then makes a bite attack.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.
Reactions
- Jaw Clamp (1/Day): When an attacker within 5 feet of the bulette misses it with a melee attack, the bulette makes a bite attack against the attacker. On a hit, the attacker is grappled (escape DC 15). Until this grapple ends, the grappled creature is restrained, and the only attack the bulette can make is a bite against the grappled creature.
- Hard Carapace (1/Day): After taking damage from an attack, the bulette lies down and closes its eyes, protecting all vulnerable spots. Until the beginning of its next turn, its AC becomes 21 and it has advantage on saving throws.
Bunyip
Huge Beast
- Armor Class: 14
- Hit Points: 150 (12d12+72)
- Speed: walk 20 ft. swim 50 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie page 441
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 23 (+6) |
15 (+2) |
22 (+6) |
3 (-4) |
12 (+1) |
8 (-1) |
- Saving Throws: Dex +5, Wis +4
- Skills: athletics +9, perception +4, stealth +5, survival +4
- Damage Resistances: cold, thunder
- Senses: darkvision 120 ft., passive Perception 16
- Languages:
Special Abilities
- Brave: The bunyip has advantage on saving throws against being frightened.
- Hold Breath: The bunyip can hold its breath for 1 hour.
- Keen Hearing and Smell: The bunyip has advantage on Perception checks that rely on hearing or smell.
Actions
- Multiattack: The bunyip makes a bite attack and two slam attacks.
- Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12+6) piercing damage and the target is grappled (escape DC 17). Until this grapple ends the target is restrained and the bunyip can't bite another target.
- Slam: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) bludgeoning damage.
Bonus Actions
- Terrifying Howl: The bunyip unleashes a terrifying howl. Each creature of its choice within 120 feet that can see and hear it makes a DC 17 Wisdom saving throw, becoming frightened for 1 minute on a failure. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it, the creature is immune to the bunyips Terrifying Howl for the next 24 hours.
Cambion
Medium Fiend
- Armor Class: 16
- Hit Points: 93 (11d8+44)
- Speed: walk 30 ft. fly 60 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 42
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
18 (+4) |
18 (+4) |
16 (+3) |
14 (+2) |
18 (+4) |
- Saving Throws: Con +7, Int +6, Wis +5, Cha +7
- Skills: deception +7, intimidation +7, perception +5, stealth +7
- Damage Resistances: cold, fire, poison; damage from nonmagical weapons
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Abyssal, Common, Infernal
Actions
- Multiattack: The cambion makes two melee attacks or two ranged attacks.
- Black Iron Blade: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage and the target takes a wound that deals 5 (1d10) ongoing slashing damage. A creature can end the ongoing damage by staunching the wound as an action or by giving the target magical healing.
- Fire Blast: Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 13 (3d8) fire damage.
- Fiery Escape (1/Day): The cambion magically creates a fiery portal to the realm of its fiendish parent. The portal appears in an empty space within 5 feet. The portal lasts until the end of the cambions next turn or until it passes through the portal. No one but the cambion can pass through the portal; anyone else that enters its space takes 14 (4d6) fire damage.
Bonus Actions
- Fell Charm: The cambion targets one creature within 30 feet. The target makes a DC 15 Wisdom saving throw. On a failure, it is magically charmed by the cambion for 1 day. The effect ends if the cambion or a cambions ally harms the target, or if the cambion commands it to take a suicidal action. While charmed, the target regards the cambion as a trusted friend and is an ally of the cambion. If the target makes a successful saving throw or the effect ends, the target is immune to this cambions Fell Charm for 24 hours.
- Command: The cambion gives an order to an ally within 60 feet that can hear it. If the ally has a reaction available, it can use it to follow the cambions order, either taking an action or moving up to its Speed.
- Shapeshift: The cambion magically changes its form to that of any humanoid creature it has seen before, or back into its true form. While shapeshifted, its statistics are unchanged except that it has no armor or equipment, can't use its black iron blade, and can fly only if it is in a form with wings. It reverts to its true form if it dies.
Camel
Medium Beast
- Armor Class: 10
- Hit Points: 15 (2d10+4)
- Speed: walk 50 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 441
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
10 (+0) |
14 (+2) |
2 (-4) |
8 (-1) |
4 (-3) |
- Skills:
- Senses: passive Perception 9
- Languages:
Actions
- Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Cat
Tiny Beast
- Armor Class: 12
- Hit Points: 2 (1d4)
- Speed: walk 40 ft. climb 30 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 441
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
14 (+2) |
10 (+0) |
3 (-4) |
12 (+1) |
6 (-2) |
- Skills: perception +3, stealth +4
- Senses: darkvision 30 ft., passive Perception 13
- Languages:
Special Abilities
- Keen Smell: The cat has advantage on Perception checks that rely on smell.
- Safe Landing: The cat takes no falling damage from the first 10 feet that it falls.
Actions
- Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage. If this damage would reduce a Small or larger target to 0 hit points the target takes no damage from this attack.
Cave Bear
Large Beast
- Armor Class: 12
- Hit Points: 42 (5d10+15)
- Speed: walk 40 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 456
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
16 (+3) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills: perception +3, darkvision +90
- Senses: passive Perception 13
- Languages:
Special Abilities
- Keen Smell: The bear has advantage on Perception checks that rely on smell.
Actions
- Multiattack: The bear makes two melee attacks.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) slashing damage. If the target is a Medium or smaller creature it is grappled (escape DC 15). Until this grapple ends the bear can't attack a different target with its claws.
Cave Ogre
Large Giant
- Armor Class: 12
- Hit Points: 119 (14d10+42)
- Speed: walk 40 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 347
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 19 (+4) |
8 (-1) |
16 (+3) |
10 (+0) |
10 (+0) |
8 (-1) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common, Giant
Special Abilities
- Elite Recovery: At the end of each of its turns while bloodied, the ogre can end one condition or effect on itself. It can do this even when unconscious or incapacitated.
Actions
- Greatclub: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and if the target is a Medium or smaller creature it makes a DC 14 Strength saving throw falling prone on a failure.
- Sweeping Strike: Melee Weapon Attack: +6 to hit, reach 5 ft. all creatures within 5 feet. Hit: 8 (1d8 + 4) bludgeoning damage and if the target is a Medium or smaller creature it makes a DC 14 Strength saving throw. On a failure it is pushed 10 feet away from the ogre.
- Javelin: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Cave Troll
Large Giant
- Armor Class: 18
- Hit Points: 84 (8d10+40)
- Speed: walk 40 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 413
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
20 (+5) |
8 (-1) |
12 (+1) |
8 (-1) |
- Skills: stealth +4
- Senses: blindsight 120 ft., passive Perception 11
- Languages: Giant
Special Abilities
- Keen Smell: The troll has advantage on Perception checks that rely on smell.
- Regeneration: The troll regains 10 hit points at the start of its turn. If the troll takes radiant damage or is exposed to sunlight, this trait doesnt function on its next turn. The troll is petrified if it starts its turn with 0 hit points and doesnt regenerate.
- Severed Limbs: If the troll is dealt a critical hit with a slashing weapon, one of its extremities is severed. The extremity has AC 15, 10 hit points, a Speed of 10, and the trolls Regeneration trait. The troll controls the severed extremity and perceives through it with the appropriate senses (for instance, it sees through the eyes of its severed head). As a bonus action, the troll can reattach the extremity. While the troll is missing the extremity, its maximum hit points are reduced by 10. Roll d6 to determine the severed extremity:
- 1-4: Arm: If the troll has an arm, it loses an arm. It loses one of its claw attacks, and the severed arm can make a claw attack.
- 5-6: Head: If the troll has a head, it loses its head. It loses its bite attack, and the severed head can make a bite attack.
Actions
- Multiattack: The troll attacks with its bite and twice with its claw. When the troll uses Multiattack it can make a rock attack in place of one claw attack.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
- Claw: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
- Rock: Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Centaur
Large Fey
- Armor Class: 13
- Hit Points: 45 (6d10+12)
- Speed: walk 50 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 44
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
16 (+3) |
14 (+2) |
10 (+0) |
16 (+3) |
10 (+0) |
- Skills: nature +5, perception +5, survival +5
- Senses: passive Perception 17
- Languages: Common, Elvish, Sylvan
Actions
- Multiattack: The centaur attacks with its pike and its hooves.
- Pike: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
- Hooves: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. If this attack deals damage the centaurs movement doesnt provoke opportunity attacks from the target for the rest of the centaurs turn.
- Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
- Deadeye Shot (1/Day): The centaur makes a shortbow attack with advantage.
Chain Devil
Medium Fiend
- Armor Class: 17
- Hit Points: 127 (15d8+60)
- Speed: walk 40 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 80
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
18 (+4) |
10 (+0) |
12 (+1) |
16 (+3) |
- Saving Throws: Con +8, Wis +5, Cha +7
- Skills: survival +5
- Damage Immunities: fire, poison
- Damage Resistances: cold; damage from nonmagical, non-silvered weapons
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 12
- Languages: Infernal, telepathy 120 ft.
Special Abilities
- Devils Sight: The devils darkvision penetrates magical darkness.
- Lawful Evil: The devil radiates a Lawful and Evil aura.
- Magic Resistance: The devil has advantage on saving throws against spells and magical effects.
- Rattling Chains: Whenever the devil moves, the rattling of its chains can be heard up to 300 feet away, unless it moves at half its Speed.
- Relentless Tracker: Once the devil has grappled a creature in its chains, it has advantage on ability checks made to track that creature for the next 30 days.
Actions
- Multiattack: The chain devil makes two chain attacks and commands up to two animated chains under its control to make chain attacks.
- Chain: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a creature it is grappled (escape DC 16) and restrained. Until the grapple ends this chain can only attack the grappled target.
Bonus Actions
- Animate Chain: One inanimate, unattended chain within 60 feet sprouts blades and magically animates under the devils control for 1 hour. It has AC 20 and 20 hit points, a Speed of 0, and immunity to psychic, piercing, poison, and thunder damage. When the devil uses Multiattack, the devil may command the chain to make one Chain attack against a target within 15 feet of it. If the chain is reduced to 0 hit points, it can't be reanimated.
Reactions
- Unnerving Mask: When damaged by a creature within 30 feet that can see the devil, the devil momentarily assumes the magical illusory form of one of the attackers enemies or loved ones, alive or dead. The illusory figure may speak words that only the attacker can hear. The attacker makes a DC 15 Wisdom saving throw. On a failure, it takes 9 (2d8) psychic damage and is frightened until the end of its next turn.The attacker is then immune to this effect for the next 24 hours.
Champion Warrior
Medium Humanoid
- Armor Class: 16
- Hit Points: 90 (12d8+36)
- Speed: walk 40 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 497
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
18 (+4) |
16 (+3) |
10 (+0) |
12 (+1) |
14 (+2) |
- Saving Throws: Str +7, Dex +7, Con +6, Wis +4
- Skills: athletics +7, intimidation +5, perception +4, stealth +7, survival +4
- Senses: passive Perception 14
- Languages: any one
Actions
- Multiattack: The warrior attacks twice.
- Greataxe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. If the warrior has moved this turn, this attack is made with advantage.
Chimera
Large Monstrosity
- Armor Class: 13
- Hit Points: 114 (12d10+48)
- Speed: walk 30 ft. fly 60 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 45
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
18 (+4) |
3 (-4) |
16 (+3) |
10 (+0) |
- Saving Throws: Con +7, Int +-1, Wis +6
- Skills: perception +6
- Senses: darkvision 60 ft., passive Perception 21
- Languages:
Special Abilities
- Reactive Heads: The chimera can take three reactions per round, but not more than one per turn.
- Three Heads: The chimera has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and it can't be flanked.
- Wakeful: When one of the chimeras heads is asleep, the others are awake.
Actions
- Headbutt: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or fall prone.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
- Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage or 14 (4d4 + 4) slashing damage against a prone target.
- Breath Weapon (Recharge 5-6): The dragon head breathes fire in a 15-foot cone. Creatures in the area make a DC 15 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.
Reactions
- Tail Swipe (1/Day): If a creature within 5 feet hits the chimera with a melee attack, the attacker is battered by the chimeras tail. The attacker makes a DC 15 Strength saving throw. On a failure, it takes 9 (2d4 + 4) bludgeoning damage and is pushed 10 feet from the chimera and knocked prone.
- Winged Charge (1/Day): If a creature the chimera can see hits it with a ranged attack, the chimera leaps off the ground and moves up to its fly speed towards the attacker. If within range, the chimera then makes a headbutt attack against the attacker.
Legendary Actions
- The chimera can take 2 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Bite: The chimera uses its Bite attack.
- Claw: The chimera uses its Claw attack.
Chuul
Large Aberration
- Armor Class: 16
- Hit Points: 93 (11d10+33)
- Speed: walk 30 ft. swim 40 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 47
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
16 (+3) |
5 (-3) |
16 (+3) |
10 (+0) |
- Skills:
- Damage Immunities: poison
- Condition Immunities: frightened, poisoned
- Senses: darkvision 60 ft., passive Perception 13
- Languages: understands Deep Speech but can't speak
Special Abilities
- Amphibious: The chuul can breathe air and water.
- Detect Magic: The chuul senses a magical aura around any visible creature or object within 120 feet that bears magic.
Actions
- Multiattack: If the chuul is grappling a creature it uses its tentacle on that creature. It then makes two pincer attacks.
- Pincer: Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature it is grappled (escape DC 15). When carrying a grappled creature the chuul can move at full speed. A pincer that is being used to grapple a creature can be used only to attack that creature.
- Tentacle: A grappled creature makes a DC 14 Constitution saving throw. On a failure it is paralyzed for 1 minute. The creature repeats the saving throw at the end of each of its turns ending the paralysis on a success.
Clay Guardian
Large Construct
- Armor Class: 14
- Hit Points: 133 (14d10+56)
- Speed: walk 25 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 261
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
18 (+4) |
3 (-4) |
10 (+0) |
1 (-5) |
- Skills:
- Damage Immunities: acid, poison, psychic; damage from nonmagical, non-adamantine weapons
- Condition Immunities: charmed, fatigue, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 60 ft., passive Perception 10
- Languages: understands the languages of its creator but can't speak
Special Abilities
- Constructed Nature: Guardians dont require air, sustenance, or sleep.
- Acid Absorption: When the guardian is subjected to acid damage, it instead regains hit points equal to the acid damage dealt.
- Berserk: When the guardian starts its turn while bloodied , roll a d6. On a 6, the guardian goes berserk. While berserk, the guardian attacks the nearest creature it can see. If it can’t reach a creature, it attacks an object. The guardian stays berserk until it is destroyed or restored to full hit points.
- Bloodied Haste: While the guardian is bloodied, its speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws , and it can use its slam as a bonus action.
- Immutable Form: The guardian is immune to any effect that would alter its form.
- Magic Resistance: The guardian has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The guardian attacks twice with its slam.
- Slam: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature it makes a DC 15 Constitution saving throw. On a failure its hit point maximum is reduced by an amount equal to the damage dealt. The target dies if its hit point maximum is reduced to 0. A greater restoration spell or similar magic removes the reduction.
Cloaker
Large Aberration
- Armor Class: 13
- Hit Points: 97 (13d10+26)
- Speed: walk 10 ft. fly 50 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie page 50
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
14 (+2) |
12 (+1) |
12 (+1) |
12 (+1) |
- Saving Throws: Wis +4
- Skills: stealth +6
- Damage Resistances: bludgeoning
- Condition Immunities: charmed, frightened
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Deep Speech, Undercommon
Special Abilities
- False Appearance: When motionless, the cloaker is indistinguishable from a black cloak or similar cloth or leather article.
- Light Sensitivity: The cloaker has disadvantage on attack rolls and Perception checks while in bright light.
Actions
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage and the target is grappled (escape DC 15). If the cloaker has advantage against the target the cloaker attaches to the targets head and the target is blinded and suffocating. Until this grapple ends the cloaker automatically hits the grappled creature with this attack. When the cloaker is dealt damage while grappling it takes half the damage (rounded down) and the other half is dealt to the grappled target. The cloaker can have only one creature grappled at once.
- Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage and the creature makes a DC 13 Constitution saving throw. On a failure it is poisoned until the end of the cloakers next turn.
- Moan: Each non-aberration creature within 60 feet that can hear its moan makes a DC 13 Wisdom saving throw. On a failure it is frightened until the end of the cloakers next turn. When a creature succeeds on this saving throw it becomes immune to the cloakers moan for 24 hours.
- Phantasms (1/Day): The cloaker magically creates flickering illusions of itself in its space. Attacks on it have disadvantage. This effect ends after 1 minute when the cloaker enters an area of bright light or when it successfully grapples a creature.
Reactions
- Reactive Tail: When hit or missed with a melee attack, the cloaker makes a tail attack against the attacker.
- Angry Moan: When the cloaker takes damage, it uses Moan.
Clockwork Sentinel
Medium Construct
- Armor Class: 18
- Hit Points: 60 (8d8+24)
- Speed: walk 35 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 52
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
16 (+3) |
1 (-5) |
6 (-2) |
1 (-5) |
- Skills: athletics +5, perception +0, survival +0
- Damage Immunities: poison, psychic
- Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: blindsight 120 ft. (blind beyond that range), passive Perception 12
- Languages:
Special Abilities
- False Appearance: While motionless, the sentinel is indistinguishable from normal armor.
- Clockwork Nature: A clockwork doesnt require air, nourishment, or rest, and is immune to disease.
- Immutable Form: The clockwork is immune to any effect that would alter its form.
Actions
- Multiattack: The sentinel attacks three times.
- Halberd: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
- Calculated Sweep: The sentinel makes a melee attack against each creature of its choice within 10 feet. On a critical hit the target makes a DC 13 Strength saving throw falling prone on a failure.
Bonus Actions
- Overclock (Recharge 5-6): The sentinel takes the Dash action.
Reactions
- Parry: The sentinel adds 2 to its AC against one melee attack that would hit it.
Cloud Giant
Huge Giant
- Armor Class: 14
- Hit Points: 187 (15d12+90)
- Speed: walk 40 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 232
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 27 (+8) |
10 (+0) |
22 (+6) |
12 (+1) |
16 (+3) |
16 (+3) |
- Saving Throws: Str +12, Con +10, Wis +7, Cha +7
- Skills: insight +7, perception +7, persuasion +7
- Damage Resistances: lightning, thunder
- Senses: passive Perception 17
- Languages: Common, Giant
Special Abilities
- Cloud Sight: Clouds and fog do not impair the giants vision.
- Innate Spellcasting: The giants spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: detect magic, fog cloud, light, 3/day each: feather fall, fly, misty step, telekinesis, 1/day each: control weather, gaseous form
Actions
- Multiattack: The giant attacks twice with its glaive.
- Glaive: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) slashing damage. If the target is a Large or smaller creature it makes a DC 20 Strength saving throw. On a failure it is pushed up to 10 feet away from the giant and knocked prone.
- Rock: Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 39 (9d6 + 8) bludgeoning damage. If the target is a Large or smaller creature it makes a DC 20 Strength saving throw falling prone on a failure.
- Fog Cloud (1st-Level; V, S, Concentration): The giant creates a 20-foot-radius heavily obscured sphere of fog centered on a point it can see within 120 feet. The fog spreads around corners and can be dispersed by a moderate wind (at least 10 miles per hour). It lasts for 1 hour.
Bonus Actions
- Gust: One creature within 10 feet makes a DC 15 Strength saving throw. On a failure, it is pushed up to 30 feet away from the giant.
- Misty Step (2nd-Level; V): The giant teleports to an unoccupied space it can see within 30 feet. The giant can't cast this spell and a 1st-level or higher spell on the same turn.
Cloud Giant Noble
Huge Giant
- Armor Class: 14
- Hit Points: 187 (15d12+90)
- Speed: walk 40 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: A5e Monstrous Menagerie page 233
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 27 (+8) |
10 (+0) |
22 (+6) |
12 (+1) |
16 (+3) |
16 (+3) |
- Saving Throws: Str +12, Con +10, Wis +7, Cha +7
- Skills: insight +7, perception +7, persuasion +7
- Damage Resistances: lightning, thunder
- Senses: passive Perception 17
- Languages: Common, Giant
Special Abilities
- Cloud Sight: Clouds and fog do not impair the giants vision.
- Innate Spellcasting: The giants spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: detect magic, fog cloud, light, 3/day each: feather fall, fly, misty step, telekinesis, 1/day each: control weather, gaseous form
Actions
- Multiattack: The giant attacks twice with its glaive.
- Glaive: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) slashing damage. If the target is a Large or smaller creature it makes a DC 20 Strength saving throw. On a failure it is pushed up to 10 feet away from the giant and knocked prone.
- Rock: Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 39 (9d6 + 8) bludgeoning damage. If the target is a Large or smaller creature it makes a DC 20 Strength saving throw falling prone on a failure.
- Fog Cloud (1st-Level; V, S, Concentration): The giant creates a 20-foot-radius heavily obscured sphere of fog centered on a point it can see within 120 feet. The fog spreads around corners and can be dispersed by a moderate wind (at least 10 miles per hour). It lasts for 1 hour.
- Arc Lightning (1/Day): Up to three creatures within 60 feet that the giant can see make DC 15 Dexterity saving throws taking 42 (12d6) lightning damage on a failure or half damage on a success.
- Blinking Blades (1/Day): The giant magically teleports multiple times within a few seconds. The giant may make one glaive attack against each creature of its choice within 30 feet up to a maximum of 6 attacks.
- Reverse Gravity (1/Day): Each creature of the giants choice within 30 feet is magically hurled 60 feet in the air. If a creature hits an obstacle it takes 21 (6d6) bludgeoning damage. The creatures then fall taking falling damage as normal.
- Silver Tongue (1/Day): One creature that can hear the giant within 30 feet makes a DC 15 Wisdom saving throw. On a failure it is magically charmed by the giant for 1 hour. This effect ends if the giant or its allies harm the creature.
Bonus Actions
- Gust: One creature within 10 feet makes a DC 15 Strength saving throw. On a failure, it is pushed up to 30 feet away from the giant.
- Misty Step (2nd-Level; V): The giant teleports to an unoccupied space it can see within 30 feet. The giant can't cast this spell and a 1st-level or higher spell on the same turn.
Cockatrice
Small Monstrosity
- Armor Class: 12
- Hit Points: 27 (6d6+6)
- Speed: walk 20 ft. fly 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 55
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
12 (+1) |
2 (-4) |
12 (+1) |
5 (-3) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 11
- Languages:
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the target makes a DC 11 Constitution saving throw against being petrified. On a failure the target is restrained as it begins to turn to stone. A lesser restoration spell ends this effect. If still restrained the creature must repeat the saving throw at the end of its next turn. On a success the effect ends. On a failure the creature is petrified for 24 hours.
Reactions
- Frenzy (1/Day): When attacked by a creature it can see within 20 feet, the cockatrice moves up to half its Speed and makes a bite attack against that creature.
Commoner
Medium Humanoid
- Armor Class: 10
- Hit Points: 4 (1d8)
- Speed: walk 30 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 471
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: any +0
- Senses: passive Perception 10 (14 if proficient)
- Languages: any one
Actions
- Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
- Stone: Ranged Weapon Attack: +2 to hit, range 10/30 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Commoner Mob
Huge Humanoid
- Armor Class: 10
- Hit Points: 45 (10d8)
- Speed: walk 30 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 471
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills:
- Senses: passive Perception 10
- Languages: any one
Special Abilities
- Area Vulnerability: The mob takes double damage from any effect that targets an area.
- Mob Dispersal: When the mob is reduced to 0 hit points, it turns into 5 (1d6 + 2) commoners with 2 hit points.
- Mob: The mob is composed of 10 or more commoners. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The mob can move through any opening large enough for one Medium creature.
Actions
- Clubs: Melee Weapon Attack: +2 to hit, reach 5 ft., up to two targets. Hit: 10 (4d4) bludgeoning damage or half damage if the mob is bloodied.
- Stones: Ranged Weapon Attack: +2 to hit, range 10/30 ft., up to two targets. Hit: 10 (4d4) bludgeoning damage or half damage if the mob is bloodied.
Constrictor Snake
Large Beast
- Armor Class: 11
- Hit Points: 13 (2d10+2)
- Speed: walk 30 ft. climb 30 ft. swim 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 441
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
12 (+1) |
2 (-4) |
10 (+0) |
3 (-4) |
- Skills:
- Senses: blindsight 10 ft., passive Perception 10
- Languages:
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
- Constrict: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage and the target is grappled (escape DC 14). Until this grapple ends the target is restrained and the snake can't constrict a different target.
Copper Dragon Wyrmling
Medium Dragon
- Armor Class: 16
- Hit Points: 44 (8d8+8)
- Speed: walk 30 ft. climb 30 ft. fly 60 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 168
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 15 (+2) |
12 (+1) |
13 (+1) |
14 (+2) |
11 (+0) |
13 (+1) |
- Skills: perception +2, stealth +3
- Damage Immunities: acid
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 17
- Languages: Draconic
Special Abilities
- Flow Within the Mountain: The dragon has advantage on Stealth checks made to hide in mountainous regions.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Acid Breath: The dragon exhales acid in a 20-foot-long 5-foot wide-line. Each creature in the area makes a DC 11 Dexterity saving throw taking 13 (3d8) acid damage on a failed save or half damage on a success.
- Slowing Breath: The dragon exhales toxic gas in a 15-foot cone. Each creature in the area makes a DC 11 Constitution saving throw becoming slowed for 1 minute on a failure. A creature repeats the saving throw at the end of each of its turns ending the effect on itself on a success.
Coralfish
Small Monstrosity
- Armor Class: 12
- Hit Points: 27 (6d6+6)
- Speed: walk 20 ft. swim 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 55
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
12 (+1) |
2 (-4) |
12 (+1) |
5 (-3) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 11
- Languages:
Special Abilities
- Aquatic: The coralfish can only breathe underwater.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the target makes a DC 11 Constitution saving throw against being petrified. On a failure the target is restrained as it begins to turn to a brightly colored statue. A lesser restoration spell ends this effect. If still restrained the creature must repeat the saving throw at the end of its next turn. On a success the effect ends. On a failure the creature is petrified for 24 hours.
Reactions
- Frenzy (1/Day): When attacked by a creature it can see within 20 feet, the cockatrice moves up to half its Speed and makes a bite attack against that creature.
Corrupted Unicorn
Large Celestial
- Armor Class: 14
- Hit Points: 85 (9d10+36)
- Speed: walk 80 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 416
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
18 (+4) |
18 (+4) |
16 (+3) |
20 (+5) |
20 (+5) |
- Skills:
- Damage Immunities: poison
- Condition Immunities: charmed, paralyzed, poisoned
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Celestial, Elvish, Sylvan, telepathy 60 ft.
Special Abilities
- Magic Resistance: The unicorn has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The unicorn attacks once with its hooves and once with its horn.
- Hooves: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
- Horn: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is a creature and the unicorn moves at least 20 feet straight towards the target before the attack the target takes an extra 9 (2d8) bludgeoning damage and makes a DC 16 Strength saving throw falling prone on a failure.
- Trample: The unicorn attacks a prone creature with its hooves.
- Darkness Aura (1/Day): A 15-foot radius area of magical darkness emanates from the unicorn spreading around corners and moving with it. Darkvision and natural light can't penetrate it. If the darkness overlaps with an area of light created by a 2nd-level spell or lower the spell creating the light is dispelled. The darkness aura lasts for 10 minutes or until the unicorn takes damage. The aura doesnt hinder the unicorns sight.
- Grant Boon (3/Day): The unicorn touches a willing creature including itself with its horn and grants one of the following boons:
- Healing: The creature magically regains 21 (6d6) hit points. It is cured of all diseases and poisons affecting it are neutralized.
- Luck: During the next 24 hours, the creature can roll a d12 and add the result to one ability check, attack roll, or saving throw after seeing the result:
- Protection: A glowing mote of light orbits the creatures head: The mote lasts 24 hours. When the creature fails a saving throw it can use its reaction to expend the mote and succeed on the saving throw.
- Resolution: The creature is immune to being charmed or frightened for 24 hours.
Cosmopolitan Alchemist
Medium Humanoid
- Armor Class: 14
- Hit Points: 91 (14d8+28)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 467
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 11 (+0) |
16 (+3) |
14 (+2) |
19 (+4) |
14 (+2) |
13 (+1) |
- Saving Throws: Dex +6, Con +5, Wis +5
- Skills: arcana +7, investigation +7, nature +7, perception +5, insight +5, sleight +0
- Damage Resistances: fire, poison
- Senses: passive Perception 15
- Languages: any four
Special Abilities
- Alchemy Schooling: The alchemist gains their proficiency bonus and an expertise die (+1d6) on checks made with alchemists supplies.
- Crafting: So long as the alchemist has the required components and equipment, they are able to craft potions of up to legendary rarity and other magic items of up to very rare rarity.
- Potion Crafter: The alchemist has the following potions on hand:
- Potion of Climbing: For 1 hour, the drinker gains a climb speed equal to its Speed and has advantage on Athletics checks made to climb.
- Potion of Greater Healing (3): Restores 14 (4d4 + 4) hit points.
- Potion of Superior Healing: Restores 28 (8d4 + 8) hit points.
- Potion of Water Breathing: For 1 hour, the drinker can breathe underwater.
Actions
- Multiattack: The alchemist attacks twice with their dagger.
- Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.
- Bomb (3/Day): The alchemist lobs a bomb at a point they can see within 80 feet. Upon impact the bomb explodes in a 10-foot radius. Creatures in the area make a DC 15 Dexterity saving throw taking 24 (7d6) fire damage on a failure or half damage on a success.
Bonus Actions
- Alter Bomb: The alchemist quickly swaps reagents to change the damage dealt by their next bomb to acid, cold, lightning, poison, or thunder.
- Potion: The alchemist drinks or administers a potion.
Reactions
- Desperate Drink (1/Day: When the alchemist is dealt damage, they drink a potion.
Couatl
Medium Celestial
- Armor Class: 16
- Hit Points: 85 (10d8+40)
- Speed: walk 30 ft. fly 90 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 56
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
18 (+4) |
18 (+4) |
18 (+4) |
20 (+5) |
18 (+4) |
- Saving Throws: Con +6, Wis +7, Cha +6
- Skills: perception +7, persuasion +6, religion +7
- Damage Resistances: psychic, radiant; damage from nonmagical weapons
- Senses: truesight 120 ft., passive Perception 17
- Languages: all, telepathy 120 ft.
Special Abilities
- Innate Spellcasting: The couatls spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, 3/day each: create food and water, detect thoughts, lesser restoration, 1/day each: dream, greater restoration, scrying
Actions
- Constrict: Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 14 (3d6 + 4) bludgeoning damage and the target is grappled (escape DC 14). Until this grapple ends the target is restrained the couatl can't constrict other targets and the couatl has advantage on attacks against the target.
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target makes a DC 14 Constitution saving throw. On a failure it is poisoned for 24 hours. The target is unconscious until the poisoned condition ends or a creature uses an action to shake the target awake.
- Heal (1/Day): The couatl touches a creature magically healing 20 hit points of damage and ending the poisoned condition on that creature.
- Shapeshift: The couatl magically changes its form to resemble that of a humanoid or beast or back into its true form. It reverts to its true form if it dies. If its form is humanoid it is equipped with clothing and a weapon. While shapeshifted its statistics are the same except that it can't use Constrict and Shielding Wing and it may gain a swim speed of 60 or lose its fly speed if appropriate to its new form. If its a beast it can use its bite attack. If its a humanoid it may make a weapon attack which functions identically to its bite attack.
Reactions
- Shielding Wing: When the couatl or a creature within 5 feet is attacked, the couatl can interpose a wing and impose disadvantage on the attack.
Coven Green Hag
Medium Fey
- Armor Class: 14
- Hit Points: 97 (15d8+30)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 269
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
14 (+2) |
14 (+2) |
14 (+2) |
16 (+3) |
- Saving Throws: Con +4, Wis +4
- Skills: arcana +4, deception +5, insight +4, perception +4, stealth +4
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Common, Draconic, Sylvan
Special Abilities
- Amphibious: The hag can breathe air and water.
- Innate Spellcasting: The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, invisibility, minor illusion, 1/day: geas
Actions
- Multiattack: The hag attacks twice with its claws and then uses Hex if not in beast form.
- Beast Form: The hag magically transforms into a Large or smaller beast or back into its true form. While in beast form it retains its game statistics can't cast spells can't use Hex and can't speak. The hags Speed increases by 10 feet and when appropriate to its beast form it gains a climb fly or swim speed of 40 feet. Any equipment the hag is wearing or wielding merges into its new form.
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
- Hex (Gaze): A creature within 60 feet that is not already under a hags hex makes a DC 13 Wisdom saving throw. A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw the target is cursed with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:
- 1: Charm Hex. The target is charmed by the hag.
- 2: Fear Hex. The target is frightened of the hag.
- 3: Ill Fortune Hex. The hag magically divines the targets activities. Whenever the target attempts a long-duration task such as a craft or downtime activity the hag can cause the activity to fail.
- 4: Sleep Hex. The target falls unconscious. The curse ends early if the target takes damage or if a creature uses an action to shake it awake.
- Invisibility (2nd-Level; V, S, Concentration): The hag is invisible for 1 hour. The spell ends if the hag attacks uses Hex or casts a spell.
Coven Night Hag
Medium Fey
- Armor Class: 17
- Hit Points: 120 (16d8+48)
- Speed: walk 30 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 270
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
16 (+3) |
16 (+3) |
14 (+2) |
16 (+3) |
- Saving Throws: Con +6, Wis +5
- Skills: arcana +6, deception +6, insight +5, perception +5, stealth +5
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Abyssal, Common, Infernal
Special Abilities
- Curse: A creature touched by the hags claws is magically cursed for 30 days. While under this curse, the target has disadvantage on attack rolls made against the hag.
- Evil: The hag radiates an Evil aura.
- Magic Resistance: The hag has advantage on saving throws against spells and magical effects.
Actions
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage and the target is subject to the hags Curse trait.
- Sleep Touch: Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target falls asleep for 4 hours or until it takes damage or is shaken awake. Once the hag successfully hits a target it can't make this attack again until it finishes a long rest.
- Shapeshift: The hag magically polymorphs into a Small or Medium humanoid. Equipment it is carrying isnt transformed. It retains its claws in any form. It has no true form and remains in its current form when it dies.
- Planar Travel (3/Day): The hag magically enters the Ethereal Plane from the Material Plane or vice versa. Alternatively the hag is magically transported to the Material Plane Hell or the Abyss arriving within 10 miles of its desired destination.
- Nightmare Haunting (1/Day): While on the Ethereal Plane the hag magically touches a sleeping creature that is under the night hags Curse and is not protected by a magic circle or protection from evil and good spell or similar magic. As long as the touch persists the target has terrible nightmares. If the nightmares last for 1 hour the target gains no benefit from the rest and its hit point maximum is reduced by 5 (1d10) until the curse ends. If this effect reduces the targets hit points maximum to 0 the target dies and the hag captures its soul. The reduction to the targets hit point maximum lasts until removed by greater restoration or similar magic.
Bonus Actions
- Fragmentary Dream: The hag creates a terrifying illusion visible only to one creature that it can see within 120 feet. The creature makes a DC 14 Wisdom saving throw. It takes 22 (4d10) psychic damage and becomes frightened until the end of its turn on a failure, or takes half damage on a success.
Reactions
- Steal Magic (3/Day): When a creature the hag can see within 60 feet casts a spell using a 3rd-level or lower spell slot, the hag attempts to steal its power. The caster makes a DC 14 saving throw using its spellcasting ability. On a failure, the spell fails, and the hag gains 5 (1d10) temporary hit points per level of the spell slot used.
Coven Sea Hag
Medium Fey
- Armor Class: 14
- Hit Points: 75 (10d8+30)
- Speed: walk 30 ft. swim 40 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 271
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
16 (+3) |
12 (+1) |
12 (+1) |
16 (+3) |
- Saving Throws: Con +5, Wis +3
- Skills: arcana +3, deception +5, insight +3
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Aquan, Common, Giant
Special Abilities
- Amphibious: The hag can breathe air and water.
- Curse: A creature that makes a bargain with the hag is magically cursed for 30 days. While it is cursed, the target automatically fails saving throws against the hags scrying and geas spells, and the hag can cast control weather centered on the creature.
- Innate Spellcasting: The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, 1/day: control weather, geas, scrying
Actions
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage.
- Death Glare (Gaze): One frightened creature within 30 feet makes a DC 11 Wisdom saving throw. On a failed saving throw the creature drops to 0 hit points. On a success the creature takes 7 (2d6) psychic damage.
- Multiattack: The hag attacks twice with its claws.
- Lightning Blast (Recharge 5-6): An 80-foot-long 5-foot-wide lightning bolt springs from the hags extended claw. Each creature in the area makes a DC 13 Dexterity saving throw taking 21 (6d6) lightning damage on a failed save or half damage on a success.
Bonus Actions
- Horrific Transformation: The hag briefly takes on a terrifying form or reveals its true form. Each creature within 30 feet that can see the hag makes a DC 11 Wisdom saving throw. A creature under the hags curse automatically fails this saving throw. On a failure, the creature is frightened until the end of its next turn. If a creatures saving throw is successful, it is immune to the hags Horrific Transformation for 24 hours.
Coven Winter Hag
Medium Fey
- Armor Class: 17
- Hit Points: 135 (18d8+54)
- Speed: walk 30 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 272
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
16 (+3) |
16 (+3) |
16 (+3) |
18 (+4) |
- Saving Throws: Con +6, Wis +6
- Skills: arcana +6, deception +7, insight +6, perception +6, stealth +6
- Damage Resistances: cold
- Senses: darkvision 60 ft., passive Perception 16
- Languages: Common, Draconic, Sylvan
Special Abilities
- Curse: A creature that accepts a gift from the hag is magically cursed for 30 days. While it is cursed, the target automatically fails saving throws against the hags charm person, geas, and scrying spells, and the hag can cast control weather centered on the creature.
- Icy Travel: The hag is not hindered by cold weather, icy surfaces, snow, wind, or storms. Additionally, the hag and her allies leave no trace when walking on snow or ice.
- Innate Spellcasting: The hags innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: charm person, dancing lights, invisibility, minor illusion, passwall (ice only), 1/day: control weather (extreme cold), geas, scrying, 1/day each: cone of cold, wall of ice
Actions
- Multiattack: The hag attacks with its claws and uses Ice Bolt.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
- Ice Bolt: Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 15 (2d10 + 4) cold damage and the target makes a DC 15 Constitution saving throw. A creature under the hags curse automatically fails this saving throw. On a failure the creature is restrained as it begins to turn to ice. At the end of the creatures next turn the creature repeats the saving throw. On a success the effect ends. On a failure the creature is petrified into ice. This petrification can be removed with greater restoration or similar magic.
- Shapeshift: The hag magically polymorphs into a Small or Medium humanoid or back into its true form. Its statistics are the same in each form. Equipment it is carrying isnt transformed. It retains a streak of white hair in any form. It returns to its true form if it dies.
- Invisibility (2nd-Level; V, S, Concentration): The hag is invisible for 1 hour. The spell ends if the hag attacks or casts a spell.
- Cone of Cold (5th-Level; V, S): Frost blasts from the hag in a 60-foot cone. Each creature in the area makes a DC 15 Constitution saving throw taking 36 (8d8) cold damage on a failure or half damage on a success.
- Wall of Ice (6th-level; V, S, Concentration): The hag magically creates a wall of ice on a solid surface it can see within 120 feet. The wall is flat 1 foot thick and can be up to 50 feet long and 20 feet high. The wall lasts for 10 minutes. Each 10-foot section has AC 12 30 hit points vulnerability to fire damage and immunity to cold poison and psychic damage. Destroying a 10-foot section of wall leaves behind a sheet of frigid air in the space the section occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw taking 17 (5d6) cold damage on a failed save or half damage on a success.
- If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (hags choice): The creature then makes a Dexterity saving throw taking 35 (10d6) cold damage on a failed save or half damage on a success.
Reactions
- Ice Shield: The hag adds 3 to its AC against one melee attack that would hit it made by a creature it can see. If the attack misses, the attacker takes 14 (4d6) cold damage.
Crab
Tiny Beast
- Armor Class: 12
- Hit Points: 2 (1d4)
- Speed: walk 20 ft. swim 20 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 442
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
10 (+0) |
10 (+0) |
1 (-5) |
8 (-1) |
4 (-3) |
- Skills:
- Senses: blindsight 30 ft., passive Perception 9
- Languages:
Special Abilities
- Amphibious: The crab can breathe air and water.
Actions
- Claws: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. If this damage would reduce a Small or larger target to 0 hit points the target takes no damage from this attack.
Crime Boss
Medium Humanoid
- Armor Class: 15
- Hit Points: 127 (15d8+60)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 496
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
18 (+4) |
16 (+3) |
16 (+3) |
16 (+3) |
- Skills: deception +6, insight +6, intimidation +6, perception +6, persuasion +6, stealth +5
- Senses: passive Perception 16
- Languages: any two
Actions
- Multiattack: The boss attacks three times with their shortsword.
- Shortsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
- Dagger: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
- Mark for Death: The boss targets a creature within 30 feet that can see or hear them. For 1 minute or until the boss threatens a different target the target takes an extra 7 (2d6) damage whenever the boss hits it with a weapon attack.
Reactions
- Command Bodyguard: When the boss would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the boss. The ally is hit by the attack instead of the boss.
- Offhand Dagger: When missed by an attack, the boss makes a dagger attack.
Crocodile
Large Beast
- Armor Class: 12
- Hit Points: 19 (3d10+3)
- Speed: walk 20 ft. swim 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 442
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
10 (+0) |
12 (+1) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills: stealth +2
- Senses: passive Perception 10
- Languages:
Special Abilities
- Hold Breath: The crocodile can hold its breath for 15 minutes.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage and the target is grappled (escape DC 12). Until this grapple ends the target is restrained and the crocodile can't bite a different target.
Crusher
Large Construct
- Armor Class: 20
- Hit Points: 115 (11d10+55)
- Speed: walk 20 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 53
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
8 (-1) |
20 (+5) |
1 (-5) |
6 (-2) |
1 (-5) |
- Skills: perception +2
- Damage Immunities: poison, psychic
- Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: blindsight 60 ft. (blind beyond that range), passive Perception 12
- Languages:
Special Abilities
- Clockwork Nature: A clockwork doesnt require air, nourishment, or rest, and is immune to disease.
- Immutable Form: The clockwork is immune to any effect that would alter its form.
Actions
- Crush: The crusher moves up to its Speed in a straight line. While doing so it can attempt to enter Large or smaller creatures spaces. Whenever the crusher attempts to enter a creatures space the creature makes a DC 17 Dexterity or Strength saving throw (the creatures choice). If the creature succeeds at a Strength saving throw the crushers movement ends for the turn. If the creature succeeds at a Dexterity saving throw the creature may use its reaction if available to move up to half its Speed without provoking opportunity attacks. The first time on the crushers turn that it enters a creatures space the creature is knocked prone and takes 50 (10d8 + 5) bludgeoning damage. A creature is prone while in the crushers space.
- Ram: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. If the crusher moves at least 20 feet straight towards the target before the attack the attack deals an extra 18 (4d8) bludgeoning damage.
Bonus Actions
- Overclock (Recharge 5-6): The crusher takes the Dash action.
Cult Fanatic
Medium Humanoid
- Armor Class: 12
- Hit Points: 39 (6d8+12)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 472
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
14 (+2) |
10 (+0) |
14 (+2) |
14 (+2) |
- Saving Throws: Wis +4
- Skills: deception +4, persuasion +4, religion +2
- Senses: passive Perception 12
- Languages: any one
Special Abilities
- Fanatic: The cult fanatic has advantage on saving throws against being charmed or frightened.
- Spellcasting: The cult fanatic is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12
+4 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): light
sacred flame
thaumaturgy
1st-level (4 slots): ceremony
command
detect evil and good
inflict wounds
2nd-level (3 slots): blindness/deafness
hold person
Actions
- Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Sacred Flame (Cantrip; V, S): One creature the cult fanatic can see within 60 feet makes a DC 12 Dexterity saving throw taking 4 (1d8) radiant damage on a failure. This spell ignores cover.
- Command (1st-Level; V): One non-undead creature the cult fanatic can see within 60 feet that can hear and understand them makes a DC 12 Wisdom saving throw. On a failure the target uses its next turn to grovel (falling prone and then ending its turn).
- Inflict Wounds (1st-Level; V, S): Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage.
- Blindness/Deafness (2nd-Level; V): One creature the cult fanatic can see within 30 feet makes a DC 12 Constitution saving throw. On a failure the creature is blinded or deafened (cult fanatics choice) for 1 minute. The creature repeats the saving throw at the end of each of its turns ending the effect on a success.
- Hold Person (2nd-Level; V, S, M, Concentration): One humanoid the cult fanatic can see within 60 feet makes a DC 12 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.
Cultist
Medium Humanoid
- Armor Class: 12
- Hit Points: 9 (2d8)
- Speed: walk 30 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 472
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: deception +2, religion +2
- Senses: passive Perception 10
- Languages: any one
Special Abilities
- Fanatic: The cultist has advantage on saving throws against being charmed or frightened by creatures not in their cult.
Actions
- Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Cultists worship forbidden gods, devils, demons, and other sinister beings: Many cultists work to summon the object of their devotion to the world so it might grant them power and destroy their enemies.
Cutthroat
Medium Humanoid
- Armor Class: 12
- Hit Points: 27 (6d8)
- Speed: walk 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 468
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
10 (+0) |
12 (+1) |
14 (+2) |
14 (+2) |
- Saving Throws: Dex +4, Wis +4
- Skills: deception +4, insight +4, investigation +3, perception +4, persuasion +4, sleight +0, stealth +4
- Senses: passive Perception 14
- Languages: any two
Special Abilities
- Sneak Attack (1/Turn): The cutthroat deals an extra 7 (2d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the cutthroats target is within 5 feet of an ally of the cutthroat while the cutthroat doesnt have disadvantage on the attack.
Actions
- Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Hand Crossbow: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Bonus Actions
- Cunning Action: The cutthroat takes the Dash, Disengage, Hide, or Use an Object action.
- Rapid Attack: The cutthroat attacks with their shortsword.
Cyclops
Huge Giant
- Armor Class: 13
- Hit Points: 126 (11d12+55)
- Speed: walk 40 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 58
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
20 (+5) |
8 (-1) |
10 (+0) |
10 (+0) |
- Skills: animal +0, survival +3
- Senses: passive Perception 10
- Languages: Giant
Special Abilities
- Panicked Rage: While a cyclops is frightened and the source of its fear is in sight, it makes attack rolls with advantage instead of disadvantage.
- Poor Depth Perception: The cyclops makes all ranged attacks with disadvantage.
Actions
- Multiattack: The cyclops makes two melee attacks.
- Club: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
- Rock: Ranged Weapon Attack: +8 to hit, range 120 ft. (see Poor Depth Perception) one target. Hit: 32 (5d10 + 5) bludgeoning damage.
Bonus Actions
- Thick Skulled (1/Day): The cyclops can end one condition on itself that was imposed through a failed Wisdom saving throw.
Reactions
- Big Windup: When a creature hits the cyclops with a melee attack, the cyclops readies a powerful strike against its attacker. The cyclops has advantage on the next club attack it makes against the attacker before the end of its next turn.
Cyclops Myrmidon
Huge Giant
- Armor Class: 17
- Hit Points: 126 (11d12+55)
- Speed: walk 40 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 58
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
20 (+5) |
8 (-1) |
10 (+0) |
10 (+0) |
- Skills: animal +0, survival +3
- Senses: passive Perception 10
- Languages: Giant
Special Abilities
- Panicked Rage: While a cyclops is frightened and the source of its fear is in sight, it makes attack rolls with advantage instead of disadvantage.
- Poor Depth Perception: The cyclops makes all ranged attacks with disadvantage.
Actions
- Multiattack: The cyclops makes two melee attacks.
- Maul: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) bludgeoning damage.
- Rock: Ranged Weapon Attack: +8 to hit, range 120 ft. (see Poor Depth Perception) one target. Hit: 32 (5d10 + 5) bludgeoning damage.
Bonus Actions
- Thick Skulled (1/Day): The cyclops can end one condition on itself that was imposed through a failed Wisdom saving throw.
Reactions
- Big Windup: When a creature hits the cyclops with a melee attack, the cyclops readies a powerful strike against its attacker. The cyclops has advantage on the next club attack it makes against the attacker before the end of its next turn.
Darkmantle
Small Monstrosity
- Armor Class: 11
- Hit Points: 22 (5d6+5)
- Speed: walk 10 ft. fly 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 60
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
12 (+1) |
2 (-4) |
10 (+0) |
5 (-3) |
- Skills:
- Senses: blindsight 60 ft., passive Perception 10
- Languages:
Special Abilities
- Echolocation: The darkmantle can't use blindsight while deafened.
- False Appearance: While motionless, the darkmantle is indistinguishable from rock.
Actions
- Multiattack: The darkmantle uses Darkness Aura and makes a crush attack.
- Darkness Aura: A 15-foot radius area of magical darkness emanates from the darkmantle spreading around corners and moving with it. Darkvision and natural light can't penetrate it. If the darkness overlaps with an area of light created by a 2nd-level spell or lower the spell creating the light is dispelled. The darkness aura lasts for 10 minutes or until the darkmantle takes damage.
- Crush: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage and the target is grappled (escape DC 13). If the darkmantle made the attack with advantage it attaches to the targets head and the target is blinded and can't breathe. While grappling the darkmantle can only attack the grappled creature but has advantage on its attack roll. The darkmantles speed becomes 0 and it moves with its target.
Dead Mans Fingers
Medium Plant
- Armor Class: 15
- Hit Points: 190 (20d8+100)
- Speed: walk 0 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 211
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
20 (+5) |
1 (-5) |
12 (+1) |
1 (-5) |
- Saving Throws: Int +-1, Cha +-1
- Skills:
- Condition Immunities: blinded, charmed, deafened, fatigue, frightened, prone, restrained, stunned
- Senses: blindsight 90 ft. (blind beyond this radius), passive Perception 11
- Languages:
Special Abilities
- Ethereal and Material: The dead mans fingers lives simultaneously on the Ethereal and Material Planes. Its senses extend into both planes, and it can touch and be touched by creatures on both planes.
- Ethereal Shift: When a creature on the Material Plane touches the dead mans fingers or hits it with a melee attack, the creature is magically transported to the Ethereal Plane. The creature can see and hear into both the Ethereal and Material Plane but is unaffected by creatures and objects on the Material Plane. It can be seen as a ghostly form by creatures on the Material Plane. It can move in any direction, with each foot of movement up or down costing 2 feet of movement.
- If the creature is still on the Ethereal Plane when the dead mans fingers dies, the creature returns to the Material Plane: If this would cause a creature to appear in a space occupied by a solid object or creature, it is shunted to the nearest unoccupied space and takes 10 (3d6) force damage.
- Flammable: After taking fire damage, the dead mans fingers catches fire and takes ongoing 11 (2d10) fire damage if it isnt already suffering ongoing fire damage. It can spend an action or bonus action to extinguish this fire.
Actions
- Multiattack: The dead mans fingers makes two tendril attacks.
- Tendril (Ethereal or Material Plane): Melee Weapon Attack: +9 to hit, reach 20 ft., one creature. Hit: 10 (1d10 + 5) bludgeoning damage plus 10 (3d6) poison damage. A target on the Material Plane is subject to the Ethereal Shift trait.
- Ethereal Spores (While Bloodied, Ethereal Plane Only): Each creature within 30 feet makes a DC 15 Constitution saving throw taking 31 (9d6) necrotic damage on a failed save or half damage on a success. A creature reduced to 0 hit points by this damage dies. If a creature killed by this attack remains on the Ethereal Plane for 24 hours its corpse disintegrates and a new dead mans fingers sprouts from its place.
Bonus Actions
- Telekinetic Pull (Ethereal or Material Plane): One creature within 90 feet makes a DC 15 Strength saving throw. On a failure, it is magically pulled up to 60 feet straight towards the dead mans fingers.
Death Dog
Medium Monstrosity
- Armor Class: 12
- Hit Points: 32 (5d8+10)
- Speed: walk 40 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 442
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
2 (-4) |
12 (+1) |
6 (-2) |
- Skills: perception +3, stealth +4
- Senses: darkvision 120 ft., passive Perception 18
- Languages:
Special Abilities
- Two Heads: The death dog has advantage on Perception checks and on saving throws made to resist being blinded, charmed, deafened, frightened, stunned, or knocked unconscious, and it can't be flanked.
Actions
- Multiattack: The death dog attacks twice with its bite.
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a creature it makes a DC 12 Constitution saving throw. On a failure it becomes infected with a disease. Until this disease is cured the target is poisoned. While diseased the target makes a DC 12 Constitution saving throw every 24 hours reducing its hit point maximum by 5 (1d10) on a failure and ending the disease on a success. This hit point maximum reduction lasts until the disease is cured. The target dies if its hit point maximum is reduced to 0.
Deep Dwarf Soldier
Medium Humanoid
- Armor Class: 16
- Hit Points: 19 (3d8+6)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 493
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
- Saving Throws: Str +4, Con +4
- Skills: perception +2, survival +2
- Senses: passive Perception 12, darkvision 120 ft.
- Languages: any one
Special Abilities
- Deep Dwarf Resistance: The soldier has advantage on saving throws against illusions and to resist being charmed or paralyzed.
- Deep Dwarf Magic: The deep dwarf can innately cast enlarge/reduce (self only, enlarge only) and invisibility (self only) once per long rest without using material components, using Intelligence for their spellcasting ability.
Actions
- War Pick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage or 11 (2d8 + 2) piercing damage if within 5 feet of an ally that is not incapacitated plus 2 (1d4) damage when Enlarged.
- Enlarge (2nd-Level; V, S, Concentration): The soldier and their equipment grow to Large size for 1 minute. They have advantage on Strength checks and Strength saving throws and their attacks deal an extra 2 (1d4) damage (included in their War Pick attack).
- Invisibility (2nd-Level; V, S, Concentration): The soldier is invisible for 1 hour. The spell ends if the soldier attacks or casts a spell.
- Heavy Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Bonus Actions
- Tactical Movement: Until the end of the soldiers turn, their Speed is halved and their movement doesnt provoke opportunity attacks.
Deep Gnome Scout
Medium Humanoid
- Armor Class: 15
- Hit Points: 19 (3d8+6)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 491
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
16 (+3) |
14 (+2) |
10 (+0) |
14 (+2) |
10 (+0) |
- Saving Throws: Dex +5
- Skills: nature +2, perception +4, stealth +5, survival +4
- Senses: passive Perception 16
- Languages: any one
Special Abilities
- Keen Hearing and Sight: The scout has advantage on Perception checks that rely on hearing or sight.
- Camouflage: The scout has advantage on Stealth checks made to hide in rocky terrain.
- Deep Gnome Resistance: The scout has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
- Deep Gnome Magic: The deep gnome can innately cast blindness/deafness (blindness only), disguise self, and nondetection once per long rest without using material components, using Intelligence for their spellcasting ability.
Actions
- War Pick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
- Blindness (2nd-Level; V): A creature within 30 feet makes a DC 10 Constitution saving throw. On a failure the target is blinded for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on a success.
Deer
Medium Beast
- Armor Class: 13
- Hit Points: 4 (1d8)
- Speed: walk 50 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 442
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
16 (+3) |
10 (+0) |
2 (-4) |
14 (+2) |
4 (-3) |
- Skills:
- Senses: passive Perception 12
- Languages:
Special Abilities
- Keen Smell: The deer has advantage on Perception checks that rely on smell.
Actions
- Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
- Headbutt: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Demilich
Tiny Undead
- Armor Class: 20
- Hit Points: 159 (29d4+87)
- Speed: walk 0 ft. fly 30 ft.
- Challenge Rating: 18 (20,000 XP)
- Source: A5e Monstrous Menagerie page 62
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
24 (+7) |
16 (+3) |
24 (+7) |
22 (+6) |
20 (+5) |
- Saving Throws: Str +6, Con +9, Int +13, Wis +12, Cha +11
- Skills: arcana +13, perception +12, stealth +13
- Damage Immunities: necrotic, poison, psychic; damage from nonmagical weapons
- Condition Immunities: charmed, deafened, fatigue, frightened, paralyzed, petrified, poisoned, prone, stunned
- Senses: truesight 60 ft., passive Perception 22
- Languages: understands the languages it knew in life but doesnt speak
Special Abilities
- Avoidance: If the demilich makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure.
- Legendary Resistance (5/Day): If the demilich fails a saving throw, it can choose to succeed instead. When it does so, one of the five tiny warding gems set on its forehead or teeth shatters.
- Undead Nature: A demilich doesnt require air, sustenance, or sleep.
Actions
- Devour Soul: The demilich targets one creature within 120 feet forcing it to make a DC 17 Wisdom saving throw. On a success or if all the large soul gems on the demilichs skull are occupied the creature takes 40 necrotic damage and the demilich regains the same number of hit points. If the target fails its saving throw and there is at least one unoccupied soul gem on the demilichs skull the demilich regains 40 hit points and the target dies instantly. Its soul is trapped in a soul gem on the demilichs skull visible as a tiny creature-shaped mote of light. While its soul is trapped a creature can't be restored to life by any means. A soul that remains in a soul gem for 30 days is destroyed forever. If the demilich is defeated and a soul gem crushed the creature is restored to life if its body is within 100 miles. A creature that succeeds on a saving throw against this effect is immune to it for 24 hours.
- A demilich begins combat with one or two empty soul gems:
Legendary Actions
- The demilich can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. The demilich regains spent legendary actions at the start of its turn.
- Cranial Transposition: The dust surrounding the demilich falls to the ground. The demilich and a nonmagical, unattended skull within 30 teleport, switching places. Until the demilich moves or attacks, it is indistinguishable from a nonmagical skull, and the dust composing the demilichs wraithlike body doesnt reform around it.
- Dust Storm (Costs 2 Actions): The dust of the demilichs body swirls in a 30-foot radius around the demilich. Each creature in the area makes a DC 17 Constitution saving throw. On a failure, the creature takes 21 (6d6) necrotic damage and is blinded until the end of its next turn. The demilich then moves up to its speed.
- Ringing Laugh (Costs 2 Actions): Each creature within 60 feet that can hear the demilich makes a DC 17 Wisdom saving throw. On a failure, a creature is frightened until the end of its next turn.
- Telekinesis: The demilich targets a Huge or smaller creature or an object weighing up to 1,000 pounds within 60 feet. If the target is a creature, it must succeed on a DC 17 Strength saving throw. Otherwise, the demilich moves the target up to 30 feet in any direction, including up. If another creature or object stops the targets movement, both take 10 (3d6) bludgeoning damage. At the end of this movement, the target falls if it is still in the air, taking falling damage as normal.
Demilich Mastermind
Tiny Undead
- Armor Class: 20
- Hit Points: 319 (58d4+174)
- Speed: walk 0 ft. fly 30 ft.
- Challenge Rating: 18 (20,000 XP)
- Source: A5e Monstrous Menagerie page 63
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
24 (+7) |
16 (+3) |
24 (+7) |
22 (+6) |
20 (+5) |
- Saving Throws: Str +6, Con +9, Int +13, Wis +12, Cha +11
- Skills: arcana +13, perception +12, stealth +13
- Damage Immunities: necrotic, poison, psychic; damage from nonmagical weapons
- Condition Immunities: charmed, deafened, fatigue, frightened, paralyzed, petrified, poisoned, prone, stunned
- Senses: truesight 60 ft., passive Perception 22
- Languages: understands the languages it knew in life but doesnt speak
Special Abilities
- Avoidance: If the demilich makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure.
- Legendary Resistance (5/Day): If the demilich fails a saving throw, it can choose to succeed instead. When it does so, one of the five tiny warding gems set on its forehead or teeth shatters.
- Undead Nature: A demilich doesnt require air, sustenance, or sleep.
Actions
- Devour Soul: The demilich targets one creature within 120 feet forcing it to make a DC 17 Wisdom saving throw. On a success or if all the large soul gems on the demilichs skull are occupied the creature takes 40 necrotic damage and the demilich regains the same number of hit points. If the target fails its saving throw and there is at least one unoccupied soul gem on the demilichs skull the demilich regains 40 hit points and the target dies instantly. Its soul is trapped in a soul gem on the demilichs skull visible as a tiny creature-shaped mote of light. While its soul is trapped a creature can't be restored to life by any means. A soul that remains in a soul gem for 30 days is destroyed forever. If the demilich is defeated and a soul gem crushed the creature is restored to life if its body is within 100 miles. A creature that succeeds on a saving throw against this effect is immune to it for 24 hours.
- A demilich mastermind begins combat with up to four empty soul gems:
Legendary Actions
- The demilich can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. The demilich regains spent legendary actions at the start of its turn.
- Cranial Transposition: The dust surrounding the demilich falls to the ground. The demilich and a nonmagical, unattended skull within 30 teleport, switching places. Until the demilich moves or attacks, it is indistinguishable from a nonmagical skull, and the dust composing the demilichs wraithlike body doesnt reform around it.
- Dust Storm (Costs 2 Actions): The dust of the demilichs body swirls in a 30-foot radius around the demilich. Each creature in the area makes a DC 17 Constitution saving throw. On a failure, the creature takes 21 (6d6) necrotic damage and is blinded until the end of its next turn. The demilich then moves up to its speed.
- Ringing Laugh (Costs 2 Actions): Each creature within 60 feet that can hear the demilich makes a DC 17 Wisdom saving throw. On a failure, a creature is frightened until the end of its next turn.
- Telekinesis: The demilich targets a Huge or smaller creature or an object weighing up to 1,000 pounds within 60 feet. If the target is a creature, it must succeed on a DC 17 Strength saving throw. Otherwise, the demilich moves the target up to 30 feet in any direction, including up. If another creature or object stops the targets movement, both take 10 (3d6) bludgeoning damage. At the end of this movement, the target falls if it is still in the air, taking falling damage as normal.
Deva
Medium Celestial
- Armor Class: 17
- Hit Points: 153 (18d8+72)
- Speed: walk 30 ft. fly 90 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 19
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
18 (+4) |
18 (+4) |
18 (+4) |
20 (+5) |
20 (+5) |
- Saving Throws: Wis +9, Cha +9
- Skills: insight +9, perception +9, religion +9
- Damage Resistances: radiant; damage from nonmagical weapons
- Condition Immunities: charmed, exhaustion, frightened
- Senses: truesight 30 ft., passive Perception 19
- Languages: all, telepathy 120 ft.
Special Abilities
- Magic Resistance: The deva has advantage on saving throws against spells and magical effects.
- Aligned: An angel radiates a Lawful aura. Most angels also radiate a Good aura, and a few radiate Evil.
- Celestial Dissolution: When an angel dies, its body and equipment dissolve into motes of light.
- Detect Alignment: An angel knows the alignment, if any, of each creature within 30 feet that it can see.
- Immortal Nature: An angel doesnt require air, sustenance, or sleep.
Actions
- Multiattack: The deva makes two attacks.
- Celestial Hammer (Deva Form Only): Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 17 (5d6) radiant damage. On a hit the target can't make opportunity attacks against the deva until the beginning of the targets next turn.
- Divine Blast: Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.
- Radiant Energy (1/Day): The deva touches a creature other than itself. If the target is unwilling the deva makes an attack roll with a +8 bonus. The deva can choose to magically heal 60 hit points of damage and end any blindness curse deafness disease or poison on the target. Alternatively the deva can choose to deal 60 radiant damage to the target.
- Change Form: The deva magically transforms into a beast or humanoid or back into its true form. It retains its deva statistics including speech and telepathy except that it has the size movement modes and traits of its new form.
Diplodocus
Gargantuan Beast
- Armor Class: 14
- Hit Points: 139 (9d20+45)
- Speed: walk 30 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 90
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 24 (+7) |
8 (-1) |
20 (+5) |
2 (-4) |
12 (+1) |
5 (-3) |
- Skills:
- Senses: passive Perception 11
- Languages:
Actions
- Multiattack: The diplodocus makes a stomp attack and a tail attack against two different targets.
- Stomp: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage.
- Tail: Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage. If the target is a Large or smaller creature it is pushed 10 feet away from the diplodocus and knocked prone.
Dire Centipede
Large Beast
- Armor Class: 13
- Hit Points: 45 (6d10+12)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 443
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
10 (+0) |
12 (+1) |
1 (-5) |
10 (+0) |
3 (-4) |
- Skills:
- Senses: blindsight 30 ft., passive Perception 10
- Languages:
Special Abilities
- Spider Climb: The centipede can climb even on difficult surfaces and upside down on ceilings.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the target makes a DC 11 Constitution saving throw. On a failure the target takes 10 (3d6) poison damage and is poisoned for 1 minute. The target is paralyzed while poisoned in this way. The target repeats the saving throw at the end of each of its turns ending the effect on a success.
Dire Tyrannosaurus Rex
Huge Beast
- Armor Class: 13
- Hit Points: 253 (22d12+110)
- Speed: walk 50 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie page 92
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
10 (+0) |
20 (+5) |
6 (-2) |
16 (+3) |
5 (-3) |
- Skills:
- Senses: passive Perception 11
- Languages:
Actions
- Multiattack: The tyrannosaurus makes a bite attack and a tail attack against two different targets.
- Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a creature it is grappled (escape DC 17). Until this grapple ends the tyrannosaurus can't bite a different creature and it has advantage on bite attacks against the grappled creature.
- Tail: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Dire Wolf
Large Beast
- Armor Class: 13
- Hit Points: 30 (4d10+8)
- Speed: walk 50 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 443
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
14 (+2) |
2 (-4) |
12 (+1) |
6 (-2) |
- Skills: perception +3, stealth +4
- Senses: darkvision 30 ft., passive Perception 13
- Languages:
Special Abilities
- Keen Hearing and Smell: The wolf has advantage on Perception checks that rely on hearing and smell.
- Pack Tactics: The wolf has advantage on attack rolls against a creature if at least one of the wolfs allies is within 5 feet of the creature and not incapacitated.
Actions
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) piercing damage. If the target is a creature it makes a DC 13 Strength saving throw falling prone on a failure.
Diseased Giant Rat
Small Beast
- Armor Class: 12
- Hit Points: 7 (2d6)
- Speed: walk 30 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 449
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
10 (+0) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 10
- Languages:
Special Abilities
- Keen Smell: The rat has advantage on Perception checks that rely on smell.
- Pack Tactics: The giant rat has advantage on attack rolls against a creature if at least one of the rats allies is within 5 feet of the creature and not incapacitated.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. Giant rats who dwell in sewers and filth can carry debilitating disease. A creature bitten by a diseased giant rat makes a DC 10 Constitution saving throw or it becomes infected with sewer plague.
Divi
Large Elemental
- Armor Class: 18
- Hit Points: 172 (15d10+90)
- Speed: walk 30 ft. burrow 30 ft. fly 30 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 217
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
12 (+1) |
22 (+6) |
5 (-3) |
6 (-2) |
6 (-2) |
- Saving Throws: Str +10, Con +10, Int +5, Wis +6, Cha +6
- Skills: athletics +10, perception +6
- Damage Resistances: acid
- Condition Immunities: petrified
- Senses: darkvision 120 ft., tremorsense 30 ft., passive Perception 16
- Languages: Terran
Special Abilities
- Earth Glide: The divi can burrow through nonmagical, unworked earth and stone without disturbing it.
- Innate Spellcasting: The divis innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, stone shape, 3/day each: creation, move earth, passwall, tongues, 1/day each: conjure elemental (earth elemental only), plane shift (to Elemental Plane of Earth only)
Actions
- Multiattack: The divi makes two melee attacks.
- Crushing Hand: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the target is grappled (escape DC 18). Until this grapple ends the divi can't use Crushing Hand on another target and has advantage on Crushing Hand attacks against this target and the target can't breathe.
- Stone Club: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.
- Quake (Recharge 5-6): Amid deafening rumbling the ground shakes in a 10-foot radius around a point on an earth or stone surface within 90 feet. The area becomes difficult terrain. Each non-elemental creature in the area makes a DC 18 Constitution saving throw taking 24 (7d6) thunder damage and falling prone on a failure or taking half damage on a success.
Bonus Actions
- Stone Wall (1/Day): A permanent stone wall magically rises from an earth or stone surface within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. If it appears in a creatures space, the creature can choose which side of the wall to move to. Each 10-foot-by-10-foot section of the wall is an object with AC 18 and 30 hit points.
Divi Noble
Large Elemental
- Armor Class: 18
- Hit Points: 345 (30d10+180)
- Speed: walk 30 ft. burrow 30 ft. fly 30 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 218
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
12 (+1) |
22 (+6) |
5 (-3) |
6 (-2) |
6 (-2) |
- Saving Throws: Str +10, Con +10, Int +5, Wis +6, Cha +6
- Skills: athletics +10, perception +6
- Damage Resistances: acid
- Condition Immunities: petrified
- Senses: darkvision 120 ft., tremorsense 30 ft., passive Perception 16
- Languages: Terran
Special Abilities
- Earth Glide: The divi can burrow through nonmagical, unworked earth and stone without disturbing it.
- Innate Spellcasting: The divis innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, stone shape, 3/day each: creation, move earth, passwall, tongues, 1/day each: conjure elemental (earth elemental only), plane shift (to Elemental Plane of Earth only)
Actions
- Multiattack: The divi makes two melee attacks.
- Crushing Hand: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the target is grappled (escape DC 18). Until this grapple ends the divi can't use Crushing Hand on another target and has advantage on Crushing Hand attacks against this target and the target can't breathe.
- Stone Club: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.
- Quake (Recharge 5-6): Amid deafening rumbling the ground shakes in a 10-foot radius around a point on an earth or stone surface within 90 feet. The area becomes difficult terrain. Each non-elemental creature in the area makes a DC 18 Constitution saving throw taking 24 (7d6) thunder damage and falling prone on a failure or taking half damage on a success.
Bonus Actions
- Stone Wall (1/Day): A permanent stone wall magically rises from an earth or stone surface within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. If it appears in a creatures space, the creature can choose which side of the wall to move to. Each 10-foot-by-10-foot section of the wall is an object with AC 18 and 30 hit points.
Djinni
Large Elemental
- Armor Class: 16
- Hit Points: 172 (15d10+90)
- Speed: walk 30 ft. fly 90 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 219
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
22 (+6) |
22 (+6) |
14 (+2) |
16 (+3) |
20 (+5) |
- Saving Throws: Dex +10, Int +6, Wis +7, Cha +9
- Skills: acrobatics +10, insight +7, perception +7
- Damage Resistances: lightning, thunder
- Senses: darkvision 120 ft., passive Perception 17
- Languages: Auran
Special Abilities
- Innate Spellcasting: The djinnis innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, wind wall, 3/day each: creation, major image, tongues, wind walk, 1/day each: conjure elemental (air elemental only), control weather, create food and water (10 supply), plane shift (to Elemental Plane of Air only)
Actions
- Multiattack: The djinni makes three scimitar attacks.
- Scimitar: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 5 (1d10) lightning damage.
- Lightning Blast: Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 35 (10d6) lightning damage.
- Scimitar Sweep (1/Day, Giant Form Only): The djinn makes a scimitar attack against each creature of its choice within its reach.
Bonus Actions
- Giant Form (1/Day: The djinni magically becomes a Huge, semi-substantial creature of billowing cloud. In this form, it gains resistance to nonmagical damage, and its scimitar attacks gain a reach of 10 feet. The effect ends after 1 minute, when the djinni is incapacitated, or if the djinn becomes bloodied.
- Whirlwind (1/Day): A magical, 5-foot-wide, 30-foot-tall whirlwind appears in a space the djinni can see within 60 feet. The whirlwind may appear in another creatures space. If the whirlwind appears in another creatures space, or when it enters a creatures space for the first time on a turn, the creature makes a DC 18 Strength check, becoming restrained by the whirlwind on a failure. The whirlwind may restrain one creature at a time. A creature within 5 feet of the whirlwind (including the restrained creature) can use an action to make a DC 18 Strength check, freeing the restrained creature on a success. A freed creature can move to an unoccupied space within 5 feet of the whirlwind.
- As a bonus action: The whirlwind disappears if the djinni loses sight of it, if the djinni dies or is incapacitated, or if the djinni dismisses it as an action.
Djinni Noble
Large Elemental
- Armor Class: 16
- Hit Points: 344 (30d10+180)
- Speed: walk 30 ft. fly 90 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 220
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
22 (+6) |
22 (+6) |
14 (+2) |
16 (+3) |
20 (+5) |
- Saving Throws: Dex +10, Int +6, Wis +7, Cha +9
- Skills: acrobatics +10, insight +7, perception +7
- Damage Resistances: lightning, thunder
- Senses: darkvision 120 ft., passive Perception 17
- Languages: Auran
Special Abilities
- Innate Spellcasting: The djinnis innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, wind wall, 3/day each: creation, major image, tongues, wind walk, 1/day each: conjure elemental (air elemental only), control weather, create food and water (10 supply), plane shift (to Elemental Plane of Air only)
Actions
- Multiattack: The djinni makes three scimitar attacks.
- Scimitar: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 5 (1d10) lightning damage.
- Lightning Blast: Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 35 (10d6) lightning damage.
- Scimitar Sweep (1/Day, Giant Form Only): The djinn makes a scimitar attack against each creature of its choice within its reach.
Bonus Actions
- Giant Form (1/Day: The djinni magically becomes a Huge, semi-substantial creature of billowing cloud. In this form, it gains resistance to nonmagical damage, and its scimitar attacks gain a reach of 10 feet. The effect ends after 1 minute, when the djinni is incapacitated, or if the djinn becomes bloodied.
- Whirlwind (1/Day): A magical, 5-foot-wide, 30-foot-tall whirlwind appears in a space the djinni can see within 60 feet. The whirlwind may appear in another creatures space. If the whirlwind appears in another creatures space, or when it enters a creatures space for the first time on a turn, the creature makes a DC 18 Strength check, becoming restrained by the whirlwind on a failure. The whirlwind may restrain one creature at a time. A creature within 5 feet of the whirlwind (including the restrained creature) can use an action to make a DC 18 Strength check, freeing the restrained creature on a success. A freed creature can move to an unoccupied space within 5 feet of the whirlwind.
- As a bonus action: The whirlwind disappears if the djinni loses sight of it, if the djinni dies or is incapacitated, or if the djinni dismisses it as an action.
Doppelganger
Medium Monstrosity
- Armor Class: 14
- Hit Points: 52 (8d8+16)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 94
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
18 (+4) |
14 (+2) |
10 (+0) |
14 (+2) |
16 (+3) |
- Skills: deception +5, insight +4, stealth +6
- Senses: darkvision 60 ft., passive Perception 12
- Languages: Common
Actions
- Precise Strike: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is surprised it takes an extra 10 (3d6) damage.
Bonus Actions
- Shapeshift: The doppelganger changes its form to that of any Small or Medium humanoid creature it has seen before, or back into its true form. While shapeshifted, its statistics are the same. Any equipment is not transformed. It reverts to its true form if it dies.
- Read Thoughts: The doppelganger magically reads the surface thoughts of one creature within 60 feet that it can see. Until the end of its turn, it has advantage on attack rolls and on Deception, Insight, Intimidation, and Persuasion checks against the creature.
Draft Horse
Large Beast
- Armor Class: 10
- Hit Points: 22 (3d10+6)
- Speed: walk 40 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 443
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
14 (+2) |
2 (-4) |
10 (+0) |
6 (-2) |
- Skills:
- Senses: passive Perception 10
- Languages:
Actions
- Hooves: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Dragon Cultist
Medium Humanoid
- Armor Class: 12
- Hit Points: 39 (6d8+12)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 473
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
14 (+2) |
10 (+0) |
14 (+2) |
14 (+2) |
- Saving Throws: Wis +4
- Skills: deception +4, persuasion +4, religion +2
- Senses: passive Perception 12
- Languages: any one
Special Abilities
- Fanatic: The cult fanatic has advantage on saving throws against being charmed or frightened.
- Immunity: A dragon cultist is immune to one damage type dealt by their draconic masters breath weapon.
- Spellcasting: The cult fanatic is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12
+4 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): light
sacred flame
thaumaturgy
1st-level (4 slots): ceremony
command
detect evil and good
inflict wounds
2nd-level (3 slots): blindness/deafness
hold person
Actions
- Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Sacred Flame (Cantrip; V, S): One creature the cult fanatic can see within 60 feet makes a DC 12 Dexterity saving throw taking 4 (1d8) radiant damage on a failure. This spell ignores cover.
- Command (1st-Level; V): One non-undead creature the cult fanatic can see within 60 feet that can hear and understand them makes a DC 12 Wisdom saving throw. On a failure the target uses its next turn to grovel (falling prone and then ending its turn).
- Inflict Wounds (1st-Level; V, S): Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage.
- Blindness/Deafness (2nd-Level; V): One creature the cult fanatic can see within 30 feet makes a DC 12 Constitution saving throw. On a failure the creature is blinded or deafened (cult fanatics choice) for 1 minute. The creature repeats the saving throw at the end of each of its turns ending the effect on a success.
- Hold Person (2nd-Level; V, S, M, Concentration): One humanoid the cult fanatic can see within 60 feet makes a DC 12 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.
Dragon Turtle
Gargantuan Dragon
- Armor Class: 21
- Hit Points: 264 (16d20+96)
- Speed: walk 20 ft. swim 40 ft.
- Challenge Rating: 17 (18,000 XP)
- Source: A5e Monstrous Menagerie page 181
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 24 (+7) |
10 (+0) |
22 (+6) |
14 (+2) |
16 (+3) |
16 (+3) |
- Saving Throws: Dex +6, Con +12, Int +8, Wis +9
- Skills: history +8, insight +9, nature +8
- Damage Resistances: cold, fire
- Senses: darkvision 120 ft., passive Perception 13
- Languages: Aquan, Common, Draconic
Special Abilities
- Amphibious: The dragon turtle can breathe air and water.
- Innate Spellcasting: The dragon turtles spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no components: 3/day each: control weather, water breathing, zone of truth
Actions
- Bite: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 52 (7d12 + 7) piercing damage. If the target is a creature it is grappled (escape DC 21). Until this grapple ends the dragon turtle can't bite a different creature and it has advantage on bite attacks against the grappled creature.
- Ram: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 46 (6d12 + 7) bludgeoning damage. This attack deals double damage against objects vehicles and constructs.
- Tail: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 46 (6d12 + 7) bludgeoning damage. If the target is a creature it makes a DC 21 Strength saving throw. On a failure it is pushed 15 feet away from the dragon turtle and knocked prone.
- Steam Breath (Recharge 5-6): The dragon turtle exhales steam in a 90-foot cone. Each creature in the area makes a DC 20 Constitution saving throw taking 52 (15d6) fire damage on a failed save or half as much on a successful one.
- Lightning Storm (1/Day): Hundreds of arcs of lightning crackle from the dragon turtle. Each creature within 90 feet makes a DC 17 Dexterity saving throw taking 35 (10d6) lightning damage on a failure or half damage on a success.
Bonus Actions
- Claws: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) slashing damage.
Reactions
- Retract: When the dragon turtle takes 50 damage or more from a single attack or spell, it retracts its head and limbs into its shell. It immediately regains 20 hit points. While retracted, it is blinded; its Speed is 0; it can't take reactions; it has advantage on saving throws; attacks against it have disadvantage; and it has resistance to all damage. The dragon turtle stays retracted until the beginning of its next turn.
- Tail: When the dragon turtle is hit by an opportunity attack, it makes a tail attack.
Dragonbound Warrior
Medium Humanoid
- Armor Class: 13
- Hit Points: 11 (2d8+2)
- Speed: walk 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 498
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
12 (+1) |
12 (+1) |
10 (+0) |
14 (+2) |
10 (+0) |
- Skills: athletics +3, stealth +3, perception +4, survival +4
- Senses: passive Perception 14
- Languages: any one
Special Abilities
- Draconic Resistance: The warrior is resistant to one damage type dealt by their draconic masters breath weapon.
- Draconic Smite: The warriors weapon attacks deal an additional (1d6) damage of one damage type dealt by their draconic masters breath weapon.
Actions
- Spear: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Drainpipe Gargoyle
Medium Elemental
- Armor Class: 15
- Hit Points: 45 (6d8+18)
- Speed: walk 30 ft. fly 60 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 215
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
10 (+0) |
16 (+3) |
8 (-1) |
14 (+2) |
8 (-1) |
- Saving Throws: Str +4, Con +5
- Skills: perception +4
- Damage Immunities: poison
- Damage Resistances: piercing and slashing damage from nonmagical, non-adamantine weapons
- Condition Immunities: fatigue, petrified, poisoned, unconscious
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Terran
Special Abilities
- False Appearance: While motionless, the gargoyle is indistinguishable from a normal statue.
- Elemental Nature: Gargoyles dont require air, sustenance, or sleep.
Actions
- Multiattack: The gargoyle attacks with its bite and its claws.
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage or 9 (2d6 + 2) slashing damage if the gargoyle started its turn at least 20 feet above the target.
- Rock: Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
- Spit (Recharge 5-6): The gargoyle spits a steam of water 5 feet wide and 30 feet long. Each creature in the area makes a DC 12 Strength saving throw taking 10 (3d6) bludgeoning damage and being pushed up to 15 feet from the gargoyle on a failure. On a success a creature takes half damage.
Dread Knight
Medium Undead
- Armor Class: 18
- Hit Points: 262 (25d8+150)
- Speed: walk 30 ft.
- Challenge Rating: 19 (22,000 XP)
- Source: A5e Monstrous Menagerie page 184
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
16 (+3) |
22 (+6) |
14 (+2) |
18 (+4) |
20 (+5) |
- Saving Throws: Dex +9, Con +12, Int +8, Wis +10, Cha +11
- Skills: history +8, intimidation +11, perception +10
- Damage Immunities: cold, fire, necrotic, poison
- Condition Immunities: charmed, fatigue, frightened, poisoned, stunned
- Senses: truesight 60 ft., passive Perception 20
- Languages: the languages it knew in life
Special Abilities
- Undead Nature: A dread knight doesnt require air, sustenance, or sleep.
- Unholy Aura: The dread knight and allies within 30 feet have advantage on saving throws against spells and other magic effects and against features that turn undead. Other creatures of the dread knights choice within 30 feet have disadvantage on saving throws against spells and other magic effects.
Actions
- Cursed Greatsword: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 14 (4d6) necrotic damage and the targets hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
- Fire Blast (1/Day): A fiery mote streaks from the dread knights finger to a point within 120 feet and blossoms into a 20-foot-radius sphere of black fire which spreads around corners. Each creature within the area makes a DC 16 Dexterity saving throw taking 63 (18d6) fire damage on a failed saving throw or half damage on a success. This damage ignores fire resistance and treats immunity to fire damage as fire resistance.
- Ice Wall (1/Day): The dread knight magically creates a wall of ice on a solid surface it can see within 60 feet. The wall is flat 1 foot thick and can be up to 50 feet long and 15 feet high. The wall lasts for 1 minute or until destroyed. Each 10-foot section has AC 12 30 hit points vulnerability to fire damage and immunity to cold necrotic poison and psychic damage.
- If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (creatures choice): The creature then makes a DC 16 Dexterity saving throw taking 49 (14d6) cold damage on a successful save or half damage on a success.
- Soul Wrack (1/Day): A creature within 60 feet makes a DC 16 Constitution saving throw taking 70 (20d6) necrotic damage and falling prone on a failed save or taking half damage on a success.
- Summon Fiendish Steed (1/Day): A fell nightmare or wyvern magically appears in an empty space within 5 feet. The steed follows the dread knights commands and acts on its turn. It may attack on the turn on which it is summoned. It remains until the dread knight dismisses it as an action or it is killed.
Bonus Actions
- Cursed Greatsword: The dread knight makes a cursed greatsword attack.
- Break Magic: The dread knight ends all spell effects created by a 5th-level or lower spell slot on a creature, object, or point within 30 feet.
Dread Knight Champion
Medium Undead
- Armor Class: 18
- Hit Points: 346 (33d8+198)
- Speed: walk 30 ft.
- Challenge Rating: 23 (50,000 XP)
- Source: A5e Monstrous Menagerie page 185
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
16 (+3) |
22 (+6) |
14 (+2) |
18 (+4) |
20 (+5) |
- Saving Throws: Dex +9, Con +12, Int +8, Wis +10, Cha +11
- Skills: history +8, intimidation +11, perception +10
- Damage Immunities: cold, fire, necrotic, poison
- Condition Immunities: charmed, fatigue, frightened, poisoned, stunned
- Senses: truesight 60 ft., passive Perception 20
- Languages: the languages it knew in life
Special Abilities
- Undead Nature: A dread knight doesnt require air, sustenance, or sleep.
- Unholy Aura: The dread knight and allies within 30 feet have advantage on saving throws against spells and other magic effects and against features that turn undead. Other creatures of the dread knights choice within 30 feet have disadvantage on saving throws against spells and other magic effects.
- Legion: The dread knights sword is a +3 greatsword that grants a +3 bonus to attack and damage rolls when it attacks with its cursed greatsword. A humanoid killed by damage from this sword rises the next dusk as a zombie. While attuned to the sword, the dread knight can use a bonus action to command zombies created in this way.
Actions
- Cursed Greatsword: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 14 (4d6) necrotic damage and the targets hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
- Fire Blast (1/Day): A fiery mote streaks from the dread knights finger to a point within 120 feet and blossoms into a 20-foot-radius sphere of black fire which spreads around corners. Each creature within the area makes a DC 16 Dexterity saving throw taking 63 (18d6) fire damage on a failed saving throw or half damage on a success. This damage ignores fire resistance and treats immunity to fire damage as fire resistance.
- Ice Wall (1/Day): The dread knight magically creates a wall of ice on a solid surface it can see within 60 feet. The wall is flat 1 foot thick and can be up to 50 feet long and 15 feet high. The wall lasts for 1 minute or until destroyed. Each 10-foot section has AC 12 30 hit points vulnerability to fire damage and immunity to cold necrotic poison and psychic damage.
- If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (creatures choice): The creature then makes a DC 16 Dexterity saving throw taking 49 (14d6) cold damage on a successful save or half damage on a success.
- Soul Wrack (1/Day): A creature within 60 feet makes a DC 16 Constitution saving throw taking 70 (20d6) necrotic damage and falling prone on a failed save or taking half damage on a success.
- Summon Fiendish Steed (1/Day): A fell nightmare or wyvern magically appears in an empty space within 5 feet. The steed follows the dread knights commands and acts on its turn. It may attack on the turn on which it is summoned. It remains until the dread knight dismisses it as an action or it is killed.
Bonus Actions
- Cursed Greatsword: The dread knight makes a cursed greatsword attack.
- Break Magic: The dread knight ends all spell effects created by a 5th-level or lower spell slot on a creature, object, or point within 30 feet.
Dread Troll
Large Giant
- Armor Class: 15
- Hit Points: 105 (10d10+50)
- Speed: walk 40 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 413
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
20 (+5) |
8 (-1) |
12 (+1) |
8 (-1) |
- Skills: stealth +4
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Giant
Special Abilities
- Keen Smell: The troll has advantage on Perception checks that rely on smell.
- Regeneration: The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesnt function on its next turn. The troll dies only if it starts its turn with 0 hit points and doesnt regenerate.
- Severed Limbs: If the troll is dealt a critical hit with a slashing weapon, one of its extremities is severed. The extremity has AC 15, 10 hit points, a Speed of 10, and the trolls Regeneration trait. The troll controls the severed extremity and perceives through it with the appropriate senses (for instance, it sees through the eyes of its severed head). As a bonus action, the troll can reattach the extremity. While the troll is missing the extremity, its maximum hit points are reduced by 10. Roll d6 to determine the severed extremity:
- 1-4: Arm: If the troll has an arm, it loses an arm. It loses one of its claw attacks, and the severed arm can make a claw attack.
- 5-6: Head: If the troll has a head, it loses its head. It loses its bite attack, and the severed head can make a bite attack.
Actions
- Multiattack: The troll makes two bite attacks and three claw attacks.
Dretch
Small Fiend
- Armor Class: 10
- Hit Points: 18 (4d6+4)
- Speed: walk 20 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 67
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
10 (+0) |
12 (+1) |
5 (-3) |
8 (-1) |
3 (-4) |
- Skills:
- Damage Immunities: poison
- Damage Resistances: cold, fire, lightning
- Condition Immunities: poisoned
- Senses: darkvision 60 ft., passive Perception 9
- Languages: Abyssal
Special Abilities
- Chaotic Evil: The dretch radiates a Chaotic and Evil aura.
- Energy-Sucking Aura: A non-demon creature that takes an action or bonus action while within 10 feet of a dretch can't take another action, bonus action, or reaction until the start of its next turn.
Actions
- Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Drider
Large Monstrosity
- Armor Class: 17
- Hit Points: 114 (12d10+48)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 187
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
18 (+4) |
10 (+0) |
16 (+3) |
12 (+1) |
- Skills: perception +6, stealth +6, survival +6
- Damage Resistances: poison
- Senses: darkvision 120 ft., passive Perception 16
- Languages: Undercommon, one more
Special Abilities
- Spider Climb: The drider can use its climb speed even on difficult surfaces and upside down on ceilings.
- Sunlight Sensitivity: While in sunlight, the drider has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
- Web Walker: The drider ignores movement restrictions imposed by webs.
Actions
- Multiattack: The drider makes a claws attack and then either a bite or longsword attack. Alternatively it makes two longbow attacks.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage and the target is grappled (escape DC 15). While grappling a target the drider can't attack a different target with its claws.
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one grappled creature. Hit: 2 (1d4) piercing damage plus 13 (3d8) poison damage.
- Longsword (wielded two-handed): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
- Longbow: Melee Weapon Attack: +6 to hit, range 120/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.
Drop Bear
Large Beast
- Armor Class: 12
- Hit Points: 42 (5d10+15)
- Speed: walk 40 ft. climb 40 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 456
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
16 (+3) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills: perception +3
- Senses: passive Perception 13
- Languages:
Special Abilities
- Keen Smell: The bear has advantage on Perception checks that rely on smell.
- Stealthy: The drop bear has advantage on Stealth checks in forested areas.
- Drop: The drop bear takes no damage from falling 40 feet or fewer and deals an extra 7 (2d6) damage when it hits with an attack after falling at least 20 feet. A creature that takes this extra damage is knocked prone.
Actions
- Multiattack: The bear makes two melee attacks.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) slashing damage. If the target is a Medium or smaller creature it is grappled (escape DC 15). Until this grapple ends the bear can't attack a different target with its claws.
Druid
Medium Humanoid
- Armor Class: 11
- Hit Points: 39 (6d8+12)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 473
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
12 (+1) |
14 (+2) |
12 (+1) |
14 (+2) |
10 (+0) |
- Saving Throws: Str +2, Wis +4
- Skills: animal +0, medicine +4, nature +3, perception +4
- Senses: passive Perception 14
- Languages: Druidic plus any two
Special Abilities
- Spellcasting: The druid is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12
+4 to hit with spell attacks). They have the following druid spells prepared:
Cantrips (at will): druidcraft
produce flame
shillelagh
1st-level (4 slots): entangle
longstrider
speak with animals
thunderwave
2nd-level (3 slots): animal messenger
barkskin
Actions
- Shillelagh (True Form Only): Melee Spell Attack: +4 to hit, reach 5 ft one target. Hit: 6 (1d8 + 2) magical bludgeoning damage.
- Bite (Medium or Large Beast Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft one target. Hit: 11 (2d8 + 2) piercing damage.
- Beast Form: The druid magically transforms into a Large or smaller beast or back into their true form. While in beast form they retain their game statistics can't cast spells and can't speak. The druids Speed increases by 10 feet and when appropriate to their beast form they gain climb fly or swim speeds of 40 feet. Any equipment the druid is wearing or wielding merges into their new form.
- Produce Flame (Cantrip; V, S): Ranged Spell Attack: +4 to hit, range 30 ft one target. Hit: 4 (1d8) fire damage.
- Entangle (1st-Level; V, S, Concentration): Vines erupt in a 20-foot square centered on a spot on the ground within 120 feet. The area is difficult terrain for 1 minute. Each creature in the area when the spell is cast makes a DC 12 Strength saving throw. On a failure it is restrained by vines. A creature restrained in this way can use its action to make a Strength check (DC 12) freeing itself on a success.
- Thunderwave (1st-Level; V, S): Thunder rolls from the druid in a 15-foot cube. Each creature in the area makes a DC 12 Constitution saving throw. On a failure a creature takes 9 (2d8) thunder damage and is pushed 10 feet from the druid. On a success a creature takes half damage and is not pushed.
Dryad
Medium Fey
- Armor Class: 15
- Hit Points: 22 (5d8)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 188
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
10 (+0) |
12 (+1) |
16 (+3) |
18 (+4) |
- Skills: nature +3, perception +5, stealth +3, survival +5
- Damage Vulnerabilities: fire
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Elvish, Sylvan
Special Abilities
- Magic Resistance: The dryad has advantage on saving throws against spells and magical effects.
- Speak with Nature: The dryad can communicate with beasts and plants.
- Tree Stride: Once per turn, the dryad can use 10 feet of movement to enter a living tree and emerge from another living tree within 60 feet. Both trees must be at least Large.
Actions
- Club: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
- Entangling Plants: Plants magically erupt from the ground in a 20-foot radius around a point up to 120 feet from the dryad. Each creature of the dryads choice in the area makes a DC 13 Strength saving throw. On a failure a creature is restrained for 1 minute. A creature can use its action to make a DC 12 Strength check freeing itself or a creature within 5 feet on a success. Additionally the area is difficult terrain for 1 minute.
- Fey Charm (3/Day): A humanoid or beast within 30 feet makes a DC 13 Wisdom saving throw. On a failure it is magically charmed. While charmed in this way the target regards the dryad as a trusted ally and is disposed to interpret the dryads requests and actions favorably. The creature can repeat this saving throw if the dryad or the dryads allies harm it ending the effect on a success. Otherwise the effect lasts 24 hours. If the creature succeeds on a saving throw against Fey Charm or the effect ends for it it is immune to Fey Charm for 24 hours.
Duelist
Medium Humanoid
- Armor Class: 16
- Hit Points: 90 (12d8+36)
- Speed: walk 40 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 497
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
18 (+4) |
16 (+3) |
10 (+0) |
12 (+1) |
14 (+2) |
- Saving Throws: Str +7, Dex +7, Con +6, Wis +4
- Skills: athletics +7, intimidation +5, perception +4, stealth +7, survival +4
- Senses: passive Perception 14
- Languages: any one
Actions
- Multiattack: The warrior attacks twice.
- Rapier: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Reactions
- Riposte: When the duelist is missed by a melee attack by an attacker they can see within 5 feet, the duelist makes a rapier attack against the attacker with advantage.
Dust Mephit
Small Elemental
- Armor Class: 12
- Hit Points: 17 (5d6)
- Speed: walk 30 ft. fly 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 325
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
10 (+0) |
8 (-1) |
10 (+0) |
10 (+0) |
- Skills: perception +2, stealth +4
- Damage Vulnerabilities: fire
- Damage Immunities: poison
- Condition Immunities: poisoned
- Senses: darkvision 60 ft., passive Perception 12
- Languages: Auran, Terran
Special Abilities
- Death Burst: When the mephit dies, it explodes into dust. Each creature within 5 feet makes a DC 10 Constitution saving throw. On a failure, the creature is blinded until the end of its next turn.
- False Appearance: While motionless, the mephit is indistinguishable from a pile of dirt.
- Elemental Nature: A mephit doesnt require air, sustenance, or sleep.
Actions
- Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
- Blinding Breath (1/Day): The mephit exhales a 15-foot cone of dust. Each creature in the area makes a DC 10 Constitution saving throw. On a failure the creature is blinded for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on itself on a success.
- Sleep Sand (1/Day): The closest creature within 60 feet with 20 hit points or fewer falls asleep for 1 minute. It awakens early if it takes damage or a creature uses an action to shake it awake. Constructs and undead are immune to this effect.
Eagle
Small Beast
- Armor Class: 12
- Hit Points: 3 (1d6)
- Speed: walk 10 ft. fly 60 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 443
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
10 (+0) |
2 (-4) |
14 (+2) |
6 (-2) |
- Skills: perception +4
- Senses: passive Perception 14
- Languages:
Special Abilities
- Keen Sight: The eagle has advantage on Perception checks that rely on sight.
Actions
- Talons: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Earth Dragon Wyrmling
Medium Dragon
- Armor Class: 17
- Hit Points: 58 (9d8+18)
- Speed: walk 30 ft. fly 30 ft. burrow 40 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 128
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
14 (+2) |
12 (+1) |
14 (+2) |
10 (+0) |
- Skills: athletics +4, insight +4, nature +3, perception +4
- Damage Resistances: damage from nonmagical weapons
- Condition Immunities: petrified
- Senses: darkvision 120 ft., tremorsense 30 ft., passive Perception 14
- Languages: Draconic, Terran
Special Abilities
- Earth Glide: The dragon can burrow through nonmagical, unworked earth and stone without disturbing it.
- False Appearance: While the dragon remains motionless within its linked area, it is indistinguishable from a natural rocky outcropping.
- Essence Link: The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area.
Actions
- Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.
- Scouring Breath (Recharge 5-6): The dragon breathes scouring sand and stones in a 15-foot cone. Each creature in that area makes a DC 12 Dexterity saving throw taking 10 (3d6) slashing damage on a failed save or half damage on a success.
Earth Elemental
Large Elemental
- Armor Class: 17
- Hit Points: 114 (12d10+48)
- Speed: walk 30 ft. burrow 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 192
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
18 (+4) |
6 (-2) |
10 (+0) |
6 (-2) |
- Skills:
- Damage Vulnerabilities: thunder
- Damage Immunities: poison
- Damage Resistances: damage from nonmagical weapons
- Condition Immunities: fatigue, paralyzed, petrified, poisoned, unconscious
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Terran
Special Abilities
- Earth Glide: The elemental can burrow through nonmagical, unworked earth and stone without disturbing it.
- Siege Monster: The elemental deals double damage to objects and structures.
- Elemental Nature: An elemental doesnt require air, sustenance, or sleep.
Actions
- Multiattack: The elemental makes two slam attacks.
- Slam: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
- Earths Embrace: Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d12 + 4) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends the elemental can't burrow or use Earths Embrace and its slam attacks are made with advantage against the grappled target.
- Rock: Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Efreeti
Large Elemental
- Armor Class: 17
- Hit Points: 172 (15d10+90)
- Speed: walk 40 ft. fly 60 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 221
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
18 (+4) |
22 (+6) |
14 (+2) |
16 (+3) |
16 (+3) |
- Saving Throws: Dex +8, Int +6, Wis +7, Cha +7
- Skills: athletics +10, intimidation +7, perception +7
- Damage Immunities: fire
- Senses: darkvision 120 ft., passive Perception 17
- Languages: Ignan
Special Abilities
- Innate Spellcasting: The efreetis innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, 3/day each: creation, gaseous form, major image, tongues, 1/day each: conjure elemental (fire elemental only), plane shift (to Elemental Plane of Fire only)
Actions
- Multiattack: The efreeti makes two brass sword attacks or hurls flame twice. The efreeti can replace one attack with a kick.
- Brass Sword: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) fire damage.
- Kick: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage and the target is pushed 10 feet away from the efreet.
- Hurl Flame: Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 21 (6d6) fire damage.
Bonus Actions
- Fiery Wall (1/Day): An opaque wall of magical flame rises from the ground within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. Each creature within the wall when it appears makes a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save or half damage on a success. A creature also takes 18 (4d8) fire damage when it enters the wall for the first time on a turn or ends its turn there. The wall disappears when the efreet is killed or incapacitated, or when it uses an action to dismiss it.
Efreeti Noble
Large Elemental
- Armor Class: 17
- Hit Points: 344 (30d10+180)
- Speed: walk 40 ft. fly 60 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 221
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
18 (+4) |
22 (+6) |
14 (+2) |
16 (+3) |
16 (+3) |
- Saving Throws: Dex +8, Int +6, Wis +7, Cha +7
- Skills: athletics +10, intimidation +7, perception +7
- Damage Immunities: fire
- Senses: darkvision 120 ft., passive Perception 17
- Languages: Ignan
Special Abilities
- Innate Spellcasting: The efreetis innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, 3/day each: creation, gaseous form, major image, tongues, 1/day each: conjure elemental (fire elemental only), plane shift (to Elemental Plane of Fire only)
Actions
- Multiattack: The efreeti makes two brass sword attacks or hurls flame twice. The efreeti can replace one attack with a kick.
- Brass Sword: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) fire damage.
- Kick: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage and the target is pushed 10 feet away from the efreet.
- Hurl Flame: Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 21 (6d6) fire damage.
Bonus Actions
- Fiery Wall (1/Day): An opaque wall of magical flame rises from the ground within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. Each creature within the wall when it appears makes a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save or half damage on a success. A creature also takes 18 (4d8) fire damage when it enters the wall for the first time on a turn or ends its turn there. The wall disappears when the efreet is killed or incapacitated, or when it uses an action to dismiss it.
Elder Black Pudding
Huge Ooze
- Armor Class: 7
- Hit Points: 171 (18d12+54)
- Speed: walk 20 ft. climb 20 ft. swim 20 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie page 350
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
4 (-3) |
16 (+3) |
1 (-5) |
6 (-2) |
1 (-5) |
- Skills:
- Damage Immunities: acid, cold, lightning, slashing
- Condition Immunities: blinded, charmed, deafened, fatigue, frightened, prone
- Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages:
Special Abilities
- Amorphous: The pudding can pass through an opening as narrow as 1 inch wide without squeezing.
- Corrosive Body: A creature that touches the pudding or hits it with a melee attack while within 5 feet takes 9 (2d8) acid damage. A nonmagical weapon made of metal or wood that hits the black pudding corrodes after dealing damage, taking a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, the weapon is destroyed. Wooden or metal nonmagical ammunition is destroyed after dealing damage. Any other metal or organic object that touches it takes 9 (2d8) acid damage.
- Spider Climb: The pudding can use its climb speed even on difficult surfaces and upside down on ceilings.
- Sunlight Sensitivity: While in sunlight, the pudding has disadvantage on attack rolls.
- Ooze Nature: An ooze doesnt require air or sleep.
Actions
- Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) acid damage. Nonmagical armor worn by the target corrodes taking a permanent -1 penalty to its AC protection per hit. If the penalty reduces the armors AC protection to 10 the armor is destroyed.
- Multiattack: The pudding makes two pseudopod attacks. The pudding can't use Multiattack after it splits for the first time.
Reactions
- Split: When a Medium or larger pudding with at least 10 hit points is subjected to lightning or slashing damage, it splits into two puddings that are each one size smaller. Each new pudding has half the originals hit points (rounded down).
Elder Vampire
Medium Undead
- Armor Class: 16
- Hit Points: 285 (30d8+150)
- Speed: walk 40 ft. climb 30 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 420
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
18 (+4) |
20 (+5) |
16 (+3) |
16 (+3) |
18 (+4) |
- Saving Throws: Dex +8, Wis +7, Cha +8
- Skills: perception +7, persuasion +8, stealth +8
- Damage Resistances: necrotic; damage from nonmagical, non-silvered weapons
- Senses: darkvision 120 ft., truesight 120 ft., passive Perception 17
- Languages: the languages it knew in life
Special Abilities
- Legendary Resistance (3/Day): When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest.
- Misty Recovery: When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage.
- Regeneration: The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn.
- Spider Climb: The vampire can climb even on difficult surfaces and upside down on ceilings.
- Vampire Weaknesses: Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions.
- Resting Place: Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points.
- Blood Frenzy: While bloodied, the vampire can take 3 legendary actions instead of 1.
Actions
- Grab (Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way.
- Charm: The vampire targets a creature within 30 feet forcing it to make a DC 16 Wisdom saving throw. On a failure the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to this vampires Charm for 24 hours.
Bonus Actions
- Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation.
Reactions
- Hissing Scuttle (1/Day): When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks.
- Warding Charm (1/Day): When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature.
Legendary Actions
- The vampire can take 1 legendary action: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Blood Charm: The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours.
- Grab: The vampire makes a grab attack.
- Mist Form: The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it.
- Shapechange: The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it.
Elephant
Huge Beast
- Armor Class: 12
- Hit Points: 76 (8d12+24)
- Speed: walk 40 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 443
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
8 (-1) |
16 (+3) |
4 (-3) |
10 (+0) |
6 (-2) |
- Skills:
- Senses: passive Perception 10
- Languages:
Actions
- Gore: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage. If the elephant moves at least 20 feet straight towards the target before the attack the target makes a DC 16 Strength saving throw falling prone on a failure.
- Stomp: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) bludgeoning damage.
Bonus Actions
- Trample Underfoot: The elephant makes a stomp attack against a prone creature.
Elk
Large Beast
- Armor Class: 10
- Hit Points: 15 (2d10+4)
- Speed: walk 50 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 444
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
10 (+0) |
14 (+2) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills:
- Senses: passive Perception 10
- Languages:
Actions
- Ram: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. If the target is a creature and the elk moves at least 20 feet straight towards the target before the attack the target makes a DC 12 Strength saving throw falling prone on a failure.
Bonus Actions
- Hooves: Melee Weapon Attack: +4 to hit, reach 5 ft., one prone creature. Hit: 7 (2d4+2) bludgeoning damage.
Emerald Dragon Wyrmling
Medium Dragon
- Armor Class: 16
- Hit Points: 45 (7d8+14)
- Speed: walk 30 ft. burrow 15 ft. fly 50 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 147
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
12 (+1) |
14 (+2) |
10 (+0) |
12 (+1) |
- Skills: deception +4, history +4, perception +2, stealth +4
- Damage Resistances: psychic, thunder
- Condition Immunities: fatigue
- Senses: darkvision 120 ft., passive Perception 12
- Languages: Deep Speech, Draconic, Undercommon, telepathy 120 ft.
Special Abilities
- Far Thoughts: The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.
- Maddening Breath (Recharge 5-6): The dragon screams stripping flesh from bone in a 15-foot cone. Each creature in that area makes a DC 11 Constitution saving throw taking 16 (3d10) thunder damage on a failed save or half damage on a success.
Empyrean
Gargantuan Celestial
- Armor Class: 21
- Hit Points: 328 (16d20+160)
- Speed: walk 60 ft. fly 60 ft.
- Challenge Rating: 22 (41,000 XP)
- Source: A5e Monstrous Menagerie page 405
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 30 (+10) |
24 (+7) |
30 (+10) |
22 (+6) |
24 (+7) |
26 (+8) |
- Saving Throws: Str +17, Con +17, Int +13, Wis +14, Cha +15
- Skills:
- Damage Immunities: radiant; damage from nonmagical weapons
- Senses: truesight 120 ft., passive Perception 17
- Languages: Celestial, Common, six more
Special Abilities
- Divine Grace: If the empyrean makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Furthermore, while wearing medium armor, the empyrean adds its full Dexterity bonus to its Armor Class (already included).
- Innate Spellcasting: The empyreans innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components: At will: charm person, command, telekinesis, 3/day: flame strike, hold monster, lightning bolt, 1/day: commune, greater restoration, heroes feast, plane shift (self only, can't travel to or from the Material Plane)
Actions
- Maul: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage and the target makes a DC 25 Strength saving throw. On a failure the target is pushed up to 30 feet away and knocked prone.
- Lightning Bolt (3rd-Level; V, S): A bolt of lightning 5 feet wide and 100 feet long arcs from the empyrean. Each creature in the area makes a DC 23 Dexterity saving throw taking 28 (8d6) lightning damage on a failure or half damage on a success.
- Flame Strike (5th-Level; V, S): A column of divine flame fills a 10-foot-radius 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 23 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
- Hold Monster (5th-Level; V, S, Concentration): One creature the empyrean can see within 60 feet makes a DC 23 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.
Bonus Actions
- Immortal Form: The empyrean magically changes its size between Gargantuan and Medium. While Medium, the empyrean has disadvantage on Strength checks. Its statistics are otherwise unchanged.
Legendary Actions
- The empyrean can take 1 legendary action: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Attack: The empyrean makes a weapon attack.
- Cast Spell: The empyrean casts a spell. The empyrean can't use this option if it has cast a spell since the start of its last turn.
- Fly: The empyrean flies up to half its fly speed.
- Shout (Recharge 5-6): Each creature within 120 feet that can hear the empyrean makes a DC 25 Constitution saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of the empyreans next turn. On a success, a creature takes half damage.
Erinyes
Medium Fiend
- Armor Class: 18
- Hit Points: 161 (19d8+76)
- Speed: walk 30 ft. fly 60 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: A5e Monstrous Menagerie page 82
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
18 (+4) |
18 (+4) |
14 (+2) |
16 (+3) |
18 (+4) |
- Saving Throws: Dex +8, Con +8, Wis +7, Cha +8
- Skills: athletics +8, insight +7, perception +7
- Damage Immunities: fire, poison
- Damage Resistances: cold; damage from nonmagical, non-silvered weapons
- Condition Immunities: poisoned
- Senses: truesight 120 ft., passive Perception 17
- Languages: Infernal, telepathy 120 ft.
Special Abilities
- Lawful Evil: The erinyes radiates a Lawful and Evil aura.
- Magic Resistance: The erinyes has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The erinyes makes three attacks.
- Longsword: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) poison damage.
- Longbow: Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage and the target makes a DC 14 Constitution saving throw. On a failure it is poisoned for 24 hours or until the poison is removed by lesser restoration or similar magic.
- Lasso: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: The target is entangled by the lasso. While entangled it can't move more than 15 feet away from the erinyes. The entanglement ends if the erinyes releases the lasso or becomes incapacitated or if the lasso is destroyed. The lasso is an object with AC 12 and 20 HP and is immune to piercing poison psychic and thunder damage. The entanglement also ends if the target or a creature within 5 feet of it uses an action to succeed on a DC 16 Athletics or Acrobatics check to remove the lasso. The erinyes can't make a lasso attack while a creature is entangled.
Reactions
- Parry: If the erinyes is wielding a longsword and can see its attacker, it adds 4 to its AC against one melee attack that would hit it.
Ettercap
Medium Monstrosity
- Armor Class: 13
- Hit Points: 44 (8d8+8)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 196
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
16 (+3) |
13 (+1) |
8 (-1) |
12 (+1) |
8 (-1) |
- Saving Throws: Dex +5
- Skills: perception +3, stealth +5, survival +3
- Senses: darkvision 60 ft., passive Perception 13
- Languages: Ettercap
Special Abilities
- Speak with Spiders: The ettercap can communicate with spiders that can hear it or that are touching the same web.
- Spider Climb: The ettercap can use its climb speed even on difficult surfaces and upside down on ceilings.
- Web Sense: While touching a web, the ettercap knows the location of other creatures touching that web.
- Web Walker: The ettercap ignores movement restrictions imposed by webs.
Actions
- Multiattack: The ettercap attacks with its bite and claws.
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage.
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
- Strangle: Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature against which the ettercap has advantage on the attack roll. Hit: 7 (1d8 + 3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends the ettercap automatically hits the target with its strangle attack and the target can't breathe.
Bonus Actions
- Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 20/60 ft., one Large or smaller creature. Hit: The creature is restrained by webs. As an action, a creature can make a DC 11 Strength check, breaking the webs on a success. The effect also ends if the webs are destroyed. They have AC 10, 1 hit point, and immunity to all damage except slashing, fire, and force.
Ettin
Large Giant
- Armor Class: 12
- Hit Points: 85 (10d10+30)
- Speed: walk 40 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 197
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
8 (-1) |
16 (+3) |
8 (-1) |
10 (+0) |
8 (-1) |
- Saving Throws: Str +7, Con +5
- Skills: perception +2
- Senses: darkvision 60 ft., passive Perception 12 (17 with Two Heads)
- Languages: Common, Giant, Orc
Special Abilities
- Reactive Heads: The ettin can take two reactions each round, but not more than one per turn.
- Two Heads: While both heads are awake, the ettin has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and it can't be flanked.
- Wakeful: When one of the ettins heads is asleep, the other is awake.
Actions
- Multiattack: The ettin makes a battleaxe attack and a club attack.
- Battleaxe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
- Club: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature and the ettin is bloodied the target makes a DC 15 Strength check and is knocked prone on a failure.
- Rock: Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
- Axe Whirl (1/Day): The ettin makes a battleaxe attack against each creature within 10 feet.
Faerie Dragon
Tiny Dragon
- Armor Class: 15
- Hit Points: 14 (4d4+4)
- Speed: walk 10 ft. fly 60 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 205
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 3 (-4) |
20 (+5) |
12 (+1) |
14 (+2) |
12 (+1) |
16 (+3) |
- Skills: arcana +4, perception +3, stealth +7
- Senses: darkvision 60 ft., passive Perception 13
- Languages: Draconic, Sylvan, telepathy 60 ft. (with other dragons only)
Special Abilities
- Innate Spellcasting: The dragons innate spellcasting ability is Charisma (spell save DC 13). It can innately cast spells, requiring no material components. The dragon gains additional spells as it ages. 5 years old, at will: dancing lights, mage hand, minor illusion, 10 years old, 1/day: suggestion, 30 years old, 1/day: major image, 50 years old, 1/day: hallucinatory terrain
Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
- Euphoria Breath (Recharge 5-6): The dragon breathes an intoxicating gas at a creature within 5 feet. The target makes a DC 11 Wisdom saving throw. On a failure the target is confused for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.
- Prismatic Light (3/Day): The dragons scales pulse with light. Each creature within 15 feet that can see the dragon makes a DC 13 Wisdom saving throw. On a failure the creature is magically blinded until the end of its next turn.
- Beast Form (1/Day, 50+ Years Old Only): The dragon targets one creature within 15 feet. The target makes a DC 13 Wisdom saving throw. On a failure it is magically transformed into a harmless Tiny beast such as a mouse or a songbird for 1 minute. While in this form its statistics are unchanged except it can't speak or take actions reactions or
Bonus Actions
- Invisibility: The dragon and any equipment it wears or carries magically turns invisible. This invisibility ends if the dragon falls unconscious, dismisses the effect, or uses Bite, Euphoria Breath, Prismatic Light, or Beast Form.
Faerie Dragon Familiar
Tiny Dragon
- Armor Class: 15
- Hit Points: 14 (4d4+4)
- Speed: walk 10 ft. fly 60 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 205
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 3 (-4) |
20 (+5) |
12 (+1) |
14 (+2) |
12 (+1) |
16 (+3) |
- Skills: arcana +4, perception +3, stealth +7
- Senses: darkvision 60 ft., passive Perception 13
- Languages: Draconic, Sylvan, telepathy 60 ft. (with other dragons only)
Special Abilities
- Innate Spellcasting: The dragons innate spellcasting ability is Charisma (spell save DC 13). It can innately cast spells, requiring no material components. The dragon gains additional spells as it ages. 5 years old, at will: dancing lights, mage hand, minor illusion, 10 years old, 1/day: suggestion, 30 years old, 1/day: major image, 50 years old, 1/day: hallucinatory terrain
Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
- Euphoria Breath (Recharge 5-6): The dragon breathes an intoxicating gas at a creature within 5 feet. The target makes a DC 11 Wisdom saving throw. On a failure the target is confused for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.
- Prismatic Light (3/Day): The dragons scales pulse with light. Each creature within 15 feet that can see the dragon makes a DC 13 Wisdom saving throw. On a failure the creature is magically blinded until the end of its next turn.
- Beast Form (1/Day, 50+ Years Old Only): The dragon targets one creature within 15 feet. The target makes a DC 13 Wisdom saving throw. On a failure it is magically transformed into a harmless Tiny beast such as a mouse or a songbird for 1 minute. While in this form its statistics are unchanged except it can't speak or take actions reactions or
Bonus Actions
- Invisibility: The dragon and any equipment it wears or carries magically turns invisible. This invisibility ends if the dragon falls unconscious, dismisses the effect, or uses Bite, Euphoria Breath, Prismatic Light, or Beast Form.
Faerie Eater Troll
Large Giant
- Armor Class: 15
- Hit Points: 84 (8d10+40)
- Speed: walk 40 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 413
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
20 (+5) |
8 (-1) |
12 (+1) |
8 (-1) |
- Skills: stealth +4
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Giant
Special Abilities
- Keen Smell: The troll has advantage on Perception checks that rely on smell.
- Magic Resistance: The troll has advantage on saving throws against spells and other magical effects.
- Regeneration: The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesnt function on its next turn. The troll dies only if it starts its turn with 0 hit points and doesnt regenerate.
- Severed Limbs: If the troll is dealt a critical hit with a slashing weapon, one of its extremities is severed. The extremity has AC 15, 10 hit points, a Speed of 10, and the trolls Regeneration trait. The troll controls the severed extremity and perceives through it with the appropriate senses (for instance, it sees through the eyes of its severed head). As a bonus action, the troll can reattach the extremity. While the troll is missing the extremity, its maximum hit points are reduced by 10. Roll d6 to determine the severed extremity:
- 1-4: Arm: If the troll has an arm, it loses an arm. It loses one of its claw attacks, and the severed arm can make a claw attack.
- 5-6: Head: If the troll has a head, it loses its head. It loses its bite attack, and the severed head can make a bite attack.
Actions
- Multiattack: The troll attacks with its bite and twice with its claw. When the troll uses Multiattack it can use Charming Murmur in place of its bite.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
- Claw: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
- Charming Murmur: One creature within 60 feet that can hear the troll makes a DC 12 Charisma saving throw. On a failure it is charmed for 1 minute. While charmed its Speed is 0. The creature repeats the saving throw whenever it takes damage.
Faerie Noble
Medium Fey
- Armor Class: 16
- Hit Points: 165 (22d8+66)
- Speed: walk 35 ft. fly 60 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: A5e Monstrous Menagerie page 200
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
20 (+5) |
16 (+3) |
16 (+3) |
20 (+5) |
20 (+5) |
- Saving Throws: Dex +9, Wis +9, Cha +9
- Skills: arcana +7, history +7, insight +9, nature +7, perception +9, persuasion +9
- Condition Immunities: charmed, paralyzed, poisoned, unconscious
- Senses: truesight 60 ft., passive Perception 19
- Languages: Common, Elvish, Sylvan, two more
Special Abilities
- Faerie Form: The noble can magically change its size between Large, Medium, and Tiny as an action. While Tiny, the bludgeoning, piercing, and slashing damage dealt by the nobles attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. While Large, the noble has advantage on Strength checks. Its statistics are otherwise unchanged.
- Faerie Light: As a bonus action, the noble can cast dim light for 30 feet, or extinguish its glow.
- Innate Spellcasting: The nobles spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, detect magic, disguise self, 3/day each: charm person, scrying, zone of truth, 1/day each: dream, geas, heroes feast, magic circle, polymorph (self only)
Actions
- Multiattack: The noble makes two glittering scimitar attacks.
- Glittering Scimitar: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold fire lightning or psychic damage (its choice).
- Gleaming Longbow: Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. This attack ignores half or three-quarters cover. Hit: 9 (1d8 + 5) piercing damage plus 14 (4d6) cold fire lightning or psychic damage (its choice).
- Evil Eye (Gaze): The noble targets one creature not under the effect of a faeries Evil Eye within 60 feet. The target makes a DC 17 Wisdom saving throw. On a failed saving throw the noble chooses one of the following effects to magically impose on the target. Each effect lasts for 1 minute.
- The target falls asleep: This effect ends if the target takes damage or another creature uses an action to rouse it.
- The target is frightened: This effect ends if the target is ever 60 feet or more from the noble.
- The target is poisoned: It can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.
Bonus Actions
- Faerie Step (Recharge 5-6): The noble magically teleports up to 60 feet to a space it can see.
Reactions
- Riposte: When the noble is hit by a melee attack made by a creature it can see, it makes a glittering scimitar attack against the attacker.
- Vengeful Eye: When the noble is hit by a ranged attack or targeted with a spell by a creature within 60 feet, it uses Evil Eye on the attacker if they can see each other.
Fallen Deva
Medium Celestial
- Armor Class: 17
- Hit Points: 153 (18d8+72)
- Speed: walk 30 ft. fly 90 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 19
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
18 (+4) |
18 (+4) |
18 (+4) |
20 (+5) |
20 (+5) |
- Saving Throws: Wis +9, Cha +9
- Skills: insight +9, perception +9, religion +9
- Damage Vulnerabilities: radiant
- Damage Resistances: radiant; damage from nonmagical weapons
- Condition Immunities: charmed, exhaustion, frightened
- Senses: truesight 30 ft., passive Perception 19
- Languages: all, telepathy 120 ft.
Special Abilities
- Magic Resistance: The deva has advantage on saving throws against spells and magical effects.
- Aligned: An angel radiates a Lawful aura. Most angels also radiate a Good aura, and a few radiate Evil.
- Celestial Dissolution: When an angel dies, its body and equipment dissolve into motes of light.
- Detect Alignment: An angel knows the alignment, if any, of each creature within 30 feet that it can see.
- Immortal Nature: An angel doesnt require air, sustenance, or sleep.
Actions
- Multiattack: The deva makes two attacks.
- Celestial Hammer (Deva Form Only): Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 17 (5d6) radiant damage. On a hit the target can't make opportunity attacks against the deva until the beginning of the targets next turn.
- Divine Blast: Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.
- Radiant Energy (1/Day): The deva touches a creature other than itself. If the target is unwilling the deva makes an attack roll with a +8 bonus. The deva can choose to magically heal 60 hit points of damage and end any blindness curse deafness disease or poison on the target. Alternatively the deva can choose to deal 60 radiant damage to the target.
- Change Form: The deva magically transforms into a beast or humanoid or back into its true form. It retains its deva statistics including speech and telepathy except that it has the size movement modes and traits of its new form.
- Consume Life Energy (1/Day): The angel feasts on the departing life energy of a humanoid within 5 feet. The target must have been slain within the last hour. The angel magically gains temporary hit points equal to half the dead creatures maximum hit points. These hit points last until depleted. Only a spell cast with a 9th-level slot can raise the corpse from the dead.
Fallen Planetar
Large Celestial
- Armor Class: 19
- Hit Points: 250 (20d10+140)
- Speed: walk 40 ft. fly 120 ft.
- Challenge Rating: 16 (15,000 XP)
- Source: A5e Monstrous Menagerie page 19
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
22 (+6) |
24 (+7) |
22 (+6) |
24 (+7) |
24 (+7) |
- Saving Throws: Wis +12, Cha +12
- Skills: athletics +11, insight +12, perception +12, religion +12
- Damage Vulnerabilities: radiant
- Damage Immunities: necrotic, poison
- Damage Resistances: radiant; damage from nonmagical weapons
- Condition Immunities: charmed, exhaustion, frightened, poisoned
- Senses: truesight 60 ft., passive Perception 22
- Languages: all, telepathy 120 ft.
Special Abilities
- Champion of Truth: The planetar automatically detects lies. Additionally, it cannot lie.
- Innate Spellcasting: The planetars spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: 1/day each: commune, control weather, raise dead
Actions
- Multiattack: The planetar attacks twice with its flaming sword.
- Flaming Sword: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 21 (6d6) ongoing fire or radiant damage (the planetars choice). A creature can use an action to extinguish this holy flame on itself or a creature within 5 feet.
- Heavenly Bolt: The planetar fires a lightning bolt in a line 100 feet long and 5 feet wide. Each creature in the line makes a Dexterity saving throw taking 56 (16d6) lightning damage on a failed save or half damage on a success.
- Heal (2/Day): The planetar touches a creature other than itself magically healing 60 hit points of damage and ending any blindness curse deafness disease or poison on the target.
- Consume Life Energy (1/Day): The angel feasts on the departing life energy of a humanoid within 5 feet. The target must have been slain within the last hour. The angel magically gains temporary hit points equal to half the dead creatures maximum hit points. These hit points last until depleted. Only a spell cast with a 9th-level slot can raise the corpse from the dead.
Bonus Actions
- Awe-Inspiring Gaze (Gaze): The planetar targets a creature within 90 feet. The target makes a DC 20 Wisdom saving throw. On a failure, it is frightened until the end of its next turn. If the target makes its saving throw, it is immune to any angels Awe-Inspiring Gaze for the next 24 hours.
Reactions
- Protective Parry: When a creature within 5 feet would be hit with a melee attack, the planetar applies disadvantage to the attack roll.
Fallen Solar
Large Celestial
- Armor Class: 21
- Hit Points: 319 (22d10+198)
- Speed: walk 50 ft. fly 150 ft.
- Challenge Rating: 21 (33,000 XP)
- Source: A5e Monstrous Menagerie page 19
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 28 (+9) |
22 (+6) |
28 (+9) |
22 (+6) |
30 (+10) |
30 (+10) |
- Saving Throws: Wis +0, Cha +17
- Skills: athletics +16, history +16, insight +17, perception +17, religion +17
- Damage Vulnerabilities: radiant
- Damage Immunities: necrotic, poison
- Damage Resistances: radiant; damage from nonmagical weapons
- Condition Immunities: charmed, exhaustion, frightened, poisoned
- Senses: truesight 120 ft., Passive Perception 27
- Languages: all, telepathy 120 ft.
Special Abilities
- Champion of Truth: The solar automatically detects lies. Additionally, it cannot lie.
- Innate Spellcasting: The solars spellcasting ability is Charisma (spell save DC 25). The solar can innately cast the following spells, requiring no material components: 1/day each: commune, control weather, resurrection
Actions
- Multiattack: The solar attacks twice with its holy sword.
- Holy Sword: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) radiant damage.
- Column of Flame: Flame erupts in a 10-foot-radius 30-foot-tall cylinder centered on a point the solar can see within 60 feet of it. Each creature in the area makes a DC 21 Dexterity saving throw taking 21 (6d6) fire damage and 21 (6d6) radiant damage of a failure or half as much damage on a success.
- Consume Life Energy (1/Day): The angel feasts on the departing life energy of a humanoid within 5 feet. The target must have been slain within the last hour. The angel magically gains temporary hit points equal to half the dead creatures maximum hit points. These hit points last until depleted. Only a spell cast with a 9th-level slot can raise the corpse from the dead.
Reactions
- Forceful Parry (While Bloodied): When a creature misses the solar with a melee attack, the solars parrying sword sparks with energy. The attacker takes 21 (6d6) lightning damage and makes a DC 24 Constitution saving throw. On a failure, it is pushed 10 feet away and falls prone.
Legendary Actions
- The solar can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. The solar regains spent legendary actions at the start of its turn.
- Teleport: The solar magically teleports up to 120 feet to an empty space it can see.
- Heal (3/Day): The solar touches a creature other than itself, magically healing 60 hit points of damage and ending any blindness, curse, deafness, disease, or poison on the target.
- Deafening Command (Costs 2 Actions): The solar speaks an echoing command. Each creature of the solars choice within 30 feet that can hear the solar and understands a language makes a DC 24 Charisma saving throw. Each creature that succeeds on the saving throw takes 21 (6d6) thunder damage. Each creature that fails its saving throw immediately takes a certain action, depending on the solars command. This is a magical charm effect.
- Abase yourself! The creature falls prone:
- Approach! The creature must use its reaction:
- Flee! The creature must use its reaction:
- Surrender! The creature drops anything it is holding:
Fell Nightmare
Large Fiend
- Armor Class: 13
- Hit Points: 93 (11d10+33)
- Speed: walk 60 ft. fly 90 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 345
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
16 (+3) |
10 (+0) |
12 (+1) |
14 (+2) |
- Skills:
- Damage Immunities: fire
- Senses: passive Perception 11
- Languages: understands Abyssal, Common, and Infernal but can't speak
Special Abilities
- Evil: The nightmare radiates an Evil aura.
- Fiery Hooves: The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The nightmare leaves charred hoofprints.
- Fire Resistance: The nightmare can grant fire resistance to a rider.
- Fiery Trail: When the nightmare moves along the ground, it can choose to leave behind a trail of fire 10 feet wide and 10 feet tall, which lasts until the beginning of the nightmares next turn. A creature that begins its turn in the fire or enters it for the first time on a turn takes 10 (3d6) fire damage. The trail ignites flammable objects.
- Telepathy: The nightmare gains telepathy with a range of 120 feet. It can telepathically communicate with the fiend that trained it over any distance as long as they are on the same plane of existence.
Actions
- Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. If the horse moves at least 20 feet straight towards the target before the attack the target makes a DC 14 Strength saving throw falling prone on a failure. The nightmare can move through the space of a prone creature as long as it does not end its turn there.
- Ethereal Shift (Recharge 5-6): The nightmare and a rider magically pass from the Ethereal Plane to the Material Plane or vice versa.
Fey Knight
Medium Fey
- Armor Class: 16
- Hit Points: 58 (9d8+18)
- Speed: walk 35 ft. fly 60 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 201
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
18 (+4) |
14 (+2) |
12 (+1) |
16 (+3) |
16 (+3) |
- Saving Throws: Dex +6, Wis +5, Cha +5
- Skills: deception +5, nature +3, perception +5, stealth +6, survival +5
- Condition Immunities: charmed, unconscious
- Senses: passive Perception 15
- Languages: Common, Elvish, Sylvan
Special Abilities
- Faerie Form: The knight can magically change its size between Medium and Tiny as an action. While tiny, the bludgeoning, piercing, and slashing damage dealt by the knights attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. Its statistics are otherwise unchanged.
- Faerie Light: As a bonus action, the knight can cast dim light for 30 feet, or extinguish its glow.
Actions
- Multiattack: The knight makes two melee attacks.
- Glittering Scimitar: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) cold fire or lightning damage (its choice).
- Longbow: Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage. If the poison damage reduces the target to 0 hit points the target is stable but poisoned for 1 hour even if it regains hit points and it is asleep while poisoned in this way.
- Fey Glamour: The knight targets one humanoid within 30 feet. The target makes a DC 13 Wisdom saving throw. On a failure it is magically charmed by the knight for 1 day. If the knight or one of the knights allies harms the target the target repeats the saving throw ending the effect on itself on a success. If a targets saving throw is successful or if the effect ends for it the creature is immune to this knights Fey Charm for a year and a day.
Reactions
- Natures Shield: When the knight would be hit by an attack while the knight is within 5 feet of a tree or other large plant, the knights AC magically increases by 3 against that attack as the plant interposes branches or vines between the knight and the attacker.
Fire Elemental
Large Elemental
- Armor Class: 14
- Hit Points: 90 (12d10+24)
- Speed: walk 50 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 193
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
18 (+4) |
14 (+2) |
6 (-2) |
10 (+0) |
6 (-2) |
- Skills:
- Damage Immunities: fire, poison
- Damage Resistances: damage from nonmagical weapons
- Condition Immunities: fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Ignan
Special Abilities
- Fire Form: The elemental can move through a space as narrow as 1 inch wide without squeezing.
- Fiery Aura: A creature that ends its turn within 5 feet of the fire elemental takes 5 (1d10) fire damage. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. The elemental sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
- Water Weakness: The elemental takes 6 (1d12) cold damage if it enters a body of water or starts its turn in a body of water, is splashed with at least 5 gallons of water, or is hit by a water elementals slam attack.
- Elemental Nature: An elemental doesnt require air, sustenance, or sleep.
Actions
- Multiattack: The elemental makes two slam attacks.
- Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) fire damage and the target suffers 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage.
- Wildfire (Recharge 4-6): The elemental moves up to half its Speed without provoking opportunity attacks. It can enter the spaces of hostile creatures but not end this movement there. When a creature shares its space with the elemental for the first time during this movement the creature is subject to the elementals Fiery Aura and the elemental can make a slam attack against that creature.
Fire Giant
Huge Giant
- Armor Class: 18
- Hit Points: 162 (13d12+78)
- Speed: walk 30 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 234
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 25 (+7) |
10 (+0) |
22 (+6) |
10 (+0) |
14 (+2) |
12 (+1) |
- Saving Throws: Str +11, Dex +4, Con +10, Cha +5
- Skills: athletics +11, perception +6, intimidation +5
- Damage Immunities: fire
- Senses: passive Perception 16
- Languages: Giant
Special Abilities
- Cold Weakness: When the fire giant takes cold damage, its speed is reduced by 10 feet until the end of its next turn.
Actions
- Multiattack: The giant makes two greatsword attacks.
- Greatsword: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. If the target is a Large or smaller creature it makes a DC 19 Strength saving throw. On a failure it is pushed up to 10 feet away from the giant and knocked prone.
- Rock: Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 42 (10d6 + 7) bludgeoning damage. If the target is a Large or smaller creature it makes a DC 19 Strength saving throw falling prone on a failure.
- Sword Sweep (1/Day, While Bloodied): The giant makes a greatsword attack against each creature within 10 feet.
Reactions
- Kick: When hit by a melee attack by a Medium or smaller creature the giant can see within 10 feet, the giant kicks its attacker. The attacker makes a DC 19 Dexterity saving throw. On a failure, it takes 14 (3d4 + 7) bludgeoning damage, is pushed up to 20 feet from the giant, and falls prone.
Fire Giant War Priest
Huge Giant
- Armor Class: 18
- Hit Points: 162 (13d12+78)
- Speed: walk 30 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: A5e Monstrous Menagerie page 235
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 25 (+7) |
10 (+0) |
22 (+6) |
10 (+0) |
14 (+2) |
12 (+1) |
- Saving Throws: Str +11, Dex +4, Con +10, Cha +5
- Skills: athletics +11, perception +6, intimidation +5
- Damage Immunities: fire
- Senses: passive Perception 16
- Languages: Giant
Special Abilities
- Cold Weakness: When the fire giant takes cold damage, its speed is reduced by 10 feet until the end of its next turn.
Actions
- Multiattack: The giant makes two greatsword attacks.
- Greatsword: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. If the target is a Large or smaller creature it makes a DC 19 Strength saving throw. On a failure it is pushed up to 10 feet away from the giant and knocked prone.
- Rock: Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 42 (10d6 + 7) bludgeoning damage. If the target is a Large or smaller creature it makes a DC 19 Strength saving throw falling prone on a failure.
- Sword Sweep (1/Day, While Bloodied): The giant makes a greatsword attack against each creature within 10 feet.
- Ignite Blades (1/Day): The greatswords of each fire giant of the giants choice within 30 feet magically kindle into flame. For the next minute each of their greatsword attacks deal an extra 7 (2d6) fire damage.
- Pillar of Flame (1/Day): Each creature within a 10-foot-radius 40-foot-high cylinder centered on a point within 60 feet that the fire giant can see makes a DC 18 Dexterity saving throw taking 56 (16d6) fire damage on a failed save or half damage on a success. Unattended flammable objects are ignited.
Reactions
- Kick: When hit by a melee attack by a Medium or smaller creature the giant can see within 10 feet, the giant kicks its attacker. The attacker makes a DC 19 Dexterity saving throw. On a failure, it takes 14 (3d4 + 7) bludgeoning damage, is pushed up to 20 feet from the giant, and falls prone.
Flesh Guardian
Medium Construct
- Armor Class: 9
- Hit Points: 93 (11d8+44)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 262
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
8 (-1) |
18 (+4) |
6 (-2) |
10 (+0) |
5 (-3) |
- Skills:
- Damage Immunities: lightning, poison; damage from nonmagical, non-adamantine weapons
- Condition Immunities: charmed, fatigue, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 60 ft., passive Perception 10
- Languages: understands the languages of its creator but can't speak
Special Abilities
- Berserk: When the guardian starts its turn while bloodied, roll a d6. On a 6, the guardian goes berserk. While berserk, the guardian attacks the nearest creature it can see. If it can't reach a creature, it attacks an object. The guardian stays berserk until it is destroyed or restored to full hit points.
- If a berserk guardian can see and hear its creator, the creator can use an action to try to calm it by making a DC 15 Persuasion check: On a success, the guardian is no longer berserk.
- Fire Fear: When the guardian takes fire damage, it is rattled until the end of its next turn.
- Immutable Form: The guardian is immune to any effect that would alter its form.
- Lightning Absorption: When the guardian is subjected to lightning damage, it instead regains hit points equal to the lightning damage dealt.
- Magic Resistance: The guardian has advantage on saving throws against spells and magical effects.
- Constructed Nature: Guardians dont require air, sustenance, or sleep.
Actions
- Multiattack: The guardian attacks twice with its slam.
- Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
- Hurl Object: Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.
- Lightning Bolt (1/Day, While Bloodied): An 80-foot-long 5-foot-wide lightning bolt springs from the guardians chest. Each creature in the area makes a DC 15 Dexterity saving throw taking 28 (8d6) lightning damage on a failed save or half damage on a success.
Flumph
Small Aberration
- Armor Class: 12
- Hit Points: 7 (2d6)
- Speed: walk 5 ft. fly 30 ft. swim 30 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 207
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
10 (+0) |
14 (+2) |
14 (+2) |
10 (+0) |
- Skills:
- Damage Vulnerabilities: psychic
- Senses: darkvision 60 ft., passive Perception 12
- Languages: understands Common and Undercommon but can't speak, telepathy 60 ft.
Special Abilities
- Amphibious: The flumph can breathe air and water.
- Flumph Light: As a bonus action, the flumph can cast dim light for 30 feet, or extinguish its glow. The flumph can change the color of the light it casts at will.
- Telepathic Spy: The flumph can perceive any telepathic messages sent or received within 60 feet, and can't be surprised by creatures with telepathy. The flumph is also immune to divination and to any effect that would sense its emotions or read its thoughts, except for the Telepathic Spy feature of another flumph.
- Tippable: If a flumph is knocked prone, it lands upside down and is incapacitated. At the end of each of its turns, it can make a DC 10 Dexterity saving throw, flipping itself over and ending the incapacitated condition on a success.
Actions
- Tendrils: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 3 (1d6) acid damage.
- Stench Spray (1/Day): Each creature in a 15-foot cone makes a DC 10 Dexterity saving throw. On a failure the creature exudes a horrible stench for 1 hour. While a creature exudes this stench it and any creature within 5 feet of it are poisoned. A creature can remove the stench on itself by bathing during a rest.
Flying Lion
Large Monstrosity
- Armor Class: 12
- Hit Points: 57 (6d10+24)
- Speed: walk 30 ft. fly 80 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 256
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
18 (+4) |
2 (-4) |
16 (+3) |
8 (-1) |
- Skills: perception +5
- Senses: passive Perception 15
- Languages:
Special Abilities
- Keen Smell: The flying lion has advantage on Perception checks that rely on smell.
Actions
- Multiattack: The griffon attacks once with its beak and once with its talons.
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.
- Talons: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage or 11 (2d6 + 4) slashing damage if the griffon started its turn at least 20 feet above the target and the target is grappled (escape DC 14). Until this grapple ends the griffon can't attack a different target with its talons.
Flying Snake
Tiny Beast
- Armor Class: 13
- Hit Points: 7 (2d4+2)
- Speed: walk 30 ft. fly 60 ft. swim 30 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 444
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 4 (-3) |
16 (+3) |
12 (+1) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills:
- Senses: blindsight 10 ft., passive Perception 11
- Languages:
Special Abilities
- Flyby: The snake doesnt provoke opportunity attacks when it flies out of a creatures reach.
Actions
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 3 (1d6) poison damage.
Flying Sword
Small Construct
- Armor Class: 17
- Hit Points: 10 (3d6)
- Speed: walk 0 ft. fly 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 23
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
12 (+1) |
10 (+0) |
1 (-5) |
10 (+0) |
1 (-5) |
- Skills:
- Damage Immunities: poison, psychic
- Damage Resistances: piercing
- Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10
- Languages:
Special Abilities
- Spell-created: The DC for dispel magic to destroy this creature is 19.
- False Appearance: While motionless, the sword is indistinguishable from a normal sword.
Actions
- Longsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Fomorian
Huge Fey
- Armor Class: 15
- Hit Points: 138 (12d12+60)
- Speed: walk 30 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie page 406
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
20 (+5) |
10 (+0) |
14 (+2) |
18 (+4) |
- Skills: persuasion +7
- Damage Immunities: psychic; damage from nonmagical, non-silvered weapons
- Senses: darkvision 120 ft., passive Perception 12
- Languages: Celestial, Common, Giant, Sylvan
Special Abilities
- Eye Vulnerability: A creature can target the fomorians eye with an attack. This attack is made with disadvantage. If the attack hits and deals at least 10 damage, creatures affected by the fomorians Charming and Mesmerizing Gaze are freed from those effects.
- Immortal Nature: A titan doesnt require air, sustenance, or sleep.
Actions
- Multiattack: The fomorian attacks twice with its warhammer.
- Warhammer: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Bonus Actions
- Charming Gaze (Gaze): A creature within 60 feet makes a DC 15 Wisdom saving throw. On a failure, the creature is magically charmed by the fomorian. The creature repeats the saving throw every 24 hours and whenever it takes damage. On a successful saving throw or if the effect ends for it, the creature is immune to any fomorians Charming Gaze for the next 24 hours.
- Mesmerizing Gaze (Gaze: A creature within 60 feet makes a DC 15 Wisdom saving throw. On a failure, the creature is magically restrained. The creature repeats the saving throw at the end of its next turn, ending the effect on itself on a success and becoming paralyzed on a failure. While the fomorian is not in line of sight, a paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful saving throw or if the effect ends for it, the creature is immune to any fomorians Mesmerizing Gaze for 24 hours.
- Immortal Form: While in its lair, the fomorian magically changes into a specific Medium humanoid resembling a human or back to its true form. Apart from its size, its statistics are unchanged. The fomorian reverts to its true form when it dies, is incapacitated, or leaves its lair.
Forest Gnome Illusionist
Medium Humanoid
- Armor Class: 12
- Hit Points: 67 (9d8+27)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 482
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
16 (+3) |
16 (+3) |
12 (+1) |
10 (+0) |
- Saving Throws: Int +6, Wis +4
- Skills: arcana +6, history +6, investigation +6, perception +4
- Senses: passive Perception 14
- Languages: any three
Special Abilities
- Forest Ways: The illusionist can communicate with Small and Tiny beasts, and can innately cast blur, disguise self, and major image once each per long rest with no material components.
- Spellcasting: The mage is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14
+6 to hit with spell attacks). They have the following wizard spells prepared:
Cantrips (at will): fire bolt
light
mage hand
prestidigitation
1st-level (4 slots): detect magic
identify
mage armor
shield
2nd-level (3 slots): alter self
misty step
3rd-level (3 slots): hypnotic pattern
counterspell
fireball
4th-level (3 slots): dimension door
greater invisibility
5th-level (1 slot): cone of cold
Actions
- Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Fire Bolt (Cantrip; V, S): Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
- Hypnotic Pattern (3rd-Level; S, M, Concentration): A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 17 Wisdom saving throw. On a failure the creature is charmed for 1 minute. While charmed the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.
- Fireball (3rd-Level; V, S, M): Fire streaks from the mage to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.
- Dimension Door (4th-Level; V): The mage teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space it takes 14 (4d6) force damage and the spell fails.
- Greater Invisibility (4th-Level; V, S, Concentration): The mage or a creature they touch is invisible for 1 minute.
- Cone of Cold (5th-Level; V, S, M): Frost blasts from the mage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw taking 36 (8d8) cold damage on a failure or half damage on a success.
Bonus Actions
- Misty Step (2nd-Level; V): The mage teleports to an unoccupied space they can see within 30 feet. The mage can't cast this spell and a 1st-level or higher spell on the same turn.
Reactions
- Counterspell (3rd-Level; S): When a creature the mage can see within 60 feet casts a spell, the mage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the mage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell.
- Shield (1st-Level; V: When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.
Forest Gnome Scout
Medium Humanoid
- Armor Class: 15
- Hit Points: 19 (3d8+6)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 491
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
16 (+3) |
14 (+2) |
10 (+0) |
14 (+2) |
10 (+0) |
- Saving Throws: Dex +5
- Skills: nature +2, perception +4, stealth +5, survival +4
- Senses: passive Perception 16
- Languages: any one
Special Abilities
- Keen Hearing and Sight: The scout has advantage on Perception checks that rely on hearing or sight.
- Forest ways: The scout can communicate with Small and Tiny beasts, and can innately cast blur, disguise self, and major image once each per long rest with no material components.
Actions
- Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Longbow: Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Forgotten God
Large Celestial
- Armor Class: 17
- Hit Points: 161 (17d8+85)
- Speed: walk 40 ft. fly 40 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 209
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
18 (+4) |
20 (+5) |
10 (+0) |
20 (+5) |
20 (+5) |
- Saving Throws: Con +9, Wis +9, Cha +9
- Skills: arcana +4, history +4, intimidation +9, perception +9, persuasion +9, religion +9
- Damage Resistances: poison, radiant; damage from nonmagical weapons
- Condition Immunities: fatigue, frightened, poisoned
- Senses: truesight 120 ft., passive Perception 19
- Languages: All
Special Abilities
- Aligned: The forgotten god radiates a weak alignment aura, most often Lawful and Good, Chaotic and Good, Lawful and Evil, or Chaotic and Evil. Its behavior may not match its alignment.
- Flawed Spellcasting: The gods innate spellcasting ability is Wisdom (save DC 17).The god can try to cast flame strike or spirit guardians at will with no material component. When the god tries to cast the spell, roll 1d6. On a 1, 2, or 3 on the die, the spell visibly fails and has no effect. The gods action for the turn is not wasted, but it can't be used to cast a spell.
- Legendary Resistance (3/Day): When the god fails a saving throw, it can choose to succeed instead. When it does so, it seems to flicker and shrink, as if it is using up its essence.
- Divine Nature: A forgotten god doesnt require air, sustenance, or sleep.
Actions
- Divine Weapon: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) damage (damage type based on the form of the weapon or implement) plus 3 (1d6) radiant damage.
- Stunning Gaze (Gaze): The god targets a creature within 60 feet. The target makes a DC 17 Charisma saving throw. On a failure the target takes 10 (3d6) radiant damage and is stunned until the end of its next turn. On a success the target is immune to Stunning Gaze for 24 hours.
- Divine Wrath (1/Day, While Bloodied): Each creature of the gods choice within 60 feet makes a DC 17 Constitution saving throw taking 28 (8d6) radiant damage on a failure or half damage on a success.
- Spirit Guardians (3rd-Level; V, S, Concentration): Spirits of former divine servants surround the god in a 10-foot radius for 10 minutes. The god can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain and when a creature enters the area for the first time on a turn or starts its turn there it makes a DC DC 17 Wisdom saving throw taking 10 (3d6) radiant damage on a failed save or half damage on a success.
- Flame Strike (5th-Level; V, S): A 10-foot-radius 40-foot-high column of divine flame appears centered on a point the god can see within 60 feet. Each creature in the area makes a DC 17 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save or half damage on a success.
Frog
Tiny Beast
- Armor Class: 11
- Hit Points: 1 (1d4-1)
- Speed: walk 20 ft. swim 20 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 444
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 1 (-5) |
12 (+1) |
8 (-1) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills: stealth +3
- Senses: darkvision 30 ft., passive Perception 11
- Languages:
Special Abilities
- Amphibious: The frog can breathe air and water.
- Jumper: The frog can jump up to 10 feet horizontally and 5 feet vertically without a running start.
Frost Giant
Huge Giant
- Armor Class: 15
- Hit Points: 138 (12d12+60)
- Speed: walk 40 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 236
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
8 (-1) |
20 (+5) |
10 (+0) |
10 (+0) |
12 (+1) |
- Saving Throws: Str +10, Con +9, Wis +4, Cha +5
- Skills: athletics +10, perception +4, survival +4
- Damage Immunities: cold
- Senses: passive Perception 14
- Languages: Common, Giant
Special Abilities
- Fire Fear: When the giant takes fire damage, it is rattled until the end of its next turn.
Actions
- Multiattack: The giant makes two melee weapon attacks.
- Battleaxe: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage. If the target is a Large or smaller creature it makes a DC 18 Strength saving throw falling prone on a failure.
- Rock: Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 37 (9d6 + 6) bludgeoning damage. If the target is a Large or smaller creature it makes a DC 18 Strength saving throw falling prone on a failure. In lieu of a rock the giant can throw a grappled Medium or smaller creature up to 40 feet. On a hit the target and the thrown creature both take 19 (4d6 + 5) bludgeoning damage. On a miss only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target.
Bonus Actions
- Grab: One creature within 5 feet makes a DC 11 Dexterity saving throw. On a failure, it is grappled (escape DC 18). Until this grapple ends, the giant can't grab another target, and it makes battleaxe attacks with advantage against the grappled target.
- Stomp (1/Day): Melee Weapon Attack: +10 to hit, reach 10 ft., one prone target. Hit: 13 (3d4 + 6) bludgeoning damage.
Frost Giant Jarl
Huge Giant
- Armor Class: 15
- Hit Points: 184 (16d12+80)
- Speed: walk 40 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: A5e Monstrous Menagerie page 237
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
8 (-1) |
20 (+5) |
10 (+0) |
10 (+0) |
12 (+1) |
- Saving Throws: Str +10, Con +9, Wis +4, Cha +5
- Skills: athletics +10, perception +4, survival +4
- Damage Immunities: cold
- Senses: passive Perception 14
- Languages: Common, Giant
Special Abilities
- Fire Fear: When the giant takes fire damage, it is rattled until the end of its next turn.
Actions
- Multiattack: The giant makes two melee weapon attacks.
- Battleaxe: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage. If the target is a Large or smaller creature it makes a DC 18 Strength saving throw falling prone on a failure.
- Rock: Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 37 (9d6 + 6) bludgeoning damage. If the target is a Large or smaller creature it makes a DC 18 Strength saving throw falling prone on a failure. In lieu of a rock the giant can throw a grappled Medium or smaller creature up to 40 feet. On a hit the target and the thrown creature both take 19 (4d6 + 5) bludgeoning damage. On a miss only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target.
Bonus Actions
- Grab: One creature within 5 feet makes a DC 11 Dexterity saving throw. On a failure, it is grappled (escape DC 18). Until this grapple ends, the giant can't grab another target, and it makes battleaxe attacks with advantage against the grappled target.
- Stomp (1/Day): Melee Weapon Attack: +10 to hit, reach 10 ft., one prone target. Hit: 13 (3d4 + 6) bludgeoning damage.
- Icy Gaze: One creature the giant can see within 60 feet makes a DC 17 Constitution saving throw. On a failure, it takes 21 (6d6) cold damage, and its Speed is halved until the end of its next turn. On a success, it takes half as much damage.
Gargoyle
Medium Elemental
- Armor Class: 15
- Hit Points: 45 (6d8+18)
- Speed: walk 30 ft. fly 60 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 214
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
10 (+0) |
16 (+3) |
8 (-1) |
14 (+2) |
8 (-1) |
- Saving Throws: Str +4, Con +5
- Skills: perception +4
- Damage Immunities: poison
- Damage Resistances: piercing and slashing damage from nonmagical, non-adamantine weapons
- Condition Immunities: fatigue, petrified, poisoned, unconscious
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Terran
Special Abilities
- False Appearance: While motionless, the gargoyle is indistinguishable from a normal statue.
- Elemental Nature: Gargoyles dont require air, sustenance, or sleep.
Actions
- Multiattack: The gargoyle attacks with its bite and its claws.
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage or 9 (2d6 + 2) slashing damage if the gargoyle started its turn at least 20 feet above the target.
- Rock: Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Gear Spider
Tiny Construct
- Armor Class: 13
- Hit Points: 28 (8d4+8)
- Speed: walk 30 ft. climb 20 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 53
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
15 (+2) |
12 (+1) |
2 (-4) |
6 (-2) |
1 (-5) |
- Skills: perception +0, stealth +4
- Damage Immunities: poison, psychic
- Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: blindsight 60 ft., passive Perception 10
- Languages:
Special Abilities
- Clockwork Nature: A clockwork doesnt require air, nourishment, or rest, and is immune to disease.
- Immutable Form: The clockwork is immune to any effect that would alter its form.
Actions
- Claw: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
- Needle: Ranged Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Bonus Actions
- Photograph: The gear spider stores a black and white image of what it can see. The gear spider can hold up to 10 images at a time. Retrieving the image storage device inside the gear spider requires 1 minute. Once the device is accessed, viewing a stored image requires a DC 12 Investigation check to make out any details.
Gelatinous Cube
Large Ooze
- Armor Class: 6
- Hit Points: 76 (8d10+32)
- Speed: walk 15 ft. swim 15 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 351
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
2 (-4) |
18 (+4) |
1 (-5) |
6 (-2) |
1 (-5) |
- Skills:
- Condition Immunities: blinded, charmed, deafened, fatigue, frightened, prone
- Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages:
Special Abilities
- Engulfing Body: A creature that enters the cubes space is subjected to the saving throw and consequences of its Engulf attack.
- Sunlight Sensitivity: While in sunlight, the cube has disadvantage on attack rolls.
- Transparent: While the cube is motionless, creatures unaware of its presence must succeed on a DC 15 Perception check to spot it.
- Ooze Nature: An ooze doesnt require air or sleep.
Actions
- Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) acid damage.
- Engulf: The cube moves up to its Speed. While doing so it can enter Large or smaller creatures spaces. Whenever the cube enters a creatures space the creature makes a DC 13 Dexterity saving throw. If the creature is unaware of the cubes presence it makes its saving throw against Engulf with disadvantage. On a success the creature may use its reaction if available to move up to half its Speed without provoking opportunity attacks. If the creature doesnt move it is engulfed by the cube.
- A creature engulfed by the cube takes 10 (3d6) acid damage, can't breathe, is restrained, and takes 10 (3d6) acid damage at the start of each of the cubes turns: It can be seen but has total cover. It moves with the cube. The cube can hold as many creatures as fit in its space without squeezing.
- An engulfed creature can escape by using an action to make a DC 13 Strength check: On a success the creature moves to a space within 5 feet of the cube. A creature within 5 feet can take the same action to free an engulfed creature but takes 10 (3d6) acid damage in the process.
Gelatinous Wall
Huge Ooze
- Armor Class: 6
- Hit Points: 136 (13d12+52)
- Speed: walk 30 ft. swim 15 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 351
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
2 (-4) |
18 (+4) |
1 (-5) |
6 (-2) |
1 (-5) |
- Skills:
- Condition Immunities: blinded, charmed, deafened, fatigue, frightened, prone
- Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages:
Special Abilities
- Engulfing Body: A creature that enters the cubes space is subjected to the saving throw and consequences of its Engulf attack.
- Sunlight Sensitivity: While in sunlight, the cube has disadvantage on attack rolls.
- Transparent: While the cube is motionless, creatures unaware of its presence must succeed on a DC 15 Perception check to spot it.
- Ooze Nature: An ooze doesnt require air or sleep.
Actions
- Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) acid damage plus 9 (2d6 + 2) bludgeoning damage.
- Engulf: The cube moves up to its Speed. While doing so it can enter Large or smaller creatures spaces. Whenever the cube enters a creatures space the creature makes a DC 13 Dexterity saving throw. If the creature is unaware of the cubes presence it makes its saving throw against Engulf with disadvantage. On a success the creature may use its reaction if available to move up to half its Speed without provoking opportunity attacks. If the creature doesnt move it is engulfed by the cube.
- A creature engulfed by the cube takes 10 (3d6) acid damage plus 9 (2d6 + 2) bludgeoning damage, can't breathe, is restrained, and takes 10 (3d6) acid damage plus 9 (2d6 + 2) bludgeoning damage at the start of each of the cubes turns: It can be seen but has total cover. It moves with the cube. The cube can hold as many creatures as fit in its space without squeezing.
- An engulfed creature can escape by using an action to make a DC 13 Strength check: On a success the creature moves to a space within 5 feet of the cube. A creature within 5 feet can take the same action to free an engulfed creature but takes 10 (3d6) acid damage plus 9 (2d6 + 2) bludgeoning damage in the process.
Ghast
Medium Undead
- Armor Class: 13
- Hit Points: 36 (8d8)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 230
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
16 (+3) |
10 (+0) |
10 (+0) |
10 (+0) |
8 (-1) |
- Skills:
- Damage Immunities: poison
- Damage Resistances: necrotic
- Condition Immunities: charmed, fatigue, paralyzed, poisoned
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common
Special Abilities
- Stench: A creature that starts its turn within 5 feet of the ghast makes a DC 10 Constitution saving throw. On a failure, it is poisoned until the start of its next turn. On a success, it is immune to any ghasts Stench for 24 hours.
- Turning Defiance: The ghast and any ghouls within 30 feet make saving throws against being turned with advantage.
- Undead Nature: Ghouls and ghasts dont require air, sustenance, or sleep.
Actions
- Paralyzing Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the target is a living creature it makes a DC 10 Constitution saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of its turns ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to any Paralyzing Claw for 24 hours.
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one incapacitated creature. Hit: 8 (1d10 + 3) piercing damage.
Ghost
Medium Undead
- Armor Class: 11
- Hit Points: 58 (13d8)
- Speed: walk 0 ft. fly 40 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 226
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
12 (+1) |
10 (+0) |
10 (+0) |
12 (+1) |
16 (+3) |
- Skills:
- Damage Immunities: cold, necrotic, poison
- Damage Resistances: acid, fire, lightning, thunder; damage from nonmagical weapons
- Condition Immunities: charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses: darkvision 60 ft., passive Perception 11
- Languages: the languages it spoke in life
Special Abilities
- Ethereal Sight: The ghost can see into both the Material and Ethereal Plane.
- Incorporeal: The ghost can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Undead Nature: A ghost doesnt require air, sustenance, or sleep.
- Unquiet Spirit: If defeated in combat, the ghost returns in 24 hours. It can be put to rest permanently only by finding and casting remove curse on its remains or by resolving the unfinished business that keeps it from journeying to the afterlife.
Actions
- Withering Touch: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. If the target is frightened it is magically aged 1d4 x 10 years. The aging effect can be reversed with a greater restoration spell.
- Ethereal Jaunt: The ghost magically shifts from the Material Plane to the Ethereal Plane or vice versa. If it wishes it can be visible to creatures on one plane while on the other.
- Horrifying Visage: Each non-undead creature within 60 feet and on the same plane of existence that can see the ghost makes a DC 13 Wisdom saving throw. On a failure a creature is frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it it is immune to this ghosts Horrifying Visage for 24 hours.
- Possession (Recharge 6): One humanoid within 5 feet makes a DC 13 Charisma saving throw. On a failure it is possessed by the ghost. The possessed creature is unconscious. The ghost enters the creatures body and takes control of it. The ghost can be targeted only by effects that turn undead and it retains its Intelligence Wisdom and Charisma. It grants its host body immunity to being charmed and frightened. It otherwise uses the possessed creatures statistics and actions instead of its own. It doesnt gain access to the creatures memories but does gain access to proficiencies nonmagical class features and traits and nonmagical actions. It can't use limited-used abilities or class traits that require spending a resource. The possession ends after 24 hours when the body drops to 0 hit points when the ghost ends it as a bonus action or when the ghost is turned or affected by dispel evil and good or a similar effect. Additionally the possessed creature repeats its saving throw whenever it takes damage. When the possession ends the ghost reappears in a space within 5 feet of the body. A creature is immune to this ghosts Possession for 24 hours after succeeding on its saving throw or after the possession ends.
Reactions
- Horrifying Visage: If the ghost takes damage from an attack or spell, it uses Horrifying Visage.
Ghoul
Medium Undead
- Armor Class: 12
- Hit Points: 22 (5d8)
- Speed: walk 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 229
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
14 (+2) |
10 (+0) |
6 (-2) |
10 (+0) |
6 (-2) |
- Skills:
- Damage Immunities: poison
- Damage Resistances: necrotic
- Condition Immunities: charmed, fatigue, paralyzed, poisoned
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common
Special Abilities
- Radiant Sensitivity: When the ghoul takes radiant damage, it has disadvantage on attack rolls and on Perception checks that rely on sight until the end of its next turn.
- Undead Nature: Ghouls and ghasts dont require air, sustenance, or sleep.
Actions
- Paralyzing Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. If the target is a living creature other than an elf it makes a DC 10 Constitution saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of its turns ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to any Paralyzing Claw for 24 hours.
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one incapacitated creature. Hit: 6 (1d8 + 2) piercing damage.
Giant Air Elemental
Huge Elemental
- Armor Class: 14
- Hit Points: 127 (15d12+30)
- Speed: walk 0 ft. fly 90 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 194
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
18 (+4) |
14 (+2) |
6 (-2) |
10 (+0) |
6 (-2) |
- Skills:
- Damage Immunities: poison
- Damage Resistances: lightning, thunder; damage from nonmagical weapons
- Condition Immunities: fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Auran
Special Abilities
- Air Form: The elemental can enter and end its turn in other creatures spaces and pass through an opening as narrow as 1 inch wide without squeezing.
- Elemental Nature: An elemental doesnt require air, sustenance, or sleep.
Actions
- Multiattack: The elemental makes two slam attacks.
- Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (6d6 + 4) bludgeoning damage.
- Whirlwind (Recharge 5-6): The elemental takes the form of a whirlwind flies up to half of its fly speed without provoking opportunity attacks and then resumes its normal form. When a creature shares its space with the whirlwind for the first time during this movement that creature makes a DC 15 Strength saving throw. On a failure the creature is carried inside the elementals space until the whirlwind ends taking 3 (1d6) bludgeoning damage for each 10 feet it is carried and falls prone at the end of the movement. The whirlwind can carry one Large creature or up to four Medium or smaller creatures.
Giant Ape
Huge Beast
- Armor Class: 14
- Hit Points: 115 (11d12+44)
- Speed: walk 40 ft. climb 40 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 444
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
14 (+2) |
18 (+4) |
6 (-2) |
12 (+1) |
6 (-2) |
- Skills: athletics +8, perception +4
- Senses: passive Perception 14
- Languages:
Actions
- Multiattack: The ape attacks twice with its fists.
- Fists: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d10+5) bludgeoning damage.
- Rock: Ranged Weapon Attack: +8 to hit, range 50/100 ft., one target. Hit: 26 (6d6+5) bludgeoning damage.
Giant Badger
Medium Beast
- Armor Class: 10
- Hit Points: 19 (3d8+6)
- Speed: walk 30 ft. burrow 10 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 444
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
10 (+0) |
14 (+2) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills:
- Senses: darkvision 30 ft., passive Perception 11
- Languages:
Special Abilities
- Keen Smell: The badger has advantage on Perception checks that rely on smell.
Actions
- Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.
Giant Bat
Large Beast
- Armor Class: 13
- Hit Points: 16 (3d10)
- Speed: walk 10 ft. fly 60 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 445
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
16 (+3) |
10 (+0) |
2 (-4) |
12 (+1) |
14 (+2) |
- Skills:
- Senses: blindsight 60 ft., passive Perception 11
- Languages:
Special Abilities
- Echolocation: The bat can't use blindsight while deafened.
- Keen Hearing: The bat has advantage on Perception checks that rely on hearing.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Giant Boar
Large Beast
- Armor Class: 12
- Hit Points: 47 (5d10+20)
- Speed: walk 40 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 445
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
10 (+0) |
18 (+4) |
2 (-4) |
8 (-1) |
4 (-3) |
- Skills:
- Senses: passive Perception 9
- Languages:
Special Abilities
- Relentless (1/Day): If the boar takes 10 or less damage that would reduce it to 0 hit points, it is instead reduced to 1 hit point.
Actions
- Tusk: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the boar moves at least 20 feet straight towards the target before the attack the attack deals an extra 7 (2d6) slashing damage and the target makes a DC 13 Strength saving throw falling prone on a failure.
Giant Centipede
Small Beast
- Armor Class: 12
- Hit Points: 9 (2d6+2)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 445
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 4 (-3) |
14 (+2) |
12 (+1) |
1 (-5) |
6 (-2) |
3 (-4) |
- Skills:
- Senses: blindsight 30 ft., passive Perception 8
- Languages:
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage and the target makes a DC 11 Constitution saving throw taking 10 (3d6) poison damage on a failure. If the poison damage reduces the target to 0 hit points it is made stable but poisoned for 1 hour even if it regains hit points and it is paralyzed while poisoned in this way.
Giant Constrictor Snake
Huge Beast
- Armor Class: 12
- Hit Points: 52 (7d12+7)
- Speed: walk 30 ft. climb 30 ft. swim 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 445
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
12 (+1) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills: perception +2
- Senses: blindsight 10 ft., passive Perception 12
- Languages:
Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage.
- Constrict: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends the target is restrained and the snake can't constrict a different target.
Giant Crab
Medium Beast
- Armor Class: 15
- Hit Points: 9 (2d8)
- Speed: walk 30 ft. swim 30 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 446
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
14 (+2) |
10 (+0) |
1 (-5) |
8 (-1) |
4 (-3) |
- Skills: stealth +4
- Senses: blindsight 30 ft., passive Perception 9
- Languages:
Special Abilities
- Amphibious: The crab can breathe air and water.
Actions
- Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage and the target is grappled (escape DC 11). The crab has two claws and can grapple one creature with each.
Giant Crocodile
Huge Beast
- Armor Class: 14
- Hit Points: 85 (9d12+27)
- Speed: walk 30 ft. swim 50 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 446
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
16 (+3) |
2 (-4) |
10 (+0) |
6 (-2) |
- Skills: stealth +3
- Senses: passive Perception 10
- Languages:
Special Abilities
- Hold Breath: The crocodile can hold its breath for 30 minutes.
Actions
- Multiattack: The crocodile attacks with its bite and its tail.
- Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) piercing damage and the target is grappled (escape DC 15). Until this grapple ends the target is restrained and the crocodile can't bite a different target.
- Tail: Melee Weapon Attack: +8 to hit, reach 10 ft., one creature not grappled by the crocodile. Hit: 14 (2d8+5) bludgeoning damage and the target makes a DC 18 Strength saving throw falling prone on a failure.
Giant Eagle
Large Beast
- Armor Class: 12
- Hit Points: 26 (4d10+4)
- Speed: walk 10 ft. fly 80 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 446
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
12 (+1) |
8 (-1) |
14 (+2) |
10 (+0) |
- Skills: perception +4
- Senses: passive Perception 14
- Languages: Giant Eagle, understands but can't speak Common and Auran
Special Abilities
- Keen Sight: The eagle has advantage on Perception checks that rely on sight.
Actions
- Talons: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage and the target is grappled (escape DC 13). Until this grapple ends the giant eagle can't attack a different target with its talons.
Bonus Actions
- Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one grappled creature. Hit: 5 (1d6+2) piercing damage.
Giant Earth Elemental
Large Elemental
- Armor Class: 17
- Hit Points: 157 (15d12+60)
- Speed: walk 30 ft. burrow 30 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 194
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
18 (+4) |
6 (-2) |
10 (+0) |
6 (-2) |
- Skills:
- Damage Vulnerabilities: thunder
- Damage Immunities: poison
- Damage Resistances: damage from nonmagical weapons
- Condition Immunities: fatigue, paralyzed, petrified, poisoned, unconscious
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Terran
Special Abilities
- Earth Glide: The elemental can burrow through nonmagical, unworked earth and stone without disturbing it.
- Siege Monster: The elemental deals double damage to objects and structures.
- Elemental Nature: An elemental doesnt require air, sustenance, or sleep.
Actions
- Multiattack: The elemental makes two slam attacks.
- Slam: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.
- Earths Embrace: Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d12 + 4) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends the elemental can't burrow or use Earths Embrace and its slam attacks are made with advantage against the grappled target.
- Rock: Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Giant Elk
Huge Beast
- Armor Class: 13
- Hit Points: 42 (5d12+10)
- Speed: walk 60 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 446
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
14 (+2) |
6 (-2) |
14 (+2) |
10 (+0) |
- Skills:
- Senses: passive Perception 12
- Languages: Giant Elk, understands but can't speak Common, Elvish, and Sylvan
Actions
- Ram: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature and the elk moves at least 20 feet straight towards the target before the attack the target makes a DC 14 Strength saving throw falling prone on a failure.
Bonus Actions
- Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 9 (2d4+4) bludgeoning damage.
Giant Fire Beetle
Small Beast
- Armor Class: 13
- Hit Points: 4 (1d6+1)
- Speed: walk 30 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 447
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
10 (+0) |
12 (+1) |
1 (-5) |
6 (-2) |
4 (-3) |
- Skills:
- Senses: blindsight 30 ft., passive Perception 8
- Languages:
Special Abilities
- Fire Glands: The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Actions
- Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Giant Fire Elemental
Huge Elemental
- Armor Class: 14
- Hit Points: 127 (15d12+30)
- Speed: walk 50 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 194
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
18 (+4) |
14 (+2) |
6 (-2) |
10 (+0) |
6 (-2) |
- Skills:
- Damage Immunities: fire, poison
- Damage Resistances: damage from nonmagical weapons
- Condition Immunities: fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Ignan
Special Abilities
- Fire Form: The elemental can move through a space as narrow as 1 inch wide without squeezing.
- Fiery Aura: A creature that ends its turn within 5 feet of the fire elemental takes 5 (1d10) fire damage. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. The elemental sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
- Water Weakness: The elemental takes 6 (1d12) cold damage if it enters a body of water or starts its turn in a body of water, is splashed with at least 5 gallons of water, or is hit by a water elementals slam attack.
- Elemental Nature: An elemental doesnt require air, sustenance, or sleep.
Actions
- Multiattack: The elemental makes two slam attacks.
- Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 4) fire damage and the target suffers 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage.
- Wildfire (Recharge 4-6): The elemental moves up to half its Speed without provoking opportunity attacks. It can enter the spaces of hostile creatures but not end this movement there. When a creature shares its space with the elemental for the first time during this movement the creature is subject to the elementals Fiery Aura and the elemental can make a slam attack against that creature.
Giant Frog
Medium Beast
- Armor Class: 11
- Hit Points: 18 (4d8)
- Speed: walk 30 ft. swim 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 447
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
12 (+1) |
10 (+0) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills: perception +2, stealth +3
- Senses: darkvision 30 ft., passive Perception 12
- Languages:
Special Abilities
- Amphibious: The frog can breathe air and water.
Actions
- Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage and the target is grappled (escape DC 11). Until this grapple ends the frog can't bite another target.
- Swallow: The frog makes a bite attack against a Small or smaller creature it is grappling. If the attack hits and the frog has not swallowed another creature the target is swallowed and the grapple ends. A swallowed creature has total cover from attacks from outside the frog it is blinded and restrained and it takes 5 (2d4) acid damage at the beginning of each of the frogs turns. If the frog dies the target is no longer swallowed.
- Vaulting Leap: The frog jumps up to 10 feet horizontally and 5 feet vertically. If its within 5 feet of a creature that it is not grappling at the end of this movement it may make a bite attack against that creature with advantage.
Giant Goat
Large Beast
- Armor Class: 11
- Hit Points: 22 (3d10+6)
- Speed: walk 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 447
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
10 (+0) |
14 (+2) |
3 (-4) |
12 (+1) |
6 (-2) |
- Saving Throws: Str +5
- Skills: athletics +5
- Senses: passive Perception 11
- Languages:
Actions
- Ram: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage. If the target is a creature and the goat moves at least 20 feet straight towards the target before the attack the target takes an additional 5 (2d4) bludgeoning damage and makes a DC 13 Strength saving throw falling prone on a failure.
Giant Grick
Medium Monstrosity
- Armor Class: 17
- Hit Points: 90 (12d10+24)
- Speed: walk 40 ft. climb 40 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 255
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
14 (+2) |
14 (+2) |
2 (-4) |
14 (+2) |
5 (-3) |
- Skills: stealth +5
- Damage Resistances: damage from nonmagical weapons
- Senses: darkvision 60 ft., passive Perception 12
- Languages:
Special Abilities
- Camouflage: The grick has advantage on Stealth checks made to hide in rocky terrain.
- Spider Climb: The grick can use its climb speed even on difficult surfaces and upside down on ceilings.
Actions
- Tentacles: Melee Weapon Attack: +8 to hit, reach 20 ft., one or two targets. Hit: 23 (4d8 + 5) bludgeoning damage and if the target is a creature it makes a DC 16 Strength saving throw. On a failure the creature is pulled to within 5 feet of the grick and grappled (escape DC 16). Until the grapple ends the creature is restrained. The grick can grapple up to two Medium or smaller creatures or one Large creature.
Bonus Actions
- Beak: Melee Weapon Attack: +8 to hit, reach 5 ft., one creature grappled by the grick. Hit: 14 (2d8 + 5) piercing damage.
Giant Hyena
Large Beast
- Armor Class: 12
- Hit Points: 34 (4d10+12)
- Speed: walk 50 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 447
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
16 (+3) |
2 (-4) |
12 (+1) |
6 (-2) |
- Skills: perception +3
- Senses: darkvision 30 ft., passive Perception 13
- Languages:
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage. If this damage reduces the target to 0 hit points the hyena can use its bonus action to move half its Speed and make a second bite attack.
Giant Lanternfish
Large Monstrosity
- Armor Class: 13
- Hit Points: 85 (10d10+30)
- Speed: walk 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 303
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
16 (+3) |
16 (+3) |
14 (+2) |
16 (+3) |
18 (+4) |
- Skills: deception +6, perception +5, stealth +5
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Abyssal, Common
Special Abilities
- Chaotic Evil: The giant lanternfish radiates a Chaotic and Evil aura.
- Innate Spellcasting: The giant lanternfishs innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components. At will: charm person, disguise self (humanoid form), major image, misty step, 1/day each: geas, hallucinatory terrain, hypnotic pattern, scrying
Actions
- Dizzying Touch: Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: The target is magically charmed for 1 hour or until it takes damage. While charmed in this way it has disadvantage on Wisdom saving throws and ability checks.
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing damage.
- Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target makes a DC 13 Constitution saving throw. On a failure the target takes 10 (3d6) poison damage and is poisoned for 1 hour.
- Hypnotic Pattern (3rd-Level; S, Concentration): A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure the creature is charmed for 1 minute. While charmed the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.
Bonus Actions
- Misty Step (2nd-Level; V): The giant lanternfish teleports to an unoccupied space it can see within 30 feet. The giant lanternfish can't cast this spell and a 1st-level or higher spell on the same turn.
Giant Lizard
Large Beast
- Armor Class: 12
- Hit Points: 19 (3d10+3)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 448
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
12 (+1) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills:
- Senses: darkvision 30 ft., passive Perception 10
- Languages:
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Giant Octopus
Large Beast
- Armor Class: 11
- Hit Points: 32 (5d10+5)
- Speed: walk 10 ft. swim 60 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 448
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
12 (+1) |
4 (-3) |
12 (+1) |
4 (-3) |
- Skills: stealth +3
- Senses: darkvision 60 ft., passive Perception 11
- Languages:
Special Abilities
- Camouflage: The octopus has advantage on Stealth checks.
- Water Breathing: The octopus breathes water and can hold its breath for 1 hour while in air.
Actions
- Tentacles: Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 8 (2d4+3) bludgeoning damage. If the target is a creature it is grappled (escape DC 13). Until this grapple ends the target is restrained and the octopus can't attack a different target with its tentacles.
Bonus Actions
- Ink Cloud (1/Day): If underwater, the octopus exudes a cloud of ink in a 20-foot-radius sphere, extending around corners. The area is heavily obscured for 1 minute unless dispersed by a strong current.
Giant Owl
Large Beast
- Armor Class: 12
- Hit Points: 19 (3d10+3)
- Speed: walk 5 ft. fly 60 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 448
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
14 (+2) |
12 (+1) |
8 (-1) |
14 (+2) |
10 (+0) |
- Skills: perception +4, stealth +4
- Senses: darkvision 120 ft., passive Perception 14
- Languages: Giant Owl; understands but can't speak Common, Elvish, and Sylvan
Special Abilities
- Flyby: The owl doesnt provoke opportunity attacks when it flies out of a creatures reach.
- Keen Hearing and Sight: The owl has advantage on Perception checks that rely on hearing and sight.
Actions
- Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.
Giant Poisonous Snake
Medium Beast
- Armor Class: 13
- Hit Points: 11 (2d8+2)
- Speed: walk 30 ft. swim 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 448
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
16 (+3) |
12 (+1) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills:
- Senses: blindsight 10 ft., passive Perception 11
- Languages:
Actions
- Bite: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 1 piercing damage and the target makes a DC 11 Constitution saving throw taking 7 (2d6) poison damage on a failure or half damage on a success.
Giant Rat
Small Beast
- Armor Class: 12
- Hit Points: 7 (2d6)
- Speed: walk 30 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 449
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
10 (+0) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 10
- Languages:
Special Abilities
- Keen Smell: The rat has advantage on Perception checks that rely on smell.
- Pack Tactics: The giant rat has advantage on attack rolls against a creature if at least one of the rats allies is within 5 feet of the creature and not incapacitated.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Giant Scorpion
Large Beast
- Armor Class: 15
- Hit Points: 52 (7d10+14)
- Speed: walk 40 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 449
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
14 (+2) |
2 (-4) |
8 (-1) |
4 (-3) |
- Skills:
- Senses: blindsight 60 ft., passive Perception 9
- Languages:
Actions
- Multiattack: The scorpion attacks once with its claws and once with its sting.
- Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends the scorpion can't attack a different target with its claws.
- Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage and the target makes a DC 12 Constitution saving throw taking 16 (3d10) poison damage on a failure or half damage on a success.
Giant Seahorse
Large Beast
- Armor Class: 13
- Hit Points: 22 (4d10)
- Speed: walk 0 ft. swim 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 449
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
14 (+2) |
10 (+0) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills:
- Senses: passive Perception 11
- Languages:
Special Abilities
- Water Breathing: The seahorse breathes only water.
Actions
- Ram: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) bludgeoning damage. If the seahorse moves at least 20 feet straight towards the target before the attack the attack deals an extra 5 (2d4) bludgeoning damage and the target makes a DC 11 Strength saving throw falling prone on a failure.
Giant Shark
Huge Beast
- Armor Class: 13
- Hit Points: 105 (10d12+40)
- Speed: walk 0 ft. swim 50 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 449
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
18 (+4) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills: perception +3
- Senses: blindsight 60 ft., passive Perception 13
- Languages:
Special Abilities
- Water Breathing: The shark breathes only water.
Actions
- Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) piercing damage. On a hit the shark can make a second bite attack as a bonus action.
- Tail: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6+5) bludgeoning damage and the shark can swim 20 feet without provoking opportunity attacks.
Giant Spider
Large Beast
- Armor Class: 14
- Hit Points: 26 (4d10+4)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 450
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
16 (+3) |
12 (+1) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills: stealth +5
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 10
- Languages:
Special Abilities
- Spider Climb: The spider can climb even on difficult surfaces and upside down on ceilings.
- Web Sense: While touching a web, the spider knows the location of other creatures touching that web.
- Web Walker: The spider ignores movement restrictions imposed by webs.
Actions
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage and the target makes a DC 11 Constitution saving throw taking 9 (2d8) poison damage on a failure. If the poison damage reduces the target to 0 hit points the target is made stable but poisoned for 1 hour even if it regains hit points and it is paralyzed while poisoned in this way.
Bonus Actions
- Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 20/60 feet., one Large or smaller creature. Hit: The creature is restrained by a web. As an action, a creature can make a DC 12 Strength check, breaking the web on a success. The effect also ends if the web is destroyed. The web is an object with AC 10, 1 hit point, and immunity to all forms of damage except slashing, fire, and force.
Giant Toad
Large Beast
- Armor Class: 11
- Hit Points: 33 (6d10)
- Speed: walk 20 ft. swim 40 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 450
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
10 (+0) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills:
- Senses: darkvision 30 ft., passive Perception 10
- Languages:
Special Abilities
- Amphibious: The toad can breathe air and water.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 4 (1d8) poison damage and the target is grappled (escape DC 12). Until this grapple ends the toad can't bite another target.
- Swallow: The toad makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits and the toad has not swallowed another creature the target is swallowed and the grapple ends. A swallowed creature has total cover from attacks from outside the toad it is blinded and restrained and it takes 7 (2d6) acid damage at the beginning of each of the toads turns. If the toad dies the target is no longer swallowed.
- Vaulting Leap: The toad jumps up to 20 feet horizontally and 10 feet vertically. If its within 5 feet of a creature that it is not grappling at the end of this movement it can make a bite attack against that creature with advantage.
Giant Vulture
Large Beast
- Armor Class: 12
- Hit Points: 22 (3d10+6)
- Speed: walk 10 ft. fly 60 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 451
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
6 (-2) |
12 (+1) |
6 (-2) |
- Skills: perception +3
- Senses: passive Perception 13
- Languages:
Special Abilities
- Keen Sight and Smell: The vulture has advantage on Perception checks that rely on sight and smell.
Actions
- Multiattack: The vulture attacks with its beak and its talons.
- Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
- Talons: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
Reactions
- Retreat: When the vulture would be hit by a melee attack, the vulture can move 5 feet away from the attacker. If this moves the vulture out of the attackers reach, the attacker has disadvantage on its attack.
Giant Wasp
Medium Beast
- Armor Class: 12
- Hit Points: 18 (4d8)
- Speed: walk 10 ft. fly 50 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 451
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
10 (+0) |
1 (-5) |
10 (+0) |
4 (-3) |
- Skills:
- Senses: passive Perception 10
- Languages:
Actions
- Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage and the target makes a DC 11 Constitution saving throw taking 7 (2d6) poison damage on a failure or half damage on a success. If the poison damage reduces the target to 0 hit points the target is made stable but poisoned for 1 hour even if it regains hit points and it is paralyzed while poisoned in this way.
Giant Water Elemental
Huge Elemental
- Armor Class: 14
- Hit Points: 157 (15d12+60)
- Speed: walk 30 ft. swim 90 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 194
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
18 (+4) |
6 (-2) |
10 (+0) |
6 (-2) |
- Skills:
- Damage Immunities: poison
- Damage Resistances: acid; damage from nonmagical weapons
- Condition Immunities: fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Aquan
Special Abilities
- Conductive: If the elemental takes lightning damage, each creature sharing its space takes the same amount of lightning damage.
- Fluid Form: The elemental can enter and end its turn in other creatures spaces and move through a space as narrow as 1 inch wide without squeezing.
- Freeze: If the elemental takes cold damage, its speed is reduced by 15 feet until the end of its next turn.
Actions
- Multiattack: The elemental makes two slam attacks.
- Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.
- Whelm: The elemental targets each Large or smaller creature in its space. Each target makes a DC 15 Strength saving throw. On a failure the target is grappled (escape DC 15). Until this grapple ends the target is restrained and unable to breathe air. The elemental can move at full speed while carrying grappled creatures inside its space. It can grapple one Large creature or up to four Medium or smaller creatures.
Giant Weasel
Medium Beast
- Armor Class: 12
- Hit Points: 9 (2d8)
- Speed: walk 40 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 451
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
10 (+0) |
4 (-3) |
12 (+1) |
4 (-3) |
- Skills: perception +3, stealth +4
- Senses: darkvision 60 ft., passive Perception 13
- Languages:
Special Abilities
- Keen Hearing and Smell: The weasel has advantage on Perception checks that rely on hearing and smell.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage or 7 (2d4+2) piercing damage against a creature the weasel is grappling.
- Grab: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 12).
Giant Wolf Spider
Medium Beast
- Armor Class: 13
- Hit Points: 13 (3d8)
- Speed: walk 40 ft. climb 40 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 451
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
16 (+3) |
10 (+0) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills: perception +3, stealth +5
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 13
- Languages:
Special Abilities
- Spider Climb: The spider can climb even on difficult surfaces and upside down on ceilings.
- Web Sense: While touching a web, the spider knows the location of other creatures touching that web.
- Web Walker: The spider ignores movement restrictions imposed by webs.
Actions
- Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage and the target makes a DC 11 Constitution saving throw taking 5 (2d4) poison damage on a failure or half damage on a success. If the poison damage reduces the target to 0 hit points the target is made stable but poisoned for 1 hour even if it regains hit points and it is paralyzed while poisoned in this way.
Gibbering Mouther
Medium Aberration
- Armor Class: 9
- Hit Points: 67 (9d8+27)
- Speed: walk 20 ft. swim 20 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 245
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
8 (-1) |
16 (+3) |
2 (-4) |
10 (+0) |
6 (-2) |
- Skills:
- Damage Resistances: psychic
- Condition Immunities: prone
- Senses: darkvision 60 ft., passive Perception 10
- Languages:
Special Abilities
- Amphibious: The mouther can breathe air and water.
- Gibbering Mouths: The mouther babbles constantly. A living non-aberration creature that starts its turn within 30 feet and can hear its gibbering makes a DC 10 Intelligence saving throw. On a failure, the creature is confused until the start of its next turn.
- Reality Eater: The ground within 15 feet of the mouther is the consistency of sucking mud and is difficult terrain to all creatures except the mouther. Each non-aberrant creature that starts its turn in the area or enters it for the first time on its turn makes a DC 10 Strength saving throw. On a failure, its Speed is reduced to 0 until the start of its next turn.
Actions
- Multiattack: The mouther makes two bite attacks.
- Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 7 (2d6) piercing damage and the target makes a DC 10 Strength saving throw falling prone on a failure. If the target is killed by this attack it is absorbed into the mouther.
Bonus Actions
- Blinding Bile (Recharge 5-6): Ranged Weapon Attack: +2 to hit, range 20/60 ft., one creature. Hit: 3 (1d6) acid damage, and the target is blinded until the end of the mouthers next turn.
Glabrezu
Large Fiend
- Armor Class: 17
- Hit Points: 157 (15d10+75)
- Speed: walk 40 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 68
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
16 (+3) |
20 (+5) |
18 (+4) |
18 (+4) |
18 (+4) |
- Saving Throws: Str +9, Con +9, Wis +8, Cha +8
- Skills: deception +8, stealth +7
- Damage Immunities: poison
- Damage Resistances: cold, fire, lightning; damage from nonmagical weapons
- Condition Immunities: poisoned
- Senses: truesight 120 ft., passive Perception 14
- Languages: Abyssal, telepathy 120 ft.
Special Abilities
- Chaotic Evil: The glabrezu radiates a Chaotic and Evil aura.
- Magic Resistance: The glabrezu has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The glabrezu makes two pincer attacks.
- Pincer: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature it is grappled (escape DC 17). The glabrezu has two pincers each of which can grapple one target. While grappling a target a pincer can't attack a different target. If the same creature is grappled by both of the glabrezus pincers it must escape from each of them separately.
- Wish: Once per 30 days the glabrezu can cast wish for a mortal using no material components. Before doing so it will demand that the mortal commit a terribly evil act or make a painful sacrifice.
Bonus Actions
- Fists: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.
- Rend: If grappling the same target with both pincers, the glabrezu rips at the target, ending both grapples and dealing 27 (4d10 + 5) slashing damage. If this damage reduces a creature to 0 hit points, it dies and is torn in half.
- Darkness: Magical darkness spreads from a point within 30 feet, filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute, until the glabrezu dismisses it, or until the glabrezu uses this ability again. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
- Confusion (1/Day): The glabrezu targets up to three creatures within 90 feet. Each target makes a DC 16 Wisdom saving throw, becoming confused for 1 minute on a failure. A target repeats this saving throw at the end of each of its turns, ending the effect on itself on a success.
Gladiator
Medium Humanoid
- Armor Class: 16
- Hit Points: 105 (14d8+42)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 474
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
16 (+3) |
10 (+0) |
12 (+1) |
14 (+2) |
- Saving Throws: Str +7, Con +6
- Skills: athletics +7, intimidation +5, performance +5
- Senses: passive Perception 11
- Languages: any one
Special Abilities
- Combat Expertise: The damage of the gladiators attacks includes a d6 expertise die.
Actions
- Multiattack: The gladiator makes two melee attacks with their spear or throws two javelins.
- Spear: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
- Shield: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
- Javelin: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Bonus Actions
- Shield Rush: The gladiator makes an attack with their shield. On a hit, the target makes a DC 15 Dexterity saving throw, falling prone on a failure.
Reactions
- Shield Block: If the gladiator is wielding a shield and can see their attacker, they add 3 to their AC against one melee or ranged attack that would hit them.
Gnoll
Medium Humanoid
- Armor Class: 14
- Hit Points: 22 (5d8)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 247
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
10 (+0) |
10 (+0) |
8 (-1) |
10 (+0) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 9
- Languages: Gnoll
Special Abilities
- Pack Tactics: The gnoll has advantage on attack rolls against a creature if at least one of the gnolls allies is within 5 feet of the creature and not incapacitated.
Actions
- Spear: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Bonus Actions
- Rampaging Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one bloodied creature. Hit: 4 (1d4 + 2) piercing damage.
Gnoll Demonfang
Medium Humanoid
- Armor Class: 15
- Hit Points: 65 (10d8+20)
- Speed: walk 40 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 247
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
16 (+3) |
14 (+2) |
10 (+0) |
10 (+0) |
12 (+1) |
- Saving Throws: Con +4, Wis +2, Cha +3
- Skills:
- Condition Immunities: charmed, frightened
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Abyssal, Gnoll
Special Abilities
- Aligned: The gnoll radiates a Chaotic and Evil aura.
- Possessed: If the gnoll demonfang is turned or affected by dispel evil and good or a similar effect, it transforms into an ordinary gnoll. Any damage it has taken carries over to its new form. If this damage exceeds its maximum hit points, it dies.
Actions
- Multiattack: The gnoll attacks three times with its Charging Claw.
- Charging Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage or 10 (2d6 + 3) slashing damage if this is the gnolls first attack on this target this turn. The gnoll may then move up to 10 feet without provoking opportunity attacks.
Gnoll Pack Leader
Medium Humanoid
- Armor Class: 14
- Hit Points: 45 (10d8)
- Speed: walk 40 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 247
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
10 (+0) |
10 (+0) |
8 (-1) |
10 (+0) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 9
- Languages: Gnoll
Special Abilities
- Pack Tactics: The gnoll has advantage on attack rolls against a creature if at least one of the gnolls allies is within 5 feet of the creature and not incapacitated.
Actions
- Spear: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Multiattack: The gnoll attacks twice with its spear.
- Chilling Laughter (Recharge 6): The gnolls barking laughter drives allies into a frenzy. Each other creature of the gnolls choice within 30 feet that can hear it and has a Rampaging Bite bonus action can use its reaction to make a Rampaging Bite.
Bonus Actions
- Rampaging Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one bloodied creature. Hit: 4 (1d4 + 2) piercing damage.
Goat
Medium Beast
- Armor Class: 10
- Hit Points: 4 (1d8)
- Speed: walk 40 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 452
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
10 (+0) |
10 (+0) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills: athletics +2
- Senses: passive Perception 10
- Languages:
Actions
- Ram: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. If the target is a creature and the goat moves at least 20 feet straight towards the target before the attack the target takes an extra 2 (1d4) bludgeoning damage and makes a DC 10 Strength saving throw falling prone on a failure.
Goblin
Small Humanoid
- Armor Class: 13
- Hit Points: 10 (3d6)
- Speed: walk 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 250
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
12 (+1) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: stealth +3
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common, Goblin
Actions
- Shortsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
- Shortbow: Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Bonus Actions
- Nimble Escape: The goblin takes the Disengage or Hide action.
Goblin Alchemist
Small Humanoid
- Armor Class: 13
- Hit Points: 10 (3d6)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 250
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
12 (+1) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: stealth +3
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common, Goblin
Actions
- Shortsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
- Shortbow: Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
- Throw Vial: Ranged Weapon Attack: +3 to hit, range 20/40 ft., one target. Hit: 3 (1d6) ongoing fire damage. A creature can use an action to douse the fire on a target ending all ongoing damage being dealt by alchemists fire. (You can substitute acid by altering the damage type.)
Bonus Actions
- Nimble Escape: The goblin takes the Disengage or Hide action.
Goblin Boss
Small Humanoid
- Armor Class: 16
- Hit Points: 24 (7d6)
- Speed: walk 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 250
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
14 (+2) |
10 (+0) |
12 (+1) |
12 (+1) |
12 (+1) |
- Skills: stealth +4, intimidation +3
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Common, Goblin
Actions
- Multiattack: The goblin attacks twice with its scimitar.
- Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
- Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Command Minions: Up to 3 goblins within 30 feet that can hear or see it use their reactions to make a single melee attack each.
Bonus Actions
- Nimble Escape: The goblin takes the Disengage or Hide action.
Goblin Dreadnought
Small Humanoid
- Armor Class: 17
- Hit Points: 10 (3d6)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 250
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
12 (+1) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: stealth +3
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common, Goblin
Actions
- Sabre: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
- Shortbow: Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Bonus Actions
- Nimble Escape: The goblin takes the Disengage or Hide action.
Goblin Musketeer
Small Humanoid
- Armor Class: 13
- Hit Points: 10 (3d6)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 250
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
12 (+1) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: stealth +3
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common, Goblin
Actions
- Shortsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
- Two goblin musketeers together can operate a musket: If one uses its action to assist the other gains the following additional action:
- Musket: Ranged Weapon Attack: +3 to hit, range 60/180 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
Bonus Actions
- Nimble Escape: The goblin takes the Disengage or Hide action.
Goblin Shieldbearer
Small Humanoid
- Armor Class: 13
- Hit Points: 10 (3d6)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 250
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
12 (+1) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: stealth +3
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common, Goblin
Actions
- Shortsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
- Shortbow: Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
- Shield Wall: The goblin and a goblin within 5 feet of it gain three-quarters cover.
Bonus Actions
- Nimble Escape: The goblin takes the Disengage or Hide action.
Goblin Skulker
Small Humanoid
- Armor Class: 13
- Hit Points: 10 (3d6)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 250
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
12 (+1) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: stealth +3
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common, Goblin
Special Abilities
- Goblin Skulker: The goblin deals an extra 3 (1d6) damage when it attacks with advantage or when one of its allies is within 5 feet of its target and isnt incapacitated.
Actions
- Shortsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
- Shortbow: Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Bonus Actions
- Nimble Escape: The goblin takes the Disengage or Hide action.
Goblin Warlock
Small Humanoid
- Armor Class: 15
- Hit Points: 21 (6d6)
- Speed: walk 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 251
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
10 (+0) |
12 (+1) |
12 (+1) |
14 (+2) |
- Skills: arcana +3, stealth +4, intimidation +4
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Common, Goblin
Actions
- Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Silver Fire: Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 7 (2d6) fire damage and 7 (2d6) ongoing fire damage. A creature can use an action to douse the fire on a target ending the ongoing damage.
- Clinging Illusion: The warlock creates a magical illusion of an unmoving Medium or smaller object in a space it can see within 30 feet. The illusion can hide a smaller object in the same space. The illusion lasts 24 hours until a creature touches it or until the warlock uses Clinging Illusion again. A creature can take an action to make a DC 12 Investigation check to disbelieve the illusion. On a success the illusion appears transparent to the creature.
Reactions
- Quick Switch: When the warlock is hit by an attack, it magically teleports, switching places with a goblin ally within 30 feet. The goblin ally is hit by the triggering attack and suffers its effects.
Gold Dragon Wyrmling
Medium Dragon
- Armor Class: 17
- Hit Points: 75 (10d8+30)
- Speed: walk 30 ft. fly 60 ft. swim 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 173
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
16 (+3) |
14 (+2) |
12 (+1) |
16 (+3) |
- Skills: perception +3, stealth +4
- Damage Immunities: fire
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 13
- Languages: Draconic
Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Molten Breath: The dragon exhales molten gold in a 15-foot cone. Each creature in the area makes a DC 13 Dexterity saving throw taking 22 (4d10) fire damage on a failed save or half damage on a success.
- Slowing Breath: The dragon exhales gas in a 15-foot cone. Each creature in the area must succeed on a DC 13 Strength saving throw or suffer disadvantage on weapon attack rolls for 1 minute. A weakened creature repeats the saving throw at the end of each of its turns ending the effect on a success.
Gorgon
Large Monstrosity
- Armor Class: 19
- Hit Points: 110 (13d10+39)
- Speed: walk 50 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 253
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
16 (+3) |
2 (-4) |
12 (+1) |
5 (-3) |
- Skills: perception +4
- Condition Immunities: petrified
- Senses: passive Perception 14
- Languages:
Actions
- Gore: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage and the target makes a DC 16 Strength saving throw falling prone on a failure. If the gorgon moves at least 20 feet straight towards the target before the attack the attack deals an extra 6 (1d12) piercing damage.
- Hooves: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
- Petrifying Breath (Recharge 5-6): The gorgon exhales petrifying gas in a 30-foot cone. Each creature in the area makes a DC 14 Constitution saving throw. On a failure a creature is restrained as it begins to turn to stone. At the beginning of the gorgons next turn the creature repeats the saving throw. On a success the effect ends. On a failure the creature is petrified. This petrification can be removed with greater restoration or similar magic.
Bonus Actions
- Trample Underfoot: The gorgon attacks a prone creature with its hooves.
Gray Ooze
Medium Ooze
- Armor Class: 8
- Hit Points: 22 (3d8+9)
- Speed: walk 15 ft. climb 15 ft. swim 15 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 352
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
6 (-2) |
16 (+3) |
1 (-5) |
6 (-2) |
1 (-5) |
- Skills:
- Damage Resistances: acid, cold, fire
- Condition Immunities: blinded, charmed, deafened, fatigue, frightened, prone
- Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages:
Special Abilities
- Amorphous: The ooze can pass through an opening as narrow as 1 inch wide without squeezing.
- Corrosive Body: A creature or a metal object that touches the ooze takes 5 (2d4) acid damage. A nonmagical weapon made of metal that hits the black pudding corrodes after dealing damage, taking a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, the weapon is destroyed. Metal nonmagical ammunition is destroyed after dealing damage.
- False Appearance: While motionless, the ooze is indistinguishable from wet stone.
- Sunlight Sensitivity: While in sunlight, the ooze has disadvantage on attack rolls.
- Ooze Nature: An ooze doesnt require air or sleep.
Actions
- Pseudopod: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 5 (2d4) acid damage. Nonmagical metal armor worn by the target corrodes taking a permanent -1 penalty to its AC protection per hit. If the penalty reduces the armors AC protection to 10 the armor is destroyed.
Great Wyrm Black Dragon
Gargantuan Dragon
- Armor Class: 22
- Hit Points: 735 (42d20+294)
- Speed: walk 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 23 (50,000 XP)
- Source: A5e Monstrous Menagerie page 101
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
14 (+2) |
24 (+7) |
16 (+3) |
14 (+2) |
18 (+4) |
- Saving Throws: Dex +9, Con +14, Wis +9, Cha +11
- Skills: history +10, perception +9, stealth +9
- Damage Immunities: acid
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 22
- Languages: Common, Draconic, one more
Special Abilities
- Ambusher: When submerged in water, the dragon has advantage on Stealth checks. If the dragon hits a creature that can't see it with its bite, it can deal piercing damage and grapple the target simultaneously.
- Amphibious: The dragon can breathe air and water.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to mud. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest.
- Ruthless (1/Round): After scoring a critical hit on its turn, the dragon can immediately make one claw attack.
- Concentrated Acid (1/Day): When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. For the next minute, the dragons acid becomes immensely more corrosive, ignoring acid resistance and treating acid immunity as acid resistance.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:fog cloud, pass without trace, legend lore, speak with dead, 1/day each:create undead, insect plague, time stop
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can use Acid Spit.
- Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) acid damage. Instead of dealing piercing damage the dragon can grapple the target (escape DC 23) and a Huge or smaller creature grappled in this way is restrained. While grappling a creature the dragon can't bite or use Acid Spit against another target.
- Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
- Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the dragon pushes the target 10 feet away.
- Acid Spit: The dragon targets a creature within 60 feet forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) acid damage on a failure or half damage on a success. A creature that fails the save also takes 11 (2d10) ongoing acid damage. A creature can use an action to end the ongoing damage.
- Acid Breath (Recharge 5-6): The dragon exhales sizzling acid in a 90-foot-long 10-foot-wide line. Each creature in that area makes a DC 22 Dexterity saving throw taking 85 (19d8) acid damage on a failed save or half damage on a success. A creature that fails the save is blinded until the end of its next turn.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Darkness: The dragon creates a 40-foot-radius sphere of magical darkness originating from a point it can see within 120 feet. Darkvision can't penetrate this darkness. The darkness lasts for 1 minute or until the dragon uses this action again.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 22 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
Great Wyrm Blue Dragon
Gargantuan Dragon
- Armor Class: 22
- Hit Points: 814 (44d20+352)
- Speed: walk 40 ft. burrow 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 25 (75,000 XP)
- Source: A5e Monstrous Menagerie page 107
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 28 (+9) |
10 (+0) |
26 (+8) |
18 (+4) |
16 (+3) |
20 (+5) |
- Saving Throws: Dex +8, Con +16, Wis +11, Cha +13
- Skills: perception +11, stealth +8, survival +11
- Damage Immunities: lightning
- Senses: blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 24
- Languages: Common, Draconic, two more
Special Abilities
- Desert Farer: The dragon ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat.
- Dune Splitter: The dragon can remain submerged in sand and gravel for up to 4 hours. It has advantage on Stealth checks made to hide in this way, and Large or smaller creatures within 20 feet of its hiding place when it emerges must succeed on a DC 24 Dexterity saving throw or be blinded until the end of its next turn.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest.
- High Voltage (1/Day): When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. After doing so, the air around it becomes electrically charged. A creature that starts its turn within 15 feet of the dragon or moves within 15 feet of it for the first time on a turn makes a DC 24 Dexterity saving throw. On a failure, it takes 11 (2d10) lightning damage and can't take reactions until the start of its next turn. Creatures in metal armor or wielding metal weapons have disadvantage on this saving throw.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 21). It can innately cast the following spells, requiring no material components. 3/day each:blur, silent image, blight, hypnotic pattern, 1/day each:control water, mirage arcane,antipathy/sympathy
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can use Arc Lightning.
- Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 9 (2d8) lightning damage.
- Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
- Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage and the dragon pushes the target 10 feet away.
- Arc Lightning: The dragon targets a creature within 60 feet forcing it to make a DC 24 Dexterity saving throw. The creature takes 22 (4d10) lightning damage on a failure or half damage on a success. Also on a failure the lightning jumps. Choose a creature within 30 feet of the target that hasnt been hit by this ability on this turn and repeat the effect against it possibly causing the lightning to jump again.
- Lightning Breath (Recharge 5-6): The dragon exhales a 120-foot-long 10-foot-wide line of lightning. Each creature in that area makes a DC 24 Dexterity saving throw taking 94 (17d10) lightning damage on a failed save or half damage on a success. A creature that fails the save can't take reactions until the end of its next turn.
- Quake: While touching natural ground the dragon sends pulses of thunder rippling through it. Creatures within 30 feet make a DC 24 Strength saving throw taking 22 (4d10) bludgeoning damage and falling prone on a failure. If a Large or smaller creature that fails the save is standing on sand it also sinks partially becoming restrained as well. A creature restrained in this way can spend half its movement to escape.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 21 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 24 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
- Quake (Costs 2 Actions): The dragon uses its Quake action.
Great Wyrm Gold Dragon
Gargantuan Dragon
- Armor Class: 22
- Hit Points: 975 (50d20+450)
- Speed: walk 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 26 (90,000 XP)
- Source: A5e Monstrous Menagerie page 171
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 30 (+10) |
14 (+2) |
28 (+9) |
18 (+4) |
16 (+3) |
28 (+9) |
- Saving Throws: Dex +10, Con +17, Wis +11, Cha +17
- Skills: insight +11, perception +11, persuasion +17, stealth +10
- Damage Immunities: fire
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 24
- Languages: Common, Draconic, two more
Special Abilities
- Gleaming Brilliance (1/Day): When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. After doing so, the dragons golden scales melt, coating its body in a layer of molten gold. A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 10 (3d6) fire damage.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away, forming pools of molten gold. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest.
- Valor: Creatures of the dragons choice within 30 feet gain a +3 bonus to saving throws and are immune to the charmed and frightened conditions.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 25). It can innately cast the following spells, requiring no material components. 3/day each:bless, healing word,banishment, greater restoration, 1/day each:divine word, hallow, holy aura
Actions
- Multiattack: The dragon attacks with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 9 (2d8) fire damage.
- Claws: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
- Tail: Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage and the dragon pushes the target 10 feet away.
- Greatsword (Humanoid Form Only): Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
- Molten Spit: The dragon targets one creature within 60 feet forcing it to make a DC 25 Dexterity saving throw. The creature takes 27 (5d10) fire damage on a failure or half on a success. Liquid gold pools in a 5-foot-square occupied by the creature and remains hot for 1 minute. A creature that ends its turn in the gold or enters it for the first time on a turn takes 22 (4d10) fire damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Molten Breath: The dragon exhales molten gold in a 90-foot cone. Each creature in the area makes a DC 25 Dexterity saving throw taking 88 (16d10) fire damage on a failed save or half damage on a success. A creature that fails the saving throw is covered in a shell of rapidly cooling gold reducing its Speed to 0. A creature can use an action to break the shell ending the effect.
- Weakening Breath: The dragon exhales weakening gas in a 90-foot cone. Each creature in the area must succeed on a DC 25 Constitution saving throw or suffer disadvantage on weapon attack rolls for 1 minute. A weakened creature repeats the saving throw at the end of each of its turns ending the effect on a success.
- Change Shape: The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form the dragons stats are unchanged except for its size. It can't use Molten Spit Breath Weapons Tail Attack or Wing Attack except in dragon form. In beast form it can attack only with its bite and claws if appropriate to its form. If the beast form is Large or smaller the reach of these attacks is reduced to 5 feet. In humanoid form it can attack only with its greatsword.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
- Vanguard: When another creature the dragon can see within 20 feet is hit by an attack, the dragon deflects the attack, turning the hit into a miss.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 25 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 26 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
- Fiery Reprisal (Costs 2 Actions): The dragon uses Molten Spit against the last creature to deal damage to it.
Great Wyrm Green Dragon
Gargantuan Dragon
- Armor Class: 21
- Hit Points: 840 (48d20+336)
- Speed: walk 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 24 (62,000 XP)
- Source: A5e Monstrous Menagerie page 112
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
12 (+1) |
24 (+7) |
20 (+5) |
16 (+3) |
28 (+9) |
- Saving Throws: Dex +8, Con +14, Wis +10, Cha +11
- Skills: deception +11, insight +10, perception +10, persuasion +11, stealth +8
- Damage Immunities: poison
- Condition Immunities: poisoned
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages: Common, Draconic, three more
Special Abilities
- Amphibious: The dragon can breathe air and water.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn into dry leaves and blow away. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest.
- Woodland Stalker: When in a forested area, the dragon has advantage on Stealth checks. Additionally, when it speaks in such a place, it can project its voice such that it seems to come from all around, allowing it to remain hidden while speaking.
- Blood Toxicity (While Bloodied): The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature makes a DC 22 Dexterity saving throw, taking 10 (3d6) poison damage on a failure.
- Venomous Resurgence (1/Day): When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. After doing so, it emanates a green gas that extends in a 15-foot radius around it. When a creature enters this area for the first time on a turn or starts its turn there, it makes a DC 22 Constitution saving throw. On a failure, a creature with resistance to poison damage loses it, and a creature without resistance or immunity to poison damage becomes vulnerable to poison damage instead. Either effect lasts until the start of the creatures next turn.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:animal messenger, tongues, modify memory, scrying, 1/day:mass suggestion, telepathic bond,glibness
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can Spit Poison.
- Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) poison damage.
- Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
- Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the dragon pushes the target 10 feet away.
- Spit Poison: The dragon targets a creature within 60 feet forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) poison damage on a failure or half damage on a success. A creature that fails the save is also poisoned for 1 minute. The creature repeats the saving throw at the end of each of its turns taking 11 (2d10) poison damage on a failure and ending the effect on a success.
- Poison Breath (Recharge 5-6): The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area makes a DC 22 Constitution saving throw taking 80 (23d6) poison damage on a failed save or half damage on a success. A creature with immunity to poison damage that fails the save takes no damage but its poison immunity is reduced to resistance for the next hour.
- Honeyed Words: The dragons words sow doubt in the minds of those who hear them. One creature within 60 feet who can hear and understand the dragon makes a DC 19 Wisdom saving throw. On a failure the creature must use its reaction if available to make one attack against a creature of the dragons choice with whatever weapon it has to do so moving up to its speed as part of the reaction if necessary. It need not use any special class features (such as Sneak Attack or Divine Smite) when making this attack. If it can't get in a position to attack the creature it moves as far as it can toward the target before regaining its senses. A creature immune to being charmed is immune to this ability.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Honeyed Words: The dragon uses Honeyed Words.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 22 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
Great Wyrm Red Dragon
Gargantuan Dragon
- Armor Class: 22
- Hit Points: 897 (46d20+414)
- Speed: walk 40 ft. climb 40 ft. fly 80 ft.
- Challenge Rating: 26 (90,000 XP)
- Source: A5e Monstrous Menagerie page 117
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 30 (+10) |
10 (+0) |
28 (+9) |
18 (+4) |
16 (+3) |
22 (+6) |
- Saving Throws: Dex +8, Con +17, Wis +11, Cha +14
- Skills: intimidation +14, perception +11, stealth +8
- Damage Immunities: fire
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 24
- Languages: Common, Draconic, two more
Special Abilities
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to charcoal. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest.
- Searing Heat: A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 14 (4d6) fire damage.
- Volcanic Tyrant: The dragon is immune to the effects of poisonous gases caused by volcanic environments. It also ignores difficult terrain caused by lava.
- Seething Rage: When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. Its inner flame erupts, burning brightly in its eyes and mouth. After taking damage from its Searing Heat ability, a creature with resistance to fire damage loses it, and a creature with immunity to fire damage reduces it to resistance. Either effect lasts until the start of the creatures next turn.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 22). It can innately cast the following spells, requiring no material components. 3/day each:command, hold person, glyph of warding, wall of fire, 1/day each:antimagic field, dominate monster, storm of vengeance
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can Spit Fire.
- Bite: Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 9 (2d8) fire damage.
- Claw: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
- Tail: Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage and the dragon pushes the target 10 feet away.
- Cruel Tyranny: The dragon snarls and threatens its minions driving them to immediate action. The dragon chooses one creature it can see and that can hear the dragon. The creature uses its reaction to make one weapon attack with advantage. If the dragon is bloodied it can use this ability on three minions at once.
- Spit Fire: The dragon targets a creature within 60 feet forcing it to make a DC 22 Dexterity saving throw. The creature takes 22 (4d10) fire damage on a failure or half damage on a success. A creature that fails the save also takes 11 (2d10) ongoing fire damage. A creature can use an action to end the ongoing damage.
- Fire Breath (Recharge 5-6): The dragon exhales a blast of fire in a 90-foot cone. Each creature in that area makes a DC 25 Dexterity saving throw taking 98 (28d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also takes 11 (2d10) ongoing fire damage. While affected by this ongoing damage it is frightened of the dragon. A creature can use an action to end the ongoing damage.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
- Taskmaster: When a creature within 60 feet fails an ability check or saving throw, the dragon roars a command to it. The creature can roll a d10 and add it to the result of the roll, possibly turning the failure into a success.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Cruel Tyranny: The dragon uses its Cruel Tyranny action.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 22 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 25 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
Great Wyrm White Dragon
Gargantuan Dragon
- Armor Class: 20
- Hit Points: 740 (40d20+320)
- Speed: walk 40 ft. burrow 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 22 (41,000 XP)
- Source: A5e Monstrous Menagerie page 121
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
12 (+1) |
26 (+8) |
10 (+0) |
16 (+3) |
16 (+3) |
- Saving Throws: Dex +8, Con +15, Wis +10, Cha +10
- Skills: intimidation +10, perception +10, stealth +8
- Damage Immunities: cold
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages: Common, Draconic
Special Abilities
- Cold Mastery: The dragons movement and vision is not hindered by cold, icy surfaces, snow, wind, or storms. Additionally, the dragon can choose to burrow through snow and ice without leaving a trace.
- Legendary Resistance (3/Day): When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to ice. If it has no more uses of this ability, its Armor Class is reduced to 18 until it finishes a long rest.
- Heart of Winter: When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. Additionally, the damage from the dragons Raging Storm is doubled.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 18). It can innately cast the following spells, requiring no material components. 3/day each:dominate beast, fire shield, animal friendship, sleet storm, 1/day each:control weather, wall of ice, reverse gravity
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can Spit Ice.
- Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) cold damage.
- Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
- Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the dragon pushes the target 10 feet away.
- Spit Ice: The dragon targets a creature within 60 feet forcing it to make a DC 23 Dexterity saving throw. On a failure the target takes 22 (4d10) cold damage and its speed is reduced to 0 until the end of its next turn. On a success it takes half damage.
- Cold Breath (Recharge 5-6): The dragon exhales a 90-foot cone of frost. Each creature in the area makes a DC 23 Constitution saving throw. On a failure it takes 66 (19d6) cold damage and its speed is reduced to 0 until the end of its next turn. On a success it takes half damage.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
- Raging Storm (1/Day: For 1 minute, gusts of sleet emanate from the dragon in a 40-foot-radius sphere, spreading around corners. The area is lightly obscured, the ground is difficult terrain, and nonmagical flames are extinguished. The first time a creature other than the dragon moves on its turn while in the area, it must succeed on a DC 18 Dexterity saving throw or take 11 (2d10) cold damage and fall prone (or fall if it is flying).
Greater Sphinx
Huge Monstrosity
- Armor Class: 20
- Hit Points: 220 (21d12+84)
- Speed: walk 40 ft. fly 60 ft.
- Challenge Rating: 17 (18,000 XP)
- Source: A5e Monstrous Menagerie page 399
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
14 (+2) |
18 (+4) |
18 (+4) |
22 (+6) |
20 (+5) |
- Saving Throws: Dex +6, Con +8, Int +8, Wis +10
- Skills: arcana +8, history +8, perception +10, religion +8
- Damage Immunities: psychic; damage from nonmagical weapons
- Condition Immunities: charmed, frightened, paralyzed, stunned
- Senses: truesight 120 ft., passive Perception 20
- Languages: Celestial, Common, telepathy 120 ft.
Special Abilities
- Inscrutable: The sphinx is immune to divination and to any effect that would sense its emotions or read its thoughts. Insight checks made to determine the sphinxs intentions are made with disadvantage.
- Legendary Resistance (1/Day): Each greater sphinx wears a piece of jewelry, such as a crown, headdress, or armlet. When the greater sphinx fails a saving throw, it can choose to succeed instead. When it does so, its jewelry shatters. The sphinx can create a new piece of jewelry when it finishes a long rest.
- Innate Spellcasting: The sphinxs spellcasting ability is Wisdom (spell save DC 18). It can cast the following spells, requiring no material components: At will: detect evil and good, detect magic, minor illusion, spare the dying, 3/day each: dispel magic, identify, lesser restoration, remove curse, scrying, tongues, zone of truth, 1/day each: contact other plane, flame strike, freedom of movement, greater restoration, legend lore, heroes feast
Actions
- Multiattack: The sphinx attacks twice with its claw.
- Claw: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
- Dispel Magic (3rd-Level; V, S): The sphinx scours the magic from one creature object or magical effect within 120 feet that it can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot the sphinx makes a Wisdom ability check (DC 10 + the spells level) for each one ending the effect on a success.
- Flame Strike (5th-Level; V, S): A column of divine flame fills a 10-foot-radius 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 18 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
- Roar (3/Day): The sphinx unleashes a magical roar. Each time it roars before taking a long rest its roar becomes more powerful. Each creature within 300 feet of the sphinx that can hear it makes a DC 18 Constitution saving throw with the following consequences:
- First Roar: A creature that fails the saving throw is frightened for 1 minute: It can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.
- Second Roar: A creature that fails the saving throw takes 22 (4d10) thunder damage and is frightened for 1 minute: On a success the creature takes half damage. While frightened by this roar the creature is paralyzed. It can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.
- Third Roar: A creature that fails the saving throw takes 44 (8d10) thunder damage and is knocked prone: On a success the creature takes half damage.
Bonus Actions
- Speed Time (1/Day: For 1 minute, the sphinxs Speed and flying speed are doubled, opportunity attacks against it are made with disadvantage, and it can attack three times with its claw (instead of twice) when it uses Multiattack.
- Planar Jaunt (1/Day): The sphinx targets up to eight willing creatures it can see within 300 feet. The targets are magically transported to a different place, plane of existence, demiplane, or time. This effect ends after 24 hours or when the sphinx takes a bonus action to end it. When the effect ends, the creatures reappear in their original locations, along with any items they acquired on their jaunt. While the effect lasts, the sphinx can communicate telepathically with the targets. The sphinx chooses one of the following destinations:
- Different Location or Plane of Existence: The creatures appear in empty spaces of the sphinxs choice anywhere on the Material Plane or on a different plane altogether.
- Demiplane: The creatures appear in empty spaces of the sphinxs choice on a demiplane. The demiplane can be up to one square mile in size. The demiplane can appear to be inside, outside, or underground, and can contain terrain, nonmagical objects, and magical effects of the sphinxs choosing. The sphinx may populate it with creatures and hazards with a total Challenge Rating equal to or less than the sphinxs Challenge Rating.
- Time: The creatures appear in empty spaces of the sphinxs choosing anywhere on the Material Plane, at any time from 1,000 years in the past to 1,000 years in the future. At the Narrators discretion, changes made in the past may alter the present.
Green Dragon Wyrmling
Huge Dragon
- Armor Class: 16
- Hit Points: 55 (10d8+10)
- Speed: walk 30 ft. fly 60 ft. swim 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 114
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
12 (+1) |
14 (+2) |
10 (+0) |
12 (+1) |
- Skills: perception +2, stealth +4
- Damage Immunities: poison
- Condition Immunities: poisoned
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 12
- Languages: Draconic
Special Abilities
- Amphibious: The dragon can breathe air and water.
- Woodland Stalker: When in a forested area, the dragon has advantage on Stealth checks.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.
- Poison Breath (Recharge 5-6): The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area makes a DC 11 Constitution saving throw taking 14 (4d6) poison damage on a failed save or half damage on a success.
Green Hag
Medium Fey
- Armor Class: 14
- Hit Points: 71 (11d8+22)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 268
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
14 (+2) |
14 (+2) |
14 (+2) |
16 (+3) |
- Saving Throws: Con +4, Wis +4
- Skills: arcana +4, deception +5, insight +4, perception +4, stealth +4
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Common, Draconic, Sylvan
Special Abilities
- Amphibious: The hag can breathe air and water.
- Innate Spellcasting: The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, invisibility, minor illusion, 1/day: geas
Actions
- Multiattack: The hag attacks with its claws and uses Hex.
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
- Hex (Gaze): A creature within 60 feet that is not already under a hags hex makes a DC 13 Wisdom saving throw. A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw the target is cursed with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:
- 1: Charm Hex. The target is charmed by the hag.
- 2: Fear Hex. The target is frightened of the hag.
- 3: Ill Fortune Hex. The hag magically divines the targets activities. Whenever the target attempts a long-duration task such as a craft or downtime activity the hag can cause the activity to fail.
- 4: Sleep Hex. The target falls unconscious. The curse ends early if the target takes damage or if a creature uses an action to shake it awake.
- Invisibility (2nd-Level; V, S, Concentration): The hag is invisible for 1 hour. The spell ends if the hag attacks uses Hex or casts a spell.
Grick
Medium Monstrosity
- Armor Class: 14
- Hit Points: 33 (6d8+12)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 254
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
2 (-4) |
14 (+2) |
5 (-3) |
- Skills: stealth +4
- Damage Resistances: damage from nonmagical weapons
- Senses: darkvision 60 ft., passive Perception 12
- Languages:
Special Abilities
- Camouflage: The grick has advantage on Stealth checks made to hide in rocky terrain.
- Spider Climb: The grick can use its climb speed even on difficult surfaces and upside down on ceilings.
Actions
- Tentacles: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends the grick can't attack a different target with its tentacles.
Bonus Actions
- Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the grick. Hit: 9 (2d6 + 2) piercing damage.
Griffon
Large Monstrosity
- Armor Class: 12
- Hit Points: 57 (6d10+24)
- Speed: walk 30 ft. fly 80 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 256
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
18 (+4) |
2 (-4) |
16 (+3) |
8 (-1) |
- Skills: perception +5
- Senses: passive Perception 15
- Languages:
Special Abilities
- Keen Sight: The griffon has advantage on Perception checks that rely on sight.
Actions
- Multiattack: The griffon attacks once with its beak and once with its talons.
- Beak: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.
- Talons: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage or 11 (2d6 + 4) slashing damage if the griffon started its turn at least 20 feet above the target and the target is grappled (escape DC 14). Until this grapple ends the griffon can't attack a different target with its talons.
Grimalkin
Medium Monstrosity
- Armor Class: 13
- Hit Points: 22 (4d8+4)
- Speed: walk 50 ft. climb 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 452
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
16 (+3) |
12 (+1) |
6 (-2) |
14 (+2) |
10 (+0) |
- Skills: perception +4, stealth +5
- Senses: darkvision 60 ft., passive Perception 14
- Languages:
Special Abilities
- Keen Smell: The grimalkin has advantage on Perception checks that rely on smell.
Actions
- Claws (True Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. If the grimalkin moves at least 20 feet straight towards the target before the attack the target makes a DC 12 Strength saving throw falling prone on a failure.
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
Bonus Actions
- Opportune Bite (True Form Only): The grimalkin makes a bite attack against a prone creature.
- Shapeshift: The grimalkin changes its form to a Tiny cat or into its true form, which resembles a panther. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies.
Grimlock
Medium Humanoid
- Armor Class: 12
- Hit Points: 13 (2d8+4)
- Speed: walk 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 258
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
14 (+2) |
10 (+0) |
8 (-1) |
- Skills: athletics +4, engineering +4, perception +2, stealth +4
- Condition Immunities: blinded
- Senses: blindsight 30 ft., or 10 ft. while deafened (blind beyond this radius), passive Perception 14
- Languages: Undercommon
Special Abilities
- Camouflage: The grimlock has advantage on Stealth checks made to hide in rocky terrain.
- Keen Hearing and Smell: The grimlock has advantage on Perception checks that rely on hearing or smell.
Actions
- Spiked Club: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) piercing damage.
- Throttle: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage and the target is grappled (escape DC 12) and can't breathe. Until this grapple ends the grimlock can't use any attack other than throttle and only against the grappled target and it makes this attack with advantage.
- Sling: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Grimlock Technical
Medium Humanoid
- Armor Class: 12
- Hit Points: 13 (2d8+4)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 258
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
14 (+2) |
10 (+0) |
8 (-1) |
- Skills: athletics +4, engineering +4, perception +2, stealth +4
- Condition Immunities: blinded
- Senses: blindsight 30 ft., or 10 ft. while deafened (blind beyond this radius), passive Perception 14
- Languages: Undercommon
Special Abilities
- Camouflage: The grimlock has advantage on Stealth checks made to hide in rocky terrain.
- Keen Hearing and Smell: The grimlock has advantage on Perception checks that rely on hearing or smell.
Actions
- Lightning Stick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage.
- Throttle: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage and the target is grappled (escape DC 12) and can't breathe. Until this grapple ends the grimlock can't use any attack other than throttle and only against the grappled target and it makes this attack with advantage.
- Sling: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
- Silenced Blunderbuss: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 11 (2d8 + 2) piercing damage. The blunderbuss fires with a cloud of smoke and a quiet pop that can be heard from 30 feet away. It requires an action to reload the blunderbuss.
- Smoke Bomb (3/Day): The grimlock throws a vial at a point up to 20 feet away. The area within 30 feet of that point is heavily obscured for 1 minute or until cleared by a strong wind.
Guard
Medium Humanoid
- Armor Class: 15
- Hit Points: 11 (2d8+2)
- Speed: walk 30 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 492
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
12 (+1) |
12 (+1) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: perception +2
- Senses: passive Perception 12
- Languages: any one
Actions
- Spear: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage.
Guard Squad
Large Humanoid
- Armor Class: 15
- Hit Points: 55 (10d8+10)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 492
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
12 (+1) |
12 (+1) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: perception +2
- Senses: passive Perception 12
- Languages: any one
Special Abilities
- Area Vulnerability: The squad takes double damage from any effect that targets an area.
- Squad Dispersal: When the squad is reduced to 0 hit points, it turns into 2 (1d4) guards with 5 hit points each.
- Squad: The squad is composed of 5 or more guards. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The squad can move through any opening large enough for one Medium creature without squeezing.
Actions
- Spears: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 feet one target. Hit: 17 (5d6) piercing damage or half damage if the squad is bloodied.
Guardian Naga
Large Monstrosity
- Armor Class: 18
- Hit Points: 136 (16d10+48)
- Speed: walk 40 ft. swim 40 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 342
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
18 (+4) |
16 (+3) |
16 (+3) |
18 (+4) |
18 (+4) |
- Saving Throws: Dex +8, Con +7, Int +7, Wis +8, Cha +8
- Skills:
- Damage Immunities: poison
- Condition Immunities: charmed, poisoned
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Abyssal, Celestial, Common
Special Abilities
- Amphibious: The naga can breathe air and water.
- Forbiddance: The nagas lair is under the forbiddance spell. Until it is dispelled, creatures in the lair can't teleport or use planar travel. Fiends and undead that are not the nagas allies take 27 (5d10) radiant damage when they enter or start their turn in the lair.
- Rejuvenation: If it dies, the naga gains a new body in 1d6 days, regaining all its hit points. This trait can be removed with a wish spell.
- Spellcasting: The naga is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). The naga has the following cleric spells prepared
which it can cast with only vocalized components:
Cantrips (at will): mending
thaumaturgy
1st-level (4 slots): command
cure wounds
2nd-level (3 slots): calm emotions
hold person
3rd-level (3 slots) clairvoyance
create food and water
4th-level (3 slots): divination
freedom of movement
5th-level (2 slots): flame strike
geas
6th-level (1 slot): forbiddance
Actions
- Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 15 Constitution saving throw taking 35 (10d6) poison damage on a failure or half damage on a success.
- Spit Poison: Melee Weapon Attack: +8 to hit, range 20/60 ft., one creature. Hit: The target makes a DC 15 Constitution saving throw taking 35 (10d6) poison damage on a failure or half damage on a success.
- Command (1st-Level; V): One living creature within 60 feet that the naga can see and that can hear and understand it makes a DC 16 Wisdom saving throw. On a failure the target uses its next turn to move as far from the naga as possible avoiding hazardous terrain.
- Hold Person (2nd-Level; V, Concentration): One humanoid the naga can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on a success.
- Flame Strike (5th-Level; V): A column of divine flame fills a 10-foot-radius 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 16 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
Bonus Actions
- Shapeshift: The naga changes its form to that of a specific Medium humanoid, a Medium snake-human hybrid with the lower body of a snake, or its true form, which is a Large snake. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies.
Half-Red Dragon Veteran
Medium Humanoid
- Armor Class: 16
- Hit Points: 58 (9d8+18)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 274
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
- Saving Throws: Str +5, Dex +3, Con +4
- Skills: athletics +5, intimidation +2, perception +2, survival +2
- Damage Resistances: fire
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 12
- Languages: Draconic plus any two
Actions
- Multiattack: The veteran makes two melee attacks.
- Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
- Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Heavy Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
- Fire Breath (Recharge 5-6): The veteran exhales a blast of fire that fills a 15-foot cone. Each creature in that area makes a DC 15 Dexterity saving throw taking 24 (7d6) fire damage on a failed save or half damage on a success. A creature who fails the saving throw also suffers 5 (1d10) ongoing fire damage. At the end of each of its turns it can repeat the saving throw ending the ongoing damage on a success. This fire can also be put out in typical ways such as immersion in water and a creature who uses an action to drop prone can put out the fire with a DC 10 Dexterity saving throw.
Bonus Actions
- Tactical Movement: Until the end of the veterans turn, its Speed is halved and its movement doesnt provoke opportunity attacks.
Reactions
- Off-Hand Counter: When the veteran is missed by a melee attack by an attacker it can see within 5 feet, the veteran makes a shortsword attack against the attacker.
Half-Shadow Dragon Assassin
Medium Humanoid
- Armor Class: 16
- Hit Points: 97 (15d8+30)
- Speed: walk 35 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 274
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
16 (+3) |
14 (+2) |
12 (+1) |
12 (+1) |
12 (+1) |
- Saving Throws: Dex +6, Int +4, Wis +4
- Skills: acrobatics +6, deception +4, perception +4, stealth +6
- Damage Resistances: necrotic
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages: Draconic plus any two
Special Abilities
- Assassinate: During the first turn of combat, the assassin has advantage on attack rolls against any creature that hasnt acted. On a successful hit, each creature of the assassins choice that can see the assassins attack is rattled until the end of the assassins next turn.
- Dangerous Poison: As part of making an attack, the assassin can apply a dangerous poison to their weapon (included below). The assassin carries 3 doses of this poison. A single dose can coat one melee weapon or up to 5 pieces of ammunition.
- Evasion: When the assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure.
- Sneak Attack (1/Turn): The assassin deals an extra 21 (6d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the assassins target is within 5 feet of an ally of the assassin while the assassin doesnt have disadvantage on the attack.
Actions
- Shortsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage.
- Hand Crossbow: Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage.
- Anguished Breath (Recharge 5-6): The assassin exhales a shadowy maelstrom of anguish in a 15-foot cone. Each creature in that area makes a DC 12 Wisdom saving throw taking 22 (4d8) necrotic damage on a failed save or half damage on a success.
Bonus Actions
- Cunning Action: The assassin takes the Dash, Disengage, Hide, or Use an Object action.
- Rapid Attack: The assassin attacks with their shortsword.
Harpy
Medium Monstrosity
- Armor Class: 11
- Hit Points: 38 (7d8+7)
- Speed: walk 20 ft. fly 40 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 276
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
12 (+1) |
12 (+1) |
10 (+0) |
10 (+0) |
14 (+2) |
- Saving Throws: Wis +2
- Skills:
- Senses: passive Perception 10
- Languages: Common
Actions
- Multiattack: The harpy attacks twice with its claw.
- Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Bonus Actions
- Luring Song: The harpy sings a magical song. Each humanoid and giant within 300 feet that can hear it makes a DC 12 Wisdom saving throw. On a failure, a creature becomes charmed until the harpy fails to use its bonus action to continue the song. While charmed by the harpy, a creature is incapacitated and ignores other harpy songs. On each of its turns, the creature moves towards the harpy by the most direct route, not avoiding opportunity attacks or hazards. The creature repeats its saving throw whenever it is damaged and before it enters damaging terrain such as lava. If a saving throw is successful or the effect ends on it, it is immune to any harpys song for the next 24 hours.
Hawk
Tiny Beast
- Armor Class: 13
- Hit Points: 1 (1d4-1)
- Speed: walk 10 ft. fly 60 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 452
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 4 (-3) |
16 (+3) |
8 (-1) |
2 (-4) |
14 (+2) |
4 (-3) |
- Skills: perception +4
- Senses: passive Perception 14
- Languages:
Special Abilities
- Keen Sight: The hawk has advantage on Perception checks that rely on sight.
Actions
- Talons: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Hell Hound
Medium Fiend
- Armor Class: 15
- Hit Points: 52 (7d8+21)
- Speed: walk 50 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 278
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
16 (+3) |
6 (-2) |
12 (+1) |
8 (-1) |
- Skills: perception +3
- Damage Immunities: fire
- Senses: darkvision 60 ft., passive Perception 15
- Languages: understands Infernal but can't speak
Special Abilities
- Keen Hearing and Smell: The hound has advantage on Perception checks that rely on hearing and smell.
- Lawful Evil: The hound radiates a Lawful and Evil aura.
- Pack Tactics: The hound has advantage on attack rolls against a creature if at least one of the hounds allies is within 5 feet of the creature and not incapacitated.
Actions
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 7 (2d6) fire damage.
- Fire Breath (Recharge 5-6): The hound exhales fire in a 15-foot cone. Each creature in that area makes a DC 12 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.
Hezrou
Large Fiend
- Armor Class: 16
- Hit Points: 136 (13d10+65)
- Speed: walk 40 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 69
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
20 (+5) |
8 (-1) |
12 (+1) |
12 (+1) |
- Saving Throws: Str +7, Con +8, Int +2, Wis +4
- Skills:
- Damage Immunities: poison
- Damage Resistances: cold, fire, lightning; damage from nonmagical weapons
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 11
- Languages: Abyssal, telepathy 120 ft.
Special Abilities
- Chaotic Evil: The hezrou radiates a Chaotic and Evil aura.
- Magic Resistance: The hezrou has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The hezrou makes one attack with its bite and one with its claws.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a Medium or smaller creature it is grappled (escape DC 15). Until this grapple ends the target is restrained and the hezrou can't bite another target.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.
- Swallow: The hezrou makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits and the hezrou has not swallowed another creature the target is swallowed and the grapple ends. A swallowed creature has total cover from attacks from outside the hezrou it is blinded and restrained and it takes 17 (5d6) ongoing acid damage while swallowed.
- If a swallowed creature deals 25 or more damage to the hezrou in a single turn, or if the hezrou dies, the hezrou vomits up the creature:
- Darkness: Magical darkness spreads from a point within 30 feet filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute until the hezrou dismisses it or until the hezrou uses this ability again. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it.
Reactions
- Stench (1/Day): When hit by a melee attack, the hezrou emits a cloud of foul-smelling poison gas in a 20-foot radius. Each creature in the area makes a DC 14 Constitution saving throw. On a failure, a creature is poisoned for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success
High Elf Noble
Medium Humanoid
- Armor Class: 15
- Hit Points: 13 (3d8)
- Speed: walk 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 485
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
12 (+1) |
10 (+0) |
10 (+0) |
12 (+1) |
14 (+2) |
- Skills: deception +4, history +2, insight +3, intimidation +4, performance +4, persuasion +4
- Senses: passive Perception 11
- Languages: any two
Actions
- Rapier: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
- Ray of Frost (Cantrip; V, S): Ranged Spell Attack: +4 to hit, range 60 ft., one creature. Hit: 4 (1d8) cold damage and the targets Speed is reduced by 10 feet until the start of the nobles next turn.
Reactions
- Parry: If the noble is wielding a melee weapon and can see their attacker, they add 2 to their AC against one melee attack that would hit them.
High Priest
Medium Humanoid
- Armor Class: 18
- Hit Points: 82 (11d8+33)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 489
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
10 (+0) |
16 (+3) |
12 (+1) |
18 (+4) |
16 (+3) |
- Saving Throws: Int +4, Wis +7, Cha +6
- Skills: medicine +7, insight +7, persuasion +6, religion +4
- Senses: passive Perception 14
- Languages: any three
Special Abilities
- Spellcasting: The priest is an 11th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 15
+7 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): light
sacred flame
thaumaturgy
1st-level (4 slots): ceremony
detect evil and good
healing word
2nd-level (3 slots): augury
hold person
zone of truth
3rd-level (3 slots): daylight
remove curse
4th-level (3 slots): divination
guardian of faith
revivify
5th-level (2 slots): flame strike
greater restoration
raise dead
6th-level (1 slots): heal
Actions
- Mace: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. On a hit the priest can expend a spell slot to deal 7 (2d6) radiant damage plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st.
- Sacred Flame (Cantrip; V, S): One creature the priest can see within 60 feet makes a DC 15 Dexterity saving throw taking 13 (3d8) radiant damage on a failure. This spell ignores cover.
- Hold Person (2nd-Level; V, S, M, Concentration): One humanoid the priest can see within 60 feet makes a DC 15 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.
- Guardian of Faith (4th-Level; V): A Large indistinct spectral guardian appears in an unoccupied space within 30 feet and remains for 8 hours. Creatures of the priests choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC 15 Dexterity saving throw taking 20 radiant or necrotic damage (high priests choice) on a failed save or half damage on a success. The spell ends when the guardian has dealt 60 total damage.
- Flame Strike (5th-Level; V, S, M): A column of divine flame fills a 10-foot-radius 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 15 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
Bonus Actions
- Healing Word (1st-Level; V): The priest or a living creature within 60 feet regains 6 (1d4 + 4) hit points. The priest can't cast this spell and a 1st-level or higher spell on the same turn.
Hill Dwarf Wrestler
Medium Humanoid
- Armor Class: 14
- Hit Points: 75 (10d8+30)
- Speed: walk 40 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 495
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
16 (+3) |
10 (+0) |
14 (+2) |
10 (+0) |
- Saving Throws: Str +5, Dex +4
- Skills: athletics +5, intimidation +2
- Senses: passive Perception 12
- Languages: any one
Special Abilities
- Unarmored Defense: The pugilists AC equals 10 + their Dexterity modifier + their Wisdom modifier.
Actions
- Multiattack: The pugilist attacks three times with their fists.
- Fists: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
- Grab: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends the pugilist can't grapple a different target.
- Pin: Melee Weapon Attack: +5 to hit, reach 5 ft., one grappled creature. Hit: 13 (3d6 + 3) bludgeoning damage and the target is restrained until the grapple ends.
- Body Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one grappled creature. Hit: 20 (5d6 + 3) bludgeoning damage and the grapple ends.
Bonus Actions
- Haymaker (1/Day): The pugilist attacks with their fists. On a hit, the attack deals an extra 7 (2d6) damage.
- Head Shot (1/Day): The pugilist attacks with their fists. On a hit, the target makes a DC 13 Constitution saving throw. On a failure, it is stunned until the end of the pugilists next turn.
Reactions
- Opportune Jab: If a creature attempts to grapple the pugilist, the pugilist attacks that creature with their fists.
Hill Giant
Huge Giant
- Armor Class: 13
- Hit Points: 105 (10d12+40)
- Speed: walk 40 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 238
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
8 (-1) |
18 (+4) |
6 (-2) |
10 (+0) |
6 (-2) |
- Saving Throws: Str +8, Con +7
- Skills:
- Senses: passive Perception 10
- Languages: Giant
Special Abilities
- Gullible: The giant makes Insight checks with disadvantage.
Actions
- Multiattack: The giant attacks twice with its greatclub.
- Greatclub: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature it makes a DC 16 Strength saving throw falling prone on a failure.
- Rock: Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 26 (6d6 + 5) bludgeoning damage. If the target is a Medium or smaller creature it makes a DC 16 Strength saving throw falling prone on a failure. In lieu of a rock the giant can throw a grappled Medium or smaller creature up to 30 feet. On a hit the target and the thrown creature both take 15 (3d6 + 5) bludgeoning damage. On a miss only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target.
- Greatclub Sweep (1/Day, While Bloodied): Each creature within 10 feet makes a DC 16 Dexterity saving throw. On a failure a creature takes 18 (3d8 + 5) bludgeoning damage is pushed 10 feet away from the giant and falls prone.
Bonus Actions
- Grab: One creature within 5 feet makes a DC 10 Dexterity saving throw. On a failure, it is grappled (escape DC 16). Until this grapple ends, the giant can't grab another target, and it makes greatclub attacks with advantage against the grappled target.
Hill Giant Chief
Huge Giant
- Armor Class: 13
- Hit Points: 126 (12d12+48)
- Speed: walk 40 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie page 238
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
8 (-1) |
18 (+4) |
6 (-2) |
10 (+0) |
6 (-2) |
- Saving Throws: Str +8, Con +7
- Skills:
- Senses: passive Perception 10
- Languages: Giant
Special Abilities
- Gullible: The giant makes Insight checks with disadvantage.
Actions
- Multiattack: The giant attacks twice with its greatclub.
- Greatclub: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature it makes a DC 16 Strength saving throw falling prone on a failure.
- Rock: Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 26 (6d6 + 5) bludgeoning damage. If the target is a Medium or smaller creature it makes a DC 16 Strength saving throw falling prone on a failure. In lieu of a rock the giant can throw a grappled Medium or smaller creature up to 30 feet. On a hit the target and the thrown creature both take 15 (3d6 + 5) bludgeoning damage. On a miss only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target.
- Greatclub Sweep (1/Day, While Bloodied): Each creature within 10 feet makes a DC 16 Dexterity saving throw. On a failure a creature takes 18 (3d8 + 5) bludgeoning damage is pushed 10 feet away from the giant and falls prone.
Bonus Actions
- Grab: One creature within 5 feet makes a DC 10 Dexterity saving throw. On a failure, it is grappled (escape DC 16). Until this grapple ends, the giant can't grab another target, and it makes greatclub attacks with advantage against the grappled target.
- Body Slam (1/Day): The giant jumps up to 15 feet horizontally without provoking opportunity attacks and falls prone in a space containing one or more creatures. Each creature in its space when it lands makes a DC 15 Dexterity saving throw, taking 19 (3d8 + 6) bludgeoning damage and falling prone on a failure. On a success, the creature takes half damage and is pushed 5 feet to an unoccupied space of its choice. If that space is occupied, the creature falls prone.
- Muddy Ground (1/Day): Areas of unworked earth within 60 feet magically become swampy mud for 1 minute or until the giant dies. These areas become difficult terrain. Prone creatures in the area when the mud appears or that fall prone in the area make a DC 15 Strength saving throw. On a failure, the creatures Speed drops to 0 as it becomes stuck in the mud. A creature can use its action to make a DC 15 Strength check, freeing itself on a success.
- Stomp (1/Day): The giant stamps its foot, causing the ground to tremble. Each creature within 60 feet makes a DC 15 Dexterity saving throw. On a failure, it falls prone.
Hippogriff
Large Monstrosity
- Armor Class: 12
- Hit Points: 39 (6d10+6)
- Speed: walk 40 ft. fly 60 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 279
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
13 (+1) |
12 (+1) |
2 (-4) |
12 (+1) |
8 (-1) |
- Skills: perception +3
- Senses: passive Perception 15
- Languages:
Special Abilities
- Keen Sight: The hippogriff has advantage on Perception checks that rely on sight.
Actions
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Hobgoblin
Medium Humanoid
- Armor Class: 16
- Hit Points: 19 (3d8+6)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 281
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 13 (+1) |
12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: perception +2, survival +2
- Senses: darkvision 60 ft., passive Perception 12
- Languages: Common, Goblin
Special Abilities
- Formation Movement: If the hobgoblin begins its turn within 5 feet of an ally that is not incapacitated, its movement doesnt provoke opportunity attacks.
Actions
- Longsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage or 10 (2d8 + 1) slashing damage if within 5 feet of an ally that is not incapacitated.
- Longbow: Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Hobgoblin Captain
Medium Humanoid
- Armor Class: 18
- Hit Points: 52 (8d8+16)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 281
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
14 (+2) |
14 (+2) |
12 (+1) |
14 (+2) |
- Saving Throws: Str +5, Wis +3
- Skills: athletics +5, engineering +4, intimidation +4, perception +3
- Senses: darkvision 60 ft., passive Perception 13
- Languages: Common, Goblin
Special Abilities
- Formation Movement: If the hobgoblin begins its turn within 5 feet of an ally that is not incapacitated, its movement doesnt provoke opportunity attacks.
Actions
- Multiattack: The hobgoblin attacks twice with its greatsword.
- Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
- Javelin: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Officers Command (1/Day): The hobgoblin inspires creatures of its choice within 30 feet that can hear and understand it and that have a Challenge Rating of 2 or lower. For the next minute inspired creatures gain an expertise die on attack rolls and saving throws. A creature can benefit from only one Officers Command at a time.
Hobgoblin Warlord
Medium Humanoid
- Armor Class: 18
- Hit Points: 104 (16d8+32)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 282
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
14 (+2) |
14 (+2) |
12 (+1) |
14 (+2) |
- Saving Throws: Str +5, Wis +3
- Skills: athletics +5, engineering +4, intimidation +4, perception +3
- Senses: darkvision 60 ft., passive Perception 13
- Languages: Common, Goblin
Special Abilities
- Formation Movement: If the hobgoblin begins its turn within 5 feet of an ally that is not incapacitated, its movement doesnt provoke opportunity attacks.
- Bloodied Rage: While bloodied, the warlord can attack four times with its greatsword or twice with its javelin when it uses Multiattack but no longer gains the benefit of its Military Training trait.
- Elite Recovery: At the end of each of its turns, while bloodied, the hobgoblin can end one condition or effect on itself. It can do this even when unconscious or incapacitated.
- Military Training: The hobgoblin has advantage on ability checks to make a tactical, strategic, or political decision.
Actions
- Multiattack: The hobgoblin attacks twice with its greatsword.
- Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
- Javelin: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Officers Command (1/Day): The hobgoblin inspires creatures of its choice within 30 feet that can hear and understand it and that have a Challenge Rating of 2 or lower. For the next minute inspired creatures gain an expertise die on attack rolls and saving throws. A creature can benefit from only one Officers Command at a time.
Holy Knight
Medium Humanoid
- Armor Class: 18
- Hit Points: 93 (11d8+44)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 476
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
18 (+4) |
12 (+1) |
14 (+2) |
14 (+2) |
- Saving Throws: Str +7, Con +7, Wis +5, Cha +5
- Skills: athletics +7, insight +5, perception +5, religion +4
- Condition Immunities: frightened
- Senses: passive Perception 15
- Languages: any two
Special Abilities
- Aura of Courage: While the knight is conscious, allies within 10 feet are immune to being frightened.
Actions
- Multiattack: The knight attacks twice with their greatsword.
- Greatsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (2d8) radiant damage.
- Lance (Mounted Only): Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack they deal an extra 13 (2d12) piercing damage and the target makes a DC 14 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet.
- Lay On Hands (1/Day): The knight touches a willing creature or themself and restores 30 hit points.
- Knightly Inspiration (1/Day): The knight inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time and the knight cannot target themselves.
Homunculus
Tiny Construct
- Armor Class: 13
- Hit Points: 5 (2d4)
- Speed: walk 20 ft. fly 40 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 283
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 4 (-3) |
16 (+3) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills:
- Damage Immunities: poison
- Condition Immunities: charmed, poisoned
- Senses: darkvision 60 ft., passive Perception 10
- Languages: understands the languages of its creator but can't speak
Special Abilities
- Telepathic Bond: While they are on the same plane, the homunculus and its creator can communicate telepathically at any distance.
Actions
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage and the target makes a DC 10 Constitution saving throw. On a failure it is poisoned. At the end of its next turn it repeats the saving throw. On a success the effect ends. On a failure it falls unconscious for 1 minute. If it takes damage or a creature uses an action to shake it awake it wakes up and the poisoned effect ends.
Horde Demon
Medium Fiend
- Armor Class: 13
- Hit Points: 52 (8d8+16)
- Speed: walk 40 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 70
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
14 (+2) |
8 (-1) |
8 (-1) |
8 (-1) |
- Skills:
- Damage Immunities: poison
- Damage Resistances: cold, fire, lightning; damage from nonmagical weapons
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 11
- Languages: Abyssal
Special Abilities
- Chaotic Evil: The demon radiates a Chaotic and Evil aura.
- Radiant Weakness: If the demon takes radiant damage while it is bloodied, it is frightened for 1 minute.
- Varied Shapes: Each horde demon has a unique combination of attacks and powers. Roll 1d10 once or twice, rerolling duplicates, or choose one or two features from the following table. A horde demons features determine the attacks it can make.
- 1 Bat Head: The demon emits a 15-foot cone of cacophonous sound. Each creature in the area makes a DC 12 Constitution saving throw, taking 7 (2d6) thunder damage on a failed save or half damage on a success.
- 2 Bulging Eyes (Gaze): A creature within 60 feet makes a DC 12 Wisdom saving throw. On a failure, it takes 7 (2d6) psychic damage and is frightened until the end of its next turn.
- 3 Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
- 4 Fangs: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
- 5 Goat Horns: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target makes a DC 13 Strength saving throw, falling prone on a failure.
- 6 Lamprey Mouth: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the lamprey mouth attack can be used only on this target and automatically hits.
- 7 Porcupine Quills: Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
- 8 Scorpion Tail Melee Weapon Attack: +5 to hit, reach 5 ft: , one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.
- 9 Tentacle Arms Melee Weapon Attack: +5 to hit, reach 15 ft: , one target. Hit: 8 (2d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the tentacle arms attack can only be used on this target.
- 10 Whispering Mouth: The demon targets a creature within 30 feet that can hear it. The target makes a DC 12 Wisdom saving throw. On a failure, it takes 7 (1d8 + 3) psychic damage and is magically cursed until the start of the demons next turn. While cursed, the demons attacks against the target are made with advantage, and the target has disadvantage on saving throws against the demons Whispering Mouth.
Actions
- Multiattack: The demon makes two attacks using any attack granted by its Varied Shapes trait.
Horde Demon Band
Large Fiend
- Armor Class: 13
- Hit Points: 260 (40d8+80)
- Speed: walk 30 ft.
- Challenge Rating: 13 (10,000 XP)
- Source: A5e Monstrous Menagerie page 71
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
14 (+2) |
8 (-1) |
8 (-1) |
8 (-1) |
- Skills:
- Damage Immunities: poison
- Damage Resistances: cold, fire, lightning; damage from nonmagical weapons
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 11
- Languages: Abyssal
Special Abilities
- Area Vulnerability: The band takes double damage from any effect that targets an area.
- Chaotic Evil: The band radiates a Chaotic and Evil aura.
- Band: The band is composed of 5 or more horde demons. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The band can move through any opening large enough for one Medium creature without squeezing.
- Band Dispersal: When the band is reduced to 0 hit points, it turns into 2 (1d4) horde demons with 26 hit points each.
Actions
- Multiattack: The band attacks twice.
- Mob Attack: Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 50 (10d6 + 15) slashing damage or half damage if the band is bloodied.
Horde of Shadows
Large Undead
- Armor Class: 12
- Hit Points: 90 (20d8)
- Speed: walk 40 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page None
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
10 (+0) |
8 (-1) |
10 (+0) |
14 (+2) |
- Skills: stealth +4
- Damage Vulnerabilities: radiant
- Damage Immunities: necrotic, poison
- Damage Resistances: acid, cold, fire, lightning, thunder; damage from nonmagical weapons
- Condition Immunities: charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses: darkvision 120 ft., passive Perception 10
- Languages:
Special Abilities
- Amorphous: The horde can pass through an opening as narrow as 1 inch wide without squeezing.
- Area Vulnerability: The horde takes double damage from any effect that targets an area.
- Horde Dispersal: When the horde is reduced to 0 hit points, it turns into 2 (1d4) shadows, each of which are bloodied.
- Horde: The horde is composed of 5 or more shadows. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects.
- Sunlight Weakness: While in sunlight, the horde has disadvantage on attack rolls, ability checks, and saving throws.
- Undead Nature: The horde doesnt require air, sustenance, or sleep.
Actions
- Multiattack: The horde makes up to three claw attacks but no more than one against each target.
- Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) necrotic damage and the target makes a DC 12 Constitution saving throw. On a failure the target is cursed until it finishes a short or long rest or is the subject of remove curse or a similar spell. While cursed the target makes attack rolls Strength checks and Strength saving throws with disadvantage. If the target dies while cursed a new undead shadow rises from the corpse in 1d4 hours the corpse no longer casts a natural shadow and the target can't be raised from the dead until the new shadow is destroyed.
Bonus Actions
- Shadow Sneak: The horde takes the Hide action even if obscured only by dim light or darkness.
Horned Devil
Large Fiend
- Armor Class: 18
- Hit Points: 168 (16d10+80)
- Speed: walk 30 ft. fly 60 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 83
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
16 (+3) |
20 (+5) |
12 (+1) |
16 (+3) |
16 (+3) |
- Saving Throws: Str +9, Dex +7, Wis +7, Cha +7
- Skills: athletics +9, intimidation +7
- Damage Immunities: fire, poison
- Damage Resistances: cold; damage from nonmagical, non-silvered weapons
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 13
- Languages: Infernal, telepathy 120 ft.
Special Abilities
- Devils Sight: The devils darkvision penetrates magical darkness.
- Lawful Evil: The devil radiates a Lawful and Evil aura.
- Magic Resistance: The devil has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The devil makes two attacks with its fork and one with its tail. It can replace any melee attack with Hurl Flame.
- Fork: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 3 (1d6) fire damage.
- Tail: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage. If the target is a creature other than an undead or construct it makes a DC 17 Constitution saving throw. On a failure it receives an infernal wound and takes 11 (2d10) ongoing piercing damage. Each time the devil hits the wounded target with this attack the ongoing damage increases by 11 (2d10). A creature can spend an action to make a DC 12 Medicine check ending the ongoing damage on a success. At least 1 hit point of magical healing also ends the ongoing damage.
- Hurl Flame: Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is an unattended flammable object or a creature it catches fire taking 5 (1d10) ongoing fire damage. A creature can use an action to extinguish this fire.
- Inferno (1/Day, While Bloodied): The devil waves its fork igniting a trail of roaring flame. Any creature within 10 feet of the devil makes a DC 15 Dexterity saving throw taking 49 (14d6) fire damage on a failure or half damage on a success.
Reactions
- Pin (1/Day): When a creature misses the devil with a melee attack, the devil makes a fork attack against that creature. On a hit, the target is impaled by the fork and grappled (escape DC 17). Until this grapple ends, the devil can't make fork attacks or use Inferno, but the target takes 7 (2d6) piercing damage plus 3 (1d6) fire damage at the beginning of each of its turns.
Horned Tauric
Large Fey
- Armor Class: 13
- Hit Points: 45 (6d10+12)
- Speed: walk 50 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 44
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
16 (+3) |
14 (+2) |
10 (+0) |
16 (+3) |
10 (+0) |
- Skills: nature +5, perception +5, survival +5
- Senses: passive Perception 17
- Languages: Common, Elvish, Sylvan
Actions
- Multiattack: The centaur attacks with its pike and its hooves.
- Gore: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage or 10 (2d6 + 3) damage if the centaur moved at least 30 feet towards the target before the attack.
- Hooves: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. If this attack deals damage the centaurs movement doesnt provoke opportunity attacks from the target for the rest of the centaurs turn.
- Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
- Deadeye Shot (1/Day): The centaur makes a shortbow attack with advantage.
Hound Guardian
Medium Construct
- Armor Class: 15
- Hit Points: 32 (5d8+10)
- Speed: walk 50 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 262
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
10 (+0) |
14 (+2) |
2 (-4) |
12 (+1) |
6 (-2) |
- Skills: perception +3
- Damage Immunities: poison; damage from nonmagical, non-adamantine weapons
- Condition Immunities: charmed, fatigue, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 60 ft., passive Perception 13
- Languages: understands the languages of its creator but can't speak
Special Abilities
- Immutable Form: The guardian is immune to any effect that would alter its form.
- Keen Hearing and Smell: The guardian has advantage on Perception checks that rely on hearing or smell.
- Magic Resistance: The guardian has advantage on saving throws against spells and magical effects.
- Constructed Nature: Guardians dont require air, sustenance, or sleep.
Actions
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the target is a creature it makes a DC 13 Strength saving throw falling prone on a failure.
Reactions
- Protective Bite: When a creature within 5 feet hits the guardians owner with a melee attack, the guardian bites the attacker.
Hunter Shark
Large Beast
- Armor Class: 12
- Hit Points: 45 (6d10+12)
- Speed: walk 0 ft. swim 40 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 452
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
14 (+2) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills: perception +2
- Senses: blindsight 30 ft., passive Perception 12
- Languages:
Special Abilities
- Water Breathing: The shark breathes only water.
Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. On a hit the shark can use a bonus action to make a second bite attack.
Hydra
Huge Monstrosity
- Armor Class: 16
- Hit Points: 172 (15d12+75)
- Speed: walk 30 ft. swim 30 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 284
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
12 (+1) |
20 (+5) |
2 (-4) |
12 (+1) |
6 (-2) |
- Skills: perception +5, stealth +5
- Senses: darkvision 60 ft., passive Perception 15
- Languages:
Special Abilities
- Hold Breath: The hydra can hold its breath for 1 hour.
- Legendary Resistance (3/Day): When the hydra fails a saving throw, it can choose to succeed instead. When it does so, its heads lose coordination. It is rattled until the end of its next turn.
- Multiple Heads: While the hydra has more than one head, it has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and it can't be flanked.
- Reactive Heads: For each head it has, the hydra can take one reaction per round, but not more than one per turn.
- Regenerating Heads: The hydra has five heads. Whenever the hydra takes 25 or more damage in one turn, one of its heads dies. If all of its heads die, the hydra dies. At the end of its turn, it grows 2 heads for each head that was killed since its last turn, unless it has taken fire damage since its last turn.
- Toxic Secretions: Water within 1 mile of the hydras lair is poisoned. A creature other than the hydra that is immersed in the water or drinks the water makes a DC 17 Constitution saving throw. On a failure, the creature is poisoned for 24 hours. On a success, the creature is immune to this poison for 24 hours.
- Wakeful: When some of the hydras heads are asleep, others are awake.
Actions
- Multiattack: The hydra bites once with each of its heads.
- Bite: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Legendary Actions
- The hydra can take 2 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Rush: The hydra moves or swims up to half its Speed without provoking opportunity attacks. If this movement would pass through the space of creatures that are not incapacitated or prone, each creature makes a DC 17 Strength saving throw. On a failure, the creature is knocked prone and the hydra can enter its space without treating it as difficult terrain. On a success, the hydra can't enter the creatures space, and the hydras movement ends. If this movement ends while the hydra is sharing a space with a creature, the creature is pushed to the nearest unoccupied space.
- Wrap: Melee Weapon Attack: +9 to hit, reach 10 ft., one Medium or smaller creature. Hit: The target is grappled (escape DC 17) and restrained until this grappled ends. The hydra can grapple one creature for each of its heads. When one of the hydras heads is killed while it is grappling a creature, the creature that killed the head can choose one creature to free from the grapple.
Hyena
Medium Beast
- Armor Class: 11
- Hit Points: 4 (1d8)
- Speed: walk 50 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 452
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
12 (+1) |
10 (+0) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills: perception +3
- Senses: darkvision 30 ft., passive Perception 13
- Languages:
Actions
- Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. If this damage reduces the target to 0 hit points the hyena can use its bonus action to move half its Speed and make a second bite attack.
Ice Devil
Large Fiend
- Armor Class: 18
- Hit Points: 180 (19d10+76)
- Speed: walk 40 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: A5e Monstrous Menagerie page 84
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
14 (+2) |
18 (+4) |
18 (+4) |
16 (+3) |
18 (+4) |
- Saving Throws: Dex +6, Con +8, Wis +7, Cha +8
- Skills:
- Damage Immunities: cold, fire, poison
- Damage Resistances: damage from nonmagical, non-silvered weapons
- Condition Immunities: poisoned
- Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 13
- Languages: Infernal, telepathy 120 ft.
Special Abilities
- Devils Sight: The devils darkvision penetrates magical darkness.
- Lawful Evil: The devil radiates a Lawful and Evil aura.
- Magic Resistance: The devil has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The devil makes one bite attack and one claws attack.
- Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) cold damage.
- Claws: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 7 (2d6) cold damage.
- Spear: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature it makes a DC 16 Constitution saving throw becoming slowed for 1 minute on a failure. The target repeats the saving throw at the end of each of its turns ending the effect on a success.
- Ice Wall (1/Day): The devil magically creates a wall of ice on a solid surface it can see within 60 feet. The wall is flat 1 foot thick and can be up to 50 feet long and 15 feet high. The wall lasts for 1 minute or until destroyed. Each 10-foot section has AC 12 30 hit points vulnerability to fire damage and immunity to cold necrotic poison and psychic damage.
- If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (creatures choice): The creature then makes a DC 16 Dexterity saving throw taking 49 (14d6) cold damage on a successful save or half damage on a success.
Bonus Actions
- Tail: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage plus 7 (2d6) cold damage.
Reactions
- Freezing Blood (1/Day): When a creature within 60 feet that the devil can see hits it with a ranged attack or includes it in a spells area, the creature makes a DC 16 Constitution saving throw. On a failure, the creature takes 10 (3d6) cold damage and is slowed until the end of its next turn.
Ice Mephit
Small Elemental
- Armor Class: 12
- Hit Points: 21 (6d6)
- Speed: walk 30 ft. fly 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 325
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
14 (+2) |
10 (+0) |
8 (-1) |
10 (+0) |
10 (+0) |
- Skills: perception +2, stealth +4
- Damage Vulnerabilities: bludgeoning, fire
- Damage Immunities: cold, poison
- Condition Immunities: poisoned
- Senses: darkvision 60 ft., passive Perception 12
- Languages: Aquan, Auran
Special Abilities
- Death Burst: When the mephit dies, it explodes into ice shards. Each creature within 5 feet makes a DC 10 Constitution saving throw, taking 4 (1d8) slashing damage on a failed save or half damage on a success.
- False Appearance: While motionless, the mephit is indistinguishable from a shard of ice.
- Elemental Nature: A mephit doesnt require air, sustenance, or sleep.
Actions
- Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) cold damage.
- Fog (1/Day): The mephit exhales a cloud of fog creating a 20-foot-radius sphere of fog centered on the mephit. The fog is heavily obscured to non-mephits. The fog cloud is immobile spreads around corners and remains for 10 minutes or until dispersed by a strong wind.
- Freezing Breath (1/Day): The mephit exhales a 15-foot cone of ice. Each creature in the area makes a DC 10 Constitution saving throw taking 5 (2d4) cold damage on a failed save or half damage on a success.
Ice Worm
Gargantuan Monstrosity
- Armor Class: 18
- Hit Points: 247 (15d20+90)
- Speed: walk 50 ft. burrow 20 ft.
- Challenge Rating: 15 (13,000 XP)
- Source: A5e Monstrous Menagerie page 365
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 28 (+9) |
8 (-1) |
22 (+6) |
2 (-4) |
10 (+0) |
4 (-3) |
- Saving Throws: Str +14, Con +11, Int +1, Wis +5, Cha +2
- Skills:
- Senses: blindsight 30 ft., tremorsense 60 ft., passive Perception 15
- Languages:
Special Abilities
- Tunneler: The worm can tunnel through earth and solid rock, leaving behind a 10-foot-diameter tunnel.
- Sense Heat: The worm senses warm-blooded creatures and warm objects within 60 feet.
Actions
- Multiattack: The worm attacks two different targets with its bite and its tail stinger.
- Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage. If the target is a Large or smaller creature it makes a DC 19 Dexterity saving throw. On a failure the target is swallowed. A swallowed creature is blinded and restrained it has total cover from attacks from outside the worm and it takes 24 (7d6) acid damage at the start of each of the worms turns.
- If a swallowed creature deals 35 or more damage to the worm in a single turn, or if the worm dies, the worm vomits up all swallowed creatures:
- Tail Stinger: Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage and the target makes a DC 19 Constitution saving throw taking 42 (12d6) poison damage on a failed save or half damage on a success.
Reactions
- Fighting Retreat: When a creature makes an opportunity attack on the worm, the worm attacks with either its bite or its tail stinger.
Imp
Tiny Fiend
- Armor Class: 13
- Hit Points: 14 (4d4+4)
- Speed: walk 20 ft. fly 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 85
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
16 (+3) |
12 (+1) |
10 (+0) |
12 (+1) |
14 (+2) |
- Skills: deception +4, insight +3, perception +3, persuasion +4, stealth +5
- Damage Immunities: fire, poison
- Damage Resistances: cold; damage from nonmagical, non-silvered weapons
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 13
- Languages: Infernal, telepathy 120 ft.
Special Abilities
- Devils Sight: The imps darkvision penetrates magical darkness.
- Ventriloquism: The imp can perfectly imitate any voice it has heard. It can make its voice appear to originate from any point within 30 feet.
- Lawful Evil: The imp radiates a Lawful and Evil aura.
- Magic Resistance: The imp has advantage on saving throws against spells and magical effects.
Actions
- Sting (Bite While Shapeshifted): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage.
- Shapeshift: The imp magically changes its form into a rat (speed 20 ft.) raven (20 ft. fly 60 ft.) or spider (20 ft. climb 20 ft.) or back into its true form. Its statistics are the same in each form except for its movement speeds. Equipment it carries is not transformed. It reverts to its true form if it dies.
Bonus Actions
- Invisibility: The imp magically turns invisible, along with any equipment carried. This invisibility ends if the imp makes an attack, falls unconscious, or dismisses the effect.
Imp Familiar
Tiny Fiend
- Armor Class: 13
- Hit Points: 14 (4d4+4)
- Speed: walk 20 ft. fly 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 85
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
16 (+3) |
12 (+1) |
10 (+0) |
12 (+1) |
14 (+2) |
- Skills: deception +4, insight +3, perception +3, persuasion +4, stealth +5
- Damage Immunities: fire, poison
- Damage Resistances: cold; damage from nonmagical, non-silvered weapons
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 13
- Languages: Infernal, telepathy 120 ft.
Special Abilities
- Devils Sight: The imps darkvision penetrates magical darkness.
- Ventriloquism: The imp can perfectly imitate any voice it has heard. It can make its voice appear to originate from any point within 30 feet.
- Lawful Evil: The imp radiates a Lawful and Evil aura.
- Magic Resistance: The imp has advantage on saving throws against spells and magical effects.
- Familiar: The imp can communicate telepathically with its master while they are within 1 mile of each other. When the imp is within 10 feet of its master, its master shares its Magic Resistance trait.
Actions
- Sting (Bite While Shapeshifted): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage.
- Shapeshift: The imp magically changes its form into a rat (speed 20 ft.) raven (20 ft. fly 60 ft.) or spider (20 ft. climb 20 ft.) or back into its true form. Its statistics are the same in each form except for its movement speeds. Equipment it carries is not transformed. It reverts to its true form if it dies.
Bonus Actions
- Invisibility: The imp magically turns invisible, along with any equipment carried. This invisibility ends if the imp makes an attack, falls unconscious, or dismisses the effect.
Intellect Devourer
Tiny Aberration
- Armor Class: 14
- Hit Points: 36 (8d4+16)
- Speed: walk 40 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 287
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
16 (+3) |
14 (+2) |
16 (+3) |
14 (+2) |
14 (+2) |
- Saving Throws: Int +5, Wis +4, Cha +4
- Skills: deception +4, insight +4, stealth +5
- Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 12
- Languages: understands Deep Speech but can't speak, telepathy 120 ft.
Actions
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
- Ego Whip: The intellect devourer targets a creature with a brain within 60 feet. The target makes a DC 13 Intelligence saving throw. On a failure it takes 14 (4d6) psychic damage and is rattled for 1 minute. If it is already rattled by Ego Whip it is also stunned. The target repeats the saving throw at the end of each of its turns ending both effects on a success.
- Body Thief: The intellect devourer enters the nose and mouth of an incapacitated humanoid within 5 feet. The target must be Small or larger have a brain and have an Intelligence of 4 or higher. The intellect devourer eats the targets brain and takes control of the target. The intellect devourer leaves the body if the target is reduced to 0 hit points if the target is affected by dispel evil and good or another effect that ends possession or voluntarily as a bonus action. A creature killed by the intellect devourer can be restored to life by resurrection or similar magic.
- While the intellect devourer is in control of the target, the intellect devourer retains its own Intelligence, Wisdom, and Charisma, its telepathy, and its knowledge of Deep Speech: It otherwise uses the targets statistics including proficiencies languages class features and spells. It has vague knowledge about the targets life but must make a DC 15 Intelligence check to recall specific facts.
Invisible Stalker
Medium Elemental
- Armor Class: 14
- Hit Points: 104 (16d8+32)
- Speed: walk 50 ft. fly 50 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 289
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
18 (+4) |
14 (+2) |
10 (+0) |
14 (+2) |
10 (+0) |
- Skills: perception +5, stealth +7
- Damage Immunities: poison
- Damage Resistances: damage from nonmagical weapons
- Condition Immunities: fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Auran, Common
Special Abilities
- Invisibility: The stalker is invisible. Creatures that see invisible creatures see the stalker as a vague humanoid outline.
- Wind Tracker: If given a quarry by a summoner, the stalker knows the direction and distance to the quarry as long as they are on the same plane of existence and not sealed from each other by a barrier that doesnt allow air to pass.
- Elemental Nature: An invisible stalker doesnt require air, sustenance, or sleep.
Actions
- Multiattack: The stalker makes two melee attacks.
- Slam: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. On a critical hit the target is pushed up to 15 feet and knocked prone.
Bonus Actions
- Gust (Recharge 6): The stalker briefly turns into a gust of wind and moves up to its Speed without provoking opportunity attacks. It is able to pass through an opening as narrow as 1 inch wide without squeezing.
Iron Guardian
Large Construct
- Armor Class: 20
- Hit Points: 210 (20d10+100)
- Speed: walk 30 ft.
- Challenge Rating: 14 (11,500 XP)
- Source: A5e Monstrous Menagerie page 263
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 24 (+7) |
12 (+1) |
20 (+5) |
3 (-4) |
12 (+1) |
1 (-5) |
- Skills:
- Damage Immunities: fire, poison, psychic; damage from nonmagical, non-adamantine weapons
- Condition Immunities: charmed, fatigue, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 120 ft., passive Perception 11
- Languages: understands the languages of its creator but can't speak
Special Abilities
- Fire Absorption: When the guardian is subjected to fire damage, it instead regains hit points equal to the fire damage dealt.
- Immutable Form: The guardian is immune to any effect that would alter its form.
- Magic Resistance: The guardian has advantage on saving throws against spells and magical effects.
- Constructed Nature: Guardians dont require air, sustenance, or sleep.
Actions
- Multiattack: The guardian makes two sword attacks.
- Sword: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) slashing damage.
- Poison Breath (Recharge 5-6): The guardian exhales poisonous gas in a 15-foot cone. Each creature in the area makes a DC 18 Constitution saving throw taking 45 (10d8) poison damage on a failure or half damage on a success.
Reactions
- Deflection: When missed by a ranged attack by a creature the guardian can see, the guardian redirects the attack against a creature within 60 feet that it can see. The original attacker must reroll the attack against the new target.
Jackal
Small Beast
- Armor Class: 12
- Hit Points: 3 (1d6)
- Speed: walk 40 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 453
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
14 (+2) |
10 (+0) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills: perception +3
- Senses: passive Perception 13
- Languages:
Special Abilities
- Keen Hearing and Smell: The jackal has advantage on Perception checks that rely on hearing and smell.
Actions
- Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Jackalope
Tiny Beast
- Armor Class: 14
- Hit Points: 55 (10d4+30)
- Speed: walk 50 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 453
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 11 (+0) |
19 (+4) |
16 (+3) |
6 (-2) |
17 (+3) |
14 (+2) |
- Saving Throws: Str +2, Dex +6, Con +5
- Skills: athletics +2, deception +4, perception +5, stealth +6, survival +5
- Damage Resistances: lightning
- Condition Immunities: stunned
- Senses: passive Perception 17
- Languages: understands Common but cannot speak
Special Abilities
- Evasion: If the jackalope is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the jackalope instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- Keen Hearing: The jackalope has advantage on Perception checks that rely on hearing.
- Mimicry: The jackalope can imitate sounds it hears frequently, such as a simple phrase or an animal noise. Recognizing the sounds as imitation requires a DC 14 Insight check.
Actions
- Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the jackalope moves at least 20 feet straight towards the target before the attack the attack deals an extra 7 (2d6) piercing damage.
Bonus Actions
- Nimble Escape: The jackalope takes the Disengage or Hide action.
Reactions
- Uncanny Dodge: When an attacker the jackalope can see hits it with an attack, the jackalope halves the attacks damage against it.
Jackalwere
Medium Fiend
- Armor Class: 12
- Hit Points: 18 (4d8)
- Speed: walk 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 291
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
10 (+0) |
12 (+1) |
10 (+0) |
14 (+2) |
- Skills: deception +4, perception +2, stealth +4
- Damage Resistances: damage from nonmagical, non-silvered weapons
- Senses: darkvision 60 ft., passive Perception 12
- Languages: Common (cant speak in jackal form)
Special Abilities
- Chaotic Evil: The jackalwere radiates a Chaotic and Evil aura.
- Keen Hearing and Smell: The jackalwere has advantage on Perception checks that rely on hearing and smell.
- Pack Tactics: The jackalwere has advantage on attack rolls against a creature if at least one of the jackalweres allies is within 5 feet of the creature and not incapacitated.
- Truth Aversion: The jackalwere must succeed on a DC 14 Wisdom saving throw to make a true statement. On a failure, it tells an unpremeditated lie.
Actions
- Bite (Jackal or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Scimitar (Human or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
- Sleep Gaze (Gaze, Hybrid Form Only): One creature within 30 feet of the jackalwere makes a DC 10 Wisdom saving throw. On a failed save the target is magically charmed. At the beginning of the jackalweres next turn the target repeats the saving throw. On a success the effect ends. On a failure the creature falls unconscious for 10 minutes. Both the charmed and unconscious conditions end if the target takes damage or a creature within reach of the target uses an action to shake the target back to its senses. If the target successfully saves against Sleep Gaze it is immune to Sleep Gaze for 24 hours. Undead and creatures immune to charm arent affected by it.
Bonus Actions
- Shapeshift: The jackalwere magically changes its form, along with its equipment, to that of a specific Medium humanoid or a jackal-human hybrid or its true form, which is a Small jackal. While shapeshifted, its statistics are otherwise unchanged. It reverts to its true form if it dies.
- Combat The jackalwere shifts to hybrid form and uses Sleep Gaze on an unsuspecting target: It then fights with its scimitar, staying next to at least one ally. A jackalwere is fearless when facing enemies armed with mundane weapons, but it retreats if it is outnumbered by enemies capable of bypassing its resistances.
Jackalwere Pack Leader
Medium Fiend
- Armor Class: 12
- Hit Points: 36 (8d8)
- Speed: walk 40 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 291
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
10 (+0) |
12 (+1) |
10 (+0) |
14 (+2) |
- Skills: deception +4, perception +2, stealth +4
- Damage Resistances: damage from nonmagical, non-silvered weapons
- Senses: darkvision 60 ft., passive Perception 12
- Languages: Common (cant speak in jackal form)
Special Abilities
- Chaotic Evil: The jackalwere radiates a Chaotic and Evil aura.
- Keen Hearing and Smell: The jackalwere has advantage on Perception checks that rely on hearing and smell.
- Pack Tactics: The jackalwere has advantage on attack rolls against a creature if at least one of the jackalweres allies is within 5 feet of the creature and not incapacitated.
- Truth Aversion: The jackalwere must succeed on a DC 14 Wisdom saving throw to make a true statement. On a failure, it tells an unpremeditated lie.
Actions
- Bite (Jackal or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Scimitar (Human or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
- Sleep Gaze (Gaze, Hybrid Form Only): One creature within 30 feet of the jackalwere makes a DC 10 Wisdom saving throw. On a failed save the target is magically charmed. At the beginning of the jackalweres next turn the target repeats the saving throw. On a success the effect ends. On a failure the creature falls unconscious for 10 minutes. Both the charmed and unconscious conditions end if the target takes damage or a creature within reach of the target uses an action to shake the target back to its senses. If the target successfully saves against Sleep Gaze it is immune to Sleep Gaze for 24 hours. Undead and creatures immune to charm arent affected by it.
- Multiattack: The jackalwere makes two scimitar attacks or makes one scimitar attack and uses Sleep Gaze.
Bonus Actions
- Shapeshift: The jackalwere magically changes its form, along with its equipment, to that of a specific Medium humanoid or a jackal-human hybrid or its true form, which is a Small jackal. While shapeshifted, its statistics are otherwise unchanged. It reverts to its true form if it dies.
- Combat The jackalwere shifts to hybrid form and uses Sleep Gaze on an unsuspecting target: It then fights with its scimitar, staying next to at least one ally. A jackalwere is fearless when facing enemies armed with mundane weapons, but it retreats if it is outnumbered by enemies capable of bypassing its resistances.
Kech
Medium Humanoid
- Armor Class: 12
- Hit Points: 30 (5d8+8)
- Speed: walk 30 ft. climb 40 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 38
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
10 (+0) |
12 (+1) |
10 (+0) |
- Skills: athletics +4, stealth +4, perception +3, survival +3
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Common, Goblin
Actions
- Strangle: Melee Weapon Attack: +4 to hit, reach 10 ft., one Medium or smaller creature that is surprised grappled by the kech or that can't see the kech. Hit: 9 (2d6 + 2) bludgeoning damage and the target is pulled 5 feet towards the kech and grappled (escape DC 12). Until this grapple ends the kech automatically hits with the Strangle attack and the target can't breathe.
- Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
- Stealthy Sneak: The kech moves up to half its Speed without provoking opportunity attacks. It can then attempt to hide.
Khalkos
Medium Aberration
- Armor Class: 16
- Hit Points: 130 (20d8+40)
- Speed: walk 30 ft. fly 30 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 294
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
16 (+3) |
14 (+2) |
18 (+4) |
16 (+3) |
16 (+3) |
- Saving Throws: Int +8, Wis +7, Cha +7
- Skills: deception +7, insight +7, perception +7, persuasion +7, religion +8
- Damage Resistances: fire, psychic, radiant
- Condition Immunities: charmed
- Senses: darkvision 60 ft., passive Perception 17
- Languages: Abyssal, Celestial, Infernal, telepathy 120 ft.
Special Abilities
- Detect Alignment: The khalkos can detect the presence of creatures within 30 feet that have an alignment trait, and knows the alignment of such creatures.
- Magic Resistance: The khalkos has advantage on saving throws against spells and magical effects.
- Psionic Spellcasting: The khalkoss spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
Actions
- Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 10 (3d6) poison damage.
- Chaos Pheromones: The khalkos emits a cloud of pheromones in a 20-foot radius. The cloud spreads around corners. Each non-khalkos creature in the area makes a DC 14 Intelligence saving throw. Creatures with an alignment trait make this save with disadvantage. On a failure the creature is confused for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on itself on a success. If the creature makes its saving throw or the condition ends for it it is immune to Chaos Pheromones for the next 24 hours.
- Psionic Sting: The khalkos targets a creature within 30 feet forcing it to make a DC 16 Intelligence saving throw. On a failure the target takes 28 (8d6) psychic damage and is stunned until the end of its next turn.
Bonus Actions
- Brain Jab: Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated creature with a brain and an Intelligence of 6 or higher. Hit: 5 (1d4 + 3) piercing damage, and the target becomes diseased with brain larvae. Once the khalkos has used this attack successfully, it can't use it again for 24 hours.
Reactions
- Telekinetic Shield: When the khalkos is hit by an attack made by a creature that it can see or sense with its Detect Alignment trait, it gains a +4 bonus to AC against the triggering attack.
Khalkos Spawn
Tiny Aberration
- Armor Class: 16
- Hit Points: 27 (6d4+12)
- Speed: walk 30 ft. fly 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 294
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
16 (+3) |
14 (+2) |
18 (+4) |
14 (+2) |
12 (+1) |
- Saving Throws: Int +5, Wis +4, Cha +3
- Skills:
- Damage Resistances: fire, psychic, radiant
- Condition Immunities: charmed
- Senses: darkvision 60 ft., passive Perception 12
- Languages: telepathy 120 ft.
Special Abilities
- Detect Alignment: The khalkos can detect the presence of creatures within 30 feet that have an alignment trait, and knows the alignment of such creatures.
Actions
- Chaos Pheromones: The khalkos emits a cloud of pheromones into the air in a 10-foot radius. The cloud spreads around corners. Each non-khalkos creature in the area makes a DC 12 Intelligence saving throw. On a failure the creature is confused for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on itself on a success. If the creature makes its saving throw or the condition ends for it it is immune to the chaos pheromones of khalkos spawn for the next 24 hours.
- Sting: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage.
Killer Whale
Huge Beast
- Armor Class: 12
- Hit Points: 75 (10d12+10)
- Speed: walk 0 ft. swim 60 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 453
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
12 (+1) |
3 (-4) |
14 (+2) |
6 (-2) |
- Skills:
- Senses: blindsight 120 ft., passive Perception 12
- Languages:
Special Abilities
- Echolocation: The whale can't use blindsight while deafened.
- Hold Breath: The whale can hold its breath for 30 minutes.
- Keen Hearing: The whale has advantage on Perception checks that rely on hearing.
Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) piercing damage. If the target is a creature it is grappled (escape DC 14). Until this grapple ends the whale can't bite another target and it has advantage on bite attacks against the creature it is grappling.
King Fomor
Gargantuan Celestial
- Armor Class: 21
- Hit Points: 656 (32d20+320)
- Speed: walk 60 ft. fly 60 ft.
- Challenge Rating: 22 (41,000 XP)
- Source: A5e Monstrous Menagerie page 406
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 30 (+10) |
24 (+7) |
30 (+10) |
22 (+6) |
24 (+7) |
26 (+8) |
- Saving Throws: Str +17, Con +17, Int +13, Wis +14, Cha +15
- Skills:
- Damage Immunities: radiant; damage from nonmagical weapons
- Senses: truesight 120 ft., passive Perception 17
- Languages: Celestial, Common, six more
Special Abilities
- Divine Grace: If the empyrean makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Furthermore, while wearing medium armor, the empyrean adds its full Dexterity bonus to its Armor Class (already included).
- Innate Spellcasting: The empyreans innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components: At will: charm person, command, telekinesis, 3/day: flame strike, hold monster, lightning bolt, 1/day: commune, greater restoration, heroes feast, plane shift (self only, can't travel to or from the Material Plane)
Actions
- Maul: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage and the target makes a DC 25 Strength saving throw. On a failure the target is pushed up to 30 feet away and knocked prone.
- Lightning Bolt (3rd-Level; V, S): A bolt of lightning 5 feet wide and 100 feet long arcs from the empyrean. Each creature in the area makes a DC 23 Dexterity saving throw taking 28 (8d6) lightning damage on a failure or half damage on a success.
- Flame Strike (5th-Level; V, S): A column of divine flame fills a 10-foot-radius 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 23 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
- Hold Monster (5th-Level; V, S, Concentration): One creature the empyrean can see within 60 feet makes a DC 23 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.
Bonus Actions
- Immortal Form: The empyrean magically changes its size between Gargantuan and Medium. While Medium, the empyrean has disadvantage on Strength checks. Its statistics are otherwise unchanged.
- Burning Gaze: A line of fire 5 feet wide and 60 feet long blasts from King Fomors eye. Each creature in the area makes a DC 23 Constitution saving throw, taking 35 (10d6) fire damage and 35 (10d6) radiant damage on a failure or half damage on a success. When King Fomor is bloodied, his Burning Gazes shape is a 60-foot cone instead of a line.
- Elite Recovery (While Bloodied): King Fomor ends one negative effect currently affecting him. He can do so as long as he has at least 1 hit point, even while unconscious or incapacitated.
Legendary Actions
- The empyrean can take 1 legendary action: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Attack: The empyrean makes a weapon attack.
- Cast Spell: The empyrean casts a spell. The empyrean can't use this option if it has cast a spell since the start of its last turn.
- Fly: The empyrean flies up to half its fly speed.
- Shout (Recharge 5-6): Each creature within 120 feet that can hear the empyrean makes a DC 25 Constitution saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of the empyreans next turn. On a success, a creature takes half damage.
Knight
Medium Humanoid
- Armor Class: 18
- Hit Points: 52 (8d8+16)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 476
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
14 (+2) |
- Saving Throws: Str +5, Con +4, Wis +2
- Skills: athletics +5, history +0, perception +2
- Senses: passive Perception 12
- Languages: any two
Special Abilities
- Brave: The knight has advantage on saving throws against being frightened.
Actions
- Multiattack: The knight attacks twice with their greatsword.
- Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
- Lance (Mounted Only): Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack they deal an extra 6 (1d12) piercing damage and the target makes a DC 13 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet.
- Heavy Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
- Knightly Inspiration (1/Day): The knight inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time and the knight cannot target themselves.
Knight Captain
Medium Humanoid
- Armor Class: 20
- Hit Points: 171 (18d8+90)
- Speed: walk 30 ft.
- Challenge Rating: 14 (11,500 XP)
- Source: A5e Monstrous Menagerie page 477
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
12 (+1) |
20 (+5) |
12 (+1) |
12 (+1) |
16 (+3) |
- Saving Throws: Con +10, Wis +6
- Skills: athletics +10, history +6, perception +6
- Condition Immunities: frightened
- Senses: passive Perception 18
- Languages: any two
Special Abilities
- Magic Resistance: The knight captain has advantage on saving throws against spells and magical effects.
- Superior Heavy Armor Master: While wearing heavy armor, the knight captain reduces bludgeoning, piercing, or slashing damage they take from nonmagical weapons by 5.
Actions
- Multiattack: The knight captain attacks four times.
- Longsword: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.
- Composite Longbow: Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
- Command the Attack (1/Day): The knight captain issues a command to all nonhostile creatures within 30 feet. Creatures who can see or hear the knight captain can use their reaction to make a single weapon attack with advantage.
- Knightly Inspiration (1/Day): The knight captain inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time and the knight captain cannot target themselves.
Kobold
Small Humanoid
- Armor Class: 12
- Hit Points: 7 (3d6-3)
- Speed: walk 30 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 297
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
8 (-1) |
10 (+0) |
8 (-1) |
10 (+0) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 9
- Languages: Common, Draconic
Special Abilities
- Pack Tactics: The kobold has advantage on attack rolls against a creature if at least one of the kobolds allies is within 5 feet of the creature and not incapacitated.
- Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Actions
- Shiv: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d3 + 2) piercing damage.
- Sling: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Kobold Broodguard
Small Humanoid
- Armor Class: 16
- Hit Points: 44 (8d6+16)
- Speed: walk 25 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 298
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
10 (+0) |
10 (+0) |
12 (+1) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common, Draconic
Special Abilities
- Pack Tactics: The kobold has advantage on attack rolls against a creature if at least one of the kobolds allies is within 5 feet of the creature and not incapacitated.
- Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Actions
- Multiattack: The kobold makes a bill hook attack and a spiked shield attack.
- Bill Hook: Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) slashing damage and if the target is a Medium or smaller creature it makes a DC 12 Strength saving throw falling prone on a failure.
- Spiked Shield: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Sling: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Reactions
- Rally! (1/Day: When the kobold takes damage, it shouts a rallying cry. All kobolds within 30 feet that can hear it gain immunity to the frightened condition for 1 minute, and their next attack roll made before this effect ends deals an extra 1d4 damage.
Kobold Broodguard Dragon Servitor
Small Humanoid
- Armor Class: 16
- Hit Points: 44 (8d6+16)
- Speed: walk 25 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 298
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
10 (+0) |
10 (+0) |
12 (+1) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common, Draconic
Special Abilities
- Pack Tactics: The kobold has advantage on attack rolls against a creature if at least one of the kobolds allies is within 5 feet of the creature and not incapacitated.
- Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
- Dragons Blood: The kobold gains resistance to the damage type of its masters breath weapon.
- Ominous Shadow: The kobold loses its Sunlight Sensitivity trait while within 60 feet of its master.
- Draconic Smite: If the broodguard has advantage on a melee weapon attack, the attack deals an extra 1d4 damage. This bonus damage is the same type as its masters breath weapon.
Actions
- Multiattack: The kobold makes a bill hook attack and a spiked shield attack.
- Bill Hook: Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) slashing damage and if the target is a Medium or smaller creature it makes a DC 12 Strength saving throw falling prone on a failure.
- Spiked Shield: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Sling: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Reactions
- Rally! (1/Day: When the kobold takes damage, it shouts a rallying cry. All kobolds within 30 feet that can hear it gain immunity to the frightened condition for 1 minute, and their next attack roll made before this effect ends deals an extra 1d4 damage.
Kobold Dragon Servitor
Small Humanoid
- Armor Class: 12
- Hit Points: 7 (3d6-3)
- Speed: walk 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 298
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
8 (-1) |
10 (+0) |
8 (-1) |
10 (+0) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 9
- Languages: Common, Draconic
Special Abilities
- Pack Tactics: The kobold has advantage on attack rolls against a creature if at least one of the kobolds allies is within 5 feet of the creature and not incapacitated.
- Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
- Dragons Blood: The kobold gains resistance to the damage type of its masters breath weapon.
- Ominous Shadow: The kobold loses its Sunlight Sensitivity trait while within 60 feet of its master.
Actions
- Shiv: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d3 + 2) piercing damage.
- Sling: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Kobold Sorcerer
Small Humanoid
- Armor Class: 12
- Hit Points: 27 (5d6+10)
- Speed: walk 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 298
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
14 (+2) |
10 (+0) |
10 (+0) |
14 (+2) |
- Skills: arcana +2, intimidation +4
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common, Draconic
Special Abilities
- Innate Spellcasting: The kobolds innate spellcasting ability is Charisma (save DC 12). It can innately cast the following spells, requiring no material components: At will: mage hand, mending, 1/day each: charm person, expeditious retreat, mage armor
Actions
- Multiattack (2/day): The kobold sorcerer makes three flame bolt attacks.
- Flame Bolt: Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.
- Shiv: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Bonus Actions
- Expeditious Retreat (1st-Level; V: When casting this spell and as a bonus action on subsequent turns for 10 minutes, the kobold sorcerer can take the Dash action.
Kobold Sorcerer Dragon Servitor
Small Humanoid
- Armor Class: 12
- Hit Points: 27 (5d6+10)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 298
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
14 (+2) |
10 (+0) |
10 (+0) |
14 (+2) |
- Skills: arcana +2, intimidation +4
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common, Draconic
Special Abilities
- Innate Spellcasting: The kobolds innate spellcasting ability is Charisma (save DC 12). It can innately cast the following spells, requiring no material components: At will: mage hand, mending, 1/day each: charm person, expeditious retreat, mage armor
Actions
- Multiattack (2/day): The kobold sorcerer makes three flame bolt attacks.
- Flame Bolt: Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 7 (1d10+2) fire damage. The damage type of the sorcerers flame bolt attack changes to match the damage type of its masters breath weapon.
- Shiv: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Bonus Actions
- Expeditious Retreat (1st-Level; V: When casting this spell and as a bonus action on subsequent turns for 10 minutes, the kobold sorcerer can take the Dash action.
Kraken
Gargantuan Monstrosity
- Armor Class: 20
- Hit Points: 444 (24d20+192)
- Speed: walk 20 ft. swim 60 ft.
- Challenge Rating: 25 (75,000 XP)
- Source: A5e Monstrous Menagerie page 300
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 30 (+10) |
10 (+0) |
26 (+8) |
22 (+6) |
18 (+4) |
18 (+4) |
- Saving Throws: Str +18, Dex +8, Con +16, Int +14, Wis +12
- Skills:
- Damage Immunities: lightning; damage from nonmagical weapons
- Damage Resistances: cold, fire, thunder
- Senses: truesight 120 ft., passive Perception 14
- Languages: understands Primordial but can't speak, telepathy 120 ft.
Special Abilities
- Immortal Nature: The kraken doesnt require air, sustenance, or sleep.
- Legendary Resistance (3/Day): If the kraken fails a saving throw, it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle.
- Magic Resistance: The kraken has advantage on saving throws against spells and magical effects.
- Siege Monster: The kraken deals double damage to objects and structures.
Actions
- Bite: Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken the target is swallowed. A swallowed creature is blinded and restrained its Speed is 0 it has total cover from attacks from outside the kraken and it takes 42 (12d6) acid damage at the start of each of the krakens turns.
- If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature:
- Ink Cloud: While underwater the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners and the area is heavily obscured until the end of the krakens next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw. On a failure it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns. ending the effect on a success.
- Summon Storm (1/Day): Over the next 10 minutes storm clouds magically gather. At the end of 10 minutes a storm rages for 1 hour in a 5-mile radius.
- Lightning (Recharge 5-6): If the kraken is outside and the weather is stormy three lightning bolts crack down from the sky each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw taking 28 (8d6) lightning damage or half damage on a save.
- Tentacle: Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage and the target is grappled (escape DC 26). Until this grapple ends the target is restrained. A tentacle can be targeted individually by an attack. It shares the krakens hit points but if 30 damage is dealt to the tentacle it releases a creature it is grappling. The kraken can grapple up to 10 creatures.
- Fling: One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. If the kraken throws the target at another creature that creature makes a DC 26 saving throw taking the same damage on a failure.
Legendary Actions
- The kraken can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Tentacle: The kraken makes one tentacle attack.
- Fling: The kraken uses Fling.
- Squeeze (Costs 2 Actions): The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks. During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing.
Lacedon
Medium Undead
- Armor Class: 12
- Hit Points: 22 (5d8)
- Speed: walk 30 ft. swim 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 230
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
14 (+2) |
10 (+0) |
6 (-2) |
10 (+0) |
6 (-2) |
- Skills:
- Damage Immunities: poison
- Damage Resistances: necrotic
- Condition Immunities: charmed, fatigue, paralyzed, poisoned
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common
Special Abilities
- Radiant Sensitivity: When the ghoul takes radiant damage, it has disadvantage on attack rolls and on Perception checks that rely on sight until the end of its next turn.
- Undead Nature: Ghouls and ghasts dont require air, sustenance, or sleep.
Actions
- Paralyzing Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. If the target is a living creature other than an elf it makes a DC 10 Constitution saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of its turns ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to any Paralyzing Claw for 24 hours.
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one incapacitated creature. Hit: 6 (1d8 + 2) piercing damage.
Lamia
Large Monstrosity
- Armor Class: 13
- Hit Points: 85 (10d10+30)
- Speed: walk 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 303
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
16 (+3) |
16 (+3) |
14 (+2) |
16 (+3) |
18 (+4) |
- Skills: deception +6, perception +5, stealth +5
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Abyssal, Common
Special Abilities
- Chaotic Evil: The lamia radiates a Chaotic and Evil aura.
- Innate Spellcasting: The lamias innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components. At will: charm person, disguise self (humanoid form), major image, misty step, 1/day each: geas, hallucinatory terrain, hypnotic pattern, scrying
Actions
- Dizzying Touch: Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: The target is magically charmed for 1 hour or until it takes damage. While charmed in this way it has disadvantage on Wisdom saving throws and ability checks.
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) slashing damage.
- Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target makes a DC 13 Constitution saving throw. On a failure the target takes 10 (3d6) poison damage and is poisoned for 1 hour.
- Hypnotic Pattern (3rd-Level; S, Concentration): A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure the creature is charmed for 1 minute. While charmed the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.
Bonus Actions
- Misty Step (2nd-Level; V): The lamia teleports to an unoccupied space it can see within 30 feet. The lamia can't cast this spell and a 1st-level or higher spell on the same turn.
Lemure
Medium Fiend
- Armor Class: 7
- Hit Points: 13 (3d8)
- Speed: walk 15 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 86
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
4 (-3) |
10 (+0) |
1 (-5) |
10 (+0) |
2 (-4) |
- Skills:
- Damage Immunities: fire, poison
- Damage Resistances: cold
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 10
- Languages: understands Infernal but can't speak
Special Abilities
- Devils Sight: The lemures darkvision penetrates magical darkness.
- Eerie Groan: While the lemure can see a non-devil within 100 feet, it emits a groan that is audible within 300 feet.
- Lawful Evil: The lemure radiates a Lawful and Evil aura.
Actions
- Fist: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Lemure Band
Large Fiend
- Armor Class: 7
- Hit Points: 67 (15d8)
- Speed: walk 15 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 86
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
4 (-3) |
10 (+0) |
1 (-5) |
10 (+0) |
2 (-4) |
- Skills:
- Damage Immunities: fire, poison
- Damage Resistances: cold
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 10
- Languages: understands Infernal but can't speak
Special Abilities
- Area Vulnerability: The band takes double damage from any effect that targets an area.
- Band Dispersal: When the band is reduced to 0 hit points, it turns into 2 (1d4) lemures with 6 hit points each.
- Band: The band is composed of 5 or more lemures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The band can move through any opening large enough for one Medium creature without squeezing.
- Devils Sight: The bands darkvision penetrates magical darkness.
- Eerie Groan: While the band can see a non-devil within 100 feet, it emits a groan that is audible within 300 feet.
- Lawful Evil: The band radiates a Lawful and Evil aura.
Actions
- Fists: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 12 (5d4) bludgeoning damage.
Lich
Medium Undead
- Armor Class: 18
- Hit Points: 170 (20d8+80)
- Speed: walk 30 ft.
- Challenge Rating: 21 (33,000 XP)
- Source: A5e Monstrous Menagerie page 306
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
16 (+3) |
18 (+4) |
20 (+5) |
16 (+3) |
16 (+3) |
- Saving Throws: Con +11, Int +12, Wis +10
- Skills: arcana +12, history +12, insight +10, perception +10, religion +12
- Damage Immunities: necrotic, poison; damage from nonmagical weapons
- Damage Resistances: cold, lightning
- Condition Immunities: charmed, fatigue, frightened, paralyzed, poisoned
- Senses: truesight 120 ft., passive Perception 20
- Languages: any six
Special Abilities
- Legendary Resistance (3/Day): The lichs body or vestments are warded with three protective runes. When the lich fails a saving throw, it can choose to succeed instead. When it does so, one of its protective runes disappears.
- Rejuvenation: If it has a soul vessel, a destroyed lich gains a new body in 1d10 days, regaining all its hit points. The new body forms within 10 feet of the soul vessel.
- Tongueless Utterance: Unless a spell has only a vocal component, the lich can cast the spell without providing a vocal component.
- Turn Resistance: The lich has advantage on saving throws against any effect that turns undead.
- Undead Nature: A lich doesnt require air, sustenance, or sleep.
- Spellcasting: The lich is a 16th 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:
Cantrips (at will): fire bolt
mage hand
prestidigitation
1st-level (4 slots): detect magic
shield
silent image
thunderwave
2nd-level (3 slots): blur
detect thoughts
locate object
3rd-level (3 slots): animate dead
dispel magic
fireball
4th-level (3 slots): confusion
dimension door
5th-level (2 slots): geas
scrying
6th-level (1 slot): create undead
disintegrate
7th-level (1 slot): finger of death
teleport
8th-level (1 slot): power word stun
Actions
- Paralyzing Touch: Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) cold damage. The target makes a DC 18 Constitution saving throw. On a failure it is paralyzed until the end of its next turn.
- Arc Lightning: The lich targets up to 3 creatures within 60 feet. Each target makes a DC 18 Dexterity saving throw. On a failure the target takes 28 (8d6) lightning damage.
- Fire Bolt (Cantrip; S): Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage.
- Thunderwave (1st-Level; S): Thunder rolls from the lich in a 15-foot cube. Each creature in the area makes a DC 20 Constitution saving throw. On a failure a creature takes 9 (2d8) thunder damage and is pushed 10 feet from the lich. On a success a creature takes half damage and is not pushed.
- Blur (2nd-Level; V, Concentration): The lichs form is blurred. Attack rolls against it are made with disadvantage unless the attacker has senses that allow them to perceive without sight or to see through illusions (like blindsight or truesight).
- Fireball (3rd-Level; S, M): Fire streaks from the lich to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 20 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.
- Confusion (4th-Level; S, M, Concentration): Each creature within 10 feet of a point the lich can see within 120 feet makes a DC 20 Wisdom saving throw becoming rattled until the end of its next turn on a success. On a failure a creature is confused for 1 minute and can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.
- Disintegrate (6th-Level; S, M): The lich disintegrates a target within 60 feet. A Large or smaller nonmagical object or creation of magical force or a 10-foot-cube section thereof is automatically destroyed. A creature makes a DC 20 Dexterity saving throw taking 75 (10d6 + 40) force damage on a failed save. If reduced to 0 hit points the creature and its nonmagical gear are disintegrated and the creature can be restored to life only with true resurrection or wish.
- Finger of Death (7th-Level; S): A creature within 60 feet makes a DC 20 Constitution saving throw taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a zombie under the lichs control at the start of the lichs next turn.
- Power Word Stun (8th-Level; V): The lich targets a creature within 60 feet. If the target has more than 150 hit points it is rattled until the end of its next turn. Otherwise it is stunned. It can make a DC 20 Constitution saving throw at the end of each of its turns ending the effect on a success.
Bonus Actions
- Eldritch Aura: The lich surrounds itself with a magical, rune-covered, glowing, translucent aura in a 10-foot radius. The aura moves with the lich and casts dim light inside its area. The aura disappears at the beginning of the lichs next turn.
- Death Aura: The aura casts purple light. Each living creature that ends its turn inside the aura takes 17 (5d6) necrotic damage, and the lich regains the same number of hit points.
- Shield Aura: The aura casts orange light. It has 35 hit points. Whenever the lich would take damage, the aura takes the damage instead, and the aura visibly weakens. If the damage reduces the aura to 0 hit points, the aura disappears, and the lich takes any excess damage.
- Spell Shield Aura: The aura casts blue light. Any spell cast with a 5th-level or lower spell slot from outside the aura can't affect anything inside the aura. Using a spell to target something inside the aura or include the auras space in an area has no effect on anything inside.
Reactions
- Sabotage Spell: When a creature within 60 feet casts a spell that targets the lich, the lich attempts to interrupt it. The lich makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the caster takes 10 (3d6) necrotic damage.
- Shield (1st-Level; V: When the lich is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the beginning of its next turn.
Legendary Actions
- The lich can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Cast Spell: The lich casts cantrip or a 1st-level spell. The lich can use 2 legendary actions to cast a 2nd-level spell or 3 legendary actions to cast a 3rd-level spell.
- Paralyzing Touch (Costs 2 Actions): The lich uses Paralyzing Touch.
- Arc Lightning (Costs 3 Actions): The lich uses Arc Lightning.
Lion
Large Beast
- Armor Class: 12
- Hit Points: 30 (4d10+8)
- Speed: walk 50 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 454
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
14 (+2) |
3 (-4) |
12 (+1) |
4 (-3) |
- Skills: perception +3, stealth +4
- Senses: passive Perception 13
- Languages:
Special Abilities
- Keen Smell: The lion has advantage on Perception checks that rely on smell.
- Long Jump: The lion can long jump up to 25 feet.
- Pack Tactics: The lion has advantage on attack rolls against a creature if at least one of the lions allies is within 5 feet of the creature and not incapacitated.
Actions
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. If the lion moves at least 20 feet straight towards the target before the attack the target makes a DC 13 Strength saving throw falling prone on a failure.
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
Bonus Actions
- Opportune Bite: The lion makes a bite attack against a prone creature.
Lizard
Tiny Beast
- Armor Class: 10
- Hit Points: 2 (1d4)
- Speed: walk 20 ft. climb 20 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 454
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
10 (+0) |
10 (+0) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills:
- Senses: darkvision 30 ft., passive Perception 10
- Languages:
Actions
- Bite: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. If this damage would reduce a Small or larger target to 0 hit points the target takes no damage from this attack.
Lizardfolk
Medium Humanoid
- Armor Class: 14
- Hit Points: 22 (4d8+4)
- Speed: walk 30 ft. swim 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 309
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
12 (+1) |
10 (+0) |
10 (+0) |
8 (-1) |
- Skills: perception +2, stealth +3, survival +2
- Senses: passive Perception 12
- Languages: Draconic
Special Abilities
- Hold Breath: The lizardfolk can hold its breath for 15 minutes.
Actions
- Multiattack: The lizardfolk attacks with its club and shield.
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage or 9 (2d6 + 2) piercing damage if the attack is made with advantage.
- Club: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
- Shield: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
- Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Lizardfolk Chosen One
Medium Humanoid
- Armor Class: 15
- Hit Points: 75 (10d8+30)
- Speed: walk 30 ft. swim 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 310
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
16 (+3) |
10 (+0) |
12 (+1) |
14 (+2) |
- Saving Throws: Con +5, Wis +3
- Skills: perception +3, stealth +3, survival +3
- Senses: passive Perception 15
- Languages: Draconic
Special Abilities
- Aligned: The lizardfolk radiates either an Evil or Good aura.
- Hold Breath: The lizardfolk can hold its breath for 15 minutes.
Actions
- Multiattack: The lizardfolk attacks once with its shield and twice with its trident.
- Shield: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and the target makes a DC 13 Strength check. On a failure it is knocked prone.
- Trident: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the lizardfolk gains temporary hit points equal to half the damage dealt.
Reactions
- Supernatural Rebuke (1/Day): When the lizardfolk is dealt damage by a creature it can see within 60 feet, its attacker makes a DC 13 Dexterity saving throw. On a failure, the attacker takes 11 (2d10) fire or radiant damage (the lizardfolks choice).
Mage
Medium Humanoid
- Armor Class: 12
- Hit Points: 67 (9d8+27)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 482
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
16 (+3) |
16 (+3) |
12 (+1) |
10 (+0) |
- Saving Throws: Int +6, Wis +4
- Skills: arcana +6, history +6, investigation +6, perception +4
- Senses: passive Perception 14
- Languages: any three
Special Abilities
- Spellcasting: The mage is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14
+6 to hit with spell attacks). They have the following wizard spells prepared:
Cantrips (at will): fire bolt
light
mage hand
prestidigitation
1st-level (4 slots): detect magic
identify
mage armor
shield
2nd-level (3 slots): alter self
misty step
3rd-level (3 slots): clairvoyance
counterspell
fireball
4th-level (3 slots): dimension door
greater invisibility
5th-level (1 slot): cone of cold
Actions
- Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Fire Bolt (Cantrip; V, S): Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
- Fireball (3rd-Level; V, S, M): Fire streaks from the mage to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.
- Dimension Door (4th-Level; V): The mage teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space it takes 14 (4d6) force damage and the spell fails.
- Greater Invisibility (4th-Level; V, S, Concentration): The mage or a creature they touch is invisible for 1 minute.
- Cone of Cold (5th-Level; V, S, M): Frost blasts from the mage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw taking 36 (8d8) cold damage on a failure or half damage on a success.
Bonus Actions
- Misty Step (2nd-Level; V): The mage teleports to an unoccupied space they can see within 30 feet. The mage can't cast this spell and a 1st-level or higher spell on the same turn.
Reactions
- Counterspell (3rd-Level; S): When a creature the mage can see within 60 feet casts a spell, the mage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the mage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell.
- Shield (1st-Level; V: When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.
Magma Mephit
Small Elemental
- Armor Class: 11
- Hit Points: 21 (6d6)
- Speed: walk 30 ft. fly 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 326
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
12 (+1) |
10 (+0) |
8 (-1) |
10 (+0) |
10 (+0) |
- Skills: perception +2, stealth +3
- Damage Vulnerabilities: cold
- Damage Immunities: fire, poison
- Condition Immunities: poisoned
- Senses: darkvision 60 ft., passive Perception 12
- Languages: Ignan, Terran
Special Abilities
- Death Burst: When the mephit dies, it explodes into lava. Each creature within 5 feet makes a DC 10 Constitution saving throw, taking 4 (1d8) fire damage on a failed save or half damage on a success.
- False Appearance: While motionless, the mephit is indistinguishable from a small magma flow.
- Elemental Nature: A mephit doesnt require air, sustenance, or sleep.
Actions
- Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
- Heat Metal (1/Day): Ranged Spell Attack: +4 to hit, range 60 ft., one creature wearing or holding a metal object. Hit: 9 (2d8) fire damage. If a creature is holding the object and suffers damage it makes a DC 10 Constitution saving throw dropping the object on a failure.
- Fire Breath (1/Day): The mephit exhales a 15-foot cone of fire. Each creature in the area makes a DC 10 Constitution saving throw taking 7 (2d6) fire damage on a failed save or half damage on a success.
Magmin
Small Elemental
- Armor Class: 14
- Hit Points: 14 (4d6)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 316
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
14 (+2) |
10 (+0) |
8 (-1) |
10 (+0) |
10 (+0) |
- Skills:
- Damage Immunities: cold, fire
- Damage Resistances: damage from nonmagical weapons
- Senses: passive Perception 10
- Languages: Ignan
Special Abilities
- Blazing Blood: When the magmin takes damage that doesnt kill it, or when it is subjected to fire damage, its magma shell cracks and it is set ablaze. While ablaze, the magmin sheds bright light for 10 feet and dim light for an additional 10 feet. If the magmin is subjected to cold damage while ablaze, this flame is extinguished. The magmin can also set itself ablaze or extinguish itself as an action.
- Death Burst: If the magmin dies while ablaze, it explodes in a burst of magma. Each creature within 10 feet makes a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save. Unattended flammable objects in the area are ignited.
- Elemental Nature: A magmin doesnt require air, sustenance, or sleep.
Actions
- Touch: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) fire damage. If the magmin is ablaze and the target is a creature it suffers 5 (1d10) ongoing fire damage until a creature takes an action to extinguish the flame on the target.
- Spurt Magma (Ablaze Only): Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) fire damage.
Malcubus
Medium Fiend
- Armor Class: 14
- Hit Points: 78 (12d8+24)
- Speed: walk 30 ft. fly 60 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 319
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
16 (+3) |
14 (+2) |
14 (+2) |
16 (+3) |
20 (+5) |
- Skills: deception +7, insight +5, perception +5, persuasion +7, stealth +5
- Damage Resistances: cold, fire, lightning, poison; damage from nonmagical weapons
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Abyssal, Common, Infernal, telepathy 60 ft.
Special Abilities
- Cloaked Mind: When subjected to a divination effect that detects fiends or alignment, the malcubus makes a DC 15 Charisma saving throw. On a success, the malcubuss nature is not detected.
- Evil: The malcubus radiates an Evil aura.
- Telepathic Bond: The malcubus can communicate telepathically with a charmed creature over any distance, even on a different plane of existence.
Actions
- Claw (Malcubus Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.
- Charm: The malcubus targets one humanoid on the same plane of existence within 30 feet forcing it to make a DC 15 Wisdom saving throw. On a failure the target is magically charmed for 1 day or until the malcubus charms another creature. The charmed creature obeys the malcubuss commands. The creature repeats the saving throw whenever it takes damage or if it receives a suicidal command. If a creatures saving throw is successful or the effect ends for it it is immune to any malcubuss Charm for 24 hours.
- Draining Kiss: The malcubus kisses a willing or charmed creature. The target makes a DC 15 Constitution saving throw taking 22 (4d10) psychic damage on a failed save or half damage on a success. The targets hit point maximum is reduced by the same amount until it finishes a long rest and the malcubus regains hit points equal to the same amount. If the target is charmed by the malcubus the charm ends.
- Etherealness: The malcubus magically travels to the Ethereal Plane. While on the Ethereal Plane the malcubus can see and hear into the Material Plane and can choose to make itself audible and hazily visible to creatures on the Material Plane. If a humanoid on the Material Plane invites the malcubus to do so the malcubus can use an action to magically travel from the Ethereal Plane to the Material Plane.
- Dream (1/Day): While on the Ethereal Plane the malcubus magically touches a sleeping humanoid that is not protected by a magic circle or protection from evil and good spell or similar magic. While the touch persists the malcubus appears in the creatures dreams. The creature can end the dream at any time. If the dream lasts for 1 hour the target gains no benefit from the rest and the malcubus can use Charm on the creature even if its on a different plane of existence.
Bonus Actions
- Shapeshift: The malcubus magically changes its form to a Medium or Small humanoid or into its true form. It can fly only in its true form. While shapeshifted, its statistics are unchanged except for its size and speed. Its equipment is not transformed. It reverts to its true form if it dies.
Reactions
- Living Shield: When a creature the malcubus can see hits it with an attack, the malcubus can give an order to a creature charmed by it within 5 feet. The charmed creature uses its reaction, if available, to swap places with the malcubus. The attack hits the charmed creature instead of the malcubus.
Mammoth
Huge Beast
- Armor Class: 13
- Hit Points: 115 (10d12+50)
- Speed: walk 40 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 454
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 24 (+7) |
8 (-1) |
20 (+5) |
4 (-3) |
10 (+0) |
6 (-2) |
- Skills:
- Senses: passive Perception 10
- Languages:
Actions
- Gore: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (3d10+7) piercing damage. If the elephant moves at least 20 feet straight towards the target before the attack the target makes a DC 18 Strength saving throw falling prone on a failure.
- Stomp: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (3d10+7) bludgeoning damage.
Bonus Actions
- Trample: The mammoth makes a stomp attack against a prone creature.
- Trunk Fling: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d6+7) bludgeoning damage. If the target is a Large or smaller creature, it is pushed 10 feet away from the mammoth and knocked prone.
Manticore
Large Monstrosity
- Armor Class: 14
- Hit Points: 68 (8d10+24)
- Speed: walk 30 ft. fly 50 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 320
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
16 (+3) |
8 (-1) |
12 (+1) |
8 (-1) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Common
Actions
- Multiattack: The manticore attacks with its bite and its claws.
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the manticore moves at least 20 feet straight towards the target before the attack the target makes a DC 13 Strength saving throw falling prone on a failure.
- Tail: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
- Tail Spike Volley (4/Day): The manticore fires tail spikes in a 5-foot-wide 60-foot-long line. Each creature in the area makes a DC 12 Dexterity saving throw taking 14 (4d6) piercing damage on a failure or half damage on a success.
Reactions
- Tail Whip: If a creature the manticore can see hits it with a melee attack, the manticore attacks the attacker with its tail. If it hits, it can fly up to half its fly speed without provoking opportunity attacks from the attacker.
Marid
Large Elemental
- Armor Class: 17
- Hit Points: 172 (15d10+90)
- Speed: walk 30 ft. fly 60 ft. swim 90 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 224
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
16 (+3) |
22 (+6) |
16 (+3) |
14 (+2) |
16 (+3) |
- Saving Throws: Con +10, Int +7, Wis +6, Cha +7
- Skills: perception +6, persuasion +7
- Damage Resistances: acid, cold, lightning
- Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 16
- Languages: Aquan
Special Abilities
- Amphibious: The marid can breathe air and water.
- Innate Spellcasting: The marids innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), create or destroy water, detect magic, purify food and drink, 3/day each: control water, creation, tongues, water breathing, water walk, 1/day each: conjure elemental (water elemental only), plane shift (to Elemental Plane of Water only)
Actions
- Multiattack: The marid makes two trident attacks. One of these can be replaced with a net attack.
- Trident: Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 5 (1d10) lightning damage. If thrown the trident returns to the marids hand.
- Net: Ranged Weapon Attack: +10 to hit, range 5/15 ft., one target. Hit: A Large Medium or Small target is restrained until it is freed. A creature can use its action to make a DC 18 Strength check freeing itself or another creature within its reach on a success. The net is an object with AC 10 20 hit points vulnerability to slashing damage and immunity to bludgeoning poison and psychic damage.
Bonus Actions
- Fog Cloud (1/Day): The marid magically creates a heavily obscured area of fog (or, if underwater, inky water) in a 30-foot radius around a point it can see within 60 feet. The fog spreads around corners and can be dispersed by a moderate wind or current (at least 10 miles per hour). Otherwise, it disperses after 10 minutes. The marid can see through this fog.
- Water Jet (While Bloodied): The marid shoots water in a 5-foot-wide, 60-foot-long jet. Each creature in the area makes a DC 18 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and is pushed 20 feet away from the marid, to a maximum of 60 feet away, and knocked prone. On a success, a target takes half damage.
Marid Noble
Large Elemental
- Armor Class: 17
- Hit Points: 344 (30d10+180)
- Speed: walk 30 ft. fly 60 ft. swim 90 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 224
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
16 (+3) |
22 (+6) |
16 (+3) |
14 (+2) |
16 (+3) |
- Saving Throws: Con +10, Int +7, Wis +6, Cha +7
- Skills: perception +6, persuasion +7
- Damage Resistances: acid, cold, lightning
- Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 16
- Languages: Aquan
Special Abilities
- Amphibious: The marid can breathe air and water.
- Innate Spellcasting: The marids innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), create or destroy water, detect magic, purify food and drink, 3/day each: control water, creation, tongues, water breathing, water walk, 1/day each: conjure elemental (water elemental only), plane shift (to Elemental Plane of Water only)
Actions
- Multiattack: The marid makes two trident attacks. One of these can be replaced with a net attack.
- Trident: Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 5 (1d10) lightning damage. If thrown the trident returns to the marids hand.
- Net: Ranged Weapon Attack: +10 to hit, range 5/15 ft., one target. Hit: A Large Medium or Small target is restrained until it is freed. A creature can use its action to make a DC 18 Strength check freeing itself or another creature within its reach on a success. The net is an object with AC 10 20 hit points vulnerability to slashing damage and immunity to bludgeoning poison and psychic damage.
Bonus Actions
- Fog Cloud (1/Day): The marid magically creates a heavily obscured area of fog (or, if underwater, inky water) in a 30-foot radius around a point it can see within 60 feet. The fog spreads around corners and can be dispersed by a moderate wind or current (at least 10 miles per hour). Otherwise, it disperses after 10 minutes. The marid can see through this fog.
- Water Jet (While Bloodied): The marid shoots water in a 5-foot-wide, 60-foot-long jet. Each creature in the area makes a DC 18 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and is pushed 20 feet away from the marid, to a maximum of 60 feet away, and knocked prone. On a success, a target takes half damage.
Marilith
Large Fiend
- Armor Class: 18
- Hit Points: 220 (21d10+105)
- Speed: walk 40 ft.
- Challenge Rating: 16 (15,000 XP)
- Source: A5e Monstrous Menagerie page 71
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
22 (+6) |
20 (+5) |
20 (+5) |
18 (+4) |
20 (+5) |
- Saving Throws: Str +10, Dex +11, Con +10, Wis +9, Cha +10
- Skills:
- Damage Immunities: poison
- Damage Resistances: cold, fire, lightning; damage from nonmagical weapons
- Condition Immunities: poisoned
- Senses: truesight 120 ft., passive Perception 14
- Languages: Abyssal, telepathy 120 ft.
Special Abilities
- Chaotic Evil: The marilith radiates a Chaotic and Evil aura.
- Magic Resistance: The marilith has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The marilith makes six attacks with its longswords.
- Longsword: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Bonus Actions
- Tail: Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 10 (2d4 + 5) bludgeoning damage, and the target is grappled (escape DC 19).
- Teleport: The marilith magically teleports up to 120 feet to an unoccupied space it can see.
Reactions
- Reactive Teleport: When the marilith is hit or missed by a ranged attack, it uses Teleport. If it teleports within 5 feet of a creature, it can attack with its tail.
Master Assassin
Medium Humanoid
- Armor Class: 18
- Hit Points: 143 (22d8+44)
- Speed: walk 30 ft.
- Challenge Rating: 17 (18,000 XP)
- Source: A5e Monstrous Menagerie page 469
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
20 (+5) |
14 (+2) |
15 (+2) |
12 (+1) |
12 (+1) |
- Saving Throws: Dex +11, Int +8, Wis +7
- Skills: acrobatics +11, deception +7, perception +7, sleight +0, stealth +11
- Senses: blindsight 20 ft., darkvision 60 ft., passive Perception 17
- Languages: any three
Special Abilities
- Crossbow Expert: The master assassin ignores the loading quality of light crossbows, and being within 5 feet of a hostile creature doesnt impose disadvantage on the master assassins ranged attack rolls.
- Deadly Poison: As part of making an attack, the master assassin can apply a deadly poison to their weapons (included below). The master assassin carries 3 doses of this poison. A single dose can coat two melee weapons or up to 10 pieces of ammunition.
- Death Strike (1/Turn): When the master assassin scores a critical hit against a living creature that is surprised, that creature makes a DC 18 Constitution saving throw. On a failure, it is reduced to 0 hit points. The creature dies if it fails two death saves before it stabilizes.
- Epic Assassinate: During the first turn of combat, the master assassin has advantage on attack rolls against any creature that hasnt acted. Any hit the master assassin scores against a surprised creature is a critical hit, and every creature that can see the master assassins attack is rattled until the end of the master assassins next turn.
- Evasion: When the master assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure.
- Sneak Attack (1/Turn): The master assassin deals an extra 28 (8d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the master assassins target is within 5 feet of an ally of the master assassin while the master assassin doesnt have disadvantage on the attack.
Actions
- Multiattack: The master assassin attacks twice.
- Shortsword: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. The target makes a DC 19 Constitution saving throw taking 17 (5d6) poison damage on a failure or half as much damage on a success.
- Light Crossbow: Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target makes a DC 19 Constitution saving throw taking 17 (5d6) poison damage on a failure or half as much damage on a success.
Bonus Actions
- Cunning Action: The assassin takes the Dash, Disengage, Hide, or Use an Object action.
- Rapid Attack: The assassin attacks with their shortsword.
Master Thief
Medium Humanoid
- Armor Class: 18
- Hit Points: 143 (22d8+44)
- Speed: walk 30 ft.
- Challenge Rating: 17 (18,000 XP)
- Source: A5e Monstrous Menagerie page 469
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
20 (+5) |
14 (+2) |
15 (+2) |
12 (+1) |
12 (+1) |
- Saving Throws: Dex +11, Int +8, Wis +7
- Skills: acrobatics +11, deception +7, perception +7, sleight +0, stealth +11
- Senses: blindsight 20 ft., darkvision 60 ft., passive Perception 17
- Languages: any three
Special Abilities
- Crossbow Expert: The master assassin ignores the loading quality of light crossbows, and being within 5 feet of a hostile creature doesnt impose disadvantage on the master assassins ranged attack rolls.
- Deadly Poison: As part of making an attack, the master thief can apply a deadly poison to their weapons (included below). The master thief carries 3 doses of this poison. A single dose can coat two melee weapons or up to 10 pieces of ammunition. A creature reduced to 0 hit points by their poison damage is stable but unconscious for 1 hour
- Evasion: When the master assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure.
- Sneak Attack (1/Turn): The master assassin deals an extra 28 (8d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the master assassins target is within 5 feet of an ally of the master assassin while the master assassin doesnt have disadvantage on the attack.
- Cunning Celerity: The master thief takes two bonus actions on each of their turns.
Actions
- Multiattack: The master assassin attacks twice.
- Shortsword: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. The target makes a DC 19 Constitution saving throw taking 17 (5d6) poison damage on a failure or half as much damage on a success.
- Light Crossbow: Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target makes a DC 19 Constitution saving throw taking 17 (5d6) poison damage on a failure or half as much damage on a success.
Bonus Actions
- Cunning Action: The assassin takes the Dash, Disengage, Hide, or Use an Object action.
- Rapid Attack: The assassin attacks with their shortsword.
Mastiff
Medium Beast
- Armor Class: 12
- Hit Points: 9 (2d8)
- Speed: walk 40 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 456
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
14 (+2) |
10 (+0) |
3 (-4) |
12 (+1) |
6 (-2) |
- Skills: perception +3
- Senses: passive Perception 13
- Languages:
Special Abilities
- Keen Hearing and Smell: The mastiff has advantage on Perception checks that rely on hearing and smell.
Actions
- Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. If the target is a creature it makes a DC 11 Strength saving throw falling prone on a failure.
Medusa
Medium Monstrosity
- Armor Class: 14
- Hit Points: 120 (16d8+48)
- Speed: walk 30 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 323
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
18 (+4) |
16 (+3) |
12 (+1) |
14 (+2) |
14 (+2) |
- Skills: deception +5, insight +5, perception +5, stealth +7
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Common
Special Abilities
- Petrifying Gaze: When a creature starts its turn within 60 feet of the medusa and can see the medusas eyes, it can choose to shut its eyes until the beginning of its next turn unless it is surprised or incapacitated. Otherwise, the medusa uses its petrifying gaze on the creature. If the medusa sees its own reflection and doesnt shut its eyes, it is subject to its own gaze.
- A creature subject to the medusas petrifying gaze makes a DC 14 Constitution saving throw: If it rolls a natural 1 on the save, it is petrified instantly. If it otherwise fails the save, it is restrained as it begins to be petrified. The creature repeats the saving throw at the end of its turn, ending the effect on itself on a success and becoming petrified on a failure. The petrification can be removed with greater restoration or similar powerful magic.
Actions
- Multiattack: The medusa makes any combination of two attacks with its snake hair and longbow.
- Snake Hair: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage plus an additional 3 (1d6) piercing damage if the target is a creature that is surprised or that can't see the medusa.
- Longbow: Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.
Medusa Queen
Medium Monstrosity
- Armor Class: 14
- Hit Points: 153 (18d10+54)
- Speed: walk 30 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 323
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
18 (+4) |
16 (+3) |
12 (+1) |
14 (+2) |
14 (+2) |
- Skills: deception +5, insight +5, perception +5, stealth +7
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Common
Special Abilities
- Petrifying Gaze: When a creature starts its turn within 60 feet of the medusa and can see the medusas eyes, it can choose to shut its eyes until the beginning of its next turn unless it is surprised or incapacitated. Otherwise, the medusa uses its petrifying gaze on the creature. If the medusa sees its own reflection and doesnt shut its eyes, it is subject to its own gaze.
- A creature subject to the medusas petrifying gaze makes a DC 14 Constitution saving throw: If it rolls a natural 1 on the save, it is petrified instantly. If it otherwise fails the save, it is restrained as it begins to be petrified. The creature repeats the saving throw at the end of its turn, ending the effect on itself on a success and becoming petrified on a failure. The petrification can be removed with greater restoration or similar powerful magic.
Actions
- Multiattack: The medusa makes any combination of two attacks with its snake hair and longbow.
- Snake Hair: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage plus an additional 3 (1d6) piercing damage if the target is a creature that is surprised or that can't see the medusa.
- Longbow: Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.
Legendary Actions
- The medusa queen has one legendary action it can take at the end of another creatures turn: The medusa queen regains the spent legendary action at the start of its turn.
- Hide: The medusa moves up to half its Speed and hides.
- Snake Hair: The medusa uses Snake Hair.
- Frenzy of Snakes (1/Day: The medusa uses Snake Hair on each creature within 5 feet.
- Imperious Command: A creature with averted or covered eyes within 60 feet that can hear the medusa makes a DC 13 Wisdom saving throw. On a failure, it looks at the medusa, making itself the target of Petrifying Gaze if it and the medusa can see each other. On a success, the creature is immune to Imperious Command for 24 hours. This is a charm effect.
Merclops
Huge Giant
- Armor Class: 13
- Hit Points: 126 (11d12+55)
- Speed: swim 60 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 58
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
20 (+5) |
8 (-1) |
10 (+0) |
10 (+0) |
- Skills: animal +0, survival +3
- Senses: passive Perception 10
- Languages: Giant
Special Abilities
- Panicked Rage: While a merclops is frightened and the source of its fear is in sight, it makes attack rolls with advantage instead of disadvantage.
- Poor Depth Perception: The merclops makes all ranged attacks with disadvantage.
- Aquatic: The merclops can breathe underwater.
Actions
- Multiattack: The merclops makes two melee attacks.
- Club: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
- Harpoon: Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 90 ft. (see Poor Depth Perception) one target. Hit: 27 (4d10 + 5) piercing damage. The target makes a DC 16 Strength saving throw. On a failure the merclops pulls the target up to 30 feet toward the merclops.
Bonus Actions
- Thick Skulled (1/Day): The merclops can end one condition on itself that was imposed through a failed Wisdom saving throw.
Reactions
- Big Windup: When a creature hits the merclops with a melee attack, the merclops readies a powerful strike against its attacker. The merclops has advantage on the next club attack it makes against the attacker before the end of its next turn.
Merfolk
Medium Humanoid
- Armor Class: 11
- Hit Points: 11 (2d8+2)
- Speed: walk 10 ft. swim 40 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 329
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
12 (+1) |
12 (+1) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: perception +2
- Senses: darkvision 30 ft., passive Perception 12
- Languages: Aquan, Common
Special Abilities
- Amphibious: The merfolk can breathe air and water.
Actions
- Trident: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d8) piercing damage if used with two hands to make a melee attack or 3 (1d6) piercing damage if thrown.
Merfolk Knight
Medium Humanoid
- Armor Class: 15
- Hit Points: 52 (8d8+16)
- Speed: walk 10 ft. swim 40 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 329
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
14 (+2) |
- Saving Throws: Str +5, Con +4, Wis +2
- Skills: athletics +5, perception +2
- Senses: darkvision 30 ft., passive Perception 12
- Languages: Aquan, Common
Special Abilities
- Amphibious: The knight can breathe air and water.
- Brave: The knight has advantage on saving throws against being frightened.
Actions
- Multiattack: The knight makes two trident attacks.
- Trident: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack or 6 (1d6 + 3) piercing damage if thrown.
- Lance (Mounted Only): Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack it deals an extra 6 (1d12) piercing damage and the target makes a DC 13 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet of the knight.
- Knightly Inspiration (1/Day): The knight inspires creatures of its choice within 30 feet that can hear and understand it. For the next minute inspired creatures gain an expertise die on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time and the knight cannot target itself.
Bonus Actions
- Trident: The knight makes a trident attack.
Merrow
Large Monstrosity
- Armor Class: 13
- Hit Points: 45 (6d10+12)
- Speed: walk 10 ft. swim 40 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 331
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
14 (+2) |
10 (+0) |
12 (+1) |
10 (+0) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Abyssal, Aquan, Giant, Primordial
Special Abilities
- Amphibious: The merrow can breathe air and water.
Actions
- Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage and the target is grappled (escape DC 14). Until this grapple ends the merrow can't attack a different creature with its claws.
- Harpoon: Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 14 Strength saving throw. On a failure the merrow pulls the target up to 20 feet toward the merrow.
Bonus Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, or 9 (2d4 + 4) piercing damage if the target is grappled.
Merrow Mage
Large Monstrosity
- Armor Class: 13
- Hit Points: 45 (6d10+12)
- Speed: walk 10 ft. swim 40 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 331
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
14 (+2) |
10 (+0) |
12 (+1) |
14 (+2) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Abyssal, Aquan, Giant, Primordial
Special Abilities
- Amphibious: The merrow can breathe air and water.
- Regeneration: The merrow regains 10 hit points at the beginning of each of its turns as long as it has at least 1 hit point.
- Innate Spellcasting: The mages innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: darkness, invisibility, 1/day: charm person
Actions
- Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage and the target is grappled (escape DC 14). Until this grapple ends the merrow can't attack a different creature with its claws.
- Harpoon: Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 14 Strength saving throw. On a failure the merrow pulls the target up to 20 feet toward the merrow.
Bonus Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, or 9 (2d4 + 4) piercing damage if the target is grappled.
- Mage Bolt (3/Day): The mage targets a creature within 30 feet. The target makes a DC 12 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save or half damage on a success.
- Shapeshift: The mage changes its form to that of a Medium merfolk or back into its true form. While shapeshifted, it can't use its Bite attack but its statistics are otherwise unchanged except for its size. It reverts to its true form if it dies.
- Darkness (2nd-Level; V: Magical darkness spreads from a point within 60 feet of the mage, filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
- Invisibility (2nd-Level; V: The mage is invisible for 1 hour or until it attacks, uses Mage Bolt, or casts a spell.
Mimic
Medium Monstrosity
- Armor Class: 12
- Hit Points: 52 (8d8+16)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 333
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
14 (+2) |
6 (-2) |
14 (+2) |
8 (-1) |
- Skills: stealth +4
- Condition Immunities: grappled, prone
- Senses: darkvision 60 ft., passive Perception 12
- Languages:
Special Abilities
- False Appearance: While the mimic is motionless, it is indistinguishable from an inanimate object.
- Sticky: A creature, object, or weapon that touches the mimic is stuck to the mimic. A creature can use an action to make a DC 14 Strength check, freeing itself or an object or creature within reach on a success. The effect also ends when the mimic chooses to end it or when the mimic dies.
- Telepathic Sense: A mimic telepathically senses the presence of humanoids within 120 feet and gains a mental image of any inanimate object desired by any of the creatures it senses. This ability is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.
- Water Soluble: If the mimic is splashed with at least 1 gallon of water, it assumes its true form and the DC to escape its Sticky trait is reduced to 10 until the end of its next turn.
Actions
- Multiattack: The mimic makes a bite attack and a pseudopod attack.
- Pseudopod: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage and the target is subjected to the mimics Sticky trait.
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature stuck to the mimic. Hit: 9 (2d4 + 4) piercing damage and the target is restrained until it is no longer stuck to the mimic. While a creature is restrained by the mimic the mimic can't bite a different creature.
- Swallow: The mimic makes a bite attack against a Medium or smaller creature restrained by it. If the attack hits and the mimic has not swallowed another creature the target is swallowed and no longer stuck to the mimic. A swallowed creature has total cover from attacks from outside the mimic is blinded and restrained and takes 5 (2d4) acid damage at the start of each of the mimics turns.
- If a swallowed creature deals 10 or more damage to the mimic in a single turn, or if the mimic dies, the target falls prone in an unoccupied space of its choice within 5 feet of the mimic and is no longer swallowed:
Bonus Actions
- Shapeshift: The mimic changes its form to resemble an inanimate object of its approximate size or changes into its true form, which is an amorphous blob. Objects it is carrying or stuck to are not transformed. While shapeshifted, its statistics are unchanged. It reverts to its true form if it dies.
Minotaur
Large Monstrosity
- Armor Class: 14
- Hit Points: 76 (9d10+27)
- Speed: walk 40 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 335
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
16 (+3) |
10 (+0) |
16 (+3) |
10 (+0) |
- Skills: perception +5
- Senses: darkvision 60 ft., passive Perception 18
- Languages: Abyssal, Undercommon
Special Abilities
- Labyrinthine Recall: The minotaur can perfectly recall any route it has traveled.
Actions
- Greataxe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. The minotaur can choose to make the attack with advantage. If it does so attacks against it have advantage until the start of its next turn.
- Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the minotaur moves at least 10 feet straight towards the target before the attack the attack deals an extra 9 (2d8) damage and the target makes a DC 16 Strength saving throw being pushed up to 10 feet away and falling prone on a failure.
Bonus Actions
- Roar of Triumph: If the minotaur reduced a living creature to 0 hit points since the end of its last turn, it roars and gains 10 (3d6) temporary hit points.
Minotaur Champion
Huge Monstrosity
- Armor Class: 19
- Hit Points: 262 (21d12+126)
- Speed: walk 50 ft.
- Challenge Rating: 16 (15,000 XP)
- Source: A5e Monstrous Menagerie page 335
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
10 (+0) |
22 (+6) |
10 (+0) |
16 (+3) |
14 (+2) |
- Saving Throws: Str +11, Dex +5, Con +11, Wis +8
- Skills: perception +8
- Senses: darkvision 120 ft., passive Perception 21
- Languages: Abyssal, Undercommon
Special Abilities
- Labyrinthine Recall: The minotaur can perfectly recall any route it has traveled.
- Magic Resistance: The minotaur has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The minotaur gores once and attacks twice with its greataxe.
- Gore: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage and the target makes a DC 19 Strength saving throw being pushed up to 5 feet away and falling prone on a failure. If the minotaur moves at least 10 feet straight towards the target before the attack the attack deals an extra 13 (3d8) damage.
- Greataxe: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
- Fire Breath (Recharge 5-6): The minotaur exhales fire in a 30-foot cone. Each creature in the area makes a DC 19 Dexterity saving throw taking 55 (10d10) fire damage on a failed save or half damage on a success.
Bonus Actions
- Roar of Triumph: If the minotaur reduced a living creature to 0 hit points since the end of its last turn, it roars and gains 35 (10d6) temporary hit points.
Minstrel
Medium Humanoid
- Armor Class: 15
- Hit Points: 32 (5d8+10)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 484
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
16 (+3) |
14 (+2) |
12 (+1) |
12 (+1) |
16 (+3) |
- Saving Throws: Dex +5, Cha +5
- Skills: deception +5, performance +5, persuasion +5
- Senses: passive Perception 11
- Languages: any three
Special Abilities
- Spellcasting: The minstrel is a 5th level spellcaster. Their spellcasting ability is Charisma (spell save DC 13
+5 to hit with spell attacks). They have the following bard spells prepared:
Cantrips (at will): light
mage hand
minor illusion
vicious mockery
1st-level (4 slots): charm person
disguise self
healing word
2nd-level (3 slots): enthrall
invisibility
shatter
3rd-level (2 slots): hypnotic pattern
major image
Actions
- Rapier: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
- Vicious Mockery (Cantrip; V): A creature within 60 feet that can hear the minstrel makes a DC 14 Wisdom saving throw. On a failure it takes 7 (2d6) psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn.
- Invisibility (2nd-Level; V, S, M, Concentration): The minstrel or a creature they touch is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell.
- Shatter (2nd-Level; V, S, M): An ear-splitting ringing sound fills a 10-foot-radius sphere emanating from a point the minstrel can see within 60 feet. Creatures in the area make a DC 14 Constitution saving throw taking 13 (3d8) thunder damage on a failed save or half damage on a success. A creature made of stone metal or other inorganic material has disadvantage on its saving throw. Unattended objects in the area also take the damage.
- Hypnotic Pattern (3rd-Level; S, M, Concentration): A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure the creature is charmed for 1 minute. While charmed the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.
Bonus Actions
- Martial Encouragement: Until the beginning of the minstrels next turn, one creature within 30 feet that can hear the minstrel deals an extra 3 (1d6) damage whenever it deals weapon damage.
- Healing Word (1st-Level; V): The minstrel or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The minstrel can't cast this spell and a 1st-level or higher spell on the same turn.
Mirage Monster
Huge Monstrosity
- Armor Class: 12
- Hit Points: 76 (9d12+18)
- Speed: walk 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 333
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
14 (+2) |
6 (-2) |
14 (+2) |
8 (-1) |
- Skills: stealth +4
- Condition Immunities: grappled, prone
- Senses: darkvision 60 ft., passive Perception 12
- Languages:
Special Abilities
- False Appearance: While the mimic is motionless, it is indistinguishable from an inanimate object.
- Sticky: A creature, object, or weapon that touches the mimic is stuck to the mimic. A creature can use an action to make a DC 14 Strength check, freeing itself or an object or creature within reach on a success. The effect also ends when the mimic chooses to end it or when the mimic dies.
- Telepathic Sense: A mimic telepathically senses the presence of humanoids within 120 feet and gains a mental image of any inanimate object desired by any of the creatures it senses. This ability is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.
- Water Soluble: If the mimic is splashed with at least 1 gallon of water, it assumes its true form and the DC to escape its Sticky trait is reduced to 10 until the end of its next turn.
- Legendary Resistance (1/Day): If the mirage monster fails a saving throw, it can choose to succeed instead. When it does so, it immediately shapeshifts into its true form if it has not already done so.
Actions
- Multiattack: The mimic makes a bite attack and a pseudopod attack.
- Pseudopod: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage and the target is subjected to the mimics Sticky trait.
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature stuck to the mimic. Hit: 9 (2d4 + 4) piercing damage and the target is restrained until it is no longer stuck to the mimic. While a creature is restrained by the mimic the mimic can't bite a different creature.
- Swallow: The mimic makes a bite attack against a Medium or smaller creature restrained by it. If the attack hits and the mimic has not swallowed another creature the target is swallowed and no longer stuck to the mimic. A swallowed creature has total cover from attacks from outside the mimic is blinded and restrained and takes 5 (2d4) acid damage at the start of each of the mimics turns.
- If a swallowed creature deals 10 or more damage to the mimic in a single turn, or if the mimic dies, the target falls prone in an unoccupied space of its choice within 5 feet of the mimic and is no longer swallowed:
Bonus Actions
- Shapeshift: The mimic changes its form to resemble an inanimate object of its approximate size or changes into its true form, which is an amorphous blob. Objects it is carrying or stuck to are not transformed. While shapeshifted, its statistics are unchanged. It reverts to its true form if it dies.
Legendary Actions
- The mirage monster can take 2 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Grasping Pseudopod: The mirage monster makes a pseudopod attack with a range of 15 feet. On a hit, the target makes a DC 14 Strength saving throw. On a failure, the target is pulled up to 15 feet towards the mirage monster.
- Bite (Costs 2 Actions): The mirage monster attacks with its bite.
Miremuck Goblin King
Medium Humanoid
- Armor Class: 15
- Hit Points: 62 (8d8+16)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page None
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
16 (+3) |
10 (+0) |
12 (+1) |
8 (-1) |
18 (+4) |
- Skills: stealth +7, persuasion +8, deception +8
- Senses: darkvision 60 ft., passive Perception 9
- Languages: Common, Goblin
Special Abilities
- Death Transformation: When a goblin king is slain,whichever goblin killed them will suddenly transforminto a new goblin king (or queen), their stats replacedwith the goblin kings stats. All surrounding goblinsare inclined thereafter to obey the new goblin king.If a goblin king is slain by a non-goblinoid creature,whichever goblin volunteers for the position first isthe one transformed. Goblins are extremely hesitantto do such a thing, as responsibility and stewardshipare such hard work.
Actions
- Rapier: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 1) piercing damage.
- Charm Person (1/day): Once per day the goblin king can castcharm personas a 3rd-level spell allowing him tocharm three creatures within 60 feet. The goblinkings spell save DC is 14.
Reactions
- Parry: The goblin king adds 2 to his AC against onemelee attack that would hit him. To do this the goblinking must see the attacker and be wielding a meleeweapon.
Mountain Dwarf Defender
Medium Humanoid
- Armor Class: 20
- Hit Points: 52 (8d8+16)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 477
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
14 (+2) |
- Saving Throws: Str +5, Con +4, Wis +2
- Skills: athletics +5, history +0, perception +2
- Senses: passive Perception 12
- Languages: any two
Special Abilities
- Brave: The knight has advantage on saving throws against being frightened.
- Steadfast: When a defender would be pushed, pulled, or knocked prone, they are not knocked prone, and the distance of any push or pull is reduced by 10 feet.
Actions
- Multiattack: The defender attacks twice with their warhammer.
- Warhammer: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
- Lance (Mounted Only): Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack they deal an extra 6 (1d12) piercing damage and the target makes a DC 13 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet.
- Heavy Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
- Knightly Inspiration (1/Day): The knight inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time and the knight cannot target themselves.
Mountain Dwarf Lord
Medium Humanoid
- Armor Class: 20
- Hit Points: 171 (18d8+90)
- Speed: walk 30 ft.
- Challenge Rating: 14 (11,500 XP)
- Source: A5e Monstrous Menagerie page 477
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
12 (+1) |
20 (+5) |
12 (+1) |
12 (+1) |
16 (+3) |
- Saving Throws: Con +10, Wis +6
- Skills: athletics +10, history +6, perception +6
- Condition Immunities: frightened
- Senses: passive Perception 18
- Languages: any two
Special Abilities
- Magic Resistance: The knight captain has advantage on saving throws against spells and magical effects.
- Superior Heavy Armor Master: While wearing heavy armor, the knight captain reduces bludgeoning, piercing, or slashing damage they take from nonmagical weapons by 5.
Actions
- Multiattack: The mountain dwarf lord attacks four times with their battleaxe.
- Battleaxe: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.
- Composite Longbow: Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
- Command the Attack (1/Day): The knight captain issues a command to all nonhostile creatures within 30 feet. Creatures who can see or hear the knight captain can use their reaction to make a single weapon attack with advantage.
- Knightly Inspiration (1/Day): The knight captain inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time and the knight captain cannot target themselves.
Reactions
- Shield Block: When a creature attacks the mountain dwarf lord or a target within 5 feet, the mountain dwarf lord imposes disadvantage on that attack. To do so, the mountain dwarf lord must see the attacker and be wielding a shield.
Mountain Dwarf Soldier
Medium Humanoid
- Armor Class: 16
- Hit Points: 19 (3d8+6)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 493
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
- Saving Throws: Str +4, Con +4
- Skills: perception +2, survival +2
- Senses: passive Perception 12
- Languages: any one
Actions
- Handaxe: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage or 9 (2d6 + 2) slashing damage if within 5 feet of an ally that is not incapacitated.
- Heavy Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Bonus Actions
- Tactical Movement: Until the end of the soldiers turn, their Speed is halved and their movement doesnt provoke opportunity attacks.
Mule
Medium Beast
- Armor Class: 10
- Hit Points: 11 (2d8+2)
- Speed: walk 40 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 455
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
10 (+0) |
12 (+1) |
2 (-4) |
10 (+0) |
4 (-3) |
- Saving Throws: Str +3
- Skills:
- Senses: passive Perception 10
- Languages:
Special Abilities
- Beast of Burden: The mule is considered Large when calculating its carrying capacity.
Actions
- Hooves: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.
Mummy
Medium Undead
- Armor Class: 11
- Hit Points: 67 (9d8+27)
- Speed: walk 20 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 338
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
8 (-1) |
16 (+3) |
10 (+0) |
10 (+0) |
12 (+1) |
- Saving Throws: Wis +2
- Skills:
- Damage Immunities: necrotic, poison
- Damage Resistances: damage from nonmagical weapons
- Condition Immunities: charmed, fatigue, frightened, paralyzed, poisoned
- Senses: darkvision 60 ft., passive Perception 10
- Languages: the languages it knew in life
Special Abilities
- Flammable: After taking fire damage, the mummy catches fire and takes 5 (1d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can use an action to extinguish this fire.
- Curse: Mummy Rot: A mummys touch inflicts a dreadful curse called mummy rot. A cursed creature can't regain hit points, and its hit point maximum decreases by an amount equal to the creatures total number of Hit Dice for every 24 hours that elapse. If this curse reduces the targets hit point maximum to 0, the target dies and crumbles to dust. Remove curse and similar magic ends the curse.
Actions
- Multiattack: The mummy uses Dreadful Glare and then attacks with its rotting fist.
- Dreadful Glare (Gaze): The mummy targets a creature within 60 feet. The target makes a DC 11 Wisdom saving throw. On a failure it is magically frightened until the end of the mummys next turn. If the target fails the save by 5 or more it is paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of mummies (but not mummy lords) for 24 hours.
- Rotting Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature it makes a DC 13 Constitution saving throw. On a failure it is cursed with Mummy Rot.
Mummy Lord
Medium Undead
- Armor Class: 17
- Hit Points: 221 (26d8+104)
- Speed: walk 30 ft.
- Challenge Rating: 15 (13,000 XP)
- Source: A5e Monstrous Menagerie page 339
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
18 (+4) |
12 (+1) |
18 (+4) |
16 (+3) |
- Saving Throws: Con +9, Int +6, Wis +9, Cha +8
- Skills: history +6, religion +6
- Damage Immunities: necrotic, poison; damage from nonmagical weapons
- Condition Immunities: charmed, fatigue, frightened, paralyzed, poisoned
- Senses: darkvision 60 ft., passive Perception 14
- Languages: the languages it knew in life
Special Abilities
- Curse: Mummy Rot: A mummys touch inflicts a dreadful curse called mummy rot. A cursed creature can't regain hit points, and its hit point maximum decreases by an amount equal to the creatures total number of Hit Dice for every 24 hours that elapse. If this curse reduces the targets hit point maximum to 0, the target dies and crumbles to dust. Remove curse and similar magic ends the curse.
- Flammable: After taking fire damage, the mummy lord catches fire and takes 11 (2d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can use an action or legendary action to extinguish this fire.
- Legendary Resistance (1/Day): If the mummy lord fails a saving throw while wearing its scarab amulet, it can choose to succeed instead. When it does so, the scarab amulet shatters. The mummy lord can create a new amulet when it finishes a long rest.
- Magic Resistance: The mummy lord has advantage on saving throws against spells and magical effects.
- Rejuvenation: If its heart is intact, a destroyed mummy lord gains a new body in 1d4 days, regaining all its hit points. The new body forms within 10 feet of the heart.
- Spellcasting: The mummy lord is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17
+9 to hit with spell attacks). The mummy lord has the following cleric spells prepared
which it can cast without material components:
Cantrips (at will): guidance
thaumaturgy
1st-level (4 slots): create or destroy water
detect magic
2nd-level (3 slots): augury
gentle repose
3rd-level (3 slots): animate dead
dispel magic
4th-level (3 slots): divination
guardian of faith
5th-level (2 slots): contagion
6th-level (1 slot): harm
Actions
- Multiattack: The mummy lord uses Dreadful Glare and then attacks with its rotting fist.
- Dreadful Glare (Gaze): The mummy lord targets a creature within 60 feet. The target makes a DC 16 Wisdom saving throw. On a failure it is magically frightened until the end of the mummy lords next turn. If the target fails the save by 5 or more it is paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of mummies and mummy lords for 24 hours.
- Rotting Fist: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature it makes a DC 17 Constitution saving throw. On a failure it is cursed with Mummy Rot.
- Dispel Magic (3rd-Level; V, S): The mummy lord scours the magic from one creature object or magical effect it can see within 120 feet. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot the mummy lord makes a Wisdom ability check (DC 10 + the spells level) for each one ending the effect on a success.
- Guardian of Faith (4th-Level; V): A Large indistinct spectral guardian appears within an unoccupied space within 30 feet and remains for 8 hours. Creatures of the mummy lords choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC 17 Dexterity saving throw taking 20 radiant or necrotic damage (mummy lords choice) on a failed save or half damage on a success. The spell ends when the guardian has dealt 60 total damage.
- Contagion (5th-Level; V, S): Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: The target contracts a flesh-rotting disease. It has disadvantage on Charisma ability checks and becomes vulnerable to all damage. The target makes a DC 17 Constitution saving throw at the end of each of its turns. After 3 failures the target stops making saving throws and the disease lasts for 7 days. After 3 successes the effect ends.
- Harm (6th-Level; V, S): The mummy lord targets a creature within 60 feet. The target makes a DC 17 Constitution saving throw. On a failure the creature is diseased taking 49 (14d6) necrotic damage. Its hit point maximum is reduced by the same amount for 1 hour or until the effect is removed with a spell that removes diseases. On a successful save the creature takes half the damage. The spells damage can't reduce a target to less than 1 hit point.
Reactions
- Blasphemous Counterspell: When the mummy lord is targeted by a spell using a 4th-level or lower spell slot, the attacker makes a DC 16 Constitution saving throw. On a failure, the spell is wasted, and the caster takes 3 (1d6) necrotic damage per level of the spell slot.
Legendary Actions
- The mummy lord can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Channel Negative Energy: A 60-foot-radius aura of magical negative energy surrounds the mummy lord until the end of its next turn, spreading around corners. Creatures in the aura can't regain hit points.
- Whirlwind of Sand: The mummy lord, along with its equipment, magically transforms into a whirlwind of sand and moves up to 60 feet without provoking opportunity attacks, and then reverts to its normal form.
- Attack (Costs 2 Actions): The mummy lord uses Dreadful Glare or attacks with its rotting fist.
- Blasphemous Word (Costs 2 Actions): Each non-undead creature within 10 feet of the mummy lord that can hear its magical imprecation makes a DC 16 Constitution saving throw. On a failure, a creature is stunned until the end of the mummy lords next turn.
- Dispel Magic (Costs 2 Actions): The mummy lord casts dispel magic.
Murmuring Worm
Huge Aberration
- Armor Class: 16
- Hit Points: 195 (17d12+85)
- Speed: walk 40 ft. burrow 20 ft. climb 40 ft. swim 40 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: A5e Monstrous Menagerie page 245
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
12 (+1) |
20 (+5) |
8 (-1) |
14 (+2) |
18 (+4) |
- Skills:
- Damage Immunities: psychic
- Condition Immunities: prone
- Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 12
- Languages:
Special Abilities
- Amphibious: The worm can breathe air and water.
- Locate Mind: The worm is aware of the location and relative intelligence of all creatures with Intelligence scores greater than 3 within 500 feet.
- Maddening Murmurs: The worm babbles constantly. A non-aberrant creature that starts its turn within 30 feet and can hear its murmurs makes a DC 14 Intelligence saving throw. On a failure, the creature takes 10 (3d6) psychic damage and is confused until the start of its next turn.
Actions
- Multiattack: The worm constricts once and attacks once with its bite.
- Constrict: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) bludgeoning damage. The target is grappled (escape DC 17) and restrained while grappled.
- Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) piercing damage. If the target is killed by this attack the worm eats its head.
Bonus Actions
- Mental Summons: One creature with an Intelligence score greater than 3 within 120 feet makes a DC 16 Wisdom saving throw. On a failure, it uses its reaction to move up to its Speed towards the worm by the shortest route possible, avoiding hazards but not opportunity attacks. This is a magical charm effect.
Naiad
Medium Fey
- Armor Class: 15
- Hit Points: 22 (5d8)
- Speed: walk 30 ft. swim 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 189
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
10 (+0) |
12 (+1) |
16 (+3) |
18 (+4) |
- Skills: nature +3, perception +5, stealth +3, survival +5
- Damage Vulnerabilities: fire
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Elvish, Sylvan
Special Abilities
- Magic Resistance: The naiad has advantage on saving throws against spells and magical effects.
- Speak with Nature: The naiad can communicate with beasts and plants.
- Amphibious: The naiad can breathe air and water.
Actions
- Watery Grasp: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage and the target is grappled (escape DC 12). While grappling a creature this way the naiad can't use Watery Grasp on a different target and can swim at full speed.
Nalfeshnee
Large Fiend
- Armor Class: 18
- Hit Points: 184 (16d10+96)
- Speed: walk 20 ft. fly 30 ft.
- Challenge Rating: 13 (10,000 XP)
- Source: A5e Monstrous Menagerie page 72
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
16 (+3) |
22 (+6) |
20 (+5) |
16 (+3) |
16 (+3) |
- Saving Throws: Str +10, Con +11, Int +10, Wis +8, Cha +8
- Skills:
- Damage Immunities: poison
- Damage Resistances: cold, fire, lightning; damage from nonmagical weapons
- Condition Immunities: poisoned
- Senses: truesight 120 ft., passive Perception 13
- Languages: Abyssal, telepathy 120 ft.
Special Abilities
- Chaotic Evil: The nalfeshnee radiates a Chaotic and Evil aura.
- Magic Resistance: The nalfeshnee has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The nalfeshnee makes a bite attack and a claws attack.
- Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (5d10 + 5) piercing damage. If it uses its bite on a dead non-demon creature it regains 27 (5d10) hit points and recharges its Horror Nimbus. It may gain this benefit only once per creature.
- Claws: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 31 (4d12 + 5) slashing damage.
- Chaos Blast: Beams of multicolored light arc through a 15-foot-radius sphere centered on a point within 90 feet. Each creature in the area that does not have a Chaotic alignment makes a DC 16 Wisdom saving throw taking 52 (8d12) force damage on a failure or half damage on a success.
Bonus Actions
- Horror Nimbus (1/Day): The nalfeshnee glows with an unholy, multicolored radiance. Each creature within 15 feet of the nalfeshnee that can see it makes a DC 16 Wisdom saving throw. On a failure, a creature is frightened for 1minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Teleport: The nalfeshnee magically teleports up to 120 feet to an unoccupied space it can see.
Necromancer
Medium Humanoid
- Armor Class: 12
- Hit Points: 67 (9d8+27)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 483
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
16 (+3) |
16 (+3) |
12 (+1) |
10 (+0) |
- Saving Throws: Int +6, Wis +4
- Skills: arcana +6, history +6, investigation +6, perception +4
- Senses: passive Perception 14
- Languages: any three
Special Abilities
- Spellcasting: The mage is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14
+6 to hit with spell attacks). They have the following wizard spells prepared:
Cantrips (at will): fire bolt
light
mage hand
prestidigitation
1st-level (4 slots): detect magic
identify
mage armor
shield
2nd-level (3 slots): alter self
misty step
3rd-level (3 slots): animate dead
counterspell
fireball
4th-level (3 slots): dimension door
greater invisibility
5th-level (1 slot): cone of cold
Actions
- Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Fire Bolt (Cantrip; V, S): Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
- Fireball (3rd-Level; V, S, M): Fire streaks from the mage to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.
- Dimension Door (4th-Level; V): The mage teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space it takes 14 (4d6) force damage and the spell fails.
- Greater Invisibility (4th-Level; V, S, Concentration): The mage or a creature they touch is invisible for 1 minute.
- Cone of Cold (5th-Level; V, S, M): Frost blasts from the mage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw taking 36 (8d8) cold damage on a failure or half damage on a success.
Bonus Actions
- Misty Step (2nd-Level; V): The mage teleports to an unoccupied space they can see within 30 feet. The mage can't cast this spell and a 1st-level or higher spell on the same turn.
Reactions
- Counterspell (3rd-Level; S): When a creature the mage can see within 60 feet casts a spell, the mage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the mage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell.
- Shield (1st-Level; V: When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.
Night Hag
Medium Fey
- Armor Class: 17
- Hit Points: 105 (14d8+42)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 270
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
16 (+3) |
16 (+3) |
14 (+2) |
16 (+3) |
- Saving Throws: Con +6, Wis +5
- Skills: arcana +6, deception +6, insight +5, perception +5, stealth +5
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Abyssal, Common, Infernal
Special Abilities
- Curse: A creature touched by the hags claws is magically cursed for 30 days. While under this curse, the target has disadvantage on attack rolls made against the hag.
- Evil: The hag radiates an Evil aura.
- Magic Resistance: The hag has advantage on saving throws against spells and magical effects.
Actions
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage and the target is subject to the hags Curse trait.
- Sleep Touch: Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target falls asleep for 4 hours or until it takes damage or is shaken awake. Once the hag successfully hits a target it can't make this attack again until it finishes a long rest.
- Shapeshift: The hag magically polymorphs into a Small or Medium humanoid. Equipment it is carrying isnt transformed. It retains its claws in any form. It has no true form and remains in its current form when it dies.
- Planar Travel (3/Day): The hag magically enters the Ethereal Plane from the Material Plane or vice versa. Alternatively the hag is magically transported to the Material Plane Hell or the Abyss arriving within 10 miles of its desired destination.
- Nightmare Haunting (1/Day): While on the Ethereal Plane the hag magically touches a sleeping creature that is under the night hags Curse and is not protected by a magic circle or protection from evil and good spell or similar magic. As long as the touch persists the target has terrible nightmares. If the nightmares last for 1 hour the target gains no benefit from the rest and its hit point maximum is reduced by 5 (1d10) until the curse ends. If this effect reduces the targets hit points maximum to 0 the target dies and the hag captures its soul. The reduction to the targets hit point maximum lasts until removed by greater restoration or similar magic.
Nightmare
Large Fiend
- Armor Class: 13
- Hit Points: 68 (8d10+24)
- Speed: walk 60 ft. fly 90 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 344
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
16 (+3) |
10 (+0) |
12 (+1) |
14 (+2) |
- Skills:
- Damage Immunities: fire
- Senses: passive Perception 11
- Languages: understands Abyssal, Common, and Infernal but can't speak
Special Abilities
- Evil: The nightmare radiates an Evil aura.
- Fiery Hooves: The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The nightmare leaves charred hoofprints.
- Fire Resistance: The nightmare can grant fire resistance to a rider.
Actions
- Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. If the horse moves at least 20 feet straight towards the target before the attack the target makes a DC 14 Strength saving throw falling prone on a failure. The nightmare can move through the space of a prone creature as long as it does not end its turn there.
- Ethereal Shift (Recharge 5-6): The nightmare and a rider magically pass from the Ethereal Plane to the Material Plane or vice versa.
Nilbog
Small Humanoid
- Armor Class: 14
- Hit Points: 14 (4d6)
- Speed: walk 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page None
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
8 (-1) |
10 (+0) |
12 (+1) |
14 (+2) |
10 (+0) |
- Skills: stealth +3
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common, Goblin
Special Abilities
- Opposite Nature: Normal damage heals the nilbogfor the amount done. Nilbogs can only be harmed/damaged by healing magic. Their skin resists all otherforms of harm. Potions of healing deal acid damage toa nilbog equal to the amount of hit points they wouldnormally heal, and spells that restore hit pointsinstead deal necrotic damage.
Actions
- Rat flail: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (3d4 + 1) bludgeoning or piercing damage.
- Fetid sling: Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3(1d6) bludgeoning damage and the target must make a DC 14 Constitutionsaving throw. On a failure the target is poisoned for 1minute.
Bonus Actions
- Nimble Escape: The goblin takes the Disengage or Hide action.
Noble
Medium Humanoid
- Armor Class: 15
- Hit Points: 13 (3d8)
- Speed: walk 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 485
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
12 (+1) |
10 (+0) |
10 (+0) |
12 (+1) |
14 (+2) |
- Skills: deception +4, history +2, insight +3, intimidation +4, performance +4, persuasion +4
- Senses: passive Perception 11
- Languages: any two
Actions
- Rapier: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Reactions
- Parry: If the noble is wielding a melee weapon and can see their attacker, they add 2 to their AC against one melee attack that would hit them.
Ochre Jelly
Large Ooze
- Armor Class: 8
- Hit Points: 45 (6d10+12)
- Speed: walk 15 ft. climb 15 ft. swim 15 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 352
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
6 (-2) |
14 (+2) |
1 (-5) |
6 (-2) |
1 (-5) |
- Skills:
- Damage Immunities: acid, lightning, slashing
- Condition Immunities: blinded, charmed, deafened, fatigue, frightened, prone
- Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages:
Special Abilities
- Amorphous: The jelly can pass through an opening as narrow as 1 inch wide without squeezing.
- Spider Climb: The jelly can use its climb speed even on difficult surfaces and upside down on ceilings.
- Sunlight Sensitivity: While in sunlight, the jelly has disadvantage on attack rolls.
- Ooze Nature: An ooze doesnt require air or sleep.
Actions
- Pseudopod: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage and the target is grappled (escape DC 12). A grappled target takes 3 (1d6) acid damage at the start of each of the jellys turns.
Reactions
- Split: When a Medium or larger jelly with at least 10 hit points is subjected to lightning or slashing damage, it splits into two jellies that are each one size smaller, freeing any grappled targets. Each new jelly has half the originals hit points (rounded down).
Octopus
Tiny Beast
- Armor Class: 12
- Hit Points: 3 (1d6)
- Speed: walk 5 ft. swim 30 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 455
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 4 (-3) |
14 (+2) |
10 (+0) |
3 (-4) |
10 (+0) |
4 (-3) |
- Skills: stealth +4
- Senses: darkvision 30 ft., passive Perception 10
- Languages:
Special Abilities
- Camouflage: The octopus has advantage on Stealth checks.
- Water Breathing: The octopus breathes water and can hold its breath for 30 minutes while in air.
Actions
- Tentacles: Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 1 bludgeoning damage. If the target is a creature it is grappled (escape DC 10). Until this grapple ends the target is restrained and the octopus can't attack a different target with its tentacles.
Bonus Actions
- Ink Cloud (1/Day): If underwater, the octopus exudes a cloud of ink in a 5-foot-radius sphere, extending around corners. The area is heavily obscured for 1 minute unless dispersed by a strong current.
Ogre
Large Giant
- Armor Class: 12
- Hit Points: 59 (7d10+21)
- Speed: walk 40 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 346
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 19 (+4) |
8 (-1) |
16 (+3) |
10 (+0) |
10 (+0) |
8 (-1) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Common, Giant
Actions
- Greatclub: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and if the target is a Medium or smaller creature it makes a DC 14 Strength saving throw falling prone on a failure.
- Sweeping Strike: Melee Weapon Attack: +6 to hit, reach 5 ft. all creatures within 5 feet. Hit: 8 (1d8 + 4) bludgeoning damage and if the target is a Medium or smaller creature it makes a DC 14 Strength saving throw. On a failure it is pushed 10 feet away from the ogre.
- Javelin: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Ogre Flesh Heap
Large Undead
- Armor Class: 11
- Hit Points: 59 (7d10+28)
- Speed: walk 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 436
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
6 (-2) |
18 (+4) |
3 (-4) |
8 (-1) |
4 (-3) |
- Skills:
- Damage Immunities: poison
- Condition Immunities: fatigue, poisoned
- Senses: darkvision 60 ft., passive Perception 8
- Languages: understands Giant but can't speak
Special Abilities
- Undead Fortitude (1/Day): If the zombie is reduced to 0 hit points by damage that isnt radiant or from a critical hit, its instead reduced to 1 hit point, falls prone, and is stunned until the end of its next turn, appearing to be dead.
- Undead Nature: A zombie doesnt require air, sustenance, or sleep.
Actions
- Greatclub: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and if the target is a Medium or smaller creature it makes a DC 14 Strength saving throw falling prone on a failure.
- Sweeping Strike: Melee Weapon Attack: +6 to hit, reach 5 ft. all creatures within 5 feet. Hit: 8 (1d8 + 4) bludgeoning damage and if the target is a Medium or smaller creature it makes a DC 14 Strength saving throw. On a failure it is pushed 10 feet away from the ogre.
- Grab: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target is grappled if its Medium or smaller (escape DC 14) and until the grapple ends the zombie can't grab another target.
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target grappled by a zombie. Hit: 15 (2d10 + 4) piercing damage and the zombie regains hit points equal to the damage dealt
Reactions
- Bodyblock: If the ogre flesh heap is grappling a creature when it is hit with a weapon attack by a creature it can see, it uses the creature as a shield, adding 2 to its AC against the attack. If this causes the attack to miss, the attack hits the grappled creature instead.
- Corpulent Expulsion (Recharge 6: When it takes damage, the ogre flesh heaps belly splits and releases a torrent of caustic gore in a 30-foot cone. Creatures in this area make a DC 14 Dexterity saving throw, taking 14 (4d6) acid damage on a failure and half damage on a success. The flesh heap then takes 10 (3d6) acid damage.
Ogre Mage
Large Giant
- Armor Class: 16
- Hit Points: 102 (12d10+36)
- Speed: walk 30 ft. fly 30 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 348
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
16 (+3) |
14 (+2) |
12 (+1) |
16 (+3) |
- Skills: arcana +5, deception +6, perception +4, stealth +3
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Common, Giant
Special Abilities
- Innate Spellcasting: The ogres innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: darkness, invisibility, 1/day: charm person, cone of cold, gaseous form, hold person
Actions
- Multiattack: The ogre makes two melee attacks.
- Claw (Ogre Mage Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
- Iron Club: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage or 10 (1d12 + 4) bludgeoning damage in Small or Medium form. When the ogre hits or touches a target with its club it can end any spell on the target that was cast with a 3rd-level or lower spell slot.
- Read Scroll (1/Day): The ogre casts a spell from a magical scroll without expending the scrolls magic.
- Darkness (2nd-Level; V, S, Concentration): Magical darkness spreads from a point within 30 feet of the ogre filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it.
- Hold Person (2nd-Level; V, S, Concentration): One humanoid the ogre can see within 60 feet makes a DC 14 Wisdom saving throw. On a failure the target is paralyzed for 1 minute repeating the saving throw at the end of each of its turns ending the effect on a success.
- Invisibility (2nd-Level; V, S, Concentration): The ogre is invisible for 1 hour. The spell ends if the ogre attacks or casts a spell.
- Gaseous Form (3rd-Level; V, S, Concentration): The ogre and its gear becomes a hovering cloud of gas for 1 hour. Its Speed is 0 and its fly speed is 30. It can't attack use or drop objects talk or cast spells. It can enter another creatures space and pass through small holes and cracks but can't pass through liquid. It is resistant to nonmagical damage has advantage on Strength Dexterity and Constitution saving throws and can't fall.
- Cone of Cold (5th-Level; V, S): Frost blasts from the ogre in a 60-foot cone. Each creature in the area makes a DC 14 Constitution saving throw taking 36 (8d8) cold damage on a failure or half damage on a success.
Bonus Actions
- Shapeshift: The ogre changes its form into a Small or Medium humanoid, or back into its true form, which is a Large giant. Other than its size, its statistics are the same in each form. Its iron club, armor, and clothing change size with it. It reverts to its true form when it dies.
Ogre Zombie
Large Undead
- Armor Class: 11
- Hit Points: 59 (7d10+28)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 436
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
6 (-2) |
18 (+4) |
3 (-4) |
8 (-1) |
4 (-3) |
- Skills:
- Damage Immunities: poison
- Condition Immunities: fatigue, poisoned
- Senses: darkvision 60 ft., passive Perception 8
- Languages: understands Giant but can't speak
Special Abilities
- Undead Fortitude (1/Day): If the zombie is reduced to 0 hit points by damage that isnt radiant or from a critical hit, its instead reduced to 1 hit point, falls prone, and is stunned until the end of its next turn, appearing to be dead.
- Undead Nature: A zombie doesnt require air, sustenance, or sleep.
Actions
- Greatclub: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and if the target is a Medium or smaller creature it makes a DC 14 Strength saving throw falling prone on a failure.
- Sweeping Strike: Melee Weapon Attack: +6 to hit, reach 5 ft. all creatures within 5 feet. Hit: 8 (1d8 + 4) bludgeoning damage and if the target is a Medium or smaller creature it makes a DC 14 Strength saving throw. On a failure it is pushed 10 feet away from the ogre.
- Grab: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target is grappled if its Medium or smaller (escape DC 14) and until the grapple ends the zombie can't grab another target.
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target grappled by a zombie. Hit: 15 (2d10 + 4) piercing damage and the zombie regains hit points equal to the damage dealt.
Ogrekin
Medium Humanoid
- Armor Class: 11
- Hit Points: 32 (5d8+10)
- Speed: walk 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 347
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: athletics +5, perception +2, survival +2
- Senses: darkvision 30 ft., passive Perception 12
- Languages: Common, Giant
Special Abilities
- Giant Build: The ogrekin counts as one size larger when determining carrying capacity and the weight it can push, drag, or lift. Its melee and thrown weapons deal an extra die of damage on a hit (included below).
Actions
- Battleaxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
- Handaxe: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Orcish Wildling Minstrel
Medium Humanoid
- Armor Class: 15
- Hit Points: 32 (5d8+10)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 484
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
16 (+3) |
14 (+2) |
12 (+1) |
12 (+1) |
16 (+3) |
- Saving Throws: Dex +5, Cha +5
- Skills: deception +5, performance +5, persuasion +5, history +3, nature +3, survival +3
- Senses: passive Perception 11
- Languages: any three
Special Abilities
- Legend lore: Once every 30 days, the orcish wilding minstrel can innately cast legend lore with no material component.
- Spellcasting: The minstrel is a 5th level spellcaster. Their spellcasting ability is Charisma (spell save DC 13
+5 to hit with spell attacks). They have the following bard spells prepared:
Cantrips (at will): light
mage hand
minor illusion
vicious mockery
1st-level (4 slots): charm person
disguise self
healing word
2nd-level (3 slots): enthrall
invisibility
shatter
3rd-level (2 slots): hypnotic pattern
major image
Actions
- Rapier: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
- Vicious Mockery (Cantrip; V): A creature within 60 feet that can hear the minstrel makes a DC 14 Wisdom saving throw. On a failure it takes 7 (2d6) psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn.
- Invisibility (2nd-Level; V, S, M, Concentration): The minstrel or a creature they touch is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell.
- Shatter (2nd-Level; V, S, M): An ear-splitting ringing sound fills a 10-foot-radius sphere emanating from a point the minstrel can see within 60 feet. Creatures in the area make a DC 14 Constitution saving throw taking 13 (3d8) thunder damage on a failed save or half damage on a success. A creature made of stone metal or other inorganic material has disadvantage on its saving throw. Unattended objects in the area also take the damage.
- Hypnotic Pattern (3rd-Level; S, M, Concentration): A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure the creature is charmed for 1 minute. While charmed the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.
Bonus Actions
- Martial Encouragement: Until the beginning of the minstrels next turn, one creature within 30 feet that can hear the minstrel deals an extra 3 (1d6) damage whenever it deals weapon damage.
- Healing Word (1st-Level; V): The minstrel or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The minstrel can't cast this spell and a 1st-level or higher spell on the same turn.
- Many orc tribes use song to preserve a communal memory of history: Minstrels are the keepers of the tribes wisdom and identity.
Ork Urk
Medium Humanoid
- Armor Class: 13
- Hit Points: 45 (6d8+18)
- Speed: walk 40 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 497
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
10 (+0) |
16 (+3) |
10 (+0) |
10 (+0) |
12 (+1) |
- Saving Throws: Str +4, Dex +2, Con +5
- Skills: athletics +4, intimidation +3, perception +2, survival +2
- Senses: passive Perception 12
- Languages: any one
Special Abilities
- Bloodied Frenzy: While the berserker is bloodied, they make all attacks with advantage and all attacks against them are made with advantage.
- Unarmored Defense: The berserkers AC equals 10 + their Dexterity modifier + their Constitution modifier.
Actions
- Multiattack: The berserker attacks twice.
- Greataxe: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage.
- Handaxe: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
- Aggressive Charge: The urk moves up to their Speed towards an enemy they can see or hear.
- Warriors who fight on the front lines of an orc war horde gain a special title: urk, meaning doomed: Other orc warriors treat urks with the deference due the sacred nature of their rage and sacrifice.
Otyugh
Large Aberration
- Armor Class: 14
- Hit Points: 110 (13d10+39)
- Speed: walk 30 ft. swim 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 354
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
10 (+0) |
16 (+3) |
6 (-2) |
14 (+2) |
5 (-3) |
- Saving Throws: Str +6, Con +6
- Skills:
- Senses: darkvision 120 ft., passive Perception 12
- Languages: telepathy 120 ft. (can transmit but not receive thoughts and images)
Actions
- Multiattack: The otyugh makes two tentacle attacks.
- Tentacle: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is a Medium or smaller creature it is grappled (escape DC 14) and restrained until the grapple ends. The otyugh has two tentacles each of which can grapple one target and can't attack a different target while doing so.
- Tentacle Slam: The otyugh slams any creatures it is grappling into a hard surface or into each other. Each creature makes a DC 14 Strength saving throw. On a failure the target takes 10 (2d6 + 3) bludgeoning damage is stunned until the end of the otyughs next turn and is pulled up to 5 feet towards the otyugh. On a success the target takes half damage.
Bonus Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it makes a DC 14 Constitution saving throw. On a failure, the target contracts a disease. While diseased, the target is poisoned. The target repeats the saving throw every 24 hours, reducing its hit point maximum by 5 (1d10) on a failure (to a minimum of 1 hit point) and becoming cured on a success. The reduction in hit points lasts until the disease is cured.
- Swallow: If the otyugh has no other creature in its stomach, the otyugh bites a Medium or smaller creature that is stunned. On a hit, the creature is swallowed. A swallowed creature has total cover from attacks from outside the otyugh, is blinded and restrained, and takes 10 (3d6) acid damage at the start of each of the otyughs turns.
- If a swallowed creature deals 15 or more damage to the otyugh in a single turn:
Owl
Tiny Beast
- Armor Class: 11
- Hit Points: 1 (1d4-1)
- Speed: walk 5 ft. fly 60 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 455
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
12 (+1) |
8 (-1) |
2 (-4) |
12 (+1) |
6 (-2) |
- Skills: perception +3, stealth +3
- Senses: darkvision 120 ft., passive Perception 13
- Languages:
Special Abilities
- Flyby: The owl doesnt provoke opportunity attacks when it flies out of a creatures reach.
- Keen Hearing and Sight: The owl has advantage on Perception checks that rely on hearing and sight.
Actions
- Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage. If this damage would reduce a Small or larger target to 0 hit points the target takes no damage from this attack.
Owlbear
Large Monstrosity
- Armor Class: 13
- Hit Points: 59 (7d10+21)
- Speed: walk 40 ft. climb 20 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 356
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
16 (+3) |
3 (-4) |
12 (+1) |
5 (-3) |
- Skills: perception +3, stealth +3
- Senses: darkvision 60 ft., passive Perception 13
- Languages:
Special Abilities
- Keen Sight and Smell: The owlbear has advantage on Perception checks that rely on sight or smell.
Actions
- Multiattack: The owlbear attacks with its beak and claws.
- Beak: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
- Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Owlbear Recluse
Large Monstrosity
- Armor Class: 13
- Hit Points: 119 (14d10+42)
- Speed: walk 40 ft. climb 20 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 356
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
16 (+3) |
3 (-4) |
12 (+1) |
5 (-3) |
- Skills: perception +3, stealth +3
- Senses: darkvision 60 ft., passive Perception 13
- Languages:
Special Abilities
- Keen Sight and Smell: The owlbear has advantage on Perception checks that rely on sight or smell.
Actions
- Multiattack: The owlbear attacks with its beak and claws.
- Beak: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
- Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Panther
Medium Beast
- Armor Class: 12
- Hit Points: 13 (3d8)
- Speed: walk 50 ft. climb 40 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 455
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
10 (+0) |
3 (-4) |
14 (+2) |
6 (-2) |
- Skills: perception +4, stealth +4
- Senses: darkvision 30 ft., passive Perception 14
- Languages:
Special Abilities
- Keen Smell: The panther has advantage on Perception checks that rely on smell.
Actions
- Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. If the panther moves at least 20 feet straight towards the target before the attack the target makes a DC 12 Strength saving throw falling prone on a failure.
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Bonus Actions
- Opportune Bite: The panther makes a bite attack against a prone creature.
Pegasus
Large Celestial
- Armor Class: 13
- Hit Points: 57 (6d10+24)
- Speed: walk 60 ft. fly 80 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 358
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
18 (+4) |
10 (+0) |
14 (+2) |
12 (+1) |
- Saving Throws: Dex +5, Wis +4, Cha +3
- Skills: perception +4
- Senses: passive Perception 17
- Languages: understands Celestial, Common, Elvish, and Sylvan, but can't speak
Special Abilities
- Good: The pegasus radiates a Good aura.
- Divine Mount: Over the course of a short rest, a willing pegasus can form a bond with a rider. Once this bond is formed, the rider suffers no penalties for riding the pegasus without a saddle. Additionally, if an effect forces both the pegasus and its rider to roll a saving throw, the pegasus automatically succeeds if the rider succeeds. If the pegasus bonds with a new rider, the previous bond ends.
Actions
- Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature and the pegasus moves at least 20 feet toward it before the attack the target makes a DC 14 Strength saving throw falling prone on a failure.
Peryton
Large Monstrosity
- Armor Class: 13
- Hit Points: 34 (4d10+12)
- Speed: walk 30 ft. fly 60 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 359
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
16 (+3) |
16 (+3) |
10 (+0) |
12 (+1) |
12 (+1) |
- Skills: perception +3
- Damage Resistances: damage from nonmagical weapons
- Senses: passive Perception 13
- Languages: understands Common and Sylvan but can't speak
Special Abilities
- Keen Sight and Smell: The peryton has advantage on Perception checks that rely on sight or smell.
Actions
- Multiattack: The peryton attacks with its gore and talons.
- Gore: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. This attack scores a critical hit on a roll of 18 19 or 20. If this critical hit reduces a humanoid to 0 hit points the peryton can use a bonus action to rip the targets heart out with its teeth killing it.
- Talons: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage or 10 (2d6 + 3) damage if the peryton moves at least 20 feet straight towards the target before the attack.
Phase Monster
Large Monstrosity
- Armor Class: 13
- Hit Points: 85 (10d10+30)
- Speed: walk 30 ft. fly 50 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 361
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
16 (+3) |
4 (-3) |
14 (+2) |
8 (-1) |
- Saving Throws: Dex +4
- Skills: perception +4, stealth +4
- Senses: darkvision 60 ft., passive Perception 14
- Languages:
Special Abilities
- Mirror Image: A magical illusion cloaks the phase monster, creating a reflection of the monster nearby and concealing its precise location. While the monster is not incapacitated, attack rolls against it have disadvantage. When a creature hits the phase monster with an attack, this trait stops working until the end of the phase monsters next turn.
Actions
- Multiattack: The phase monster attacks with its horns and its claws.
- Horns: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. If the target is a creature and the phase monster moves at least 20 feet straight towards the target before the attack the target takes an additional 5 (2d4) bludgeoning damage and makes a DC 14 Strength saving throw falling prone on a failure.
- Claws (True Form Only): Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage plus an additional 5 (2d4) slashing damage if the target is prone.
- Blood-Curdling Scream (Recharge 5-6): The phase monster unleashes a horrific screech. Each creature within 60 feet that can hear it makes a DC 13 Wisdom saving throw. On a failure it is frightened for 1 minute. While frightened by Blood-Curdling Scream a creature must take the Dash action and move away from the phase monster by the safest available route on each of its turns unless there is nowhere to move. If the creature ends its turn in a location where it doesnt have line of sight to the phase monster the creature makes a Wisdom saving throw. On a successful save it is no longer frightened.
Bonus Actions
- Shapeshift: The phase monster magically changes its form to that of a Small goat or into its true form. While in goat form, it loses its fly speed and Mirror Image trait. Its statistics, other than its size and speed, are unchanged in each form.
Phase Spider
Large Monstrosity
- Armor Class: 14
- Hit Points: 39 (6d10+6)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 456
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
12 (+1) |
6 (-2) |
10 (+0) |
4 (-3) |
- Skills: stealth +4
- Senses: darkvision 60 ft., passive Perception 10
- Languages:
Special Abilities
- Ethereal Sight: The spider can see into both the Material Plane and Ethereal Plane.
- Spider Climb: The spider can climb even on difficult surfaces and upside down on ceilings.
- Web Walker: The spider ignores movement restrictions imposed by webs.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage and the target makes a DC 11 Constitution saving throw taking 14 (4d6) poison damage on a failure or half damage on a success. If the poison damage reduces the target to 0 hit points the target is made stable but poisoned for 1 hour even if it regains hit points and it is paralyzed while poisoned in this way.
Bonus Actions
- Ethereal Jaunt: The spider magically shifts from the Material Plane to the Ethereal Plane or vice versa.
Piercer
Small Monstrosity
- Armor Class: 17
- Hit Points: 9 (2d6+2)
- Speed: walk 0 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 373
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
10 (+0) |
12 (+1) |
1 (-5) |
6 (-2) |
2 (-4) |
- Skills:
- Senses: blindsight 30 ft. (blind beyond that radius), passive Perception 8
- Languages:
Special Abilities
- False Appearance: While motionless, the piercer is indistinguishable from a normal stalactite.
Actions
- Pierce: Melee Weapon Attack: +2 to hit one target directly underneath the piercer. Hit: 10 (3d6) piercing damage. This attack has disadvantage against a creature that is protecting its head with a shield or similar object. If the attack misses the piercer dies.
Pirate
Medium Humanoid
- Armor Class: 12
- Hit Points: 9 (2d8)
- Speed: walk 30 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 470
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: acrobatics +2
- Senses: passive Perception 10
- Languages: any one
Actions
- Scimitar: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
- Light Crossbow: Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.
Pirate Captain
Medium Humanoid
- Armor Class: 15
- Hit Points: 65 (10d8+20)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 470
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
16 (+3) |
14 (+2) |
14 (+2) |
12 (+1) |
14 (+2) |
- Saving Throws: Dex +5, Con +4
- Skills: acrobatics +4, athletics +4, deception +4, intimidation +4, stealth +5, survival +3
- Senses: passive Perception 11
- Languages: any two
Special Abilities
- Seawise: Pirate captains have an expertise die (1d4) on skill checks made to handle or navigate a ship.
Actions
- Multiattack: The bandit captain attacks twice with their scimitar and once with their dagger or throws two daggers.
- Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
- Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 feet one target. Hit: 5 (1d4 + 3) piercing damage.
Reactions
- Parry: If the bandit captain is wielding a melee weapon and can see their attacker, they add 2 to their AC against one melee attack that would hit them.
Pit Fiend
Large Fiend
- Armor Class: 19
- Hit Points: 300 (24d10+168)
- Speed: walk 30 ft. fly 60 ft.
- Challenge Rating: 20 (25,000 XP)
- Source: A5e Monstrous Menagerie page 86
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
16 (+3) |
24 (+7) |
22 (+6) |
18 (+4) |
24 (+7) |
- Saving Throws: Dex +9, Con +13, Int +12, Wis +10, Cha +13
- Skills: athletics +14, insight +10, perception +10
- Damage Immunities: fire, poison
- Damage Resistances: cold; damage from nonmagical, non-silvered weapons
- Condition Immunities: poisoned
- Senses: truesight 120 ft., passive Perception 21
- Languages: Infernal, telepathy 120 ft.
Special Abilities
- Fear Aura: A creature hostile to the pit fiend that starts its turn within 20 feet of it makes a DC 18 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. On a success, it is immune to this pit fiends Fear Aura for 24 hours.
- Innate Spellcasting: The pit fiends spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: detect magic, fireball, 3/day each: hold monster, sending
Actions
- Multiattack: The pit fiend attacks with its bite and mace.
- Bite: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. If the target is a creature it makes a DC 20 Constitution saving throw. On a failure it is poisoned for 1 minute. While poisoned in this way the target can't regain hit points and takes 21 (6d6) ongoing poison damage at the start of each of its turns. The target can repeat this saving throw at the end of each of its turns ending the effect on a success.
- Mace: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. If the target is a Medium or smaller creature it makes a DC 22 Strength saving throw. On a failure it is pushed 15 feet away from the pit fiend and knocked prone.
- Circle of Fire (1/Day, While Bloodied): A 15-foot-tall 1-foot-thick 20-foot-diameter ring of fire appears around the pit fiend with the pit fiend at the center. The fire is opaque to every creature except the pit fiend. When the ring of fire appears each creature it intersects makes a DC 18 Dexterity saving throw taking 22 (5d8) fire damage on a failed save or half damage on a successful one. A creature takes 22 (5d8) damage the first time each turn it enters the area or when it ends its turn there. The fire lasts 1 minute or until the pit fiend dismisses it becomes incapacitated or leaves its area.
- Fireball (3rd-Level; V, S): Fire streaks from the pit fiend to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 18 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.
- Hold Monster (5th-Level; V, S, Concentration): A creature within 60 feet that the pit fiend can see makes a DC 18 Wisdom saving throw. On a failure it is paralyzed for 1 minute. The creature repeats the save at the end of each of its turns ending the effect on a success.
Bonus Actions
- Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (2d10 + 8) slashing damage, and the target is grappled (escape DC 22). While the target is grappled, the pit fiend can't use its claw against a different creature.
- Tail: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
Pit Fiend General
Huge Fiend
- Armor Class: 19
- Hit Points: 600 (48d10+336)
- Speed: walk 30 ft. fly 60 ft.
- Challenge Rating: 20 (25,000 XP)
- Source: A5e Monstrous Menagerie page 88
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 26 (+8) |
16 (+3) |
24 (+7) |
22 (+6) |
18 (+4) |
24 (+7) |
- Saving Throws: Dex +9, Con +13, Int +12, Wis +10, Cha +13
- Skills: athletics +14, insight +10, perception +10
- Damage Immunities: fire, poison
- Damage Resistances: cold; damage from nonmagical, non-silvered weapons
- Condition Immunities: poisoned
- Senses: truesight 120 ft., passive Perception 21
- Languages: Infernal, telepathy 120 ft.
Special Abilities
- Fear Aura: A creature hostile to the pit fiend that starts its turn within 20 feet of it makes a DC 18 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. On a success, it is immune to this pit fiends Fear Aura for 24 hours.
- Innate Spellcasting: The pit fiends spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: detect magic, fireball, 3/day each: hold monster, sending
Actions
- Multiattack: The pit fiend attacks with its bite and mace.
- Bite: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. If the target is a creature it makes a DC 20 Constitution saving throw. On a failure it is poisoned for 1 minute. While poisoned in this way the target can't regain hit points and takes 21 (6d6) ongoing poison damage at the start of each of its turns. The target can repeat this saving throw at the end of each of its turns ending the effect on a success.
- Mace: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. If the target is a Medium or smaller creature it makes a DC 22 Strength saving throw. On a failure it is pushed 15 feet away from the pit fiend and knocked prone.
- Circle of Fire (1/Day, While Bloodied): A 15-foot-tall 1-foot-thick 20-foot-diameter ring of fire appears around the pit fiend with the pit fiend at the center. The fire is opaque to every creature except the pit fiend. When the ring of fire appears each creature it intersects makes a DC 18 Dexterity saving throw taking 22 (5d8) fire damage on a failed save or half damage on a successful one. A creature takes 22 (5d8) damage the first time each turn it enters the area or when it ends its turn there. The fire lasts 1 minute or until the pit fiend dismisses it becomes incapacitated or leaves its area.
- Fireball (3rd-Level; V, S): Fire streaks from the pit fiend to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 18 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.
- Hold Monster (5th-Level; V, S, Concentration): A creature within 60 feet that the pit fiend can see makes a DC 18 Wisdom saving throw. On a failure it is paralyzed for 1 minute. The creature repeats the save at the end of each of its turns ending the effect on a success.
Bonus Actions
- Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (2d10 + 8) slashing damage, and the target is grappled (escape DC 22). While the target is grappled, the pit fiend can't use its claw against a different creature.
- Tail: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
Pixie
Tiny Fey
- Armor Class: 15
- Hit Points: 2 (1d4)
- Speed: walk 10 ft. fly 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 202
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
20 (+5) |
10 (+0) |
10 (+0) |
12 (+1) |
14 (+2) |
- Skills: perception +3, stealth +7
- Senses: passive Perception 13
- Languages: Sylvan
Special Abilities
- Faerie Light: As a bonus action, the pixie can cast dim light for 30 feet, or extinguish its glow.
- Magic Resistance: The pixie has advantage on saving throws against spells and magical effects.
Actions
- Thorn Dagger: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 1 piercing damage.
- Faerie Blessing (3/Day): The pixie targets a willing creature within 30 feet. The target gains one of the following abilities for 1 hour:
- The target gains truesight out to a range of 120 feet:
- The target gains the benefit of the pixies Magic Resistance trait:
- The target speaks Sylvan:
- Faerie Curse: The pixie targets a creature within 30 feet not already under a Faerie Curse. The target makes a DC 12 Wisdom saving throw. On a failure the target is subjected to a special magical curse for 1 hour. The curse ends if the pixie dies or is incapacitated the pixie or one of its allies deals damage to the target or the pixie spends an action to end the curse. Spells such as remove curse dispel magic and lesser restoration also end the curse. If a creature makes its saving throw or the condition ends for it it is immune to any Faerie Curse for the next 24 hours.
- When the target fails its saving throw against this effect, the pixie chooses one of the following effects to impose on the target:
- The target is blinded:
- The target is charmed by the pixie:
- If the target is already charmed by the pixie, the target falls asleep: It wakes if it is shaken awake as an action or if it takes damage.
- The targets head takes on the appearance of a beasts head (donkey, wolf, etc): The targets statistics dont change but the target can no longer speak; it can only make animal noises.
Bonus Actions
- Invisibility: The pixie and any equipment it wears or carries magically turns invisible until the pixie attacks, casts a spell, becomes incapacitated, or uses a bonus action to become visible.
Planetar
Large Celestial
- Armor Class: 19
- Hit Points: 250 (20d10+140)
- Speed: walk 40 ft. fly 120 ft.
- Challenge Rating: 16 (15,000 XP)
- Source: A5e Monstrous Menagerie page 20
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
22 (+6) |
24 (+7) |
22 (+6) |
24 (+7) |
24 (+7) |
- Saving Throws: Wis +12, Cha +12
- Skills: athletics +11, insight +12, perception +12, religion +12
- Damage Immunities: necrotic, poison
- Damage Resistances: radiant; damage from nonmagical weapons
- Condition Immunities: charmed, exhaustion, frightened, poisoned
- Senses: truesight 60 ft., passive Perception 22
- Languages: all, telepathy 120 ft.
Special Abilities
- Champion of Truth: The planetar automatically detects lies. Additionally, it cannot lie.
- Innate Spellcasting: The planetars spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: 1/day each: commune, control weather, raise dead
Actions
- Multiattack: The planetar attacks twice with its flaming sword.
- Flaming Sword: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 21 (6d6) ongoing fire or radiant damage (the planetars choice). A creature can use an action to extinguish this holy flame on itself or a creature within 5 feet.
- Heavenly Bolt: The planetar fires a lightning bolt in a line 100 feet long and 5 feet wide. Each creature in the line makes a Dexterity saving throw taking 56 (16d6) lightning damage on a failed save or half damage on a success.
- Heal (2/Day): The planetar touches a creature other than itself magically healing 60 hit points of damage and ending any blindness curse deafness disease or poison on the target.
Bonus Actions
- Awe-Inspiring Gaze (Gaze): The planetar targets a creature within 90 feet. The target makes a DC 20 Wisdom saving throw. On a failure, it is frightened until the end of its next turn. If the target makes its saving throw, it is immune to any angels Awe-Inspiring Gaze for the next 24 hours.
Reactions
- Protective Parry: When a creature within 5 feet would be hit with a melee attack, the planetar applies disadvantage to the attack roll.
Plesiosaurus
Large Beast
- Armor Class: 13
- Hit Points: 45 (6d10+12)
- Speed: walk 20 ft. swim 40 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 90
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
14 (+2) |
2 (-4) |
12 (+1) |
5 (-3) |
- Skills:
- Senses: passive Perception 11
- Languages:
Special Abilities
- Hold Breath: The plesiosaurus can hold its breath for 1 hour.
Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. The target makes a DC 14 Strength saving throw. On a failure it is pulled up to 5 feet towards the plesiosaurus.
Poisonous Snake
Tiny Beast
- Armor Class: 12
- Hit Points: 2 (1d4)
- Speed: walk 30 ft. swim 30 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 456
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
14 (+2) |
10 (+0) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills:
- Senses: blindsight 10 ft., passive Perception 10
- Languages:
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage and the target makes a DC 10 Constitution saving throw taking 5 (2d4) poison damage on a failure or half damage on a success.
Polar Bear
Large Beast
- Armor Class: 12
- Hit Points: 42 (5d10+15)
- Speed: walk 40 ft. swim 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 456
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
16 (+3) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills: perception +3
- Senses: passive Perception 13
- Languages:
Special Abilities
- Keen Smell: The bear has advantage on Perception checks that rely on smell.
Actions
- Multiattack: The bear makes two melee attacks.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) slashing damage. If the target is a Medium or smaller creature it is grappled (escape DC 15). Until this grapple ends the bear can't attack a different target with its claws.
Pony
Medium Beast
- Armor Class: 10
- Hit Points: 11 (2d8+2)
- Speed: walk 40 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 457
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
10 (+0) |
12 (+1) |
2 (-4) |
10 (+0) |
6 (-2) |
- Skills:
- Senses: passive Perception 10
- Languages:
Actions
- Hooves: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Priest
Medium Humanoid
- Armor Class: 14
- Hit Points: 32 (5d8+10)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 488
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
10 (+0) |
14 (+2) |
12 (+1) |
16 (+3) |
12 (+1) |
- Saving Throws: Wis +5, Cha +3
- Skills: medicine +5, insight +5, persuasion +3, religion +3
- Senses: passive Perception 13
- Languages: any two
Special Abilities
- Spellcasting: The priest is a 5th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13
+5 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): light
sacred flame
thaumaturgy
1st-level (4 slots): ceremony
detect evil and good
guiding bolt
healing word
2nd-level (3 slots): lesser restoration
zone of truth
3rd-level (2 slots): dispel magic
spirit guardians
Actions
- Mace: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. On a hit the priest can expend a spell slot to deal 7 (2d6) radiant damage plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st.
- Sacred Flame (Cantrip; V, S): One creature the priest can see within 60 feet makes a DC 13 Dexterity saving throw taking 9 (2d8) radiant damage on a failure. This spell ignores cover.
- Guiding Bolt (1st-Level; V, S): Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (4d6) radiant damage and the next attack roll made against the target before the end of the priests next turn has advantage.
- Dispel Magic (3rd-Level; V, S): The priest scours the magic from one creature object or magical effect within 120 feet that they can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot the priest makes a Wisdom ability check (DC 10 + the spells level) for each one ending the effect on a success.
- Spirit Guardians (3rd-Level; V, S, M, Concentration): Spectral forms surround the priest in a 10-foot radius for 10 minutes. The priest can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain and when a creature enters the area for the first time on a turn or starts its turn there it makes a DC 13 Wisdom saving throw taking 10 (3d6) radiant or necrotic damage (priests choice) on a failure or half damage on a success.
Bonus Actions
- Healing Word (1st-Level; V): The priest or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The priest can't cast this spell and a 1st-level or higher spell on the same turn.
Pseudodragon
Tiny Dragon
- Armor Class: 13
- Hit Points: 7 (2d4+2)
- Speed: walk 15 ft. fly 60 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 363
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
12 (+1) |
10 (+0) |
12 (+1) |
10 (+0) |
- Skills: perception +3, stealth +4
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 16
- Languages: understands Common and Draconic but can't speak
Special Abilities
- Limited Telepathy: The pseudodragon can magically communicate simple ideas, emotions, and images telepathically to any creature within 10 feet of it.
- Magic Resistance: The pseudodragon has advantage on saving throws against spells and other magical effects.
Actions
- Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage and the target must succeed on a DC 11 Constitution saving throw or become poisoned. At the end of its next turn it repeats the saving throw. On a success the effect ends. On a failure it falls unconscious for 1 hour. If it takes damage or a creature uses an action to shake it awake it wakes up and the effect ends.
- Telepathic Static (3/Day): The pseudodragon targets one creature it can see within 10 feet forcing it to make a DC 11 Charisma saving throw. On a failure its stunned until the end of its next turn as it suffers a barrage of telepathic imagery.
Pseudodragon Familiar
Tiny Dragon
- Armor Class: 13
- Hit Points: 7 (2d4+2)
- Speed: walk 15 ft. fly 60 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 363
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
12 (+1) |
10 (+0) |
12 (+1) |
10 (+0) |
- Skills: perception +3, stealth +4
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 16
- Languages: understands Common and Draconic but can't speak
Special Abilities
- Limited Telepathy: The pseudodragon can magically communicate simple ideas, emotions, and images telepathically to any creature within 10 feet of it.
- Magic Resistance: The pseudodragon has advantage on saving throws against spells and other magical effects.
- Familiar: The pseudodragon can communicate telepathically with its master while they are within 1 mile of each other. When the pseudodragon is within 10 feet of its master, its master shares its Magic Resistance trait.
Actions
- Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage and the target must succeed on a DC 11 Constitution saving throw or become poisoned. At the end of its next turn it repeats the saving throw. On a success the effect ends. On a failure it falls unconscious for 1 hour. If it takes damage or a creature uses an action to shake it awake it wakes up and the effect ends.
- Telepathic Static (3/Day): The pseudodragon targets one creature it can see within 10 feet forcing it to make a DC 11 Charisma saving throw. On a failure its stunned until the end of its next turn as it suffers a barrage of telepathic imagery.
Pteranodon
Large Beast
- Armor Class: 13
- Hit Points: 30 (4d10+8)
- Speed: walk 10 ft. fly 60 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 90
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
14 (+2) |
14 (+2) |
2 (-4) |
11 (+0) |
5 (-3) |
- Skills:
- Senses: passive Perception 11
- Languages:
Special Abilities
- Flyby: The pteranodon doesnt provoke an opportunity attack when it flies out of a creatures reach.
Actions
- Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Pugilist
Medium Humanoid
- Armor Class: 14
- Hit Points: 75 (10d8+30)
- Speed: walk 40 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 495
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
16 (+3) |
10 (+0) |
14 (+2) |
10 (+0) |
- Saving Throws: Str +5, Dex +4
- Skills: athletics +5, intimidation +2
- Senses: passive Perception 12
- Languages: any one
Special Abilities
- Unarmored Defense: The pugilists AC equals 10 + their Dexterity modifier + their Wisdom modifier.
Actions
- Multiattack: The pugilist attacks three times with their fists.
- Fists: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Bonus Actions
- Haymaker (1/Day): The pugilist attacks with their fists. On a hit, the attack deals an extra 7 (2d6) damage.
- Head Shot (1/Day): The pugilist attacks with their fists. On a hit, the target makes a DC 13 Constitution saving throw. On a failure, it is stunned until the end of the pugilists next turn.
Reactions
- Opportune Jab: If a creature attempts to grapple the pugilist, the pugilist attacks that creature with their fists.
Purple Worm
Gargantuan Monstrosity
- Armor Class: 18
- Hit Points: 247 (15d20+90)
- Speed: walk 50 ft. burrow 20 ft.
- Challenge Rating: 15 (13,000 XP)
- Source: A5e Monstrous Menagerie page 365
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 28 (+9) |
8 (-1) |
22 (+6) |
2 (-4) |
10 (+0) |
4 (-3) |
- Saving Throws: Str +14, Con +11, Int +1, Wis +5, Cha +2
- Skills:
- Senses: blindsight 30 ft., tremorsense 60 ft., passive Perception 15
- Languages:
Special Abilities
- Tunneler: The worm can tunnel through earth and solid rock, leaving behind a 10-foot-diameter tunnel.
Actions
- Multiattack: The worm attacks two different targets with its bite and its tail stinger.
- Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage. If the target is a Large or smaller creature it makes a DC 19 Dexterity saving throw. On a failure the target is swallowed. A swallowed creature is blinded and restrained it has total cover from attacks from outside the worm and it takes 24 (7d6) acid damage at the start of each of the worms turns.
- If a swallowed creature deals 35 or more damage to the worm in a single turn, or if the worm dies, the worm vomits up all swallowed creatures:
- Tail Stinger: Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage and the target makes a DC 19 Constitution saving throw taking 42 (12d6) poison damage on a failed save or half damage on a success.
Reactions
- Fighting Retreat: When a creature makes an opportunity attack on the worm, the worm attacks with either its bite or its tail stinger.
Pyrohydra
Huge Monstrosity
- Armor Class: 16
- Hit Points: 218 (19d12+95)
- Speed: walk 30 ft. swim 30 ft.
- Challenge Rating: 13 (10,000 XP)
- Source: A5e Monstrous Menagerie page 285
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
12 (+1) |
20 (+5) |
2 (-4) |
12 (+1) |
6 (-2) |
- Skills: perception +5, stealth +5
- Senses: darkvision 60 ft., passive Perception 15
- Languages:
Special Abilities
- Hold Breath: The hydra can hold its breath for 1 hour.
- Legendary Resistance (3/Day): When the hydra fails a saving throw, it can choose to succeed instead. When it does so, its heads lose coordination. It is rattled until the end of its next turn.
- Multiple Heads: While the hydra has more than one head, it has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and it can't be flanked.
- Reactive Heads: For each head it has, the hydra can take one reaction per round, but not more than one per turn.
- Regenerating Heads: The hydra has seven heads. Whenever the hydra takes 30 or more damage in one turn, one of its heads dies. If all of its heads die, the hydra dies. At the end of its turn, it grows 2 heads for each head that was killed since its last turn, unless it has taken at least 20 cold damage since its last turn.
- Toxic Secretions: Water within 1 mile of the hydras lair is poisoned. A creature other than the hydra that is immersed in the water or drinks the water makes a DC 17 Constitution saving throw. On a failure, the creature is poisoned for 24 hours. On a success, the creature is immune to this poison for 24 hours.
- Wakeful: When some of the hydras heads are asleep, others are awake.
Actions
- Multiattack: The hydra bites once with each of its heads.
- Bite: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
- Fire Breath (Recharge 5-6): If the pyrohydra has at least 4 heads it breathes fire in all directions. Each creature within 30 feet makes a DC 18 Dexterity saving throw taking 59 (17d6) fire damage on a failure or half damage on a success.
Legendary Actions
- The hydra can take 2 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Rush: The hydra moves or swims up to half its Speed without provoking opportunity attacks. If this movement would pass through the space of creatures that are not incapacitated or prone, each creature makes a DC 17 Strength saving throw. On a failure, the creature is knocked prone and the hydra can enter its space without treating it as difficult terrain. On a success, the hydra can't enter the creatures space, and the hydras movement ends. If this movement ends while the hydra is sharing a space with a creature, the creature is pushed to the nearest unoccupied space.
- Wrap: Melee Weapon Attack: +9 to hit, reach 10 ft., one Medium or smaller creature. Hit: The target is grappled (escape DC 17) and restrained until this grappled ends. The hydra can grapple one creature for each of its heads. When one of the hydras heads is killed while it is grappling a creature, the creature that killed the head can choose one creature to free from the grapple.
Quasit
Tiny Fiend
- Armor Class: 13
- Hit Points: 14 (4d4+4)
- Speed: walk 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 73
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 5 (-3) |
16 (+3) |
12 (+1) |
10 (+0) |
12 (+1) |
12 (+1) |
- Skills: stealth +5
- Damage Immunities: poison
- Damage Resistances: cold, fire, lightning; damage from nonmagical weapons
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 11
- Languages: Abyssal, Common
Special Abilities
- Chaotic Evil: The quasit radiates a Chaotic and Evil aura.
- Magic Resistance: The quasit has advantage on saving throws against spells and magical effects.
Actions
- Claws (Bite While Shapeshifted): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target makes a DC 11 Constitution saving throw becoming poisoned for 1 minute on a failure. The creature can repeat the saving throw at the end of each of its turns ending the effect on a success.
- Scare (Quasit Form Only): A creature within 20 feet that can see the quasit makes a DC 11 Wisdom saving throw. On a failure it is frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns ending the effect on a success. If a creature makes its saving throw or the condition ends for it it is immune to any quasits Scare for the next 24 hours.
- Shapeshift: The quasit magically changes its form into a bat (speed 10 ft. fly 40 ft.) centipede (40 ft. climb 40 ft.) or toad (40 ft. swim 40 ft.) or back into its true form. Its statistics are the same in each form except for its movement speeds. Equipment it is carrying is not transformed. It reverts to its true form if it dies.
Bonus Actions
- Invisibility: The quasit magically turns invisible, along with any equipment it carries. This invisibility ends if the quasit makes an attack, falls unconscious, or dismisses the effect.
Quasit Familiar
Tiny Fiend
- Armor Class: 13
- Hit Points: 14 (4d4+4)
- Speed: walk 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 74
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 5 (-3) |
16 (+3) |
12 (+1) |
10 (+0) |
12 (+1) |
12 (+1) |
- Skills: stealth +5
- Damage Immunities: poison
- Damage Resistances: cold, fire, lightning; damage from nonmagical weapons
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 11
- Languages: Abyssal, Common
Special Abilities
- Chaotic Evil: The quasit radiates a Chaotic and Evil aura.
- Magic Resistance: The quasit has advantage on saving throws against spells and magical effects.
- Familiar: The quasit can communicate telepathically with its master while they are within 1 mile of each other. When the quasit is within 10 feet of its master, its master shares its Magic Resistance trait.
Actions
- Claws (Bite While Shapeshifted): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target makes a DC 11 Constitution saving throw becoming poisoned for 1 minute on a failure. The creature can repeat the saving throw at the end of each of its turns ending the effect on a success.
- Scare (Quasit Form Only): A creature within 20 feet that can see the quasit makes a DC 11 Wisdom saving throw. On a failure it is frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns ending the effect on a success. If a creature makes its saving throw or the condition ends for it it is immune to any quasits Scare for the next 24 hours.
- Shapeshift: The quasit magically changes its form into a bat (speed 10 ft. fly 40 ft.) centipede (40 ft. climb 40 ft.) or toad (40 ft. swim 40 ft.) or back into its true form. Its statistics are the same in each form except for its movement speeds. Equipment it is carrying is not transformed. It reverts to its true form if it dies.
Bonus Actions
- Invisibility: The quasit magically turns invisible, along with any equipment it carries. This invisibility ends if the quasit makes an attack, falls unconscious, or dismisses the effect.
Quipper
Tiny Beast
- Armor Class: 13
- Hit Points: 1 (1d4-1)
- Speed: walk 0 ft. swim 40 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 457
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
16 (+3) |
8 (-1) |
2 (-4) |
6 (-2) |
4 (-3) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 8
- Languages:
Special Abilities
- Water Breathing: The quipper breathes only water.
Actions
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. On a hit the quipper can use a bonus action to make a second bite attack.
Rakshasa
Medium Fiend
- Armor Class: 16
- Hit Points: 161 (19d8+76)
- Speed: walk 40 ft.
- Challenge Rating: 13 (10,000 XP)
- Source: A5e Monstrous Menagerie page 367
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
16 (+3) |
18 (+4) |
16 (+3) |
16 (+3) |
20 (+5) |
- Skills: deception +10, insight +8
- Damage Resistances: bludgeoning and slashing from nonmagical weapons
- Senses: darkvision 60 ft., passive Perception 13
- Languages: Common, Infernal, one other
Special Abilities
- Innate Spellcasting: The rakshasas innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: detect magic, mage hand, major image, 3/day each: charm person, dominate person, fly (self only), invisibility (self only), locate person, modify memory, true seeing
Actions
- Multiattack: The rakshasa makes two attacks.
- Claw (True Form Only): Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature it is cursed. Whenever a cursed creature takes a long rest it is troubled by terrible visions and dreams and gains no benefit from the rest. The curse can be lifted with remove curse and similar magic.
- Rapier: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
- Sweet Promises: The rakshasa targets a creature that can hear it within 60 feet offering something the target covets. The target makes a DC 18 Wisdom saving throw. On a failure the target is charmed until the end of its next turn and stunned while charmed in this way.
- Invisibility (2nd-Level; V, S, Concentration): The rakshasa is invisible for 1 hour or until it attacks or casts a spell.
- Fly (3rd-Level; V, S, Concentration): The rakshasa gains a fly speed of 60 feet.
Bonus Actions
- Shapeshift: The rakshasa magically changes its form to that of any Medium or Small humanoid or to its true form. While shapeshifted, its statistics are unchanged.
- Read Thoughts: The rakshasa magically reads the surface thoughts of one creature within 60 feet that it can see. Until the end of the rakshasas turn, it has advantage on attack rolls and on Deception, Insight, Intimidation, and Persuasion checks against the creature.
- Quickened Spell: The rakshasa casts invisibility or fly.
Reactions
- Counterproposal: The rakshasa uses Sweet Promises on a creature that attacked it or attempted to target it with a spell.
Raptor
Medium Beast
- Armor Class: 13
- Hit Points: 32 (5d8+10)
- Speed: walk 60 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 91
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
12 (+1) |
4 (-3) |
12 (+1) |
5 (-3) |
- Skills:
- Senses: passive Perception 11
- Languages:
Special Abilities
- Pack Tactics: The raptor has advantage on attack rolls against a creature if at least one of the raptors allies is within 5 feet of the creature and not incapacitated.
Actions
- Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a Medium or smaller creature it makes a DC 13 Strength saving throw falling prone on a failure.
Rat
Tiny Beast
- Armor Class: 11
- Hit Points: 1 (1d4-1)
- Speed: walk 30 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 457
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
12 (+1) |
8 (-1) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills:
- Senses: darkvision 30 ft., passive Perception 10
- Languages:
Special Abilities
- Keen Smell: The rat has advantage on Perception checks that rely on smell.
Actions
- Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Raven
Tiny Beast
- Armor Class: 12
- Hit Points: 1 (1d4-1)
- Speed: walk 10 ft. fly 50 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 457
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
14 (+2) |
8 (-1) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills: perception +3
- Senses: passive Perception 13
- Languages:
Special Abilities
- Mimicry: The raven can imitate sounds it hears frequently, such as a simple phrase or an animal noise. Recognizing the sounds as imitation requires a DC 10 Insight check.
Actions
- Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. If this damage would reduce a Small or larger target to 0 hit points the target takes no damage from this attack.
Red Dragon Wyrmling
Medium Dragon
- Armor Class: 17
- Hit Points: 75 (10d8+30)
- Speed: walk 30 ft. climb 30 ft. fly 60 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 119
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
16 (+3) |
12 (+1) |
10 (+0) |
14 (+2) |
- Skills: intimidation +4, perception +2, stealth +3
- Damage Immunities: fire
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 12
- Languages: Draconic
Special Abilities
- Volcanic Tyrant: The dragon is immune to the effects of poisonous gases caused by volcanic environments. It also ignores difficult terrain caused by lava.
Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage.
- Fire Breath (Recharge 5-6): The dragon exhales a blast of fire in a 15-foot cone. Each creature in that area makes a DC 15 Dexterity saving throw taking 24 (7d6) fire damage on a failed save or half damage on a success.
Reef Shark
Medium Beast
- Armor Class: 12
- Hit Points: 22 (4d8+4)
- Speed: walk 0 ft. swim 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 458
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
12 (+1) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills: perception +2
- Senses: blindsight 30 ft., passive Perception 12
- Languages:
Special Abilities
- Pack Tactics: The shark has advantage on attack rolls against a creature if at least one of the sharks allies is within 5 feet of the creature and not incapacitated.
- Water Breathing: The shark breathes only water.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
Remorhaz
Huge Monstrosity
- Armor Class: 17
- Hit Points: 195 (17d12+85)
- Speed: walk 30 ft. burrow 20 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: A5e Monstrous Menagerie page 368
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
12 (+1) |
20 (+5) |
4 (-3) |
12 (+1) |
5 (-3) |
- Saving Throws: Int +1, Wis +5
- Skills:
- Damage Immunities: cold, fire
- Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 11
- Languages:
Special Abilities
- Heated Body: A creature that starts its turn grappled by the remorhaz, touches it, or hits it with a melee attack while within 5 feet takes 10 (3d6) fire damage, or 21 (6d6) fire damage if the remorhaz is bloodied. A creature can take this damage only once on a turn. If the remorhaz has been subjected to cold damage since the end of its last turn, this trait doesnt function.
Actions
- Multiattack: The remorhaz makes a bite attack and then a constrict attack.
- Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage plus 10 (3d6) fire damage. If the target is a Medium or smaller creature grappled by the remorhaz the target is swallowed. A swallowed creature is blinded and restrained it has total cover from attacks from outside the remorhaz and it takes 21 (6d6) acid damage at the start of each of the remorhazs turns.
- If a swallowed creature deals 30 or more damage to the remorhaz in a single turn, or if the remorhaz dies, the remorhaz vomits up all swallowed creatures:
- Constrict: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage and the target is subjected to the remorhazs Heated Body trait. The target is grappled (escape DC 18) and restrained while grappled. The remorhaz can grapple three creatures at once.
Remorhaz Spawn
Large Monstrosity
- Armor Class: 14
- Hit Points: 95 (10d10+40)
- Speed: walk 30 ft. burrow 20 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 369
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
18 (+4) |
4 (-3) |
12 (+1) |
5 (-3) |
- Saving Throws: Int +0, Wis +4
- Skills:
- Damage Immunities: cold, fire
- Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 11
- Languages:
Special Abilities
- Heated Body: A creature that starts its turn grappled by the remorhaz, touches it, or hits it with a melee attack while within 5 feet takes 3 (1d6) fire damage. A creature can take this damage only once on a turn. If the remorhaz has taken cold damage since the end of its last turn, this trait doesnt function.
Actions
- Multiattack: The remorhaz makes a bite attack and then a constrict attack.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) fire damage.
- Constrict: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target is subjected to the remorhazs Heated Body trait. The target is grappled (escape DC 15) and restrained while grappled. Until this grapple ends the remorhaz can't grapple another creature.
Revenant
Medium Undead
- Armor Class: 13
- Hit Points: 110 (13d8+52)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 371
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
18 (+4) |
10 (+0) |
12 (+1) |
18 (+4) |
- Saving Throws: Str +7, Con +7, Wis +4, Cha +7
- Skills:
- Damage Immunities: poison
- Damage Resistances: necrotic, psychic
- Condition Immunities: charmed, fatigue, frightened, paralyzed, poisoned, stunned
- Senses: darkvision 60 ft., passive Perception 11
- Languages: the languages it knew in life
Special Abilities
- Fearsome Pursuit: The revenant can spend 1 minute focusing on a creature against which it has sworn vengeance. If the creature is dead or on another plane of existence, it learns that. Otherwise, after focusing, it knows the distance and direction to that creature, and so long as its moving in pursuit of that creature, it ignores difficult terrain. This effect ends if the revenant takes damage or ends its turn without moving for any reason.
- Magic Resistance: The revenant has advantage on saving throws against spells and other magical effects.
- Rapid Recovery: If the revenant goes 1 minute without taking damage, it regains all its missing hit points.
- Relentless: When the revenant is reduced to 0 hit points, its body turns to dust. One minute later, its spirit inhabits a recently-dead humanoid corpse of its choice on the same plane of existence, awakening with 1 hit point.
Actions
- Multiattack: The revenant makes two strangle attacks. It can replace one attack with Burning Hatred if available.
- Strangle: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target is grappled (escape DC 15) if its a Large or smaller creature. Until this grapple ends the creature can't breathe and the revenant can't strangle any other creature.
- Burning Hatred (Recharge 4-6): The revenant targets the focus of its Fearsome Pursuit assuming the creature is within 30 feet. The target makes a DC 15 Wisdom saving throw. On a failure it takes 14 (4d6) psychic damage and is paralyzed until the end of its next turn. On a success it takes half damage and is frightened until the end of its next turn.
Revilock
Medium Humanoid
- Armor Class: 12
- Hit Points: 39 (6d8+12)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 259
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
14 (+2) |
10 (+0) |
8 (-1) |
- Skills: athletics +4, engineering +4, perception +2, stealth +4
- Condition Immunities: blinded
- Senses: blindsight 30 ft., or 10 ft. while deafened (blind beyond this radius), passive Perception 14
- Languages: Undercommon; telepathy 60ft.
Special Abilities
- Camouflage: The grimlock has advantage on Stealth checks made to hide in rocky terrain.
- Keen Hearing and Smell: The grimlock has advantage on Perception checks that rely on hearing or smell.
- Psionic Spellcasting: The revilocks spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no components:
Actions
- Spiked Club: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) piercing damage.
- Throttle: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage and the target is grappled (escape DC 12) and can't breathe. Until this grapple ends the grimlock can't use any attack other than throttle and only against the grappled target and it makes this attack with advantage.
- Sling: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Rhinoceros
Large Beast
- Armor Class: 12
- Hit Points: 45 (6d10+12)
- Speed: walk 40 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 458
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
8 (-1) |
14 (+2) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills:
- Senses: passive Perception 11
- Languages:
Actions
- Gore: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. If the rhinoceros moves at least 20 feet straight towards the target before the attack the attack deals an extra 4 (1d8) bludgeoning damage and the target makes a DC 15 Strength saving throw falling prone on a failure.
Riding Horse
Large Beast
- Armor Class: 10
- Hit Points: 19 (3d10+3)
- Speed: walk 60 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 458
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
12 (+1) |
2 (-4) |
10 (+0) |
6 (-2) |
- Skills:
- Senses: passive Perception 10
- Languages:
Actions
- Hooves: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage
River Dragon Wyrmling
Medium Dragon
- Armor Class: 16
- Hit Points: 44 (8d8+8)
- Speed: walk 50 ft. fly 60 ft. swim 60 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 133
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
14 (+2) |
12 (+1) |
10 (+0) |
14 (+2) |
10 (+0) |
- Skills: acrobatics +4, deception +2, insight +4, nature +2, perception +4, stealth +4
- Damage Resistances: damage from nonmagical weapons
- Condition Immunities: fatigue
- Senses: darkvision 120 ft., tremorsense 90 ft. (only detects vibrations in water), passive Perception 14
- Languages: Aquan, Draconic
Special Abilities
- Amphibious: The dragon can breathe air and water.
- Flowing Grace: The dragon doesnt provoke opportunity attacks when it flies or swims out of an enemys reach.
- Essence Link: The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.
- Torrential Breath (Recharge 5-6): The dragon exhales water in a 15-foot-long 5-foot-wide line. Each creature in the area makes a DC 11 Dexterity saving throw taking 14 (4d6) bludgeoning damage on a failed save or half damage on a success.
Roc
Gargantuan Beast
- Armor Class: 15
- Hit Points: 232 (15d20+75)
- Speed: walk 20 ft. fly 120 ft.
- Challenge Rating: 13 (10,000 XP)
- Source: A5e Monstrous Menagerie page 458
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 28 (+9) |
10 (+0) |
20 (+5) |
3 (-4) |
12 (+1) |
8 (-1) |
- Saving Throws: Dex +5, Con +10, Wis +6, Cha +4
- Skills: perception +6
- Senses: passive Perception 16
- Languages:
Special Abilities
- Keen Sight: The roc has advantage on Perception checks that rely on sight.
- Siege Monster: The roc deals double damage to objects and structures.
Actions
- Multiattack: The roc attacks once with its beak and once with its talons or makes a beak attack and drops a grappled creature or held object.
- Beak: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 (4d6+9) piercing damage.
- Talons: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (4d6+9) slashing damage and the target is grappled (escape DC 22). Until this grapple ends the target is restrained and the roc can't attack a different target with its talons.
Reactions
- Retributive Strike: When a creature the roc can see hits it with a melee weapon attack, the roc makes a beak attack against its attacker.
Roc Juvenile
Huge Beast
- Armor Class: 14
- Hit Points: 147 (14d12+56)
- Speed: walk 25 ft. fly 100 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie page 459
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
12 (+1) |
18 (+4) |
3 (-4) |
12 (+1) |
8 (-1) |
- Saving Throws: Con +7, Wis +4
- Skills: perception +4
- Senses: passive Perception 14
- Languages:
Special Abilities
- Keen Sight: The roc has advantage on Perception checks that rely on sight.
Actions
- Multiattack: The roc attacks once with its beak and once with its talons or makes a beak attack and drops a grappled creature or held object.
- Beak: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6+6) piercing damage.
- Talons: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) slashing damage and the target is grappled (escape DC 17). Until this grapple ends the target is restrained and the roc can't attack a different target with its talons.
Reactions
- Retributive Strike: When a creature the roc can see hits it with a melee weapon attack, the roc makes a beak attack against its attacker.
Roper
Large Monstrosity
- Armor Class: 20
- Hit Points: 93 (11d10+33)
- Speed: walk 10 ft. climb 10 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 373
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
8 (-1) |
16 (+3) |
6 (-2) |
14 (+2) |
4 (-3) |
- Skills:
- Senses: blindsight 30 ft., darkvision 60 ft., passive Perception 12
- Languages:
Special Abilities
- False Appearance: While motionless, the roper is indistinguishable from a normal stalactite or stalagmite.
- Spider Climb: The roper can climb even on difficult surfaces and upside down on ceilings.
- Tendrils: The roper has eight tendrils. Each tendril has AC 20, 15 hit points, vulnerability to slashing damage, and immunity to psychic damage. A creature can also break a tendril by taking an action to make a DC 15 Strength check. A tendril takes no damage from sources other than attacks. The roper grows back any destroyed tendrils after a long rest.
Actions
- Multiattack: The roper makes up to four tendril attacks then uses Reel then attacks with its bite.
- Tendril: Melee Weapon Attack: +7 to hit, reach 50 ft., one target. Hit: The target is grappled (escape DC 15). Until this grapple ends the target is restrained and the roper can't use this tendril on another target.
- Reel: The roper pulls each creature it is grappling up to 25 feet straight towards it.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) acid damage.
Rug of Smothering
Large Construct
- Armor Class: 12
- Hit Points: 45 (7d8+14)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 24
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
14 (+2) |
1 (-5) |
10 (+0) |
1 (-5) |
- Skills:
- Damage Immunities: poison, psychic
- Damage Resistances: bludgeoning
- Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10
- Languages:
Special Abilities
- Spell-created: The DC for dispel magic to destroy this creature is 19.
- False Appearance: While motionless, the rug is indistinguishable from a normal rug.
Actions
- Smother: Melee Weapon Attack: +5 to hit, reach 5 ft., one Large or smaller creature. Hit: The target is grappled (escape DC 13). Until this grapple ends the target is restrained and can't breathe. When the rug is dealt damage while it is grappling it takes half the damage (rounded down) and the other half is dealt to the grappled target. The rug can only have one creature grappled at once.
- Squeeze: One creature grappled by the rug takes 10 (2d6 + 3) bludgeoning damage.
Rust Monster
Medium Monstrosity
- Armor Class: 15
- Hit Points: 27 (5d8+5)
- Speed: walk 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 375
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
12 (+1) |
12 (+1) |
2 (-4) |
12 (+1) |
6 (-2) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 11
- Languages:
Special Abilities
- Metal Detection: The rust monster can smell metal within 30 feet.
- Rust Metal: A nonmagical weapon made of metal that hits the rust monster corrodes after dealing damage, taking a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, the weapon is destroyed. Metal nonmagical ammunition is destroyed after dealing damage.
Actions
- Antennae: The rust monster corrodes a nonmagic metal object within 5 feet. It can destroy up to a 1-foot-square portion of an unattended object. If the object is worn or carried the objects owner makes a DC 11 Dexterity saving throw avoiding the rust monsters antennae on a success.
- Metal shields or armor the rust monster touches with its antennae corrode, taking a permanent -1 penalty to its AC protection per hit: If the penalty reduces the armors AC protection to 10 the armor is destroyed. If a metal weapon is touched it is subject to the Rust Metal trait.
- Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Reactions
- Defensive Bite: When the rust monster is hit by a melee attack made by a creature it can see within 5 feet, it bites the attacker.
Saber-Toothed Tiger
Large Beast
- Armor Class: 12
- Hit Points: 45 (6d10+12)
- Speed: walk 40 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 459
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
14 (+2) |
14 (+2) |
3 (-4) |
12 (+1) |
6 (-2) |
- Skills: perception +3, stealth +4
- Senses: passive Perception 13
- Languages:
Special Abilities
- Keen Smell: The tiger has advantage on Perception checks that rely on smell.
Actions
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) slashing damage. If the tiger moves at least 20 feet straight towards the target before the attack the target makes a DC 15 Strength saving throw falling prone on a failure.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage.
Bonus Actions
- Opportune Bite: The tiger makes a bite attack against a prone creature.
Sahuagin
Medium Humanoid
- Armor Class: 12
- Hit Points: 22 (4d8+4)
- Speed: walk 30 ft. swim 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 376
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
10 (+0) |
12 (+1) |
10 (+0) |
12 (+1) |
10 (+0) |
- Skills: perception +3
- Senses: darkvision 120 ft., passive Perception 13
- Languages: Sahuagin
Special Abilities
- Blood Frenzy: The sahuagin has advantage on melee attack rolls against bloodied creatures.
- Limited Amphibiousness: The sahuagin can breathe air and water. When breathing air, it must immerse itself in water once every 4 hours or begin to suffocate.
- Shark Telepathy: The sahuagin can command any shark within 120 feet of it using magical telepathy.
Actions
- Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
- Trident: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) if wielded in two hands in melee.
Bonus Actions
- Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Sahuagin Champion
Medium Humanoid
- Armor Class: 16
- Hit Points: 90 (12d8+36)
- Speed: walk 40 ft. swim 40 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 377
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
18 (+4) |
16 (+3) |
10 (+0) |
12 (+1) |
14 (+2) |
- Saving Throws: Str +7, Dex +7, Con +6, Wis +4
- Skills: athletics +7, intimidation +5, perception +4, stealth +7, survival +4
- Senses: darkvision 120 ft., passive Perception 14
- Languages: Sahuagin
Special Abilities
- Blood Frenzy: The sahuagin has advantage on melee attack rolls against creatures that dont have all their hit points.
- Limited Amphibiousness: The sahuagin can breathe air and water. When breathing air, it must immerse itself in water once every 4 hours or begin to suffocate.
- Shark Telepathy: The sahuagin can command any shark within 120 feet of it using magical telepathy.
Actions
- Multiattack: The sahuagin attacks twice.
- Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
- Trident: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) if wielded in two hands in melee.
Bonus Actions
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Salamander
Large Elemental
- Armor Class: 15
- Hit Points: 90 (12d10+24)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 379
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
14 (+2) |
10 (+0) |
10 (+0) |
12 (+1) |
- Saving Throws: Con +5, Wis +3
- Skills:
- Damage Immunities: fire
- Damage Resistances: damage from nonmagical weapons
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Ignan
Special Abilities
- Heated Body: A creature that starts its turn grappled by the salamander, touches it, or hits it with a melee attack while within 5 feet takes 7 (2d6) fire damage. A creature can take this damage only once per turn. If the salamander has taken cold damage since the end of its last turn, this trait doesnt function.
Actions
- Multiattack: The salamander makes a tail attack and a pike attack.
- Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage the target is subjected to the salamanders Heated Body trait and the target is grappled (escape DC 15). Until this grapple ends the target is restrained the salamander automatically hits the target with its tail attack and the salamander can't attack a different target with its tail.
- Pike: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 3 (1d6) fire damage.
Salamander Noble
Huge Elemental
- Armor Class: 15
- Hit Points: 136 (16d12+32)
- Speed: walk 30 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie page 379
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
14 (+2) |
10 (+0) |
10 (+0) |
12 (+1) |
- Saving Throws: Con +5, Wis +3
- Skills:
- Damage Immunities: fire
- Damage Resistances: damage from nonmagical weapons
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Ignan
Special Abilities
- Heated Body: A creature that starts its turn grappled by the salamander, touches it, or hits it with a melee attack while within 5 feet takes 7 (2d6) fire damage. A creature can take this damage only once per turn. If the salamander has taken cold damage since the end of its last turn, this trait doesnt function.
Actions
- Multiattack: The salamander makes a tail attack and a pike attack.
- Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage the target is subjected to the salamanders Heated Body trait and the target is grappled (escape DC 15). Until this grapple ends the target is restrained the salamander automatically hits the target with its tail attack and the salamander can't attack a different target with its tail.
- Pike: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 3 (1d6) fire damage.
- Fire Breath: The salamander exhales fire in a 30-foot cone. Each creature in the area makes a DC 13 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.
Salamander Nymph
Medium Elemental
- Armor Class: 14
- Hit Points: 27 (5d8+5)
- Speed: walk 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 379
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
12 (+1) |
8 (-1) |
10 (+0) |
8 (-1) |
- Skills:
- Damage Immunities: fire
- Senses: darkvision 60 ft., passive Perception 10
- Languages: understands Ignan but can't speak
Special Abilities
- Heated Body: A creature that starts its turn grappled by the salamander, touches it, or hits it with a melee attack while within 5 feet takes 3 (1d6) fire damage. A creature can take this damage only once per turn. If the salamander has taken cold damage since its last turn, this trait doesnt function.
Actions
- Tail: Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage and the target is subjected to the salamanders Heated Body trait.
Sand Ray
Large Aberration
- Armor Class: 13
- Hit Points: 97 (13d10+26)
- Speed: walk 10 ft. fly 50 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie page 50
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
14 (+2) |
12 (+1) |
12 (+1) |
12 (+1) |
- Saving Throws: Wis +4
- Skills: stealth +6
- Damage Resistances: bludgeoning
- Condition Immunities: charmed, frightened
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Deep Speech, Undercommon
Special Abilities
- False Appearance: When motionless, the ray is indistinguishable from a patch of sand.
- Light Sensitivity: The cloaker has disadvantage on attack rolls and Perception checks while in bright light.
Actions
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage and the target is grappled (escape DC 15). If the cloaker has advantage against the target the cloaker attaches to the targets head and the target is blinded and suffocating. Until this grapple ends the cloaker automatically hits the grappled creature with this attack. When the cloaker is dealt damage while grappling it takes half the damage (rounded down) and the other half is dealt to the grappled target. The cloaker can have only one creature grappled at once.
- Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage and the creature makes a DC 13 Constitution saving throw. On a failure it is poisoned until the end of the cloakers next turn.
- Moan: Each non-aberration creature within 60 feet that can hear its moan makes a DC 13 Wisdom saving throw. On a failure it is frightened until the end of the cloakers next turn. When a creature succeeds on this saving throw it becomes immune to the cloakers moan for 24 hours.
- Phantasms (1/Day): The cloaker magically creates flickering illusions of itself in its space. Attacks on it have disadvantage. This effect ends after 1 minute when the cloaker enters an area of bright light or when it successfully grapples a creature.
Reactions
- Reactive Tail: When hit or missed with a melee attack, the cloaker makes a tail attack against the attacker.
- Angry Moan: When the cloaker takes damage, it uses Moan.
Sand Worm
Gargantuan Monstrosity
- Armor Class: 18
- Hit Points: 247 (15d20+90)
- Speed: walk 50 ft. burrow 20 ft.
- Challenge Rating: 15 (13,000 XP)
- Source: A5e Monstrous Menagerie page 365
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 28 (+9) |
8 (-1) |
22 (+6) |
2 (-4) |
10 (+0) |
4 (-3) |
- Saving Throws: Str +14, Con +11, Int +1, Wis +5, Cha +2
- Skills: stealth +5
- Senses: blindsight 30 ft., tremorsense 60 ft., passive Perception 15
- Languages:
Special Abilities
- Tunneler: The worm can tunnel through earth and solid rock, leaving behind a 10-foot-diameter tunnel.
- Sand Cascade: When the worm emerges from under sand, each creature within 30 feet makes a DC 24 Constitution saving throw, falling prone on a failure.
Actions
- Multiattack: The worm attacks two different targets with its bite and its tail stinger.
- Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage. If the target is a Large or smaller creature it makes a DC 19 Dexterity saving throw. On a failure the target is swallowed. A swallowed creature is blinded and restrained it has total cover from attacks from outside the worm and it takes 24 (7d6) acid damage at the start of each of the worms turns.
- If a swallowed creature deals 35 or more damage to the worm in a single turn, or if the worm dies, the worm vomits up all swallowed creatures:
- Tail Stinger: Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage and the target makes a DC 19 Constitution saving throw taking 42 (12d6) poison damage on a failed save or half damage on a success.
Reactions
- Fighting Retreat: When a creature makes an opportunity attack on the worm, the worm attacks with either its bite or its tail stinger.
Sapphire Dragon Wyrmling
Medium Dragon
- Armor Class: 17
- Hit Points: 58 (9d8+18)
- Speed: walk 30 ft. burrow 15 ft. fly 60 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 151
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
16 (+3) |
14 (+2) |
16 (+3) |
14 (+2) |
12 (+1) |
- Skills: arcana +4, deception +3, history +4, insight +4, perception +4, persuasion +3
- Damage Immunities: psychic
- Condition Immunities: fatigue
- Senses: darkvision 120 ft., passive Perception 14
- Languages: Deep Speech, Draconic, Undercommon, telepathy 120 ft.
Special Abilities
- Far Thoughts: The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action.
Actions
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) piercing damage.
- Discognitive Breath (Recharge 5-6): The dragon unleashes psychic energy in a 15-foot cone. Each creature in that area makes a DC 12 Intelligence saving throw taking 22 (4d10) psychic damage on a failed save or half damage on a success.
Satyr
Medium Fey
- Armor Class: 13
- Hit Points: 22 (5d8)
- Speed: walk 40 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 380
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
16 (+3) |
- Skills: perception +2, performance +5, stealth +4
- Senses: passive Perception 12
- Languages: Common, Elvish, Sylvan
Special Abilities
- Magic Resistance: The satyr has advantage on saving throws against spells and other magical effects.
Actions
- Ram: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage or 8 (2d6 + 1) bludgeoning damage if the satyr moves at least 20 feet straight towards the target before the attack.
- Rapier: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
- Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Dance Tune: Each humanoid fey or giant within 30 feet that can hear the satyr makes a DC 13 Wisdom saving throw. On a failure it must dance until the beginning of the satyrs next turn. While dancing its movement speed is halved and it has disadvantage on attack rolls. Satyrs dont suffer the negative consequences of dancing. If a creatures saving throw is successful or the effect ends for it it is immune to any satyrs Dance Tune for 24 hours. This is a magical charm effect.
- Lullaby: Each humanoid or giant within 30 feet that can hear the satyr makes a DC 13 Constitution saving throw. On a failure it falls asleep. It wakes up if a creature uses an action to wake it or if the satyr ends a turn without using its action to continue the lullaby. If a creatures saving throw is successful or the effect ends for it it is immune to any satyrs Lullaby for 24 hours. This is a magical charm effect.
Scarecrow
Medium Construct
- Armor Class: 12
- Hit Points: 31 (7d8)
- Speed: walk 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 382
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
14 (+2) |
10 (+0) |
6 (-2) |
10 (+0) |
14 (+2) |
- Skills:
- Damage Immunities: poison
- Damage Resistances: bludgeoning, piercing
- Condition Immunities: charmed, fatigue, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 60 ft., passive Perception 10
- Languages: understands the languages of its creator but can't speak
Special Abilities
- False Appearance: While motionless, the scarecrow is indistinguishable from an ordinary scarecrow.
- Flammable: After taking fire damage, the scarecrow catches fire and takes 5 (1d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can spend an action to extinguish this fire.
- Local Spirit: The scarecrow is destroyed if it travels more than a mile from the place it was created.
- Spell-created: The DC for dispel magic to destroy this creature is 19.
Actions
- Multiattack: The scarecrow uses Scare and makes two slam attacks.
- Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
- Scare: Each creature of the scarecrows choice within 30 feet that can see the scarecrow makes a DC 12 Wisdom saving throw. On a failure it is magically frightened for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it it is immune to Scare for 24 hours.
- Hat of Illusion (1/Day): While wearing a hat or other head covering the scarecrow takes on the illusory appearance of the last living humanoid to wear that hat. It requires a DC 12 Insight or Perception check to recognize the illusion. The illusion ends when the scarecrow is touched takes damage attacks or uses Scare or when the scarecrow chooses to end it as a bonus action.
Scarecrow Harvester
Medium Construct
- Armor Class: 14
- Hit Points: 67 (9d8+27)
- Speed: walk 40 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 383
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
18 (+4) |
16 (+3) |
12 (+1) |
14 (+2) |
16 (+3) |
- Skills:
- Damage Immunities: poison
- Damage Resistances: bludgeoning, piercing
- Condition Immunities: charmed, fatigue, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 60 ft., passive Perception 12
- Languages: understands the languages of its creator but can't speak
Special Abilities
- Flammable: After taking fire damage, the scarecrow catches fire and takes 5 (1d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can spend an action to extinguish this fire.
- Spell-created: The DC for dispel magic to disable this creature is 19. A disabled scarecrow is inanimate. After one hour, it becomes animate again unless its body has been destroyed.
Actions
- Multiattack: The scarecrow uses Scare and makes two claw attacks.
- Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) necrotic damage.
- Scare: Each creature of the scarecrows choice within 30 feet that can see the scarecrow makes a DC 13 Wisdom saving throw. On a failure it is magically frightened for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it it is immune to Scare for 24 hours.
- Fire Breath (Recharge 4-6): The scarecrow exhales fire in a 30-foot cone. Each creature in the area makes a DC 13 Dexterity saving throw taking 14 (4d6) fire damage on a failed save or half damage on a success.
- Pumpkin Head (1/Day): The scarecrow throws its head up to 60 feet. Each creature within 20 feet of the head makes a DC 13 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success. After using this action the scarecrow no longer has a head. It can still use its senses but can no longer use Fire Breath. It can create a new head when it finishes a long rest.
- Invisibility (1/Day): The scarecrow along with any mount it is riding is invisible for 1 hour or until it attacks or uses Scare Fire Breath or Pumpkin Head.
Scorpion
Tiny Beast
- Armor Class: 11
- Hit Points: 1 (1d4-1)
- Speed: walk 10 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 459
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
10 (+0) |
8 (-1) |
1 (-5) |
8 (-1) |
4 (-3) |
- Skills:
- Senses: blindsight 10 ft., passive Perception 9
- Languages:
Actions
- Sting: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage and the target makes a DC 9 Constitution save taking 4 (1d8) poison damage on a failure or half damage on a success.
Scorpionfolk
Large Monstrosity
- Armor Class: 15
- Hit Points: 52 (7d10+14)
- Speed: walk 40 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 385
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: perception +2, stealth +3, survival +2
- Senses: passive Perception 12
- Languages: Common, Scorpionfolk
Actions
- Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends the scorpionfolk can't attack a different target with its claws.
- Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Bonus Actions
- Sting: Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target makes a DC 12 Constitution saving throw, taking 16 (3d10) poison damage on a failure or half damage on a success.
Scorpionfolk Imperator
Large Monstrosity
- Armor Class: 15
- Hit Points: 52 (7d10+14)
- Speed: walk 40 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 385
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
14 (+2) |
18 (+4) |
10 (+0) |
10 (+0) |
- Skills: perception +2, stealth +3, survival +2, arcana +2, history +2, religion +2
- Senses: passive Perception 12
- Languages: Common, Scorpionfolk
Special Abilities
- Spellcasting: The imperator is a 5th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14
+6 to hit with spell attacks). It has the following cleric and wizard spells prepared:
Cantrips (at will): light
sacred flame
1st-level (4 slots): create or destroy water
healing word
2nd-level (3 slots): burning gust of wind
lesser restoration
3rd-level (2 slots): major image
venomous fireball
Actions
- Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends the scorpionfolk can't attack a different target with its claws.
- Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Sacred Flame (Cantrip; V, S): One creature the imperator can see within 60 feet makes a DC 14 Dexterity saving throw taking 9 (2d8) radiant damage on a failure. This spell ignores cover.
- Cure Wounds (1st-Level; V, S): The imperator touches a willing living creature restoring 8 (1d8 + 4) hit points to it.
- Burning Gust of Wind (2nd-Level: V, S, M): A hot blast of wind erupts from the imperators claw in a line 10 feet wide and 60 feet long. It extinguishes small fires and disperses vapors. For 1 minute or until the imperators concentration is broken each creature that starts its turn in the area or moves into the area must succeed on a DC 14 Strength saving throw or be pushed 15 feet directly away and take 7 (2d6) fire damage. A creature in the area must spend 2 feet of movement for every foot moved towards the imperator. The imperator can change the direction of the gust with a bonus action.
- Venomous Fireball (3rd-Level; V, S, M): Green fire streaks from the imperator to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw taking 21 (6d6) poison damage on a failed save or half damage on a success. A creature that fails the save is also poisoned until the end of its next turn.
Bonus Actions
- Sting: Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target makes a DC 12 Constitution saving throw, taking 16 (3d10) poison damage on a failure or half damage on a success.
Scout
Medium Humanoid
- Armor Class: 15
- Hit Points: 19 (3d8+6)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 490
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
16 (+3) |
14 (+2) |
10 (+0) |
14 (+2) |
10 (+0) |
- Saving Throws: Dex +5
- Skills: nature +2, perception +4, stealth +5, survival +4
- Senses: passive Perception 16
- Languages: any one
Special Abilities
- Keen Hearing and Sight: The scout has advantage on Perception checks that rely on hearing or sight.
Actions
- Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Longbow: Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Scrag
Large Giant
- Armor Class: 15
- Hit Points: 84 (8d10+40)
- Speed: walk 40 ft. swim 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 413
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
20 (+5) |
8 (-1) |
12 (+1) |
8 (-1) |
- Skills: stealth +4
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Giant
Special Abilities
- Keen Smell: The troll has advantage on Perception checks that rely on smell.
- Amphibious: The scrag can breathe both air and water.
- Regeneration: The scrag regains 10 hit points at the start of its turn. If the scrag takes acid or fire damage, this trait doesnt function on its next turn. This trait also doesnt function if the troll hasnt been immersed in water since the start of its last turn. The troll dies only if it starts its turn with 0 hit points and doesnt regenerate.
- Severed Limbs: If the troll is dealt a critical hit with a slashing weapon, one of its extremities is severed. The extremity has AC 15, 10 hit points, a Speed of 10, and the trolls Regeneration trait. The troll controls the severed extremity and perceives through it with the appropriate senses (for instance, it sees through the eyes of its severed head). As a bonus action, the troll can reattach the extremity. While the troll is missing the extremity, its maximum hit points are reduced by 10. Roll d6 to determine the severed extremity:
- 1-4: Arm: If the troll has an arm, it loses an arm. It loses one of its claw attacks, and the severed arm can make a claw attack.
- 5-6: Head: If the troll has a head, it loses its head. It loses its bite attack, and the severed head can make a bite attack.
Actions
- Multiattack: The troll attacks with its bite and twice with its claw.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
- Claw: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Sea Hag
Medium Fey
- Armor Class: 14
- Hit Points: 52 (7d8+21)
- Speed: walk 30 ft. swim 40 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 271
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
16 (+3) |
12 (+1) |
12 (+1) |
16 (+3) |
- Saving Throws: Con +5, Wis +3
- Skills: arcana +3, deception +5, insight +3
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Aquan, Common, Giant
Special Abilities
- Amphibious: The hag can breathe air and water.
- Curse: A creature that makes a bargain with the hag is magically cursed for 30 days. While it is cursed, the target automatically fails saving throws against the hags scrying and geas spells, and the hag can cast control weather centered on the creature.
- Innate Spellcasting: The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, 1/day: control weather, geas, scrying
Actions
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage.
- Death Glare (Gaze): One frightened creature within 30 feet makes a DC 11 Wisdom saving throw. On a failed saving throw the creature drops to 0 hit points. On a success the creature takes 7 (2d6) psychic damage.
Bonus Actions
- Horrific Transformation: The hag briefly takes on a terrifying form or reveals its true form. Each creature within 30 feet that can see the hag makes a DC 11 Wisdom saving throw. A creature under the hags curse automatically fails this saving throw. On a failure, the creature is frightened until the end of its next turn. If a creatures saving throw is successful, it is immune to the hags Horrific Transformation for 24 hours.
Sea Serpent
Gargantuan Monstrosity
- Armor Class: 17
- Hit Points: 247 (15d20+90)
- Speed: walk 10 ft. swim 50 ft.
- Challenge Rating: 16 (15,000 XP)
- Source: A5e Monstrous Menagerie page 386
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 28 (+9) |
10 (+0) |
22 (+6) |
4 (-3) |
14 (+2) |
8 (-1) |
- Saving Throws: Dex +5, Con +11, Int +2, Wis +7, Cha +4
- Skills:
- Senses: darkvision 60 ft., passive Perception 12
- Languages:
Special Abilities
- Amphibious: The serpent can breathe air and water.
- Reactive: The serpent can take two reactions per round, one with its tail and one with its bite. It can't take two reactions on the same turn.
- Sinuous: The serpent can share the space of other creatures and objects.
Actions
- Coils: Melee Weapon Attack: +14 to hit, reach 5 ft., one Large or larger target in its space. Hit: 51 (4d20 + 9) bludgeoning damage. If the target is a creature it is grappled (escape DC 22). If the target is an object it is held. Until the grapple or hold ends the targets speed is reduced to 0 and the sea serpents coils attack automatically hits the target. If an attacker subjects the serpent to a critical hit this grapple or hold ends.
- Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage. If the target is a creature it makes a DC 22 Strength saving throw. On a failure it is pushed up to 15 feet away from the serpent and knocked prone.
- Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage.
- Thrash (While Bloodied): The serpent moves up to its speed and then attacks with its tail and its bite.
- Recover (1/Day, While Bloodied): The serpent ends one condition or effect on itself.
Reactions
- Reactive Bite: If the serpent takes 15 damage or more from a melee attack made by a creature it can see, it bites the attacker.
- Reactive Tail: If the serpent takes 15 damage or more from an attack made by a creature or object it can see, it makes a tail attack against the attacker.
Seahorse
Tiny Beast
- Armor Class: 11
- Hit Points: 1 (1d4-1)
- Speed: walk 0 ft. swim 20 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 459
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 1 (-5) |
12 (+1) |
8 (-1) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills:
- Senses: passive Perception 10
- Languages:
Special Abilities
- Water Breathing: The seahorse breathes only water.
Shadow
Medium Undead
- Armor Class: 12
- Hit Points: 18 (4d8)
- Speed: walk 40 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 388
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
10 (+0) |
8 (-1) |
10 (+0) |
14 (+2) |
- Skills: stealth +4
- Damage Vulnerabilities: radiant
- Damage Immunities: necrotic, poison
- Damage Resistances: acid, cold, fire, lightning, thunder; damage from nonmagical weapons
- Condition Immunities: charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses: darkvision 120 ft., passive Perception 10
- Languages:
Special Abilities
- Amorphous: The shadow can pass through an opening as narrow as 1 inch wide without squeezing.
- Sunlight Weakness: While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
- Undead Nature: A shadow doesnt require air, sustenance, or sleep.
Actions
- Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage and the target makes a DC 12 Constitution saving throw. On a failure the target is cursed until it finishes a short or long rest or is the subject of remove curse or a similar spell. While cursed the target makes attack rolls Strength checks and Strength saving throws with disadvantage. If the target dies while cursed a new undead shadow rises from the corpse in 1d4 hours the corpse no longer casts a natural shadow and the target can't be raised from the dead until the new shadow is destroyed.
Bonus Actions
- Shadow Sneak: The shadow takes the Hide action even if obscured only by dim light or darkness.
Shadow Demon
Medium Fiend
- Armor Class: 13
- Hit Points: 45 (10d8)
- Speed: walk 30 ft. fly 50 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 74
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 5 (-3) |
16 (+3) |
10 (+0) |
12 (+1) |
14 (+2) |
16 (+3) |
- Saving Throws: Dex +5, Con +2, Cha +5
- Skills: stealth +5
- Damage Vulnerabilities: radiant
- Damage Immunities: cold, lightning, necrotic, poison
- Damage Resistances: acid, fire, thunder; damage from nonmagical weapons
- Condition Immunities: charmed, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses: darkvision 120 ft., passive Perception 12
- Languages: Abyssal, telepathy 120 ft.
Special Abilities
- Chaotic Evil: The demon radiates a Chaotic and Evil aura.
- Incorporeal: The demon can move through creatures and objects. It takes 3 (1d6) force damage if it ends its turn inside an object.
- Light Sensitivity: While in bright light, the demon has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Actions
- Darken Light: The demon magically targets a nonmagical flame or an area of magical light created by a 2nd-level or lower spell slot within 60 feet. Any area of bright light created by the light source instead casts dim light for 10 minutes.
- Replace Shadow: The demon targets a humanoid within 5 feet that is in dim light and can't see the demon. The target makes a DC 13 Constitution saving throw. On a success the target is aware of the demon. On a failure the target is unaware of the demon the target no longer casts a natural shadow and the demon magically takes on the shape of the targets shadow appearing indistinguishable from a natural shadow except when it attacks. The demon shares the targets space and moves with the target. When the demon is dealt damage while sharing the targets space it takes half the damage (rounded down) and the other half is dealt to the target. The effect ends when the target drops to 0 hit points the demon no longer shares the targets space the demon or target is affected by dispel evil and good or a similar effect or the demon begins its turn in an area of sunlight.
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) cold damage.
Bonus Actions
- Shadow Sneak: The demon takes the Hide action even if obscured only by dim light or darkness.
Shadow Dragon Wyrmling
Medium Dragon
- Armor Class: 16
- Hit Points: 52 (8d8+16)
- Speed: walk 30 ft. climb 30 ft. fly 60 ft. swim 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 137
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
10 (+0) |
10 (+0) |
14 (+2) |
- Skills: deception +4, insight +2, nature +2, perception +2, stealth +4
- Damage Immunities: necrotic, poison
- Damage Resistances: acid, cold, fire, lightning, thunder; damage from nonmagical weapons
- Condition Immunities: fatigue, frightened, grappled, paralyzed, poisoned, prone, restrained
- Senses: darkvision 120 ft., passive Perception 12
- Languages: Draconic
Special Abilities
- Evil: The dragon radiates an Evil aura.
- Incorporeal Movement: The dragon can move through other creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Essence Link: The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 18 (3d10 + 2) piercing damage.
- Anguished Breath (Recharge 5-6): The dragon exhales a shadowy maelstrom of anguish in a 15-foot cone. Each creature in that area makes a DC 12 Wisdom saving throw taking 22 (4d8) necrotic damage on a failed save or half damage on a success.
Shadow Elf Champion Warrior
Medium Humanoid
- Armor Class: 16
- Hit Points: 90 (12d8+36)
- Speed: walk 40 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 497
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
18 (+4) |
16 (+3) |
10 (+0) |
12 (+1) |
14 (+2) |
- Saving Throws: Str +7, Dex +7, Con +6, Wis +4
- Skills: athletics +7, intimidation +5, perception +4, stealth +7, survival +4
- Senses: passive Perception 14, darkvision 120 ft.
- Languages: any one
Special Abilities
- Shadow Elf Spellcasting: The warriors spellcasting ability is Charisma (spell save DC 13). The warrior can innately cast the following spells, requiring no material components:
Actions
- Multiattack: The warrior attacks twice.
- Shortsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. As part of this attack the warrior can poison the blade causing the attack to deal an extra 7 (2d6) poison damage.
- Hand Crossbow: Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a creature it makes a DC 13 Constitution saving throw. On a failure the target is poisoned for 1 hour. If it fails the saving throw by 5 or more it falls unconscious until it is no longer poisoned it takes damage or a creature takes an action to shake it awake.
Shadow Elf High Priest
Medium Humanoid
- Armor Class: 18
- Hit Points: 82 (11d8+33)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 489
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
10 (+0) |
16 (+3) |
12 (+1) |
18 (+4) |
16 (+3) |
- Saving Throws: Int +4, Wis +7, Cha +6
- Skills: medicine +7, insight +7, persuasion +6, religion +4
- Senses: passive Perception 14, darkvision 120 ft.
- Languages: any three
Special Abilities
- Shadow magic: The priestcan innately cast dancing lights as a cantrip and darkness and faerie fire once each per long rest with no material components, using Wisdom as their spellcasting ability.
- Spellcasting: The priest is an 11th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 15
+7 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): guidance
spare the dying
thaumaturgy
1st-level (4 slots): animal friendship
ceremony
detect poison and disease
2nd-level (3 slots): augury
lesser restoration
web
3rd-level (3 slots): bestow curse
remove curse
4th-level (3 slots): divination
freedom of movement
guardian of faith
5th-level (2 slots): greater restoration
insect plague
raise dead
6th-level (1 slots): word of recall
Actions
- Mace: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. On a hit the priest can expend a spell slot to deal 7 (2d6) radiant damage plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st.
- Web (2nd-Level; V, S, M, Concentration): Thick sticky webs fill a 20-foot cube within 60 feet lightly obscuring it and making it difficult terrain. The webs must either be anchored between two solid masses (such as walls) or layered 5 feet deep over a flat surface. Each creature that starts its turn in the webs or that enters them during its turn makes a DC 15 Dexterity saving throw. On a failure it is restrained. A creature can escape by making a DC 15 Strength check. Any 5-foot cube of webs exposed to fire burns away in 1 round dealing 5 (2d4) fire damage to any creature that starts its turn in the fire. The webs remain for 1 hour.
- Guardian of Faith (4th-Level; V): A Large indistinct spectral guardian appears in an unoccupied space within 30 feet and remains for 8 hours. Creatures of the priests choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC 15 Dexterity saving throw taking 20 radiant or necrotic damage (high priests choice) on a failed save or half damage on a success. The spell ends when the guardian has dealt 60 total damage.
- Insect Plague (5th-Level; V, S, M, Concentration): A 20-foot-radius sphere of biting and stinging insects appears centered on a point the priest can see within 300 feet and remains for 10 minutes. The cloud spreads around corners and the area is lightly obscured and difficult terrain. Each creature in the area when the cloud appears and each creature that enters it for the first time on a turn or ends its turn there makes a DC 15 Constitution saving throw taking 22 (4d10) piercing damage on a failed save or half damage on a success. The priest is immune to this damage.
Shadow Elf Mage
Medium Humanoid
- Armor Class: 12
- Hit Points: 67 (9d8+27)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 483
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
16 (+3) |
16 (+3) |
12 (+1) |
10 (+0) |
- Saving Throws: Int +6, Wis +4
- Skills: arcana +6, history +6, investigation +6, perception +4
- Senses: passive Perception 14; darkvision 120 ft.
- Languages: any three
Special Abilities
- Innate spells: The shadow elf magecan innately cast dancing lights as a cantrip and faerie fire and darkness once each per long rest with no material components, using Intelligence as their spellcasting ability.
- Spellcasting: The mage is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14
+6 to hit with spell attacks). They have the following wizard spells prepared:
Cantrips (at will): fire bolt
light
mage hand
prestidigitation
1st-level (4 slots): detect magic
identify
mage armor
shield
2nd-level (3 slots): alter self
misty step
3rd-level (3 slots): clairvoyance
counterspell
lightning bolt
4th-level (3 slots): dimension door
greater invisibility
5th-level (1 slot): cloudkill
Actions
- Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Fire Bolt (Cantrip; V, S): Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
- Lightning Bolt (3rd-Level; V, S, M): A bolt of lightning 5 feet wide and 100 feet long arcs from the mage. Each creature in the area makes a DC 14 Dexterity saving throw taking 28 (8d6) lightning damage on a failure or half damage on a success.
- Dimension Door (4th-Level; V): The mage teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space it takes 14 (4d6) force damage and the spell fails.
- Greater Invisibility (4th-Level; V, S, Concentration): The mage or a creature they touch is invisible for 1 minute.
- Cloudkill (5th-Level; V, S, Concentration): A 20-foot-radius sphere of poisonous sickly green fog appears centered on a point within 120 feet. It lasts for 10 minutes. It spreads around corners heavily obscures the area and can be dispersed by a strong wind ending the spell early. Until the spell ends when a creature starts its turn in the area or enters it for the first time on a turn it makes a DC 17 Constitution saving throw taking 22 (5d8) poison damage on a failure or half damage on a success. The fog moves away from the mage 10 feet at the start of each of its turns sinking to the level of the ground in that space.
Bonus Actions
- Misty Step (2nd-Level; V): The mage teleports to an unoccupied space they can see within 30 feet. The mage can't cast this spell and a 1st-level or higher spell on the same turn.
Reactions
- Counterspell (3rd-Level; S): When a creature the mage can see within 60 feet casts a spell, the mage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the mage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell.
- Shield (1st-Level; V: When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.
Shadow Elf Spellcaster Drider
Large Monstrosity
- Armor Class: 17
- Hit Points: 114 (12d10+48)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 187
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
18 (+4) |
10 (+0) |
16 (+3) |
12 (+1) |
- Skills: perception +6, stealth +6, survival +6
- Damage Resistances: poison
- Senses: darkvision 120 ft., passive Perception 16
- Languages: Undercommon, Elvish, one more
Special Abilities
- Spider Climb: The drider can use its climb speed even on difficult surfaces and upside down on ceilings.
- Sunlight Sensitivity: While in sunlight, the drider has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
- Web Walker: The drider ignores movement restrictions imposed by webs.
- Fey Ancestry: The drider gains an expertise die on saving throws against being charmed, and magic can't put it to sleep.
- Innate Spellcasting: The driders innate spellcasting ability is Wisdom (spell save DC 14). The drider can innately cast the following spells, requiring no material components: At will: dancing lights, 1/day each: darkness, web
Actions
- Multiattack: The drider makes a claws attack and then either a bite or longsword attack. Alternatively it makes two longbow attacks.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage and the target is grappled (escape DC 15). While grappling a target the drider can't attack a different target with its claws.
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one grappled creature. Hit: 2 (1d4) piercing damage plus 13 (3d8) poison damage.
- Longsword (wielded two-handed): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
- Longbow: Melee Weapon Attack: +6 to hit, range 120/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.
- Darkness (2nd-Level; V, S, Concentration): Magical darkness spreads from a point within 30 feet filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it.
- Web (2nd-Level; V, S, Concentration): Thick sticky webs fill a 20-foot cube within 60 feet lightly obscuring it and making it difficult terrain. The webs must either be anchored between two solid masses (such as walls) or layered 5 feet deep over a flat surface. Each creature that starts its turn in the webs or that enters them during its turn makes a DC 14 Dexterity saving throw. On a failure it is restrained. A creature can escape by using an action to make a DC 14 Strength check. Any 5-foot cube of webs exposed to fire burns away in 1 round dealing 5 (2d4) fire damage to any creature that starts its turn in the fire. The webs remain for 1 minute.
Shadow Elf Warrior
Medium Humanoid
- Armor Class: 13
- Hit Points: 11 (2d8+2)
- Speed: walk 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 498
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
12 (+1) |
12 (+1) |
10 (+0) |
14 (+2) |
10 (+0) |
- Skills: athletics +3, stealth +3, perception +4, survival +4
- Senses: passive Perception 14, darkvision 120 ft.
- Languages: any one
Special Abilities
- Shadow Elf Spellcasting: The warriors spellcasting ability is Wisdom (spell save DC 12). The warrior can innately cast the following spells, requiring no material components:
Actions
- Shortsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
- Hand Crossbow: Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature it makes a DC 13 Constitution saving throw. On a failure the target is poisoned for 1 hour. If it fails the saving throw by 5 or more it falls unconscious until it is no longer poisoned it takes damage or a creature takes an action to shake it awake.
Shambling Mound
Large Plant
- Armor Class: 15
- Hit Points: 123 (13d10+52)
- Speed: walk 20 ft. swim 20 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 391
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
18 (+4) |
6 (-2) |
12 (+1) |
6 (-2) |
- Skills: stealth +3
- Damage Immunities: lightning
- Damage Resistances: cold, fire, piercing
- Condition Immunities: blinded, deafened, fatigue
- Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 11
- Languages:
Special Abilities
- Lightning Absorption: When the shambling mound would be subjected to lightning damage, it instead regains hit points equal to the lightning damage dealt.
Actions
- Multiattack: The shambling mound takes two slam attacks. If both attacks hit one Medium or smaller creature the target is grappled (escape DC 15) and the shambling mound uses Engulf against it.
- Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
- Engulf: The shambling mound absorbs a Medium or smaller grappled creature into its body. The engulfed creature is blinded restrained can't breathe and moves with the shambling mound. At the start of each of the shambling mounds turns the target takes 11 (2d6 + 4) bludgeoning damage.
Shield Guardian
Large Construct
- Armor Class: 17
- Hit Points: 133 (14d10+56)
- Speed: walk 30 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 264
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
18 (+4) |
6 (-2) |
10 (+0) |
3 (-4) |
- Skills:
- Damage Immunities: poison
- Condition Immunities: charmed, fatigue, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 60 ft., passive Perception 10
- Languages: understands all languages but can't speak
Special Abilities
- Amulet: The guardian is magically bound to an amulet. It knows the distance and direction to the amulet while it is on the same plane of existence. Whoever wears the amulet becomes the guardians master and can magically command the guardian to travel to it.
- Immutable Form: The guardian is immune to any effect that would alter its form.
- Magic Resistance: The guardian has advantage on saving throws against spells and magical effects.
- Spell Storing: A spellcaster wearing the guardians amulet can use the guardian to store a spell. The spellcaster casts a spell using a 4th-level or lower spell slot on the guardian, choosing any spell parameters. The spell has no effect when thus cast. The guardian can cast this spell once, using no components, when ordered to do so by its master or under other predefined circumstances. When a spell is stored in the guardian, any previously stored spell is lost.
- Constructed Nature: Guardians dont require air, sustenance, or sleep.
Actions
- Multiattack: The guardian attacks twice with its fist.
- Fist: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
- Self-Repair: The guardian regains 15 hit points.
Reactions
- Absorb Damage: If the guardian is within 60 feet of its master when the master takes damage, half the damage (rounded up) is transferred to the guardian.
- Shield: If the guardian is within 5 feet of its master when the master is attacked, the guardian grants a +3 bonus to its masters AC.
Shrieker
Medium Plant
- Armor Class: 5
- Hit Points: 13 (3d8)
- Speed: walk 0 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 212
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 1 (-5) |
1 (-5) |
10 (+0) |
1 (-5) |
2 (-4) |
1 (-5) |
- Skills:
- Damage Vulnerabilities: fire
- Condition Immunities: blinded, charmed, deafened, fatigue, frightened, prone, restrained, stunned
- Senses: blindsight 30 ft. (blind beyond this radius), passive Perception 6
- Languages:
Special Abilities
- False Appearance: While motionless, the shrieker is indistinguishable from a normal fungus.
Reactions
- Shriek: If the shrieker perceives a creature within 30 feet or if an area of bright light is within 30 feet it shrieks loudly and continuously. The shriek is audible within 300 feet. The shrieker continues to shriek for 1 minute after the creature or light has moved away.
Shroud Ray
Large Aberration
- Armor Class: 13
- Hit Points: 97 (13d10+26)
- Speed: walk 10 ft. swim 50 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie page 50
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
14 (+2) |
12 (+1) |
12 (+1) |
12 (+1) |
- Saving Throws: Wis +4
- Skills: stealth +6
- Damage Resistances: bludgeoning
- Condition Immunities: charmed, frightened
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Deep Speech, Undercommon
Special Abilities
- False Appearance: When motionless, the ray is indistinguishable from a patch of sand.
- Light Sensitivity: The cloaker has disadvantage on attack rolls and Perception checks while in bright light.
- Aquatic: The shroud ray can only breathe underwater.
Actions
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage and the target is grappled (escape DC 15). If the cloaker has advantage against the target the cloaker attaches to the targets head and the target is blinded and suffocating. Until this grapple ends the cloaker automatically hits the grappled creature with this attack. When the cloaker is dealt damage while grappling it takes half the damage (rounded down) and the other half is dealt to the grappled target. The cloaker can have only one creature grappled at once.
- Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage and the creature makes a DC 13 Constitution saving throw. On a failure it is poisoned until the end of the cloakers next turn.
- Moan: Each non-aberration creature within 60 feet that can hear its moan makes a DC 13 Wisdom saving throw. On a failure it is frightened until the end of the cloakers next turn. When a creature succeeds on this saving throw it becomes immune to the cloakers moan for 24 hours.
- Phantasms (1/Day): The cloaker magically creates flickering illusions of itself in its space. Attacks on it have disadvantage. This effect ends after 1 minute when the cloaker enters an area of bright light or when it successfully grapples a creature.
Reactions
- Reactive Tail: When hit or missed with a melee attack, the cloaker makes a tail attack against the attacker.
- Angry Moan: When the cloaker takes damage, it uses Moan.
Silver Dragon Wyrmling
Medium Dragon
- Armor Class: 17
- Hit Points: 60 (8d8+24)
- Speed: walk 30 ft. fly 60 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 179
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
16 (+3) |
12 (+1) |
10 (+0) |
14 (+2) |
- Skills: perception +2, stealth +4
- Damage Immunities: cold
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 12
- Languages: Draconic
Special Abilities
- Cloud Strider: The dragon suffers no harmful effects from high altitude.
Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Frost Breath: The dragon exhales freezing wind in a 15-foot cone. Each creature in the area makes a DC 13 Constitution saving throw taking 17 (5d6) cold damage on a failed save or half damage on a success.
- Paralyzing Breath: The dragon exhales paralytic gas in a 15-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of its next turn.
Siren
Medium Monstrosity
- Armor Class: 11
- Hit Points: 38 (7d8+7)
- Speed: walk 20 ft. swim 40 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 276
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
12 (+1) |
12 (+1) |
10 (+0) |
10 (+0) |
14 (+2) |
- Saving Throws: Wis +2
- Skills:
- Senses: passive Perception 10
- Languages: Common
Special Abilities
- Amphibious: The sirencan breathe and sing both in air and underwater.
Actions
- Multiattack: The harpy attacks twice with its claw.
- Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Bonus Actions
- Luring Song: The harpy sings a magical song. Each humanoid and giant within 300 feet that can hear it makes a DC 12 Wisdom saving throw. On a failure, a creature becomes charmed until the harpy fails to use its bonus action to continue the song. While charmed by the harpy, a creature is incapacitated and ignores other harpy songs. On each of its turns, the creature moves towards the harpy by the most direct route, not avoiding opportunity attacks or hazards. The creature repeats its saving throw whenever it is damaged and before it enters damaging terrain such as lava. If a saving throw is successful or the effect ends on it, it is immune to any harpys song for the next 24 hours.
Skeletal Champion
Medium Undead
- Armor Class: 15
- Hit Points: 58 (9d8+18)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 393
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
16 (+3) |
14 (+2) |
6 (-2) |
8 (-1) |
5 (-3) |
- Saving Throws: Str +5, Dex +5, Con +4
- Skills:
- Damage Vulnerabilities: bludgeoning
- Damage Immunities: poison
- Condition Immunities: fatigue, poisoned
- Senses: darkvision 60 ft., passive Perception 9
- Languages: understands the languages it knew in life but can't speak
Special Abilities
- Undead Nature: A skeleton doesnt require air, sustenance, or sleep.
Actions
- Multiattack: The skeleton makes two melee attacks.
- Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
- Heavy Crossbow: Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Reactions
- Shielding Riposte: When a creature within the skeletons reach misses with a melee attack against the skeleton or a creature within 5 feet, the skeleton makes a longsword attack against the attacker. The skeleton must be wielding a longsword to use this reaction.
Skeletal Tyrannosaurus Rex
Huge Undead
- Armor Class: 13
- Hit Points: 126 (11d12+55)
- Speed: walk 50 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie page 394
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
10 (+0) |
20 (+5) |
2 (-4) |
8 (-1) |
5 (-3) |
- Skills:
- Damage Vulnerabilities: bludgeoning
- Damage Immunities: poison
- Condition Immunities: fatigue, poisoned
- Senses: darkvision 60 ft., passive Perception 9
- Languages:
Special Abilities
- Undead Nature: A skeleton doesnt require air, sustenance, or sleep.
Actions
- Multiattack: The skeleton makes a bite attack and a tail attack against two different targets.
- Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a creature it is grappled (escape DC 17). Until this grapple ends the skeleton can't bite a different creature and it has advantage on bite attacks against the grappled creature.
- Tail: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Skeletal Warhorse
Large Undead
- Armor Class: 11
- Hit Points: 30 (4d10+8)
- Speed: walk 50 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 394
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
14 (+2) |
3 (-4) |
8 (-1) |
5 (-3) |
- Skills:
- Damage Vulnerabilities: bludgeoning
- Damage Immunities: poison
- Condition Immunities: fatigue, poisoned
- Senses: darkvision 60 ft., passive Perception 9
- Languages:
Special Abilities
- Undead Nature: A skeleton doesnt require air, sustenance, or sleep.
Actions
- Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the skeleton moves at least 20 feet straight towards the target before the attack the target makes a DC 14 Strength saving throw falling prone on a failure.
Skeleton
Medium Undead
- Armor Class: 13
- Hit Points: 13 (2d8+4)
- Speed: walk 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 393
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
14 (+2) |
6 (-2) |
8 (-1) |
5 (-3) |
- Skills:
- Damage Vulnerabilities: bludgeoning
- Damage Immunities: poison
- Condition Immunities: fatigue, poisoned
- Senses: darkvision 60 ft., passive Perception 9
- Languages: understands the languages it knew in life but can't speak
Special Abilities
- Undead Nature: A skeleton doesnt require air, sustenance, or sleep.
Actions
- Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Skeleton Horde
Large Undead
- Armor Class: 13
- Hit Points: 65 (10d8+20)
- Speed: walk 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 394
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
14 (+2) |
6 (-2) |
8 (-1) |
5 (-3) |
- Skills:
- Damage Vulnerabilities: bludgeoning
- Damage Immunities: poison
- Condition Immunities: fatigue, poisoned
- Senses: darkvision 60 ft., passive Perception 9
- Languages: understands the languages it knew in life but can't speak
Special Abilities
- Undead Nature: A skeleton doesnt require air, sustenance, or sleep.
Actions
- Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 27 (5d6 + 10) piercing damage or half damage if the horde is bloodied.
- Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 27 (5d6 + 10) piercing damage or half damage if the horde is bloodied.
Snake Lamia
Large Monstrosity
- Armor Class: 13
- Hit Points: 85 (10d10+30)
- Speed: walk 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 303
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
16 (+3) |
16 (+3) |
14 (+2) |
16 (+3) |
18 (+4) |
- Skills: deception +6, perception +5, stealth +5
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Abyssal, Common
Special Abilities
- Chaotic Evil: The lamia radiates a Chaotic and Evil aura.
- Innate Spellcasting: The lamias innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components. At will: charm person, disguise self (humanoid form), major image, misty step, 1/day each: geas, hallucinatory terrain, hypnotic pattern, scrying
Actions
- Dizzying Touch: Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: The target is magically charmed for 1 hour or until it takes damage. While charmed in this way it has disadvantage on Wisdom saving throws and ability checks.
- Constrict: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends the lamia can't constrict a different target.
- Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target makes a DC 13 Constitution saving throw. On a failure the target takes 10 (3d6) poison damage and is poisoned for 1 hour.
- Hypnotic Pattern (3rd-Level; S, Concentration): A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure the creature is charmed for 1 minute. While charmed the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.
Bonus Actions
- Misty Step (2nd-Level; V): The lamia teleports to an unoccupied space it can see within 30 feet. The lamia can't cast this spell and a 1st-level or higher spell on the same turn.
Solar
Large Celestial
- Armor Class: 21
- Hit Points: 319 (22d10+198)
- Speed: walk 50 ft. fly 150 ft.
- Challenge Rating: 21 (33,000 XP)
- Source: A5e Monstrous Menagerie page 20
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 28 (+9) |
22 (+6) |
28 (+9) |
22 (+6) |
30 (+10) |
30 (+10) |
- Saving Throws: Wis +0, Cha +17
- Skills: athletics +16, history +16, insight +17, perception +17, religion +17
- Damage Immunities: necrotic, poison
- Damage Resistances: radiant; damage from nonmagical weapons
- Condition Immunities: charmed, exhaustion, frightened, poisoned
- Senses: truesight 120 ft., Passive Perception 27
- Languages: all, telepathy 120 ft.
Special Abilities
- Champion of Truth: The solar automatically detects lies. Additionally, it cannot lie.
- Innate Spellcasting: The solars spellcasting ability is Charisma (spell save DC 25). The solar can innately cast the following spells, requiring no material components: 1/day each: commune, control weather, resurrection
Actions
- Multiattack: The solar attacks twice with its holy sword.
- Holy Sword: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) radiant damage.
- Column of Flame: Flame erupts in a 10-foot-radius 30-foot-tall cylinder centered on a point the solar can see within 60 feet of it. Each creature in the area makes a DC 21 Dexterity saving throw taking 21 (6d6) fire damage and 21 (6d6) radiant damage of a failure or half as much damage on a success.
Reactions
- Forceful Parry (While Bloodied): When a creature misses the solar with a melee attack, the solars parrying sword sparks with energy. The attacker takes 21 (6d6) lightning damage and makes a DC 24 Constitution saving throw. On a failure, it is pushed 10 feet away and falls prone.
Legendary Actions
- The solar can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. The solar regains spent legendary actions at the start of its turn.
- Teleport: The solar magically teleports up to 120 feet to an empty space it can see.
- Heal (3/Day): The solar touches a creature other than itself, magically healing 60 hit points of damage and ending any blindness, curse, deafness, disease, or poison on the target.
- Deafening Command (Costs 2 Actions): The solar speaks an echoing command. Each creature of the solars choice within 30 feet that can hear the solar and understands a language makes a DC 24 Charisma saving throw. Each creature that succeeds on the saving throw takes 21 (6d6) thunder damage. Each creature that fails its saving throw immediately takes a certain action, depending on the solars command. This is a magical charm effect.
- Abase yourself! The creature falls prone:
- Approach! The creature must use its reaction:
- Flee! The creature must use its reaction:
- Surrender! The creature drops anything it is holding:
Soldier
Medium Humanoid
- Armor Class: 16
- Hit Points: 19 (3d8+6)
- Speed: walk 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 493
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
- Saving Throws: Str +4, Con +4
- Skills: perception +2, survival +2
- Senses: passive Perception 12
- Languages: any one
Actions
- Spear: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage or 9 (2d6 + 2) piercing damage if within 5 feet of an ally that is not incapacitated.
- Heavy Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Bonus Actions
- Tactical Movement: Until the end of the soldiers turn, their Speed is halved and their movement doesnt provoke opportunity attacks.
Soldier Squad
Large Humanoid
- Armor Class: 16
- Hit Points: 97 (15d8+30)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 494
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: perception +3, survival +3
- Senses: passive Perception 13
- Languages: any one
Special Abilities
- Area Vulnerability: The squad takes double damage from any effect that targets an area.
- Squad Dispersal: When the squad is reduced to 0 hit points, it turns into 2 (1d4) soldiers with 9 hit points each.
- Squad: The squad is composed of 5 or more soldiers. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The squad can move through any opening large enough for one Medium creature without squeezing.
Actions
- Spears: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 31 (6d6 + 10) piercing damage or half damage if the squad is bloodied.
Bonus Actions
- Tactical Movement: Until the end of the squads turn, their Speed is halved and their movement doesn't provoke opportunity attacks.
Spark Mephit
Small Elemental
- Armor Class: 12
- Hit Points: 17 (5d6)
- Speed: walk 30 ft. fly 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 327
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
14 (+2) |
10 (+0) |
8 (-1) |
10 (+0) |
12 (+1) |
- Skills:
- Damage Immunities: lightning, poison
- Condition Immunities: poisoned
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Auran, Ignan
Special Abilities
- Death Burst: When the mephit dies, its Spark Form recharges, and the mephit uses it before it dies.
- Elemental Nature: A mephit doesnt require air, sustenance, or sleep.
Actions
- Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) lightning damage.
- Spark Form (Recharge 6): The mephit transforms into an arc of lightning and flies up to 20 feet without provoking opportunity attacks. During this movement the mephit can pass through other creatures spaces. Whenever it moves through another creatures space for the first time during this movement that creature makes a DC 12 Dexterity saving throw taking 5 (2d4) lightning damage on a failed save or half damage on a success. The mephit then reverts to its original form.
- Faerie Flame (1/Day): Each creature within 10 feet of the mephit makes a DC 11 Dexterity saving throw. On a failure the creature is magically outlined in blue light for 1 minute. While outlined the creature gains no benefit from being invisible and attack rolls against it are made with advantage.
Specter
Medium Undead
- Armor Class: 12
- Hit Points: 22 (5d8)
- Speed: walk 0 ft. fly 50 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 396
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
14 (+2) |
- Skills:
- Damage Immunities: necrotic, poison
- Damage Resistances: acid, cold, fire, lighting, thunder; damage from nonmagical weapons
- Condition Immunities: charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: darkvision 60 ft., passive Perception 10
- Languages: understands the languages it knew in life but can't speak
Special Abilities
- Incorporeal: The specter can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn.
- Sunlight Sensitivity: While in sunlight, the specter has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
- Undead Nature: A specter doesnt require air, sustenance, or sleep.
Actions
- Life Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage and 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 its hit point maximum is reduced to 0.
- Hurl: The specter targets a Medium or smaller creature or an object weighing no more than 150 pounds within 30 feet of it. A creature makes a DC 12 Strength saving throw. On a failure it is hurled up to 30 feet in any direction (including upwards) taking 3 (1d6) damage for every 10 feet it is hurled. An object is launched up to 30 feet in a straight line and a creature in its path makes a DC 12 Dexterity saving throw taking 7 (2d6) bludgeoning damage on a failure. On a success the creature takes no damage and the object keeps flying past it.
- Fade: While not in sunlight the specter turns invisible and takes the Hide action. It remains invisible for 1 minute or until it uses Life Drain or takes damage. If the specter takes radiant damage it can't use this action until the end of its next turn.
Spell-warped Chuul
Large Aberration
- Armor Class: 16
- Hit Points: 127 (15d10+45)
- Speed: walk 30 ft. swim 40 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 48
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
16 (+3) |
5 (-3) |
16 (+3) |
10 (+0) |
- Skills:
- Damage Immunities: poison
- Condition Immunities: frightened, poisoned
- Senses: darkvision 60 ft., passive Perception 13
- Languages: understands Deep Speech but can't speak
Special Abilities
- Amphibious: The chuul can breathe air and water.
- Detect Magic: The chuul senses a magical aura around any visible creature or object within 120 feet that bears magic.
- Spell-warped: The spell-warped Chuul possesses one of the following traits.
- Absorb Magic: The chuul has advantage on saving throws against spells and other magical effects. Whenever the chuul successfully saves against a spell or magical effect, it magically gains 5 (1d10) temporary hit points. While these temporary hit points last, the chuuls pincer attacks deal an additional 3 (1d6) force damage.
- King-Sized Claw: One of the chuuls pincers deals 18 (4d6 + 4) bludgeoning damage on a successful hit. A creature grappled by this pincer makes ability checks to escape the grapple with disadvantage.
- Rune Drinker: Whenever the chuul takes damage from a magic weapon, until the start of the chuuls next turn attacks made with that weapon have disadvantage, and the chuul gains a +4 bonus to AC.
- Sparking Wand: A wand of lightning bolts adorns the chuuls carapace. A creature that starts its turn within 10 feet must make a successful DC 14 Dexterity saving throw or take 7 (2d6) lightning damage. As an action, a creature within 5 feet of the chuul can grab the wand by making a successful DC 14 Athletics or Sleight of Hand check. A creature that fails this check must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 7 (2d6) lightning damage and is knocked prone. On a successful save, a creature takes half damage and isnt knocked prone.
Actions
- Multiattack: If the chuul is grappling a creature it uses its tentacle on that creature. It then makes two pincer attacks.
- Pincer: Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature it is grappled (escape DC 15). When carrying a grappled creature the chuul can move at full speed. A pincer that is being used to grapple a creature can be used only to attack that creature.
- Tentacle: A grappled creature makes a DC 14 Constitution saving throw. On a failure it is paralyzed for 1 minute. The creature repeats the saving throw at the end of each of its turns ending the paralysis on a success.
Sphinx
Large Monstrosity
- Armor Class: 20
- Hit Points: 142 (15d10+60)
- Speed: walk 40 ft. fly 60 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 398
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
14 (+2) |
18 (+4) |
18 (+4) |
22 (+6) |
20 (+5) |
- Saving Throws: Dex +6, Con +8, Int +8, Wis +10
- Skills: arcana +8, history +8, perception +10, religion +8
- Damage Immunities: psychic; damage from nonmagical weapons
- Condition Immunities: charmed, frightened, paralyzed, stunned
- Senses: truesight 120 ft., passive Perception 20
- Languages: Celestial, Common, telepathy 120 ft.
Special Abilities
- Inscrutable: The sphinx is immune to divination and to any effect that would sense its emotions or read its thoughts. Insight checks made to determine the sphinxs intentions are made with disadvantage.
- Innate Spellcasting: The sphinxs spellcasting ability is Wisdom (spell save DC 18). It can cast the following spells, requiring no material components: At will: detect evil and good, detect magic, minor illusion, spare the dying, 3/day each: dispel magic, identify, lesser restoration, remove curse, scrying, tongues, zone of truth, 1/day each: contact other plane, flame strike, freedom of movement, greater restoration, legend lore, heroes feast
Actions
- Multiattack: The sphinx attacks twice with its claw.
- Claw: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
- Dispel Magic (3rd-Level; V, S): The sphinx scours the magic from one creature object or magical effect within 120 feet that it can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot the sphinx makes a Wisdom ability check (DC 10 + the spells level) for each one ending the effect on a success.
- Flame Strike (5th-Level; V, S): A column of divine flame fills a 10-foot-radius 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 18 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
Bonus Actions
- Speed Time (1/Day: For 1 minute, the sphinxs Speed and flying speed are doubled, opportunity attacks against it are made with disadvantage, and it can attack three times with its claw (instead of twice) when it uses Multiattack.
- Planar Jaunt (1/Day): The sphinx targets up to eight willing creatures it can see within 300 feet. The targets are magically transported to a different place, plane of existence, demiplane, or time. This effect ends after 24 hours or when the sphinx takes a bonus action to end it. When the effect ends, the creatures reappear in their original locations, along with any items they acquired on their jaunt. While the effect lasts, the sphinx can communicate telepathically with the targets. The sphinx chooses one of the following destinations:
- Different Location or Plane of Existence: The creatures appear in empty spaces of the sphinxs choice anywhere on the Material Plane or on a different plane altogether.
- Demiplane: The creatures appear in empty spaces of the sphinxs choice on a demiplane. The demiplane can be up to one square mile in size. The demiplane can appear to be inside, outside, or underground, and can contain terrain, nonmagical objects, and magical effects of the sphinxs choosing. The sphinx may populate it with creatures and hazards with a total Challenge Rating equal to or less than the sphinxs Challenge Rating.
- Time: The creatures appear in empty spaces of the sphinxs choosing anywhere on the Material Plane, at any time from 1,000 years in the past to 1,000 years in the future. At the Narrators discretion, changes made in the past may alter the present.
Spider
Tiny Beast
- Armor Class: 12
- Hit Points: 1 (1d4-1)
- Speed: walk 20 ft. climb 20 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 460
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
14 (+2) |
8 (-1) |
1 (-5) |
10 (+0) |
2 (-4) |
- Skills: stealth +4
- Senses: darkvision 30 ft., passive Perception 10
- Languages:
Special Abilities
- Spider Climb: The spider can climb even on difficult surfaces and upside down on ceilings.
- Web Sense: While touching a web, the spider knows the location of other creatures touching that web.
- Web Walker: The spider ignores movement restrictions imposed by webs.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage and the target makes a DC 9 Constitution saving throw taking 2 (1d4) poison damage on a failure.
Spirit Naga
Large Monstrosity
- Armor Class: 16
- Hit Points: 85 (10d10+30)
- Speed: walk 40 ft. swim 40 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 343
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
16 (+3) |
16 (+3) |
16 (+3) |
14 (+2) |
16 (+3) |
- Saving Throws: Dex +6, Con +6, Wis +5, Cha +6
- Skills:
- Damage Immunities: poison
- Condition Immunities: charmed, poisoned
- Senses: darkvision 60 ft., passive Perception 12
- Languages: Abyssal, Celestial, Common
Special Abilities
- Amphibious: The naga can breathe air and water.
- Rejuvenation: If it dies, the naga gains a new body in 1d6 days, regaining all its hit points. This trait can be removed with a wish spell.
- Spellcasting: The naga is a 9th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14). The naga has the following wizard spells prepared
which it can cast with only vocalized components:
Cantrips (at will): mage hand
minor illusion
1st-level (4 slots): charm person
shield
2nd-level (3 slots): detect thoughts
levitate
3rd-level (3 slots) hypnotic pattern
lightning bolt
4th-level (3 slots): arcane eye
blight
5th-level (1 slots): dominate person
Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The target makes a DC 15 Constitution saving throw taking 28 (8d6) poison damage on a failure or half damage on a success.
- Hypnotic Pattern (3rd-Level; V, Concentration): A swirling pattern of light appears at a point within 120 feet of the naga. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure the creature is charmed for 1 minute. While charmed the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.
- Lightning Bolt (3rd-Level; V): A bolt of lightning 5 feet wide and 100 feet long arcs from the naga. Each creature in the area makes a DC 14 Dexterity saving throw taking 28 (8d6) lightning damage on a failure or half damage on a success.
- Blight (4th-Level; V, Concentration): The naga targets a living creature or plant within 30 feet draining moisture and vitality from it. The target makes a DC 14 Constitution saving throw taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies.
Reactions
- Shield (1st-Level; V): When the naga is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the beginning of its next turn.
Sprite
Tiny Fey
- Armor Class: 14
- Hit Points: 2 (1d4)
- Speed: walk 10 ft. fly 40 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 203
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
18 (+4) |
10 (+0) |
14 (+2) |
12 (+1) |
10 (+0) |
- Skills: perception +3, stealth +6
- Senses: passive Perception 13
- Languages: Common, Elvish, Sylvan
Special Abilities
- Faerie Light: As a bonus action, the sprite can cast dim light for 30 feet, or extinguish its glow.
Actions
- Rapier: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 3 (1d6) poison damage. If the poison damage reduces the target to 0 hit points the target is stable but poisoned for 1 hour even if it regains hit points and it is asleep while poisoned in this way.
- Shortbow: Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage plus 3 (1d6) poison damage. If the poison damage reduces the target to 0 hit points the target is stable but poisoned for 1 hour even if it regains hit points and it is asleep while poisoned in this way.
- Gust: A 30-foot cone of strong wind issues from the sprite. Creatures in the area that fail a DC 10 Strength saving throw and unsecured objects weighing 300 pounds or less are pushed 10 feet away from the sprite. Unprotected flames in the area are extinguished and gas or vapor is dispersed. Using Gust does not cause the sprite to become visible.
- Heart Sight: The sprite touches a creature. The creature makes a DC 10 Charisma saving throw. On a failure the sprite magically reads its mental state and surface thoughts and learns its alignment (if any). Celestials fiends and undead automatically fail the saving throw.
Bonus Actions
- Invisibility: The sprite and any equipment it wears or carries magically turns invisible until the sprite attacks, becomes incapacitated, or uses a bonus action to become visible.
Spy
Medium Humanoid
- Armor Class: 12
- Hit Points: 27 (6d8)
- Speed: walk 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 468
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
10 (+0) |
12 (+1) |
14 (+2) |
14 (+2) |
- Saving Throws: Dex +4, Wis +4
- Skills: deception +4, insight +4, investigation +3, perception +4, persuasion +4, sleight +0, stealth +4
- Senses: passive Perception 14
- Languages: any two
Special Abilities
- Sneak Attack (1/Turn): The cutthroat deals an extra 7 (2d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the cutthroats target is within 5 feet of an ally of the cutthroat while the cutthroat doesnt have disadvantage on the attack.
Actions
- Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Hand Crossbow: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Bonus Actions
- Cunning Action: The cutthroat takes the Dash, Disengage, Hide, or Use an Object action.
- Rapid Attack: The cutthroat attacks with their shortsword.
Spymaster
Medium Humanoid
- Armor Class: 16
- Hit Points: 97 (15d8+30)
- Speed: walk 35 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 468
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
16 (+3) |
14 (+2) |
12 (+1) |
12 (+1) |
12 (+1) |
- Saving Throws: Dex +6, Int +4, Wis +4
- Skills: acrobatics +6, deception +4, perception +4, stealth +6
- Senses: blindsight 10 ft., darkvision 30 ft., passive Perception 14
- Languages: any two
Special Abilities
- Assassinate: During the first turn of combat, the assassin has advantage on attack rolls against any creature that hasnt acted. On a successful hit, each creature of the assassins choice that can see the assassins attack is rattled until the end of the assassins next turn.
- Dangerous Poison: As part of making an attack, the assassin can apply a dangerous poison to their weapon (included below). The assassin carries 3 doses of this poison. A single dose can coat one melee weapon or up to 5 pieces of ammunition.
- Evasion: When the assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure.
- Sneak Attack (1/Turn): The assassin deals an extra 21 (6d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the assassins target is within 5 feet of an ally of the assassin while the assassin doesnt have disadvantage on the attack.
Actions
- Shortsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Hand Crossbow: Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bonus Actions
- Cunning Action: The assassin takes the Dash, Disengage, Hide, or Use an Object action.
- Rapid Attack: The assassin attacks with their shortsword.
- Don Disguise: The spymaster uses a disguise kit, making a Deception check to create the disguise. While the spymaster is wearing a disguise, their true identity can't be determined even if the disguise fails.
- Study Adversary: The spymaster studies the defenses of a creature engaged in combat. The spymaster gains advantage on all attacks and contested ability checks against that creature for 24 hours or until they study a different creature.
Steam Mephit
Small Elemental
- Armor Class: 10
- Hit Points: 21 (6d6)
- Speed: walk 30 ft. fly 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 327
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
10 (+0) |
10 (+0) |
8 (-1) |
10 (+0) |
10 (+0) |
- Skills:
- Damage Immunities: fire, poison
- Condition Immunities: poisoned
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Aquan, Ignan
Special Abilities
- Death Burst: When the mephit dies, it explodes into steam. Each creature within 5 feet makes a DC 10 Constitution saving throw, taking 4 (1d8) fire damage on a failed save.
- Elemental Nature: A mephit doesnt require air, sustenance, or sleep.
Actions
- Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
- Blurred Form (1/Day, Bloodied Only): The mephit uses magical illusion to blur its form. For 1 minute attacks against the mephit are made with disadvantage.
- Steam Breath (1/Day): The mephit exhales a 15-foot cone of steam. Each creature in the area makes a DC 10 Constitution saving throw taking 4 (1d8) fire damage on a failed save or half damage on a success.
Stegosaurus
Huge Beast
- Armor Class: 16
- Hit Points: 63 (6d12+24)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 90
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
18 (+4) |
2 (-4) |
12 (+1) |
5 (-3) |
- Skills:
- Senses: passive Perception 11
- Languages:
Actions
- Tail: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a Large or smaller creature it makes a DC 14 Strength saving throw. On a failure it is knocked prone.
Stirge
Tiny Beast
- Armor Class: 13
- Hit Points: 2 (1d4)
- Speed: walk 10 ft. fly 40 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 400
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 4 (-3) |
16 (+3) |
10 (+0) |
2 (-4) |
8 (-1) |
4 (-3) |
- Skills:
- Senses: darkvision 60 ft., passive Perception 9
- Languages:
Actions
- Proboscis: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage and the stirge attaches to the target. A creature can use an action to detach it and it can detach itself as a bonus action.
- Blood Drain: The stirge drains blood from the creature it is attached to. The creature loses 4 (1d8) hit points. After the stirge has drained 8 hit points it detaches itself and can't use Blood Drain again until it finishes a rest.
Stone Colossus
Gargantuan Construct
- Armor Class: 17
- Hit Points: 263 (17d20+85)
- Speed: walk 30 ft.
- Challenge Rating: 16 (15,000 XP)
- Source: A5e Monstrous Menagerie page 266
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
10 (+0) |
20 (+5) |
3 (-4) |
12 (+1) |
1 (-5) |
- Skills:
- Damage Immunities: poison, psychic; damage from nonmagical, non-adamantine weapons
- Condition Immunities: charmed, fatigue, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 120 ft., passive Perception 11
- Languages: understands the languages of its creator but can't speak
Special Abilities
- Immutable Form: The guardian is immune to any effect that would alter its form.
- Magic Resistance: The guardian has advantage on saving throws against spells and magical effects.
- Constructed Nature: Guardians dont require air, sustenance, or sleep.
- Legendary Resistance (2/Day): If the colossus fails a saving throw, it can choose to succeed instead. When it does so, it crumbles and cracks, losing 20 hit points.
- Siege Monster: The colossus deals double damage to objects and structures.
Actions
- Multiattack: The guardian attacks twice with its slam.
- Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
- Rock: Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage. The target makes a DC 18 Strength saving throw falling prone on a failure.
Bonus Actions
- Slow (Recharge 5-6): The guardian targets one or more creatures within 30 feet. Each target makes a DC 17 Wisdom saving throw. On a failure, the target is slowed for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Actions
- The colossus can take 2 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Seize: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (4d4 + 6) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the colossus can't seize a different creature.
- Fling: The colossus throws one Large or smaller object or creature it is grappling up to 60 feet. The target lands prone and takes 21 (6d6) bludgeoning damage. If the colossus throws the target at another creature, that creature makes a DC 18 Dexterity saving throw, taking the same damage on a failure.
- Stomp: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Large or smaller creature, it makes a DC 18 Strength check, falling prone on a failure.
- Bolt from the Blue (Costs 2 Actions): If the colossus is outside, it calls a bolt of energy down from the sky, hitting a point on the ground or water within 120 feet. Each creature in a 10-foot-radius, sky-high cylinder centered on that point makes a DC 17 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save or half damage on a success. The colossus can choose to make the bolt deal fire or radiant damage instead of lightning.
Stone Giant
Huge Giant
- Armor Class: 17
- Hit Points: 126 (11d12+55)
- Speed: walk 40 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie page 240
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 23 (+6) |
14 (+2) |
20 (+5) |
10 (+0) |
12 (+1) |
10 (+0) |
- Saving Throws: Str +9, Dex +5, Con +8, Wis +4
- Skills: athletics +9, perception +4, stealth +5
- Damage Resistances: acid
- Condition Immunities: petrified
- Senses: passive Perception 14
- Languages: Giant
Special Abilities
- Camouflage: The giant has advantage on Stealth checks made to hide in rocky terrain.
Actions
- Multiattack: The giant attacks twice with its greatclub or twice with rocks.
- Greatclub: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large or smaller creature it makes a DC 19 Strength saving throw falling prone on a failure.
- Rock: Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Large or smaller creature it makes a DC 19 Strength saving throw. On a failure it is pushed 10 feet away from the giant and knocked prone. In lieu of a rock the giant can throw a grappled Medium or smaller creature up to 30 feet. On a hit the target and the thrown creature both take 15 (3d6 + 5) bludgeoning damage. On a miss only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target.
Bonus Actions
- Grab: One creature within 5 feet makes a DC 13 Dexterity saving throw. On a failure, it is grappled (escape DC 17). Until this grapple ends, the giant can't grab another target, and it makes greatclub attacks with advantage against the grappled target.
Reactions
- Rock Catching: If a rock or other Small or larger projectile is hurled or fired at the giant, the giant makes a DC 10 Dexterity saving throw. On a success, the giant catches the projectile, takes no bludgeoning or piercing damage from it, and is not pushed or knocked prone by it.
Stone Giant Stonetalker
Huge Giant
- Armor Class: 17
- Hit Points: 126 (11d12+55)
- Speed: walk 40 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie page 241
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 23 (+6) |
14 (+2) |
20 (+5) |
10 (+0) |
12 (+1) |
10 (+0) |
- Saving Throws: Str +9, Dex +5, Con +8, Wis +4
- Skills: athletics +9, perception +4, stealth +5
- Damage Resistances: acid
- Condition Immunities: petrified
- Senses: passive Perception 14
- Languages: Giant
Special Abilities
- Camouflage: The giant has advantage on Stealth checks made to hide in rocky terrain.
- Innate Spellcasting: The giants spellcasting ability is Constitution (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: stone shape, telekinesis, 3/day each: meld into stone, move earth, passwall, 1/day each: augury, scrying (underground only)
Actions
- Multiattack: The giant attacks twice with its greatclub or twice with rocks.
- Greatclub: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large or smaller creature it makes a DC 19 Strength saving throw falling prone on a failure.
- Rock: Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Large or smaller creature it makes a DC 19 Strength saving throw. On a failure it is pushed 10 feet away from the giant and knocked prone. In lieu of a rock the giant can throw a grappled Medium or smaller creature up to 30 feet. On a hit the target and the thrown creature both take 15 (3d6 + 5) bludgeoning damage. On a miss only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target.
- Stone Spikes: Magical spikes of stone explode from a point on a flat surface of unworked stone within 60 feet. Each creature within 10 feet of this point makes a Dexterity saving throw taking 28 (8d6) piercing damage on a failed save or half the damage on a success.
- Avalanche (1/Day): The stone giant magically creates an avalanche on a hill or mountainside centered on a point within 120 feet. Stones cascade down sloped or sheer stone surfaces within 60 feet of that point. Each non-stone giant creature within the affected area makes a Strength saving throw. On a failure a creature takes 17 (5d6) bludgeoning damage is knocked prone and moves with the avalanche until they reach a flat surface or the edge of the area. On a success the creature takes half damage.
Bonus Actions
- Grab: One creature within 5 feet makes a DC 13 Dexterity saving throw. On a failure, it is grappled (escape DC 17). Until this grapple ends, the giant can't grab another target, and it makes greatclub attacks with advantage against the grappled target.
Reactions
- Rock Catching: If a rock or other Small or larger projectile is hurled or fired at the giant, the giant makes a DC 10 Dexterity saving throw. On a success, the giant catches the projectile, takes no bludgeoning or piercing damage from it, and is not pushed or knocked prone by it.
Stone Guardian
Large Construct
- Armor Class: 17
- Hit Points: 178 (17d10+85)
- Speed: walk 30 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 265
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
10 (+0) |
20 (+5) |
3 (-4) |
12 (+1) |
1 (-5) |
- Skills:
- Damage Immunities: poison, psychic; damage from nonmagical, non-adamantine weapons
- Condition Immunities: charmed, fatigue, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 120 ft., passive Perception 11
- Languages: understands the languages of its creator but can't speak
Special Abilities
- Immutable Form: The guardian is immune to any effect that would alter its form.
- Magic Resistance: The guardian has advantage on saving throws against spells and magical effects.
- Constructed Nature: Guardians dont require air, sustenance, or sleep.
Actions
- Multiattack: The guardian attacks twice with its slam.
- Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
- Rock: Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage. The target makes a DC 18 Strength saving throw falling prone on a failure.
Bonus Actions
- Slow (Recharge 5-6): The guardian targets one or more creatures within 30 feet. Each target makes a DC 17 Wisdom saving throw. On a failure, the target is slowed for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Storm Giant
Huge Giant
- Armor Class: 16
- Hit Points: 230 (20d12+100)
- Speed: walk 50 ft. swim 50 ft.
- Challenge Rating: 14 (11,500 XP)
- Source: A5e Monstrous Menagerie page 242
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 29 (+9) |
14 (+2) |
20 (+5) |
16 (+3) |
18 (+4) |
18 (+4) |
- Saving Throws: Str +14, Con +10, Wis +9, Cha +9
- Skills: arcana +8, athletics +14, history +8, insight +9, perception +9
- Damage Immunities: lightning, thunder
- Damage Resistances: cold
- Senses: passive Perception 19
- Languages: Common, Giant
Special Abilities
- Amphibious: The giant can breathe air and water.
- Innate Spellcasting: The giants spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light, 3/day each: control water, control weather, water breathing, 1/day: commune
Actions
- Multiattack: The giant attacks twice with its greatsword.
- Greatsword: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
- Rock: Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 44 (10d6 + 9) bludgeoning damage. If the target is a Large or smaller creature it makes a DC 22 Strength saving throw falling prone on a failure.
- Lightning Strike (Recharge 5-6): The giant throws a lightning bolt at a point it can see within 500 feet. Each creature within 10 feet of that point makes a DC 18 Dexterity saving throw taking 56 (16d6) lightning damage on a success or half the damage on a failure.
- Sword Sweep (While Bloodied): The giant makes a greatsword attack against each creature within 10 feet. Each creature hit with this attack makes a DC 22 Strength saving throw falling prone on a failure.
Bonus Actions
- Stomp: Melee Weapon Attack: +14 to hit, reach 5 ft., one Medium or smaller prone target. Hit: 19 (3d6 + 9) bludgeoning damage.
Storm Giant Monarch
Huge Giant
- Armor Class: 16
- Hit Points: 460 (40d12+200)
- Speed: walk 50 ft. swim 50 ft.
- Challenge Rating: 14 (11,500 XP)
- Source: A5e Monstrous Menagerie page 243
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 29 (+9) |
14 (+2) |
20 (+5) |
16 (+3) |
18 (+4) |
18 (+4) |
- Saving Throws: Str +14, Con +10, Wis +9, Cha +9
- Skills: arcana +8, athletics +14, history +8, insight +9, perception +9
- Damage Immunities: lightning, thunder
- Damage Resistances: cold
- Senses: passive Perception 19
- Languages: Common, Giant
Special Abilities
- Amphibious: The giant can breathe air and water.
- Innate Spellcasting: The giants spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light, 3/day each: control water, control weather, water breathing, 1/day: commune
Actions
- Multiattack: The giant attacks twice with its greatsword.
- Greatsword: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
- Rock: Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 44 (10d6 + 9) bludgeoning damage. If the target is a Large or smaller creature it makes a DC 22 Strength saving throw falling prone on a failure.
- Lightning Strike (Recharge 5-6): The giant throws a lightning bolt at a point it can see within 500 feet. Each creature within 10 feet of that point makes a DC 18 Dexterity saving throw taking 56 (16d6) lightning damage on a success or half the damage on a failure.
- Sword Sweep (While Bloodied): The giant makes a greatsword attack against each creature within 10 feet. Each creature hit with this attack makes a DC 22 Strength saving throw falling prone on a failure.
Bonus Actions
- Stomp: Melee Weapon Attack: +14 to hit, reach 5 ft., one Medium or smaller prone target. Hit: 19 (3d6 + 9) bludgeoning damage.
Stout Halfling Guard
Small Humanoid
- Armor Class: 15
- Hit Points: 11 (2d8+2)
- Speed: walk 30 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 492
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
12 (+1) |
12 (+1) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: perception +2, insight +2, nature +2
- Senses: passive Perception 14
- Languages: any one
Actions
- Spear: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage.
Strider
Medium Humanoid
- Armor Class: 16
- Hit Points: 90 (12d8+36)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 491
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
18 (+4) |
16 (+3) |
12 (+1) |
18 (+4) |
12 (+1) |
- Saving Throws: Dex +7, Wis +7
- Skills: nature +4, perception +7, stealth +7, survival +7
- Senses: passive Perception 20
- Languages: any two
Special Abilities
- Keen Hearing and Sight: The strider has advantage on Perception checks that rely on hearing or sight.
- Trackless Travel: The strider can't be tracked by nonmagical means.
- Trained Accuracy: The striders weapon attacks deal an extra 7 (2d6) damage (included below).
Actions
- Multiattack: The strider attacks twice.
- Shortsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
- Shortbow: Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
Bonus Actions
- Aimed Strike: The strider gains advantage on their next attack made before the end of their turn.
- Skirmish Step: The strider moves up to half their Speed without provoking opportunity attacks.
Swarm of Bats
Medium Beast
- Armor Class: 12
- Hit Points: 18 (4d8)
- Speed: walk 5 ft. fly 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 460
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 4 (-3) |
14 (+2) |
10 (+0) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills:
- Damage Resistances: bludgeoning, piercing, slashing
- Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious
- Senses: blindsight 60 ft., passive Perception 11
- Languages:
Special Abilities
- Echolocation: The swarm can't use blindsight while deafened.
- Keen Hearing: The swarm has advantage on Perception checks that rely on hearing.
- Swarm: The swarm can occupy another creatures space and move through any opening large enough for a Tiny creature. It can't gain hit points or temporary hit points.
Actions
- Bites: Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 7 (2d6) piercing damage or 3 (1d6) piercing damage if the swarm is bloodied.
Swarm of Insects
Medium Beast
- Armor Class: 12
- Hit Points: 22 (5d8)
- Speed: walk 20 ft. climb 20 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 460
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
14 (+2) |
10 (+0) |
1 (-5) |
6 (-2) |
4 (-3) |
- Skills:
- Damage Resistances: bludgeoning, piercing, slashing
- Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious
- Senses: blindsight 10 ft., passive Perception 8
- Languages:
Special Abilities
- Swarm: The swarm can occupy another creatures space and move through any opening large enough for a Tiny creature. It can't gain hit points or temporary hit points.
Actions
- Bites: Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 11 (2d10) piercing damage or 5 (1d10) piercing damage if the swarm is bloodied.
- Venom: Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 5 (2d4) piercing damage plus 7 (2d6) poison damage or 2 (1d4) piercing damage plus 3 (1d6) poison damage if the swarm is bloodied.
Swarm of Khalkos Spawn
Medium Aberration
- Armor Class: 16
- Hit Points: 71 (11d8+22)
- Speed: walk 30 ft. fly 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 295
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
16 (+3) |
14 (+2) |
18 (+4) |
14 (+2) |
12 (+1) |
- Saving Throws: Int +5, Wis +4, Cha +3
- Skills:
- Damage Resistances: fire, psychic, radiant; bludgeoning, piercing, slashing
- Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses: darkvision 60 ft., passive Perception 12
- Languages: telepathy 120 ft.
Actions
- Sting: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (4d4+3) piercing damage plus 14 (4d6) poison damage or 8 (2d4+3) piercing damage plus 7 (2d6) poison damage if the swarm is bloodied.
- Chaos Pheromones: The swarm emits a cloud of pheromones in the air in a 10-foot-radius. The cloud spreads around corners. Each non-khalkos creature in the area makes a DC 12 Intelligence saving throw. On a failure the creature is confused for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on itself on a success. If the creature makes its saving throw or the condition ends for it it is immune to the chaos pheromones of khalkos spawn for the next 24 hours.
Swarm of Poisonous Snakes
Medium Beast
- Armor Class: 14
- Hit Points: 45 (10d8)
- Speed: walk 30 ft. swim 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 461
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
18 (+4) |
10 (+0) |
1 (-5) |
10 (+0) |
4 (-3) |
- Skills:
- Damage Resistances: bludgeoning, piercing, slashing
- Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious
- Senses: blindsight 10 ft., passive Perception 10
- Languages:
Special Abilities
- Swarm: The swarm can occupy another creatures space and move through any opening large enough for a Tiny creature. It can't gain hit points or temporary hit points.
Actions
- Bites: Melee Weapon Attack: +6 to hit, reach 0 ft., one target. Hit: 7 (2d6) piercing damage plus 14 (4d6) poison damage or 3 (1d6) poison damage plus 7 (2d6) poison damage if the swarm is bloodied.
Swarm of Quippers
Medium Beast
- Armor Class: 13
- Hit Points: 28 (8d8-8)
- Speed: walk 0 ft. swim 40 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 461
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
16 (+3) |
8 (-1) |
2 (-4) |
6 (-2) |
4 (-3) |
- Skills:
- Damage Resistances: bludgeoning, piercing, slashing
- Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious
- Senses: darkvision 60 ft., passive Perception 8
- Languages:
Special Abilities
- Swarm: The swarm can occupy another creatures space and move through any opening large enough for a Tiny creature. It can't gain hit points or temporary hit points.
- Water Breathing: The swarm breathes only water.
Actions
- Bites: Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 10 (4d4) piercing damage or 5 (2d4) piercing damage if the swarm is bloodied. On a hit the swarm can use a bonus action to make a second bites attack.
Swarm of Rats
Medium Beast
- Armor Class: 11
- Hit Points: 17 (5d8-5)
- Speed: walk 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 461
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
12 (+1) |
8 (-1) |
2 (-4) |
10 (+0) |
4 (-3) |
- Skills:
- Damage Resistances: bludgeoning, piercing, slashing
- Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious
- Senses: darkvision 30 ft., passive Perception 10
- Languages:
Special Abilities
- Keen Smell: The swarm has advantage on Perception checks that rely on smell.
- Swarm: The swarm can occupy another creatures space and move through any opening large enough for a Tiny creature. It can't gain hit points or temporary hit points.
Actions
- Bites: Melee Weapon Attack: +2 to hit, reach 0 ft., one target. Hit: 7 (2d6) piercing damage or 3 (1d6) piercing damage if the swarm is bloodied.
Swarm of Ravens
Medium Beast
- Armor Class: 12
- Hit Points: 17 (5d8-5)
- Speed: walk 10 ft. fly 50 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 461
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
14 (+2) |
8 (-1) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills: perception +3
- Damage Resistances: bludgeoning, piercing, slashing
- Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious
- Senses: passive Perception 13
- Languages:
Special Abilities
- Swarm: The swarm can occupy another creatures space and move through any opening large enough for a Tiny creature. It can't gain hit points or temporary hit points.
Actions
- Beaks: Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 7 (2d6) piercing damage or 3 (1d6) piercing damage if the swarm is bloodied.
Tarrasque
Titanic Monstrosity
- Armor Class: 25
- Hit Points: 1230 (60d20+600)
- Speed: walk 60 ft. burrow 30 ft.
- Challenge Rating: 30 (155,000 XP)
- Source: A5e Monstrous Menagerie page 401
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 30 (+10) |
12 (+1) |
30 (+10) |
4 (-3) |
14 (+2) |
14 (+2) |
- Saving Throws: Str +19, Dex +10, Con +19, Int +6, Wis +11, Cha +11
- Skills:
- Damage Immunities: fire, poison; damage from nonmagical weapons
- Condition Immunities: charmed, frightened, paralyzed, petrified, poisoned
- Senses: blindsight 120 ft., tremorsense 60 ft., passive Perception 12
- Languages:
Special Abilities
- Astounding Leap: The tarrasques high jump distance is equal to its Speed.
- Bloodied Regeneration: While the tarrasque is bloodied, it regains 50 hit points at the start of each of its turns. A wish spell can suppress this trait for 24 hours. The tarrasque dies only if it starts its turn with 0 hit points and doesnt regenerate.
- Immortal Nature: The tarrasque doesnt require air, sustenance, or sleep.
- Legendary Resistance (3/Day): If the tarrasque fails a saving throw, it can choose to succeed instead.
- Magic Resistance: The tarrasque has advantage on saving throws against spells and magical effects.
- Reflective Carapace: When the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 3, the tarrasque is unaffected. On a 4 to 6, the tarrasque is unaffected, and the spell is reflected back, targeting the caster as if it originated from the tarrasque.
- Siege Monster: The tarrasque deals double damage to objects and structures.
Actions
- Multiattack: The tarrasque attacks with its bite claw horns and tail. It can use Swallow instead of its bite. If its bloodied it also recharges and then uses Radiant Breath.
- Bite: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 42 (5d12 + 10) piercing damage. If the target is a creature it is grappled (escape DC 27). Until this grapple ends the target is restrained and the tarrasque can't bite a different creature.
- Claw: Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 32 (5d8 + 10) slashing damage.
- Horns: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 37 (5d10 + 10) piercing damage.
- Tail: Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 27 (5d6 + 10) bludgeoning damage. If the target is a Huge or smaller creature it falls prone.
- Swallow: The tarrasque makes a bite attack against a Large or smaller creature it is grappling. If the attack hits the target is swallowed and the grapple ends. A swallowed creature has total cover from attacks from outside the tarrasque it is blinded and restrained and it takes 35 (10d6) acid damage and 35 (10d6) bludgeoning damage at the start of each of the tarrasques turns.
- If a swallowed creature deals 70 or more damage to the tarrasque in a single turn, or if the tarrasque dies, the tarrasque vomits up all swallowed creatures:
- Radiant Breath (Recharge 5-6): The tarrasque exhales radiant energy in a 90-foot cone. Each creature in that area makes a DC 27 Constitution saving throw taking 105 (30d6) radiant damage on a failed save or half damage on a success.
Legendary Actions
- The tarrasque can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Attack: The tarrasque attacks with its claw or tail.
- Move: The tarrasque moves up to half its Speed.
- Roar: Each creature of the tarrasques choice within 120 feet makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, with disadvantage if the tarrasque is in line of sight, ending the effect on itself on a success. If it succeeds on a saving throw or the effect ends on it, it is immune to the tarrasques Roar for 24 hours.
- Elite Recovery (While Bloodied): The tarrasque ends one negative effect currently affecting it. It can use this action as long as it has at least 1 hit point, even while unconscious or incapacitated.
- Chomp (Costs 2 Actions): The tarrasque makes a bite attack or uses Swallow.
- Inescapable Earth (Costs 3 Actions): Each flying creature or object within 300 feet falls and its flying speed is reduced to 0 until the start of the tarrasques next turn.
Thug
Medium Humanoid
- Armor Class: 14
- Hit Points: 32 (5d8+10)
- Speed: walk 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 495
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: intimidation +2
- Senses: passive Perception 10
- Languages: any one
Actions
- Multiattack: The thug attacks twice with their brass knuckles.
- Brass Knuckles: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If this damage reduces the target to 0 hit points it is unconscious and stable.
- Heavy Crossbow: Ranged Weapon Attack: +4 to hit, range 100/400 feet one target. Hit: 7 (1d10 + 2) piercing damage.
Thunderbird
Large Monstrosity
- Armor Class: 12
- Hit Points: 57 (6d10+24)
- Speed: walk 30 ft. fly 80 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page None
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
18 (+4) |
2 (-4) |
16 (+3) |
8 (-1) |
- Skills: perception +5
- Senses: passive Perception 15
- Languages:
Special Abilities
- Keen Sight: The griffon has advantage on Perception checks that rely on sight.
- Storm Sight: A thunderbirds vision is not limited by weather.
Actions
- Multiattack: The griffon attacks once with its beak and once with its talons.
- Beak: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.
- Talons: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage or 11 (2d6 + 4) slashing damage if the griffon started its turn at least 20 feet above the target and the target is grappled (escape DC 14). Until this grapple ends the griffon can't attack a different target with its talons.
- Lightning Strike (Recharge 6): The thunderbird exhales a blast of lightning at one target within 60 feet. The target makes a DC 12 Dexterity saving throw taking 28 (8d6) lightning damage on a failure or half the damage on a success.
Tiger
Large Beast
- Armor Class: 12
- Hit Points: 30 (4d10+8)
- Speed: walk 40 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page 462
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
14 (+2) |
3 (-4) |
12 (+1) |
4 (-3) |
- Skills: perception +3, stealth +4
- Senses: darkvision 60 ft., passive Perception 13
- Languages:
Special Abilities
- Keen Smell: The tiger has advantage on Perception checks that rely on smell.
Actions
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
- Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. If the tiger moves at least 20 feet straight towards the target before the attack the target makes a DC 13 Strength saving throw falling prone on a failure.
Bonus Actions
- Opportune Bite: The tiger makes a bite attack against a prone creature.
Titanic Dragon Turtle
Titanic Dragon
- Armor Class: 21
- Hit Points: 396 (24d20+144)
- Speed: walk 20 ft. swim 80 ft.
- Challenge Rating: 24 (62,000 XP)
- Source: A5e Monstrous Menagerie page 182
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 24 (+7) |
10 (+0) |
22 (+6) |
14 (+2) |
16 (+3) |
16 (+3) |
- Saving Throws: Dex +6, Con +12, Int +8, Wis +9
- Skills: history +8, insight +9, nature +8
- Damage Resistances: cold, fire
- Senses: darkvision 120 ft., passive Perception 13
- Languages: Aquan, Common, Draconic
Special Abilities
- Amphibious: The dragon turtle can breathe air and water.
- Legendary Resistance (1/Day): If the dragon turtle fails a saving throw, it can choose to succeed instead. When it does so, the faint glow cast by its shell winks out. When the dragon turtle uses Retract, it gains one more use of this ability and its shell regains its luminescence.
- Innate Spellcasting: The dragon turtles spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no components: 3/day each: control weather, water breathing, zone of truth
Actions
- Bite: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 52 (7d12 + 7) piercing damage. If the target is a creature it is grappled (escape DC 21). Until this grapple ends the dragon turtle can't bite a different creature and it has advantage on bite attacks against the grappled creature.
- Ram: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 46 (6d12 + 7) bludgeoning damage. This attack deals double damage against objects vehicles and constructs.
- Tail: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 46 (6d12 + 7) bludgeoning damage. If the target is a creature it makes a DC 21 Strength saving throw. On a failure it is pushed 15 feet away from the dragon turtle and knocked prone.
- Steam Breath (Recharge 5-6): The dragon turtle exhales steam in a 90-foot cone. Each creature in the area makes a DC 20 Constitution saving throw taking 52 (15d6) fire damage on a failed save or half as much on a successful one.
- Lightning Storm (1/Day): Hundreds of arcs of lightning crackle from the dragon turtle. Each creature within 90 feet makes a DC 17 Dexterity saving throw taking 35 (10d6) lightning damage on a failure or half damage on a success.
Bonus Actions
- Claws: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) slashing damage.
Reactions
- Retract: When the dragon turtle takes 50 damage or more from a single attack or spell, it retracts its head and limbs into its shell. It immediately regains 20 hit points. While retracted, it is blinded; its Speed is 0; it can't take reactions; it has advantage on saving throws; attacks against it have disadvantage; and it has resistance to all damage. The dragon turtle stays retracted until the beginning of its next turn.
- Tail: When the dragon turtle is hit by an opportunity attack, it makes a tail attack.
Legendary Actions
- The dragon turtle can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Claw Kick: The dragon turtle makes a claws attack and then moves up to half its speed without provoking opportunity attacks.
- Emerald Radiance (1/Day): Searing green light emanates from the dragon turtle. Each creature within 90 feet makes a DC 17 Dexterity saving throw, taking 70 (20d6) radiant damage on a failure or half damage on a success. A creature that fails the saving throw is blinded until the end of its next turn.
- Lightning Storm (1/Day: The dragon turtle recharges and uses Lightning Storm.
- Tail (Costs 2 Actions): The dragon turtle makes a tail attack.
Titanic Kraken
Titanic Monstrosity
- Armor Class: 20
- Hit Points: 888 (48d20+384)
- Speed: walk 20 ft. swim 60 ft.
- Challenge Rating: 25 (75,000 XP)
- Source: A5e Monstrous Menagerie page 301
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 30 (+10) |
10 (+0) |
26 (+8) |
22 (+6) |
18 (+4) |
18 (+4) |
- Saving Throws: Str +18, Dex +8, Con +16, Int +14, Wis +12
- Skills:
- Damage Immunities: lightning; damage from nonmagical weapons
- Damage Resistances: cold, fire, thunder
- Senses: truesight 120 ft., passive Perception 14
- Languages: understands Primordial but can't speak, telepathy 120 ft.
Special Abilities
- Immortal Nature: The kraken doesnt require air, sustenance, or sleep.
- Legendary Resistance (3/Day): If the kraken fails a saving throw, it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle.
- Magic Resistance: The kraken has advantage on saving throws against spells and magical effects.
- Siege Monster: The kraken deals double damage to objects and structures.
- Bloodied Ichor: While the Kraken is bloodied and in the water, black ichor leaks from it in a 60-foot radius, spreading around corners but not leaving the water. The area is lightly obscured to all creatures except the Kraken. A creature that starts its turn in the area takes 10 (3d6) acid damage.
Actions
- Bite: Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken the target is swallowed. A swallowed creature is blinded and restrained its Speed is 0 it has total cover from attacks from outside the kraken and it takes 42 (12d6) acid damage at the start of each of the krakens turns.
- If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature:
- Ink Cloud: While underwater the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners and the area is heavily obscured until the end of the krakens next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw. On a failure it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns. ending the effect on a success.
- Summon Storm (1/Day): Over the next 10 minutes storm clouds magically gather. At the end of 10 minutes a storm rages for 1 hour in a 5-mile radius.
- Lightning (Recharge 5-6): If the kraken is outside and the weather is stormy three lightning bolts crack down from the sky each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw taking 28 (8d6) lightning damage or half damage on a save.
- Tentacle: Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage and the target is grappled (escape DC 26). Until this grapple ends the target is restrained. A tentacle can be targeted individually by an attack. It shares the krakens hit points but if 30 damage is dealt to the tentacle it releases a creature it is grappling. The kraken can grapple up to 10 creatures.
- Fling: One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. If the kraken throws the target at another creature that creature makes a DC 26 saving throw taking the same damage on a failure.
Legendary Actions
- The kraken can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Tentacle: The kraken makes one tentacle attack.
- Fling: The kraken uses Fling.
- Squeeze (Costs 2 Actions): The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks. During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing.
Treant
Huge Plant
- Armor Class: 18
- Hit Points: 138 (12d12+60)
- Speed: walk 30 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 408
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
8 (-1) |
20 (+5) |
12 (+1) |
20 (+5) |
12 (+1) |
- Skills:
- Damage Resistances: bludgeoning, piercing
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Common, Druidic, Elvish, Sylvan
Special Abilities
- False Appearance: While motionless, the treant is indistinguishable from a tree.
- Flammable: If the treant takes fire damage, it catches fire, taking 10 (3d6) ongoing fire damage, unless it is already on fire. It can use an action to extinguish itself, ending the ongoing damage.
- Forest Speaker: The treant can communicate with beasts and plants.
- Siege Monster: The treant deals double damage to objects and structures.
Actions
- Multiattack: The treant makes two attacks or makes one attack and uses Animate Plant.
- Slam: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.
- Rock: Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
- Animate Plant: The treant magically animates a Large or larger plant within 60 feet. The plant is immobile but it acts on the treants initiative and can make slam attacks or rock attacks if there are rocks to throw within 10 feet of it. Non-plant creatures treat the ground within 15 feet of the plant as difficult terrain as surrounding roots conspire to trip and grasp moving creatures. The plant remains animated for 1 hour. If the treant uses this action while it has three plants animated in this way the plant that has been animated the longest returns to normal.
Triceratops
Huge Beast
- Armor Class: 14
- Hit Points: 84 (8d12+32)
- Speed: walk 50 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 91
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
18 (+4) |
2 (-4) |
12 (+1) |
5 (-3) |
- Skills:
- Senses: passive Perception 11
- Languages:
Actions
- Defensive Gore: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage and the target has disadvantage on the next attack it makes against the triceratops before the end of the triceratopss next turn.
- Trample: The triceratops moves up to its speed in a straight line. It can move through the spaces of Large and smaller creatures. Each of these creatures makes a DC 14 Dexterity saving throw taking 21 (3d10 + 5) bludgeoning damage on a failure.
Trickster Priest
Medium Humanoid
- Armor Class: 12
- Hit Points: 32 (5d8+10)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 488
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
10 (+0) |
14 (+2) |
12 (+1) |
16 (+3) |
12 (+1) |
- Saving Throws: Wis +5, Cha +3
- Skills: medicine +5, insight +5, persuasion +3, religion +3, deception +3, stealth +2
- Senses: passive Perception 13
- Languages: any two
Special Abilities
- Spellcasting: The priest is a 5th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13
+5 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): sacred flame
thaumaturgy
minor illusion
1st-level (4 slots): ceremony
detect evil and good
healing word
disguise self
2nd-level (3 slots): lesser restoration
invisibility
3rd-level (2 slots): spirit guardians
major image
Actions
- Mace: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. On a hit the priest can expend a spell slot to deal 7 (2d6) radiant damage plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st.
- Sacred Flame (Cantrip; V, S): One creature the priest can see within 60 feet makes a DC 13 Dexterity saving throw taking 9 (2d8) radiant damage on a failure. This spell ignores cover.
- Invisibility (2nd-Level; V, S, M, Concentration): The priest or a creature they touch is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell.
- Spirit Guardians (3rd-Level; V, S, M, Concentration): Spectral forms surround the priest in a 10-foot radius for 10 minutes. The priest can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain and when a creature enters the area for the first time on a turn or starts its turn there it makes a DC 13 Wisdom saving throw taking 10 (3d6) radiant or necrotic damage (priests choice) on a failure or half damage on a success.
Bonus Actions
- Healing Word (1st-Level; V): The priest or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The priest can't cast this spell and a 1st-level or higher spell on the same turn.
Troglodyte
Medium Humanoid
- Armor Class: 11
- Hit Points: 19 (3d8+6)
- Speed: walk 30 ft. swim 30 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 410
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
14 (+2) |
10 (+0) |
12 (+1) |
10 (+0) |
- Skills: stealth +3
- Senses: darkvision 120 ft., passive Perception 11
- Languages: Troglodyte
Special Abilities
- Stench: A non-troglodyte that starts its turn within 5 feet of the troglodyte makes a DC 12 Constitution saving throw. On a failure, the creature is poisoned until the start of its next turn. On a successful save, the creature is immune to a troglodytes Stench for 24 hours.
- Sunlight Sensitivity: While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Actions
- Multiattack: The troglodyte attacks with its bite and its claws.
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the target makes a DC 12 Constitution saving throw. On a failure it is infected with Troglodyte Stench.
- Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
- Dart: Melee Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) poison damage.
Troll
Large Giant
- Armor Class: 15
- Hit Points: 84 (8d10+40)
- Speed: walk 40 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 412
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
20 (+5) |
8 (-1) |
12 (+1) |
8 (-1) |
- Skills: stealth +4
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Giant
Special Abilities
- Keen Smell: The troll has advantage on Perception checks that rely on smell.
- Regeneration: The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesnt function on its next turn. The troll dies only if it starts its turn with 0 hit points and doesnt regenerate.
- Severed Limbs: If the troll is dealt a critical hit with a slashing weapon, one of its extremities is severed. The extremity has AC 15, 10 hit points, a Speed of 10, and the trolls Regeneration trait. The troll controls the severed extremity and perceives through it with the appropriate senses (for instance, it sees through the eyes of its severed head). As a bonus action, the troll can reattach the extremity. While the troll is missing the extremity, its maximum hit points are reduced by 10. Roll d6 to determine the severed extremity:
- 1-4: Arm: If the troll has an arm, it loses an arm. It loses one of its claw attacks, and the severed arm can make a claw attack.
- 5-6: Head: If the troll has a head, it loses its head. It loses its bite attack, and the severed head can make a bite attack.
Actions
- Multiattack: The troll attacks with its bite and twice with its claw.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
- Claw: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Tyrannosaurus Rex
Huge Beast
- Armor Class: 13
- Hit Points: 126 (11d12+55)
- Speed: walk 50 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie page 92
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
10 (+0) |
20 (+5) |
2 (-4) |
12 (+1) |
5 (-3) |
- Skills:
- Senses: passive Perception 11
- Languages:
Actions
- Multiattack: The tyrannosaurus makes a bite attack and a tail attack against two different targets.
- Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a creature it is grappled (escape DC 17). Until this grapple ends the tyrannosaurus can't bite a different creature and it has advantage on bite attacks against the grappled creature.
- Tail: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Unicorn
Large Celestial
- Armor Class: 14
- Hit Points: 85 (9d10+36)
- Speed: walk 80 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 415
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
18 (+4) |
18 (+4) |
16 (+3) |
20 (+5) |
20 (+5) |
- Skills:
- Damage Immunities: poison
- Condition Immunities: charmed, paralyzed, poisoned
- Senses: darkvision 60 ft., passive Perception 15
- Languages: Celestial, Elvish, Sylvan, telepathy 60 ft.
Special Abilities
- Good: The unicorn radiates a Good aura.
- Innate Spellcasting: The unicorns innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, druidcraft, pass without trace, scrying (locations within its domain only), 1/day: calm emotions, dispel evil and good, teleport (between locations within its domain only)
Actions
- Multiattack: The unicorn attacks once with its hooves and once with its horn.
- Hooves: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
- Horn: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is a creature and the unicorn moves at least 20 feet straight towards the target before the attack the target takes an extra 9 (2d8) bludgeoning damage and makes a DC 16 Strength saving throw falling prone on a failure.
- Grant Boon (3/Day): The unicorn touches a willing creature including itself with its horn and grants one of the following boons:
- Healing: The creature magically regains 21 (6d6) hit points: It is cured of all diseases and poisons affecting it are neutralized.
- Luck: During the next 24 hours, the creature can roll a d12 and add the result to one ability check, attack roll, or saving throw after seeing the result:
- Protection: A glowing mote of light orbits the creatures head: The mote lasts 24 hours. When the creature fails a saving throw it can use its reaction to expend the mote and succeed on the saving throw.
- Resolution: The creature is immune to being charmed or frightened for 24 hours:
Ur-Otyugh
Large Aberration
- Armor Class: 14
- Hit Points: 144 (17d10+51)
- Speed: walk 50 ft. swim 50 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 354
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
10 (+0) |
16 (+3) |
6 (-2) |
14 (+2) |
5 (-3) |
- Saving Throws: Str +6, Con +6
- Skills:
- Senses: darkvision 120 ft., passive Perception 12
- Languages: telepathy 120 ft. (can transmit but not receive thoughts and images)
Special Abilities
- Legendary Resistance (2/Day): If the ur-otyugh fails a saving throw, it can choose to succeed instead. When it does so, it becomes more sluggish. Each time the ur-otyugh uses Legendary Resistance, its Speed and swim speed decrease by 10 and it loses one of its legendary actions on each of its turns.
Actions
- Multiattack: The otyugh makes two tentacle attacks.
- Tentacle: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is a Medium or smaller creature it is grappled (escape DC 14) and restrained until the grapple ends. The otyugh has two tentacles each of which can grapple one target and can't attack a different target while doing so.
- Tentacle Slam: The otyugh slams any creatures it is grappling into a hard surface or into each other. Each creature makes a DC 14 Strength saving throw. On a failure the target takes 10 (2d6 + 3) bludgeoning damage is stunned until the end of the otyughs next turn and is pulled up to 5 feet towards the otyugh. On a success the target takes half damage.
Bonus Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it makes a DC 14 Constitution saving throw. On a failure, the target contracts a disease. While diseased, the target is poisoned. The target repeats the saving throw every 24 hours, reducing its hit point maximum by 5 (1d10) on a failure (to a minimum of 1 hit point) and becoming cured on a success. The reduction in hit points lasts until the disease is cured.
- Swallow: If the otyugh has no other creature in its stomach, the otyugh bites a Medium or smaller creature that is stunned. On a hit, the creature is swallowed. A swallowed creature has total cover from attacks from outside the otyugh, is blinded and restrained, and takes 10 (3d6) acid damage at the start of each of the otyughs turns.
- If a swallowed creature deals 15 or more damage to the otyugh in a single turn:
Legendary Actions
- The ur-otyugh can take 2 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Mad Dash: The ur-otyugh moves up to half its Speed.
- Tentacle: The ur-otyugh makes a tentacle attack. This attack has a range of 15 feet.
- Mental Fuzz (Costs 2 Actions: The ur-otyugh transmits a burst of psionic static. Each non-aberration within 30 feet makes a DC 14 Intelligence saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is stunned until the end of the ur-otyughs next turn. On a success, the creature takes half damage.
Vampire
Medium Undead
- Armor Class: 16
- Hit Points: 142 (15d8+75)
- Speed: walk 40 ft. climb 30 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 418
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
18 (+4) |
20 (+5) |
16 (+3) |
16 (+3) |
18 (+4) |
- Saving Throws: Dex +8, Wis +7, Cha +8
- Skills: perception +7, persuasion +8, stealth +8
- Damage Resistances: necrotic; damage from nonmagical, non-silvered weapons
- Senses: darkvision 120 ft., passive Perception 17
- Languages: the languages it knew in life
Special Abilities
- Legendary Resistance (3/Day): When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest.
- Misty Recovery: When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage.
- Regeneration: The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn.
- Spider Climb: The vampire can climb even on difficult surfaces and upside down on ceilings.
- Vampire Weaknesses: Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions.
- Resting Place: Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points.
Actions
- Grab (Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way.
- Charm: The vampire targets a creature within 30 feet forcing it to make a DC 16 Wisdom saving throw. On a failure the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to this vampires Charm for 24 hours.
Bonus Actions
- Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation.
Reactions
- Hissing Scuttle (1/Day): When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks.
- Warding Charm (1/Day): When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature.
Legendary Actions
- The vampire can take 1 legendary action: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Blood Charm: The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours.
- Grab: The vampire makes a grab attack.
- Mist Form: The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it.
- Shapechange: The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it.
Vampire Assassin
Medium Undead
- Armor Class: 16
- Hit Points: 142 (15d8+75)
- Speed: walk 40 ft. climb 30 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: A5e Monstrous Menagerie page 420
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
18 (+4) |
20 (+5) |
16 (+3) |
16 (+3) |
18 (+4) |
- Saving Throws: Dex +8, Wis +7, Cha +8
- Skills: perception +7, persuasion +8, stealth +8
- Damage Resistances: necrotic; damage from nonmagical, non-silvered weapons
- Senses: darkvision 120 ft., passive Perception 17
- Languages: the languages it knew in life
Special Abilities
- Legendary Resistance (3/Day): When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest.
- Misty Recovery: When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage.
- Regeneration: The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn.
- Spider Climb: The vampire can climb even on difficult surfaces and upside down on ceilings.
- Vampire Weaknesses: Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions.
- Resting Place: Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points.
- Misty Stealth: While in Mist Form in dim light or darkness, the vampire is invisible.
- Sneak Attack (1/Turn): The vampire deals an extra 10 (3d6) damage when it hits with a weapon attack while it has advantage on the attack, or when its target is within 5 feet of an ally of the vampire while the vampire doesnt have disadvantage on the attack.
Actions
- Grab (Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way.
- Charm: The vampire targets a creature within 30 feet forcing it to make a DC 16 Wisdom saving throw. On a failure the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to this vampires Charm for 24 hours.
Bonus Actions
- Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation.
Reactions
- Hissing Scuttle (1/Day): When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks.
- Warding Charm (1/Day): When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature.
Legendary Actions
- The vampire can take 1 legendary action: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Blood Charm: The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours.
- Grab: The vampire makes a grab attack.
- Mist Form: The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it.
- Shapechange: The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it.
Vampire Mage
Medium Undead
- Armor Class: 16
- Hit Points: 142 (15d8+75)
- Speed: walk 40 ft. climb 30 ft.
- Challenge Rating: 13 (10,000 XP)
- Source: A5e Monstrous Menagerie page 420
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
18 (+4) |
20 (+5) |
16 (+3) |
16 (+3) |
18 (+4) |
- Saving Throws: Dex +8, Wis +7, Cha +8
- Skills: perception +7, persuasion +8, stealth +8
- Damage Resistances: necrotic; damage from nonmagical, non-silvered weapons
- Senses: darkvision 120 ft., passive Perception 17
- Languages: the languages it knew in life
Special Abilities
- Legendary Resistance (3/Day): When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest.
- Misty Recovery: When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage.
- Regeneration: The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn.
- Spider Climb: The vampire can climb even on difficult surfaces and upside down on ceilings.
- Vampire Weaknesses: Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions.
- Resting Place: Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points.
- Spellcasting: The vampire is a 7th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15). It has the following wizard spells prepared:
Cantrips (at will): mage hand
minor illusion
1st-level (4 slots): disguise self
shield
2nd-level (3 slots): darkness
misty step
3rd-level (3 slots): animate dead
fireball
4th-level (1 slot): blight
Actions
- Grab (Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way.
- Charm: The vampire targets a creature within 30 feet forcing it to make a DC 16 Wisdom saving throw. On a failure the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to this vampires Charm for 24 hours.
- Fireball (3rd-Level; V, S, M): Fire streaks from the vampire to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 15 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.
- Blight (4th-Level; V, S): The vampire targets a living creature or plant within 30 feet draining moisture and vitality from it. The target makes a DC 15 Constitution saving throw taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies.
Bonus Actions
- Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation.
Reactions
- Hissing Scuttle (1/Day): When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks.
- Warding Charm (1/Day): When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature.
- Shield (1st-Level; V: When the vampire is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of its next turn.
Legendary Actions
- The vampire can take 1 legendary action: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Blood Charm: The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours.
- Grab: The vampire makes a grab attack.
- Mist Form: The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it.
- Shapechange: The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it.
Vampire Spawn
Medium Undead
- Armor Class: 15
- Hit Points: 76 (9d8+36)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 421
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
18 (+4) |
10 (+0) |
14 (+2) |
14 (+2) |
- Saving Throws: Dex +5, Wis +4
- Skills: perception +4, stealth +5
- Damage Vulnerabilities: radiant
- Damage Resistances: necrotic; damage from nonmagical, non-silvered weapons
- Senses: darkvision 60 ft., passive Perception 14
- Languages: the languages it knew in life
Special Abilities
- Regeneration: The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn.
- Spider Climb: The vampire can climb even on difficult surfaces and upside down on ceilings.
- Vampire Weaknesses: Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait.
Actions
- Multiattack: The vampire makes two attacks only one of which can be a bite attack.
- Grab: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The target is grappled (escape DC 14).
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target that is grappled incapacitated restrained or willing. Hit: 9 (1d10 + 4) piercing damage plus 14 (4d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack it dies.
Reactions
- Hissing Scuttle (1/Day): When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks.
Vampire Warrior
Medium Undead
- Armor Class: 18
- Hit Points: 142 (15d8+75)
- Speed: walk 40 ft. climb 30 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: A5e Monstrous Menagerie page 421
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
18 (+4) |
20 (+5) |
16 (+3) |
16 (+3) |
18 (+4) |
- Saving Throws: Dex +8, Wis +7, Cha +8
- Skills: perception +7, persuasion +8, stealth +8
- Damage Resistances: necrotic; damage from nonmagical, non-silvered weapons
- Senses: darkvision 120 ft., passive Perception 17
- Languages: the languages it knew in life
Special Abilities
- Legendary Resistance (3/Day): When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest.
- Misty Recovery: When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage.
- Regeneration: The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn.
- Spider Climb: The vampire can climb even on difficult surfaces and upside down on ceilings.
- Vampire Weaknesses: Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions.
- Resting Place: Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points.
Actions
- Grab (Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way.
- Charm: The vampire targets a creature within 30 feet forcing it to make a DC 16 Wisdom saving throw. On a failure the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to this vampires Charm for 24 hours.
- Reaping Greatsword: Melee Weapon Attack: +9 to hit, reach 10 ft. up to 3 targets. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) necrotic damage. If the target is a creature it makes a DC 17 Strength saving throw falling prone on a failure.
Bonus Actions
- Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation.
Reactions
- Hissing Scuttle (1/Day): When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks.
- Warding Charm (1/Day): When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature.
Legendary Actions
- The vampire can take 1 legendary action: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Blood Charm: The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours.
- Grab: The vampire makes a grab attack.
- Mist Form: The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it.
- Shapechange: The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it.
Vengeful Ghost
Medium Undead
- Armor Class: 11
- Hit Points: 58 (13d8)
- Speed: walk 0 ft. fly 40 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: A5e Monstrous Menagerie page 227
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
12 (+1) |
10 (+0) |
10 (+0) |
12 (+1) |
16 (+3) |
- Skills:
- Damage Immunities: cold, necrotic, poison
- Damage Resistances: acid, fire, lightning, thunder; damage from nonmagical weapons
- Condition Immunities: charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses: darkvision 60 ft., passive Perception 11
- Languages: the languages it spoke in life
Special Abilities
- Ethereal Sight: The ghost can see into both the Material and Ethereal Plane.
- Incorporeal: The ghost can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Undead Nature: A ghost doesnt require air, sustenance, or sleep.
- Unquiet Spirit: If defeated in combat, the ghost returns in 24 hours. It can be put to rest permanently only by finding and casting remove curse on its remains or by resolving the unfinished business that keeps it from journeying to the afterlife.
- Graveborn Strength: When not in sunlight, creatures make their saving throws against the ghosts Horrifying Visage and Possession abilities with disadvantage.
Actions
- Withering Touch: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. If the target is frightened it is magically aged 1d4 x 10 years. The aging effect can be reversed with a greater restoration spell.
- Ethereal Jaunt: The ghost magically shifts from the Material Plane to the Ethereal Plane or vice versa. If it wishes it can be visible to creatures on one plane while on the other.
- Horrifying Visage: Each non-undead creature within 60 feet and on the same plane of existence that can see the ghost makes a DC 13 Wisdom saving throw. On a failure a creature is frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it it is immune to this ghosts Horrifying Visage for 24 hours.
- Possession (Recharge 6): One humanoid within 5 feet makes a DC 13 Charisma saving throw. On a failure it is possessed by the ghost. The possessed creature is unconscious. The ghost enters the creatures body and takes control of it. The ghost can be targeted only by effects that turn undead and it retains its Intelligence Wisdom and Charisma. It grants its host body immunity to being charmed and frightened. It otherwise uses the possessed creatures statistics and actions instead of its own. It doesnt gain access to the creatures memories but does gain access to proficiencies nonmagical class features and traits and nonmagical actions. It can't use limited-used abilities or class traits that require spending a resource. The possession ends after 24 hours when the body drops to 0 hit points when the ghost ends it as a bonus action or when the ghost is turned or affected by dispel evil and good or a similar effect. Additionally the possessed creature repeats its saving throw whenever it takes damage. When the possession ends the ghost reappears in a space within 5 feet of the body. A creature is immune to this ghosts Possession for 24 hours after succeeding on its saving throw or after the possession ends.
Reactions
- Horrifying Visage: If the ghost takes damage from an attack or spell, it uses Horrifying Visage.
Veteran
Medium Humanoid
- Armor Class: 16
- Hit Points: 58 (9d8+18)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 494
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
- Saving Throws: Str +5, Dex +3, Con +4
- Skills: athletics +5, intimidation +2, perception +2, survival +2
- Senses: passive Perception 12
- Languages: any two
Actions
- Multiattack: The veteran makes two melee attacks.
- Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
- Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Heavy Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Bonus Actions
- Tactical Movement: Until the end of the veterans turn, their Speed is halved and their movement doesnt provoke opportunity attacks.
Reactions
- Off-Hand Counter: When the veteran is missed by a melee attack by an attacker they can see within 5 feet, the veteran makes a shortsword attack against the attacker.
Violet Fungus
Medium Plant
- Armor Class: 5
- Hit Points: 18 (4d8)
- Speed: walk 5 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 212
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 1 (-5) |
1 (-5) |
10 (+0) |
1 (-5) |
2 (-4) |
1 (-5) |
- Skills:
- Damage Vulnerabilities: fire
- Condition Immunities: blinded, charmed, deafened, fatigue, frightened, prone, restrained, stunned
- Senses: blindsight 30 ft. (blind beyond this radius), passive Perception 6
- Languages:
Special Abilities
- False Appearance: While motionless, the violet fungus is indistinguishable from a normal fungus.
Actions
- Multiattack: The fungus makes a rotting touch attack against two different creatures.
- Rotting Touch: Melee Weapon Attack: +2 to hit, reach 15 ft., one target. Hit: 5 (1d10) necrotic damage.
Vrock
Large Fiend
- Armor Class: 15
- Hit Points: 104 (11d10+44)
- Speed: walk 40 ft. fly 60 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 76
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
18 (+4) |
8 (-1) |
14 (+2) |
10 (+0) |
- Saving Throws: Dex +6, Int +2, Wis +5, Cha +3
- Skills:
- Damage Immunities: poison
- Damage Resistances: cold, fire, lightning; damage from nonmagical weapons
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 12
- Languages: Abyssal, telepathy 120 ft.
Special Abilities
- Chaotic Evil: The vrock radiates a Chaotic and Evil aura.
- Magic Resistance: The vrock has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The vrock attacks with its beak and its talons.
- Beak: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the vrock has advantage on the attack roll it deals an additional 7 (2d6) damage.
- Talons: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
- Spores (1/Day): A 15-foot-radius cloud of spores emanates from the vrock spreading around corners. Each creature in the area makes a DC 14 Constitution saving throw becoming poisoned for 1 minute on a failure. While poisoned in this way the target takes ongoing 5 (1d10) poison damage. The target repeats the saving throw at the end of each of its turns ending the effect on itself on a success.
Bonus Actions
- Stunning Screech (1/Day): The vrock screeches. Each non-demon creature within 20 feet that can hear it makes a DC 14 Constitution saving throw. On a failure, it is stunned until the end of the vrocks next turn.
Vulture
Medium Beast
- Armor Class: 10
- Hit Points: 4 (1d8)
- Speed: walk 10 ft. fly 50 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 462
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 6 (-2) |
10 (+0) |
10 (+0) |
2 (-4) |
12 (+1) |
6 (-2) |
- Skills: perception +3
- Senses: passive Perception 13
- Languages:
Special Abilities
- Keen Sight and Smell: The vulture has advantage on Perception checks that rely on sight and smell.
Actions
- Beak: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Reactions
- Retreat: When the vulture would be hit by a melee attack, the vulture can move 5 feet away from the attacker. If this moves the vulture out of the attackers reach, the attacker has disadvantage on its attack.
Walking Statue
Large Construct
- Armor Class: 16
- Hit Points: 66 (7d10+28)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 24
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
8 (-1) |
18 (+4) |
1 (-5) |
10 (+0) |
1 (-5) |
- Skills:
- Damage Immunities: poison, psychic
- Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10
- Languages:
Special Abilities
- Bludgeoning Weakness: When the statue takes more than 10 bludgeoning damage from one attack, it falls prone.
- False Appearance: While motionless, the statue is indistinguishable from a normal statue.
- Spell-created: The DC for dispel magic to destroy this creature is 19.
Actions
- Smash: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Wallflower
Medium Plant
- Armor Class: 14
- Hit Points: 33 (6d8+12)
- Speed: walk 20 ft. climb 20 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 254
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
2 (-4) |
14 (+2) |
5 (-3) |
- Skills: stealth +4
- Damage Resistances: damage from nonmagical weapons
- Senses: darkvision 60 ft., passive Perception 12
- Languages:
Special Abilities
- Luring Scent: When a beast, humanoid or fey creature begins its turn within 30 feet, the creature makes a DC 12 Constitution saving throw. On a failure, it moves as close as it can to the wallflower and ends its turn. Creatures immune to being charmed are immune to this effect. A creature that succeeds on the saving throw is immune to the Luring Scent of all wallflowers for 24 hours.
Actions
- Tentacles: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends the grick can't attack a different target with its tentacles.
Bonus Actions
- Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the grick. Hit: 9 (2d6 + 2) piercing damage.
Warhordling Orc Eye
Medium Humanoid
- Armor Class: 14
- Hit Points: 32 (5d8+10)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 488
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
10 (+0) |
14 (+2) |
12 (+1) |
16 (+3) |
12 (+1) |
- Saving Throws: Wis +5, Cha +3
- Skills: medicine +5, insight +5, persuasion +3, religion +3
- Senses: passive Perception 13, blindsight 10 ft.
- Languages: any two
Special Abilities
- Aggressive Charge: The eye moves up to their Speed towards an enemy they can see or hear.
- Warhordling Orc Eye Spellcasting: The eye has advantage on attack rolls made against targets they can see with arcane eye.
- Spellcasting: The priest is a 5th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13
+5 to hit with spell attacks). They have the following cleric spells prepared:
Cantrips (at will): guidance
sacred flame
thaumaturgy
1st-level (4 slots): ceremony
detect evil and good
guiding bolt
bless
2nd-level (3 slots): lesser restoration
arcane eye
3rd-level (2 slots): dispel magic
spirit guardians
Actions
- Mace: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. On a hit the priest can expend a spell slot to deal 7 (2d6) radiant damage plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st.
- Sacred Flame (Cantrip; V, S): One creature the priest can see within 60 feet makes a DC 13 Dexterity saving throw taking 9 (2d8) radiant damage on a failure. This spell ignores cover.
- Guiding Bolt (1st-Level; V, S): Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (4d6) radiant damage and the next attack roll made against the target before the end of the priests next turn has advantage.
- Dispel Magic (3rd-Level; V, S): The priest scours the magic from one creature object or magical effect within 120 feet that they can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot the priest makes a Wisdom ability check (DC 10 + the spells level) for each one ending the effect on a success.
- Spirit Guardians (3rd-Level; V, S, M, Concentration): Spectral forms surround the priest in a 10-foot radius for 10 minutes. The priest can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain and when a creature enters the area for the first time on a turn or starts its turn there it makes a DC 13 Wisdom saving throw taking 10 (3d6) radiant or necrotic damage (priests choice) on a failure or half damage on a success.
Bonus Actions
- Healing Word (1st-Level; V): The priest or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The priest can't cast this spell and a 1st-level or higher spell on the same turn.
Warhordling Orc War Chief
Medium Humanoid
- Armor Class: 16
- Hit Points: 90 (12d8+36)
- Speed: walk 40 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 497
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
18 (+4) |
16 (+3) |
10 (+0) |
12 (+1) |
14 (+2) |
- Saving Throws: Str +7, Dex +7, Con +6, Wis +4
- Skills: athletics +7, intimidation +5, perception +4, stealth +7, survival +4
- Senses: passive Perception 14
- Languages: any one
Actions
- Multiattack: The warrior attacks twice.
- Greataxe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. If the warrior has moved this turn this attack is made with advantage.
Bonus Actions
- Aggressive Charge: The war chief moves up to their Speed towards an enemy they can see or hear.
- Whirling Axe: The war chief attacks with their greataxe.
Warhordling Orc Warrior
Medium Humanoid
- Armor Class: 13
- Hit Points: 11 (2d8+2)
- Speed: walk 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 499
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
12 (+1) |
12 (+1) |
10 (+0) |
14 (+2) |
10 (+0) |
- Skills: athletics +3, stealth +3, perception +4, survival +4
- Senses: passive Perception 14
- Languages: any one
Actions
- Greataxe: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d12 + 1) slashing damage.
Bonus Actions
- Aggressive Charge: The warrior moves up to their Speed towards an enemy they can see or hear.
Warhorse
Large Beast
- Armor Class: 11
- Hit Points: 30 (4d10+8)
- Speed: walk 50 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 462
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
14 (+2) |
3 (-4) |
12 (+1) |
6 (-2) |
- Skills:
- Senses: passive Perception 11
- Languages:
Actions
- Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage. If the horse moves at least 20 feet straight towards the target before the attack the target makes a DC 14 Strength saving throw falling prone on a failure.
Warlords Ghost
Medium Undead
- Armor Class: 13
- Hit Points: 58 (13d8)
- Speed: walk 30 ft. fly 40 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 30
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
16 (+3) |
10 (+0) |
12 (+1) |
10 (+0) |
18 (+4) |
- Saving Throws: Wis +2
- Skills:
- Damage Immunities: cold, necrotic, poison
- Damage Resistances: acid, fire, lightning, thunder; damage from nonmagical weapons
- Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses: darkvision 60 ft., Passive Perception 10
- Languages: the languages it spoke in life
Special Abilities
- Death Howl: When reduced to 0 hit points, the banshee uses Baleful Wail.
- Detect Life: The banshee magically senses the general direction of living creatures up to 5 miles away.
- Incorporeal Movement: The banshee can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Undead Nature: A banshee doesnt require air, sustenance, or sleep.
- Unquiet Spirit: If defeated in combat, the banshee returns on the anniversary of its death. It can be permanently put to rest only by finding and casting remove curse on its grave or by righting whatever wrong was done to it.
Actions
- Presage Death: The banshee targets a creature within 60 feet that can hear it predicting its doom. The target makes a DC 14 Wisdom saving throw. On a failure the target takes 11 (2d6 + 4) psychic damage and is magically cursed for 1 hour. While cursed in this way the target has disadvantage on saving throws against the banshees Baleful Wail.
- Baleful Wail: The banshee shrieks. All living creatures within 30 feet of it that can hear it make a DC 14 Constitution saving throw. On a failure a creature takes 11 (2d6 + 4) psychic damage. If the creature is cursed by the banshee it drops to 0 hit points instead.
Reactions
- Wounded Warning: When the banshee takes damage from a creature within 60 feet, it uses Presage Death on the attacker.
Warrior
Medium Humanoid
- Armor Class: 13
- Hit Points: 11 (2d8+2)
- Speed: walk 30 ft.
- Challenge Rating: 1/8 (25 XP)
- Source: A5e Monstrous Menagerie page 498
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
12 (+1) |
12 (+1) |
10 (+0) |
14 (+2) |
10 (+0) |
- Skills: athletics +3, stealth +3, perception +4, survival +4
- Senses: passive Perception 14
- Languages: any one
Actions
- Spear: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Warrior Band
Large Humanoid
- Armor Class: 13
- Hit Points: 55 (10d8+10)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 499
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
12 (+1) |
12 (+1) |
10 (+0) |
14 (+2) |
10 (+0) |
- Skills: athletics +3, stealth +3, perception +4, survival +4
- Senses: passive Perception 14
- Languages: any one
Special Abilities
- Area Vulnerability: The band takes double damage from any effect that targets an area.
- Band Dispersal: When the band is reduced to 0 hit points, it turns into 2 (1d4) warriors with 5 hit points each.
- Band: The band is composed of 5 or more warriors. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The band can move through any opening large enough for one Medium creature without squeezing.
Actions
- Spears: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 22 (5d6 + 5) piercing damage or half damage when bloodied.
Water Elemental
Large Elemental
- Armor Class: 14
- Hit Points: 114 (12d10+48)
- Speed: walk 30 ft. swim 90 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 194
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
18 (+4) |
6 (-2) |
10 (+0) |
6 (-2) |
- Skills:
- Damage Immunities: poison
- Damage Resistances: acid; damage from nonmagical weapons
- Condition Immunities: fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: darkvision 60 ft., passive Perception 10
- Languages: Aquan
Special Abilities
- Conductive: If the elemental takes lightning damage, each creature sharing its space takes the same amount of lightning damage.
- Fluid Form: The elemental can enter and end its turn in other creatures spaces and move through a space as narrow as 1 inch wide without squeezing.
- Freeze: If the elemental takes cold damage, its speed is reduced by 15 feet until the end of its next turn.
Actions
- Multiattack: The elemental makes two slam attacks.
- Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
- Whelm: The elemental targets each Large or smaller creature in its space. Each target makes a DC 15 Strength saving throw. On a failure the target is grappled (escape DC 15). Until this grapple ends the target is restrained and unable to breathe air. The elemental can move at full speed while carrying grappled creatures inside its space. It can grapple one Large creature or up to four Medium or smaller creatures.
Weasel
Tiny Beast
- Armor Class: 13
- Hit Points: 1 (1d4-1)
- Speed: walk 30 ft.
- Challenge Rating: 0 (25 XP)
- Source: A5e Monstrous Menagerie page 462
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
16 (+3) |
8 (-1) |
2 (-4) |
12 (+1) |
4 (-3) |
- Skills: perception +3, stealth +5
- Senses: darkvision 30 ft., passive Perception 13
- Languages:
Special Abilities
- Keen Hearing and Smell: The weasel has advantage on Perception checks that rely on hearing and smell.
Actions
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. If this damage would reduce a Small or larger target to 0 hit points the target takes no damage from this attack.
Werebear
Medium Humanoid
- Armor Class: 11
- Hit Points: 135 (18d8+54)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 312
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
16 (+3) |
10 (+0) |
12 (+1) |
12 (+1) |
- Skills: perception +4
- Damage Immunities: damage from nonmagical, non-silvered weapons
- Senses: passive Perception 16
- Languages: Common
Special Abilities
- Keen Smell: The werebear has advantage on Perception checks that rely on smell.
- Wolfsbane: Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour.
Actions
- Multiattack: The werebear makes two claw attacks two greataxe attacks or two handaxe attacks.
- Greataxe (Humanoid or Hybrid Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
- Handaxe (Humanoid or Hybrid Form Only): Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
- Claw (Bear or Hybrid Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. If the target is a Medium or smaller creature it is grappled (escape DC 15). Until this grapple ends the werebear can't use its greataxe and can't attack a different target with its claw.
- Bite (Bear or Hybrid Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a humanoid it makes a DC 14 Constitution saving throw. On a failure it is cursed with werebear lycanthropy.
Bonus Actions
- Shapeshift: The werebear changes its form to a Large bear, a Large bear-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged except for its size. It can't speak in bear form. Its equipment is not transformed. It reverts to its true form if it dies.
- Frenzied Bite (While Bloodied: The werebear makes a bite attack.
Wereboar
Medium Humanoid
- Armor Class: 12
- Hit Points: 78 (12d8+24)
- Speed: walk 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 313
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
10 (+0) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: perception +2
- Damage Immunities: damage from nonmagical, non-silvered weapons
- Senses: passive Perception 12
- Languages: Common
Special Abilities
- Relentless (1/Day): If the wereboar takes 14 or less damage that would reduce it to 0 hit points, it is instead reduced to 1 hit point.
- Wolfsbane: Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour.
Actions
- Multiattack (Humanoid or Hybrid Form Only): The wereboar makes two attacks only one of which can be with its tusks.
- Maul (Humanoid or Hybrid Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
- Tusks (Boar or Hybrid Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the boar moves at least 20 feet straight towards the target before the attack the attack deals an extra 7 (2d6) slashing damage. If the target is a creature it makes a DC 13 Strength saving throw falling prone on a failure. If the target is a humanoid it makes a DC 12 Constitution saving throw. On a failure it is cursed with wereboar lycanthropy.
Bonus Actions
- Shapeshift: The wereboar changes its form to a boar, a boar-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in boar form. Its equipment is not transformed. It reverts to its true form if it dies.
- Frenzied Tusks (While Bloodied: The wereboar attacks with its tusks.
Wererat
Medium Humanoid
- Armor Class: 12
- Hit Points: 33 (6d8+6)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 314
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
14 (+2) |
12 (+1) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: perception +2, stealth +4
- Damage Resistances: damage from nonmagical, non-silvered weapons
- Senses: darkvision 60 ft. (rat or hybrid form only), passive Perception 12
- Languages: Common
Special Abilities
- Keen Smell: The wererat has advantage on Perception checks that rely on smell.
- Pack Tactics: The wererat has advantage on attack rolls against a creature if at least one of the wererats allies is within 5 feet of the creature and not incapacitated.
- Wolfsbane: Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour.
Actions
- Shortsword (Humanoid or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage or 12 (3d6 + 2) piercing damage if the attack is made with advantage.
- Hand Crossbow (Humanoid or Hybrid Form Only): Melee or Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage or 12 (3d6 + 2) piercing damage if the attack is made with advantage.
- Bite (Rat or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid it makes a DC 11 Constitution saving throw. On a failure it is cursed with wererat lycanthropy.
Bonus Actions
- Shapeshift: The wererat changes its form to a giant rat, a rat-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in rat form. Its equipment is not transformed. It reverts to its true form if it dies.
- Frenzied Bite (While Bloodied: The wererat makes a bite attack.
Weretiger
Medium Humanoid
- Armor Class: 13
- Hit Points: 90 (12d8+36)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 314
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
16 (+3) |
16 (+3) |
10 (+0) |
12 (+1) |
10 (+0) |
- Skills: perception +3, stealth +5
- Damage Immunities: damage from nonmagical, non-silvered weapons
- Senses: darkvision 60 ft. (tiger or hybrid form only), passive Perception 15
- Languages: Common
Special Abilities
- Keen Hearing and Smell: The weretiger has advantage on Perception checks that rely on hearing or smell.
- Wolfsbane: Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour.
Actions
- Multiattack (Humanoid or Hybrid Form Only): The weretiger makes two attacks neither of which can be a bite.
- Longsword (Humanoid or Hybrid Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
- Longbow (Humanoid or Hybrid Form Only): Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
- Claw (Tiger or Hybrid Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the weretiger moves at least 20 feet straight towards the target before the attack the target makes a DC 13 Strength saving throw falling prone on a failure.
- Bite (Tiger or Hybrid Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid it makes a DC 13 Constitution saving throw. On a failure it is cursed with weretiger lycanthropy.
Bonus Actions
- Shapeshift: The weretiger changes its form to a Large tiger, a tiger-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged except for its size. It can't speak in tiger form. Its equipment is not transformed. It reverts to its true form if it dies.
- Opportune Bite (Tiger or Hybrid Form Only): The weretiger makes a bite attack against a prone creature.
- Frenzied Bite (While Bloodied: The weretiger makes a bite attack.
Werewolf
Medium Humanoid
- Armor Class: 12
- Hit Points: 58 (9d8+18)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 315
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
14 (+2) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: perception +2, stealth +4, survival +2
- Damage Immunities: damage from nonmagical, non-silvered weapons
- Senses: darkvision 30 ft. (wolf or hybrid form only), passive Perception 14
- Languages: Common
Special Abilities
- Keen Hearing and Smell: The werewolf has advantage on Perception checks that rely on hearing or smell.
- Pack Tactics: The werewolf has advantage on attack rolls against a creature if at least one of the werewolfs allies is within 5 feet of the creature and not incapacitated.
Actions
- Multiattack: The werewolf makes two melee attacks only one of which can be with its bite.
- Greatclub (Humanoid or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
- Claw (Wolf or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
- Bite (Wolf or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid it makes a DC 12 Constitution saving throw. On a failure it is cursed with werewolf lycanthropy.
Bonus Actions
- Shapeshift: The werewolf changes its form to a wolf, a wolf-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in wolf form. Its equipment is not transformed. It reverts to its true form if it dies.
- Frenzied Bite (While Bloodied: The werewolf makes a bite attack.
White Dragon Wyrmling
Medium Dragon
- Armor Class: 16
- Hit Points: 45 (7d8+14)
- Speed: walk 30 ft. burrow 15 ft. fly 60 ft. swim 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 123
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
14 (+2) |
6 (-2) |
10 (+0) |
10 (+0) |
- Skills: perception +2, stealth +3
- Damage Immunities: cold
- Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 12
- Languages: Draconic
Special Abilities
- Cold Mastery: The dragons movement and vision is not hindered by cold, icy surfaces, snow, wind, or storms. Additionally, the dragon can choose to burrow through snow and ice without leaving a trace.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.
- Cold Breath (Recharge 5-6): The dragon exhales a 15-foot cone of frost. Each creature in that area makes a DC 12 Constitution saving throw taking 10 (3d6) cold damage on a failed save or half damage on a success.
Wight
Medium Undead
- Armor Class: 15
- Hit Points: 45 (6d8+18)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 423
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
14 (+2) |
16 (+3) |
10 (+0) |
12 (+1) |
14 (+2) |
- Skills: perception +3, stealth +4
- Damage Resistances: cold, necrotic; damage from nonmagical, non-silvered weapons
- Senses: darkvision 60 ft., passive Perception 13
- Languages: the languages it knew in life
Special Abilities
- Cold Aura: A creature that starts its turn grappled by the wight, touches it, or hits it with a melee attack while within 5 feet takes 3 (1d6) cold damage. A creature can take this damage only once per turn. If the wight has been subjected to fire damage since its last turn, this trait doesnt function.
- Sunlight Sensitivity: While in sunlight, the wight has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
- Undead Nature: A wight doesnt require air, sustenance, or sleep.
Actions
- Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 3 (1d6) cold damage.
- Seize: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) cold damage and the target is grappled (escape DC 12). Until this grapple ends the target is restrained and the only attack the wight can make is Life Drain against the grappled target.
- Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) cold damage.
Bonus Actions
- Life Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) necrotic damage, and the target makes a DC 13 Constitution saving throw. On a failure, the targets hit point maximum is reduced by an amount equal to the necrotic damage dealt. The reduction lasts until the target finishes a long rest. A humanoid or beast reduced to 0 hit points by this attack dies. Its corpse rises 24 hours later as a zombie under the wights control.
Will-o-Wisp
Small Undead
- Armor Class: 17
- Hit Points: 28 (8d6)
- Speed: walk 0 ft. fly 50 ft.
- Challenge Rating: 2 (450 XP)
- Source: A5e Monstrous Menagerie page 425
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 2 (-4) |
24 (+7) |
10 (+0) |
12 (+1) |
14 (+2) |
12 (+1) |
- Skills:
- Damage Immunities: lightning, poison
- Damage Resistances: acid, cold, fire, necrotic, thunder; damage from nonmagical weapons
- Condition Immunities: fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: darkvision 120 ft., passive Perception 12
- Languages: the languages it knew in life
Special Abilities
- Conductive: Each time a creature touches the will-o-wisp or hits it with a metal melee weapon for the first time on a turn, the creature takes 7 (2d6) lightning damage. This trait doesnt function while the will-o-wisps glow is extinguished.
- Insubstantial: The will-o-wisp can't pick up or move objects or creatures. It can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Treasure Sense: The will-o-wisp knows the location of coins, gems, and other nonmagical wealth within 500 feet.
- Undead Nature: A will-o-wisp doesnt require air, sustenance, or sleep.
Actions
- Shock: Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (3d6) lightning damage. The will-o-wisp can't make this attack while its glow is extinguished.
Bonus Actions
- Illumination: The will-o-wisp alters the radius of its glow (shedding bright light in a 5- to 20-foot radius and dim light for the same number of feet beyond that radius), changes the color of its glow, or extinguishes its glow (making it invisible).
Winter Hag
Medium Fey
- Armor Class: 17
- Hit Points: 120 (16d8+48)
- Speed: walk 30 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie page 272
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
16 (+3) |
16 (+3) |
16 (+3) |
18 (+4) |
- Saving Throws: Con +6, Wis +6
- Skills: arcana +6, deception +7, insight +6, perception +6, stealth +6
- Damage Resistances: cold
- Senses: darkvision 60 ft., passive Perception 16
- Languages: Common, Draconic, Sylvan
Special Abilities
- Curse: A creature that accepts a gift from the hag is magically cursed for 30 days. While it is cursed, the target automatically fails saving throws against the hags charm person, geas, and scrying spells, and the hag can cast control weather centered on the creature.
- Icy Travel: The hag is not hindered by cold weather, icy surfaces, snow, wind, or storms. Additionally, the hag and her allies leave no trace when walking on snow or ice.
- Innate Spellcasting: The hags innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: charm person, dancing lights, invisibility, minor illusion, passwall (ice only), 1/day: control weather (extreme cold), geas, scrying
Actions
- Multiattack: The hag attacks with its claws and uses Ice Bolt.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
- Ice Bolt: Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 15 (2d10 + 4) cold damage and the target makes a DC 15 Constitution saving throw. A creature under the hags curse automatically fails this saving throw. On a failure the creature is restrained as it begins to turn to ice. At the end of the creatures next turn the creature repeats the saving throw. On a success the effect ends. On a failure the creature is petrified into ice. This petrification can be removed with greater restoration or similar magic.
- Shapeshift: The hag magically polymorphs into a Small or Medium humanoid or back into its true form. Its statistics are the same in each form. Equipment it is carrying isnt transformed. It retains a streak of white hair in any form. It returns to its true form if it dies.
- Invisibility (2nd-Level; V, S, Concentration): The hag is invisible for 1 hour. The spell ends if the hag attacks or casts a spell.
Reactions
- Ice Shield: The hag adds 3 to its AC against one melee attack that would hit it made by a creature it can see. If the attack misses, the attacker takes 14 (4d6) cold damage.
Winter Wolf
Large Monstrosity
- Armor Class: 13
- Hit Points: 67 (9d10+18)
- Speed: walk 50 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 463
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
14 (+2) |
6 (-2) |
12 (+1) |
8 (-1) |
- Skills: perception +3, stealth +3
- Damage Immunities: cold
- Senses: darkvision 30 ft., passive Perception 13
- Languages: Common, Giant, Winter Wolf
Special Abilities
- Keen Hearing and Smell: The wolf has advantage on Perception checks that rely on hearing and smell.
- Pack Tactics: The wolf has advantage on attack rolls against a creature if at least one of the wolfs allies is within 5 feet of the creature and not incapacitated.
- Camouflage: The wolf has advantage on Stealth checks made to hide in snow.
Actions
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a creature it makes a DC 14 Strength saving throw falling prone on a failure.
- Cold Breath (Recharge 5-6): The wolf exhales frost in a 15-foot cone. Each creature in the area makes a DC 12 Dexterity saving throw taking 18 (4d8) cold damage on a failure or half damage on a success.
Wolf
Medium Beast
- Armor Class: 12
- Hit Points: 11 (2d8+2)
- Speed: walk 40 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 463
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
14 (+2) |
12 (+1) |
3 (-4) |
12 (+1) |
6 (-2) |
- Skills: perception +3, stealth +4
- Senses: darkvision 30 ft., passive Perception 13
- Languages:
Special Abilities
- Keen Hearing and Smell: The wolf has advantage on Perception checks that rely on hearing and smell.
- Pack Tactics: The wolf has advantage on attack rolls against a creature if at least one of the wolfs allies is within 5 feet of the creature and not incapacitated.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a creature it makes a DC 12 Strength saving throw falling prone on a failure.
Wood Elf Scout
Medium Humanoid
- Armor Class: 15
- Hit Points: 19 (3d8+6)
- Speed: walk 35 ft. climb 35 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 491
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 10 (+0) |
16 (+3) |
14 (+2) |
10 (+0) |
14 (+2) |
10 (+0) |
- Saving Throws: Dex +5
- Skills: nature +2, perception +4, stealth +5, survival +4
- Senses: passive Perception 16
- Languages: any one
Special Abilities
- Keen Hearing and Sight: The scout has advantage on Perception checks that rely on hearing or sight.
Actions
- Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Longbow: Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Wood Elf Sharpshooter
Medium Humanoid
- Armor Class: 16
- Hit Points: 90 (12d8+36)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 491
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
18 (+4) |
16 (+3) |
12 (+1) |
18 (+4) |
12 (+1) |
- Saving Throws: Dex +7, Wis +7
- Skills: nature +4, perception +7, stealth +7, survival +7
- Senses: passive Perception 20
- Languages: any two
Special Abilities
- Keen Hearing and Sight: The strider has advantage on Perception checks that rely on hearing or sight.
- Trackless Travel: The strider can't be tracked by nonmagical means.
- Trained Accuracy: The striders weapon attacks deal an extra 7 (2d6) damage (included below).
Actions
- Multiattack: The strider attacks twice.
- Longsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) damage.
- Longbow: Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 10 (1d8+4) piercing damage plus 7 (2d6) damage. This attack ignores half or three-quarters cover and long range doesnt impose disadvantage on the attack roll.
Bonus Actions
- Aimed Strike: The strider gains advantage on their next attack made before the end of their turn.
- Skirmish Step: The strider moves up to half their Speed without provoking opportunity attacks.
Worg
Large Monstrosity
- Armor Class: 13
- Hit Points: 22 (4d10)
- Speed: walk 50 ft.
- Challenge Rating: 1/2 (100 XP)
- Source: A5e Monstrous Menagerie page 463
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
12 (+1) |
10 (+0) |
6 (-2) |
10 (+0) |
8 (-1) |
- Skills: perception +2, stealth +3
- Senses: darkvision 60 ft., passive Perception 12
- Languages: Goblin, Worg
Special Abilities
- Keen Hearing and Smell: The worg has advantage on Perception checks that rely on hearing and smell.
Actions
- Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage. If the target is a creature it makes a DC 13 Strength saving throw falling prone on a failure.
Wraith
Medium Undead
- Armor Class: 13
- Hit Points: 67 (9d8+27)
- Speed: walk 0 ft. fly 60 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 427
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
16 (+3) |
16 (+3) |
12 (+1) |
16 (+3) |
14 (+2) |
- Skills:
- Damage Immunities: necrotic, poison
- Damage Resistances: acid, cold, lightning, thunder; damage from nonmagical, non-silvered weapons
- Condition Immunities: charmed, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: darkvision 120 ft., passive Perception 12
- Languages: the languages it knew in life
Special Abilities
- Aura of Fear: A creature that starts its turn within 10 feet of a wraith makes a DC 13 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. If a creatures saving throw is successful or the effect ends for it, it is immune to any wraiths Aura of Fear for 24 hours.
- Evil: The wraith radiates an Evil aura.
- Incorporeal: The wraith can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn.
- Light Sensitivity: While in sunlight or bright light cast by a fire, the wraith has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
- Undead Nature: A wraith doesnt require air, food, drink, or sleep.
Actions
- Life Drain: The wraith targets a creature within 5 feet forcing it to make a DC 14 Constitution saving throw. On a failure the creature takes 14 (4d6) necrotic damage or 21 (6d6) necrotic damage if it is frightened or surprised and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. It dies if its hit point maximum is reduced to 0.
- Create Specter: The wraith touches a humanoid corpse it killed less than 1 day ago. The creatures spirit rises as a specter under the wraiths control.
Wraith Lord
Medium Undead
- Armor Class: 15
- Hit Points: 171 (18d8+90)
- Speed: walk 40 ft. fly 60 ft.
- Challenge Rating: 13 (10,000 XP)
- Source: A5e Monstrous Menagerie page 428
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
20 (+5) |
20 (+5) |
16 (+3) |
18 (+4) |
18 (+4) |
- Skills:
- Damage Immunities: cold, necrotic, poison
- Damage Resistances: acid, lightning, psychic, thunder; damage from nonmagical weapons
- Condition Immunities: charmed, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: truesight 120 ft., passive Perception 14
- Languages: the languages it knew in life
Special Abilities
- Aura of Fear: A creature that starts its turn within 30 feet of a wraith lord makes a DC 17 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. If a creatures saving throw is successful or the effect ends for it, it is immune to any wraith or wraith lords Aura of Fear for 24 hours.
- Evil: The wraith lord radiates an Evil aura.
- Incorporeal: The wraith lord can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn.
- Light Sensitivity: While in sunlight or bright light cast by a fire, the wraith lord has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
- Undead Nature: A wraith doesnt require air, food, drink, or sleep.
Actions
- Multiattack: The wraith lord can use Paralyzing Terror. It then uses Life Drain twice. If in corporeal form it then makes a greatsword attack.
- Life Drain: The wraith targets a creature within 5 feet forcing it to make a DC 18 Constitution saving throw. On a failure the creature takes 17 (5d6) necrotic damage or 24 (7d6) necrotic damage if it is frightened or surprised and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. It dies if its hit point maximum is reduced to 0.
- Greatsword (Corporeal Form Only): Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 17 (5d6) poison damage and the target makes a DC 18 Constitution saving throw. On a failure the target is poisoned for 24 hours. While poisoned in this way the target can't regain hit points. If a creature dies while poisoned in this way its spirit rises as a wraith under the wraith lords control 1 minute after its death.
- Paralyzing Terror: The wraith lord targets a frightened creature within 60 feet forcing it to make a DC 18 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on itself on a success.
- Create Wraith: The wraith lord touches a humanoid corpse it killed up to 1 day ago. The creatures spirit rises as a wraith under the wraith lords control.
- Corporeal Form (1/Day): The wraith lord takes on a material form. In material form it loses its incorporeal trait its fly speed and its immunity to the grappled prone and restrained conditions. The wraith instantly reverts to its incorporeal form if it is bloodied and it can do so voluntarily at any time as an action.
Wyvern
Large Dragon
- Armor Class: 13
- Hit Points: 110 (13d10+39)
- Speed: walk 20 ft. fly 80 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie page 430
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
16 (+3) |
5 (-3) |
12 (+1) |
6 (-2) |
- Skills: perception +4
- Senses: darkvision 60 ft., passive Perception 14
- Languages: understands Draconic but can't speak
Special Abilities
- Imperfect Flight: While bloodied, the wyverns fly speed is halved, and it can't gain altitude.
Actions
- Multiattack: The wyvern attacks once with its bite and once with its stinger. While flying it can use its claws in place of one other attack.
- Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. If the wyvern is attacking from above the target is grappled by the wyvern (escape DC 15). While grappling a target in this way the wyverns Speed is reduced to 0 it can't use its claws to attack any other creature and it has advantage on attacks against the target.
- Stinger: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 15 Constitution saving throw taking 24 (7d6) poison damage on a failure or half damage on a success.
Xorn
Medium Elemental
- Armor Class: 19
- Hit Points: 73 (7d8+42)
- Speed: walk 20 ft. burrow 20 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie page 431
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
22 (+6) |
10 (+0) |
10 (+0) |
10 (+0) |
- Skills: perception +3, stealth +3
- Damage Resistances: acid; damage from nonmagical, non-adamantine weapons
- Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 16
- Languages: Terran
Special Abilities
- Camouflage: The xorn has advantage on Stealth checks made to hide in rocky terrain.
- Earth Glide: The xorn can burrow through nonmagical, unworked earth and stone without disturbing it.
- Treasure Sense: The xorn can locate by smell coins and gems within 500 feet.
Actions
- Multiattack: The xorn makes three claw attacks and then makes a bite attack if it can.
- Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature that was hit by the xorns claws at least twice this turn. Hit: 13 (2d8 + 4) piercing damage and the xorn consumes one of the following nonmagical objects in the targets possession: a worn set of metal armor or a carried metal weapon or shield a piece of metal equipment a gem or up to 1 000 coins. For 1 minute after an item is consumed a creature can retrieve it from the gullet of a willing incapacitated or dead xorn taking 7 (2d6) acid damage in the process.
Yeti
Large Monstrosity
- Armor Class: 12
- Hit Points: 68 (8d10+24)
- Speed: walk 40 ft. climb 40 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 433
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
16 (+3) |
8 (-1) |
12 (+1) |
16 (+3) |
- Skills: perception +3, stealth +3
- Damage Immunities: cold
- Senses: passive Perception 13
- Languages: Yeti
Special Abilities
- Camouflage: The yeti has advantage on Stealth checks made to hide in snowy terrain.
- Fire Fear: When the yeti takes fire damage, it is rattled until the end of its next turn.
- Storm Sight: The yetis vision is not obscured by weather conditions.
Actions
- Multiattack: The yeti uses Chilling Gaze and makes two claw attacks.
- Claw: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
- Chilling Gaze (Gaze): One creature within 30 feet that is not immune to cold damage makes a DC 13 Constitution saving throw. On a failure the creature takes 10 (3d6) cold damage and is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on a success. If a creatures saving throw is successful or the effect ends for it it is immune to any Chilling Gaze for 24 hours.
Yobbo
Small Humanoid
- Armor Class: 15
- Hit Points: 11 (3d6)
- Speed: walk 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: A5e Monstrous Menagerie page None
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 8 (-1) |
14 (+2) |
10 (+0) |
16 (+3) |
8 (-1) |
8 (-1) |
- Skills: stealth +6, arcana +7
- Senses: darkvision 60 ft., passive Perception 9
- Languages: Common, Goblin
Special Abilities
- Magic Eater: Yobbos figure all magic works the sameway that magic potions do. As such, they devour spellcomponents, spell scrolls, and magical trinketsalikewhen they are made aware of them. Yobbos instinctivelyknow which creatures have magic items onthem. When they successfully grab a creature, theyuse their next action to take that creatures nearestmagic item and then stuff it down their throats. Ifit is a weapon, it deals damage to them as if theydbeen hit by that weapon. If its a piece of armor, theirmouths stretch to fit around it. They are now imbuedwith the powers of the devoured magic item.
- Explosive Death: When a yobbo is reduced to 0 hitpoints, its body explodes and releases a random1st-level spell. This spell targets the creature nearestto the yobbos corpse.
Actions
- Mangler: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 2) slashing damage. A natural 20 scored with thisweapon mangles the targets hand rendering it useless until the targets next long rest. A natural 1 scored with thisweapon does the same but to the yobbo.
- Spike ball: Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Young Amethyst Dragon
Large Dragon
- Armor Class: 17
- Hit Points: 133 (14d10+56)
- Speed: walk 40 ft. burrow 20 ft. fly 60 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 142
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
16 (+3) |
16 (+3) |
18 (+4) |
12 (+1) |
16 (+3) |
- Saving Throws: Con +7, Int +8, Wis +5, Cha +7
- Skills: deception +7, insight +5, perception +5, persuasion +7
- Damage Resistances: force, psychic
- Condition Immunities: fatigue
- Senses: darkvision 120 ft., passive Perception 15
- Languages: Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.
Special Abilities
- Far Thoughts: The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:calm emotions, charm person
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 19 (3d10 + 3) piercing damage plus 4 (1d8) force damage.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
- Concussive Breath (Recharge 5-6): The dragon psionically unleashes telekinetic energy in a 30-foot cone. Each creature in that area makes a DC 15 Constitution saving throw taking 44 (8d10) force damage on a failed save or half damage on a success.
Young Black Dragon
Large Dragon
- Armor Class: 18
- Hit Points: 144 (17d10+51)
- Speed: walk 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 103
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
16 (+3) |
12 (+1) |
12 (+1) |
14 (+2) |
- Saving Throws: Dex +6, Con +7, Wis +5, Cha +6
- Skills: history +5, perception +5, stealth +6
- Damage Immunities: acid
- Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages: Common, Draconic
Special Abilities
- Ambusher: When submerged in water, the dragon has advantage on Stealth checks. If the dragon hits a creature that can't see it with its bite, it can deal piercing damage and grapple the target simultaneously.
- Amphibious: The dragon can breathe air and water.
- Ruthless (1/Round): After scoring a critical hit on its turn, the dragon can immediately make one claw attack.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 14). It can innately cast the following spells, requiring no material components. 3/day each:fog cloud, pass without trace
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) acid damage. Instead of dealing piercing damage the dragon can grapple the target (escape DC 16) and a Medium or smaller creature grappled in this way is restrained. While grappling a creature the dragon can't bite another creature.
- Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
- Acid Breath (Recharge 5-6): The dragon exhales sizzling acid in a 40-foot-long 5-foot-wide line. Each creature in that area makes a DC 15 Dexterity saving throw taking 45 (10d8) acid damage on a failed save or half damage on a success. A creature that fails the save is blinded until the end of its next turn.
Young Blue Dragon
Large Dragon
- Armor Class: 18
- Hit Points: 152 (16d10+64)
- Speed: walk 40 ft. burrow 20 ft. fly 80 ft. swim 20 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 108
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
18 (+4) |
14 (+2) |
12 (+1) |
16 (+3) |
- Saving Throws: Dex +4, Con +8, Wis +5, Cha +7
- Skills: perception +5, stealth +4, survival +5
- Damage Immunities: lightning
- Senses: blindsight 30 ft., tremorsense 30 ft., darkvision 120 ft., passive Perception 18
- Languages: Common, Draconic
Special Abilities
- Desert Farer: The dragon ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat.
- Dune Splitter: The dragon can remain submerged in sand and gravel for up to 4 hours. It has advantage on Stealth checks to hide in this way.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:blur, silent image
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 4 (1d8) lightning damage.
- Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
- Lightning Breath (Recharge 5-6): The dragon exhales a 60-foot-long 5-foot-wide line of lightning. Each creature in that area makes a DC 16 Dexterity saving throw taking 44 (8d10) lightning damage on a failed save or half damage on a success. A creature that fails the save can't take reactions until the end of its next turn.
Young Brass Dragon
Large Dragon
- Armor Class: 17
- Hit Points: 153 (18d10+54)
- Speed: walk 40 ft. burrow 20 ft. fly 80 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 157
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
16 (+3) |
16 (+3) |
12 (+1) |
14 (+2) |
- Saving Throws: Dex +4, Con +7, Wis +5, Cha +6
- Skills: arcana +7, history +7, nature +7, perception +5, persuasion +6, religion +7, stealth +4
- Damage Immunities: fire
- Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages: Common, Draconic, one more
Special Abilities
- Self-Sufficient: The brass dragon can subsist on only a quart of water and a pound of food per day.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 14). It can innately cast the following spells, requiring no material components. 3/day each:comprehend languages,
Actions
- Multiattack: The dragon attacks with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) fire damage.
- Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Molten Breath: The dragon exhales molten glass in a 40-foot-long 5-foot-wide line. Each creature in the area makes a DC 15 Dexterity saving throw taking 38 (11d6) fire damage on a failed save or half damage on a success.
- Sleep Breath: The dragon exhales sleep gas in a 30-foot cone. Each creature in the area makes a DC 15 Constitution saving throw. On a failure a creature falls unconscious for 10 minutes or until it takes damage or someone uses an action to wake it.
Young Bronze Dragon
Large Dragon
- Armor Class: 17
- Hit Points: 152 (16d10+64)
- Speed: walk 40 ft. fly 80 ft. swim 60 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 162
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
18 (+4) |
14 (+2) |
12 (+1) |
18 (+4) |
- Saving Throws: Dex +4, Con +8, Wis +5, Cha +7
- Skills: insight +5, perception +5, stealth +4
- Damage Immunities: lightning
- Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages: Common, Draconic
Special Abilities
- Amphibious: The dragon can breathe air and water.
- Oracle of the Coast: The dragon can accurately predict the weather up to 7 days in advance and is never considered surprised while conscious.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:fog cloud, speak with animals
Actions
- Multiattack: The dragon attacks with its bite and twice with its claws. In place of its bite it can use Lightning Pulse.
- Bite: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 4 (1d8) lightning damage.
- Claw: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage.
- Tail: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and the dragon pushes the target 10 feet away.
- Trident (Humanoid Form Only): Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (1d6 + 7) piercing damage.
- Lightning Pulse: The dragon targets one creature within 60 feet forcing it to make a DC 20 Dexterity saving throw. The creature takes 22 (4d10) lightning damage on a failure or half damage on a success. If the initial target is touching a body of water all other creatures within 20 feet of it and touching the same body of water must also make the saving throw against this damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Lightning Breath: The dragon exhales lightning in a 90-foot-long 5-foot-wide line. Each creature in the area makes a DC 20 Dexterity saving throw taking 69 (13d10) lightning damage on a failed save or half damage on a success. A creature that fails the saving throw can't take reactions until the end of its next turn.
- Ocean Surge: The dragon exhales a torrent of seawater in a 30-foot cone. Each creature in the area makes a DC 20 Strength saving throw. A creature that fails is pushed 30 feet away from the dragon and knocked prone while one that succeeds is pushed only 15 feet away.
- Change Shape: The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form the dragons stats are unchanged except for its size. It can't use Lightning Pulse Breath Weapons Tail Attack or Wing Attack except in dragon form. In beast form it can attack only with its bite and claws if appropriate to its form. If the beast form is Large or smaller the reach of these attacks is reduced to 5 feet. In humanoid form it can attack only with its trident.
Reactions
- Tail Attack: When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
- The dragon can take 3 legendary actions: Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Roar: Each creature of the dragons choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
- Wing Attack: The dragon beats its wings. Each creature within 15 feet makes a DC 21 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
- Foresight (Costs 2 Actions): The dragon focuses on the many sprawling futures before it and predicts what will come next. Attacks against it are made with disadvantage until the start of its next turn.
Young Copper Dragon
Large Dragon
- Armor Class: 17
- Hit Points: 144 (17d10+51)
- Speed: walk 40 ft. climb 40 ft. fly 80 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 167
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
16 (+3) |
16 (+3) |
12 (+1) |
14 (+2) |
- Saving Throws: Dex +5, Con +7, Wis +5, Cha +6
- Skills: deception +6, perception +5, stealth +5
- Damage Immunities: acid
- Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 15
- Languages: Common, Draconic
Special Abilities
- Flow Within the Mountain: The dragon has advantage on Stealth checks made to hide in mountainous regions.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:hideous laughter, suggestion
Actions
- Multiattack: The dragon attacks with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d10 + 4) piercing damage plus 4 (1d8) acid damage.
- Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Acid Breath: The dragon exhales acid in a 40-foot-long 5-foot wide-line. Each creature in the area makes a DC 15 Dexterity saving throw taking 45 (10d8) acid damage on a failed save or half damage on a success.
- Slowing Breath: The dragon exhales toxic gas in a 30-foot cone. Each creature in the area makes a DC 15 Constitution saving throw becoming slowed for 1 minute on a failure. A creature repeats the saving throw at the end of each of its turns ending the effect on itself on a success.
Young Earth Dragon
Large Dragon
- Armor Class: 18
- Hit Points: 161 (17d10+68)
- Speed: walk 40 ft. fly 40 ft. burrow 60 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 128
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
18 (+4) |
12 (+1) |
16 (+3) |
10 (+0) |
- Saving Throws: Str +8, Con +8, Int +5, Wis +7, Cha +4
- Skills: athletics +8, insight +7, nature +5, perception +7
- Damage Resistances: damage from nonmagical weapons
- Condition Immunities: petrified
- Senses: darkvision 120 ft., tremorsense 60 ft., passive Perception 20
- Languages: Common, Draconic, Terran
Special Abilities
- Earth Glide: The dragon can burrow through nonmagical, unworked earth and stone without disturbing it.
- False Appearance: While the dragon remains motionless within its linked area, it is indistinguishable from a natural rocky outcropping.
- Essence Link: The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 12). It can innately cast the following spells, requiring no material components. 3/day each:locate animals or plants, spike growth
Actions
- Multiattack: The dragon attacks once with its bite and twice with its slam.
- Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d10 + 4) piercing damage.
- Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
- Scouring Breath (Recharge 5-6): The dragon exhales scouring sand and stones in a 30-foot cone. Each creature in that area makes a DC 16 Dexterity saving throw taking 38 (11d6) slashing damage on a failed save or half damage on a success.
Young Emerald Dragon
Large Dragon
- Armor Class: 17
- Hit Points: 133 (14d12+42)
- Speed: walk 40 ft. burrow 20 ft. fly 60 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 146
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
18 (+4) |
16 (+3) |
18 (+4) |
12 (+1) |
16 (+3) |
- Saving Throws: Con +7, Int +8, Wis +5, Cha +7
- Skills: deception +7, history +8, perception +5, stealth +8
- Damage Resistances: psychic, thunder
- Condition Immunities: fatigue
- Senses: darkvision 120 ft., passive Perception 17
- Languages: Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.
Special Abilities
- Far Thoughts: The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:hideous laughter, suggestion
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) thunder damage.
- Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
- Maddening Breath (Recharge 5-6): The dragon screams stripping flesh from bone in a 30-foot cone. Each creature in that area makes a DC 15 Constitution saving throw taking 44 (8d10) thunder damage on a failed save or half damage on a success.
Young Gold Dragon
Large Dragon
- Armor Class: 18
- Hit Points: 157 (15d10+75)
- Speed: walk 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 173
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
14 (+2) |
20 (+5) |
16 (+3) |
12 (+1) |
20 (+5) |
- Saving Throws: Dex +6, Con +9, Wis +5, Cha +9
- Skills: insight +5, perception +5, persuasion +9, stealth +6
- Damage Immunities: fire
- Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages: Common, Draconic
Special Abilities
- Valor: Creatures of the dragons choice within 30 feet gain a +1 bonus to saving throws and are immune to the charmed and frightened conditions.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components. 3/day each:bless, healing word
Actions
- Multiattack: The dragon attacks with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) fire damage.
- Claws: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Molten Breath: The dragon exhales molten gold in a 30-foot cone. Each creature in the area makes a DC 17 Dexterity saving throw taking 49 (9d10) fire damage on a failed save or half damage on a success.
- Weakening Breath: The dragon exhales gas in a 30-foot cone. Each creature in the area must succeed on a DC 17 Constitution saving throw or suffer disadvantage on weapon attack rolls for 1 minute. A weakened creature repeats the saving throw at the end of each of its turns ending the effect on a success.
Young Green Dragon
Huge Dragon
- Armor Class: 17
- Hit Points: 161 (19d10+57)
- Speed: walk 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 114
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
12 (+1) |
16 (+3) |
16 (+3) |
12 (+1) |
14 (+2) |
- Saving Throws: Dex +5, Con +7, Wis +5, Cha +6
- Skills: deception +6, insight +5, perception +5, persuasion +6, stealth +5
- Damage Immunities: poison
- Condition Immunities: poisoned
- Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages: Common, Draconic, one more
Special Abilities
- Amphibious: The dragon can breathe air and water.
- Woodland Stalker: When in a forested area, the dragon has advantage on Stealth checks.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 14). It can innately cast the following spells, requiring no material components. 3/day each:animal messenger, tongues
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) poison damage.
- Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
- Poison Breath (Recharge 5-6): The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area makes a DC 15 Constitution saving throw taking 42 (12d6) poison damage on a failed save or half damage on a success.
Young Red Dragon
Large Dragon
- Armor Class: 18
- Hit Points: 178 (17d10+85)
- Speed: walk 40 ft. climb 40 ft. fly 80 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 119
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
10 (+0) |
20 (+5) |
14 (+2) |
12 (+1) |
18 (+4) |
- Saving Throws: Dex +4, Con +9, Wis +5, Cha +8
- Skills: intimidation +8, perception +5, stealth +4
- Damage Immunities: fire
- Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages: Common, Draconic
Special Abilities
- Searing Heat: A creature that starts its turn touching the dragon, or touches it or hits it with a melee attack for the first time on a turn, takes 3 (1d6) fire damage.
- Volcanic Tyrant: The dragon is immune to the effects of poisonous gases caused by volcanic environments. It also ignores difficult terrain caused by lava.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 16). It can innately cast the following spells, requiring no material components. 3/day each:command, hold person
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) fire damage.
- Claw: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
- Fire Breath (Recharge 5-6): The dragon exhales a blast of fire that fills a 30-foot cone. Each creature in that area makes a DC 17 Dexterity saving throw taking 52 (15d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also takes 5 (1d10) ongoing fire damage. While affected by this ongoing damage it is frightened of the dragon. A creature can use an action to end the ongoing damage.
Young Red Dragon Zombie
Large Undead
- Armor Class: 16
- Hit Points: 178 (17d10+85)
- Speed: walk 30 ft. climb 30 ft. fly 70 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: A5e Monstrous Menagerie page 436
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
6 (-2) |
20 (+5) |
3 (-4) |
8 (-1) |
4 (-3) |
- Skills:
- Damage Immunities: fire, poison
- Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 9
- Languages: understands Common and Draconic but can't speak
Special Abilities
- Undead Fortitude (1/Day): If the zombie is reduced to 0 hit points by damage that isnt radiant or from a critical hit, its instead reduced to 1 hit point, falls prone, and is stunned until the end of its next turn, appearing to be dead.
- Undead Nature: A zombie doesnt require air, sustenance, or sleep.
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) fire damage.
- Claws: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
- Fire Breath (Recharge 5-6): The dragon exhales a blast of fire that fills a 30-foot cone. Each creature in that area makes a DC 17 Dexterity saving throw taking 52 (15d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also suffers 5 (1d10) ongoing fire damage. While affected by this ongoing damage it is frightened of the dragon. A creature can use an action to end the ongoing damage.
Young River Dragon
Large Dragon
- Armor Class: 17
- Hit Points: 142 (19d10+38)
- Speed: walk 60 ft. fly 80 ft. swim 80 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 132
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
16 (+3) |
14 (+2) |
12 (+1) |
16 (+3) |
12 (+1) |
- Saving Throws: Dex +7, Con +6, Int +5, Wis +7, Cha +5
- Skills: acrobatics +6, deception +5, insight +7, nature +5, perception +7, stealth +7
- Damage Resistances: damage from nonmagical weapons
- Condition Immunities: fatigue
- Senses: darkvision 120 ft., tremorsense 120 ft. (only detects vibrations in water), passive Perception 17
- Languages: Aquan, Common, Draconic
Special Abilities
- Amphibious: The dragon can breathe air and water.
- Flowing Grace: The dragon doesnt provoke opportunity attacks when it flies or swims out of an enemys reach.
- Shimmering Scales: While in water, the dragon gains three-quarters cover from attacks made by creatures more than 30 feet away.
- Essence Link: The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 13). It can innately cast the following spells, requiring no material components. 3/day each:create or destroy water, fog cloud
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 19 (3d10 + 3) piercing damage.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
- Torrential Breath (Recharge 5-6): The dragon exhales water in a 30-foot-long 5-foot-wide line. Each creature in the area makes a DC 14 Dexterity saving throw taking 42 (12d6) bludgeoning damage on a failed save or half damage on a success.
Young Sapphire Dragon
Large Dragon
- Armor Class: 18
- Hit Points: 161 (19d10+57)
- Speed: walk 40 ft. burrow 20 ft. fly 80 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 151
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
18 (+4) |
16 (+3) |
18 (+4) |
16 (+3) |
14 (+2) |
- Saving Throws: Con +7, Int +8, Wis +7, Cha +6
- Skills: arcana +8, deception +6, history +8, insight +7, perception +7, persuasion +6
- Damage Immunities: psychic
- Condition Immunities: fatigue
- Senses: darkvision 120 ft., passive Perception 20
- Languages: Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.
Special Abilities
- Far Thoughts: The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:comprehend languages, detect thoughts
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) psychic damage.
- Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
- Discognitive Breath (Recharge 5-6): The dragon unleashes psychic energy in a 30-foot cone. Each creature in that area makes a DC 15 Intelligence saving throw taking 49 (9d10) psychic damage on a failed save or half damage on a success.
Young Shadow Dragon
Large Dragon
- Armor Class: 17
- Hit Points: 114 (12d10+48)
- Speed: walk 40 ft. climb 40 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 137
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
18 (+4) |
12 (+1) |
12 (+1) |
18 (+4) |
- Saving Throws: Dex +6, Con +8, Int +5, Wis +5
- Skills: deception +8, insight +5, nature +5, perception +5, stealth +6
- Damage Immunities: necrotic, poison
- Damage Resistances: acid, cold, fire, lightning, thunder; damage from nonmagical weapons
- Condition Immunities: fatigue, frightened, grappled, paralyzed, poisoned, prone, restrained
- Senses: darkvision 240 ft., passive Perception 15
- Languages: Common, Draconic
Special Abilities
- Evil: The dragon radiates an Evil aura.
- Incorporeal Movement: The dragon can move through other creatures and objects. It takes 11 (2d10) force damage if it ends its turn inside an object.
- Essence Link: The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 16). It can innately cast the following spells, requiring no material components. 3/day each:darkness, detect evil and good
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) necrotic damage.
- Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
- Anguished Breath (Recharge 5-6): The dragon exhales a shadowy maelstrom of anguish in a 30-foot cone. Each creature in that area makes a DC 16 Wisdom saving throw taking 40 (9d8) necrotic damage on a failed save or half damage on a success.
Young Silver Dragon
Large Dragon
- Armor Class: 18
- Hit Points: 157 (15d10+75)
- Speed: walk 40 ft. fly 80 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: A5e Monstrous Menagerie page 179
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
14 (+2) |
20 (+5) |
14 (+2) |
10 (+0) |
18 (+4) |
- Saving Throws: Dex +6, Con +9, Wis +4, Cha +8
- Skills: arcana +6, history +6, perception +4, stealth +6
- Damage Immunities: cold
- Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 17
- Languages: Common, Draconic
Special Abilities
- Cloud Strider: The dragon suffers no harmful effects from high altitudes.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components. 3/day each:charm person, faerie fire
Actions
- Multiattack: The dragon attacks with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) cold damage.
- Claws: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
- Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:
- Frost Breath: The dragon exhales freezing wind in a 30-foot cone. Each creature in the area makes a DC 17 Constitution saving throw taking 40 (9d8) cold damage on a failed save or half damage on a success.
- Paralyzing Breath: The dragon exhales paralytic gas in a 30-foot cone. Each creature in the area must succeed on a DC 17 Constitution saving throw or be paralyzed until the end of its next turn.
Young White Dragon
Large Dragon
- Armor Class: 17
- Hit Points: 152 (16d10+64)
- Speed: walk 40 ft. burrow 20 ft. fly 80 ft. swim 40 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: A5e Monstrous Menagerie page 123
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
18 (+4) |
8 (-1) |
12 (+1) |
12 (+1) |
- Saving Throws: Dex +4, Con +8, Wis +5, Cha +5
- Skills: history +3, perception +5, stealth +4
- Damage Immunities: cold
- Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages: Common, Draconic
Special Abilities
- Cold Mastery: The dragon is not hindered by cold, icy surfaces, snow, wind, or storms. Additionally, the dragon can choose to burrow through snow and ice without leaving a trace.
- Innate Spellcasting: The dragons spellcasting ability is Charisma (save DC 13). It can innately cast the following spells, requiring no material components. 3/day each:animal friendship, sleet storm
Actions
- Multiattack: The dragon attacks once with its bite and twice with its claws.
- Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) cold damage.
- Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
- Cold Breath (Recharge 5-6): The dragon exhales a 30-foot cone of frost. Each creature in that area makes a DC 15 Constitution saving throw taking 35 (10d6) cold damage on a failed save or half damage on a success.
Zombie
Medium Undead
- Armor Class: 8
- Hit Points: 15 (2d8+6)
- Speed: walk 20 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: A5e Monstrous Menagerie page 434
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
6 (-2) |
16 (+3) |
3 (-4) |
6 (-2) |
4 (-3) |
- Skills:
- Damage Immunities: poison
- Condition Immunities: fatigue, poisoned
- Senses: darkvision 60 ft., passive Perception 8
- Languages: understands the languages it knew in life but can't speak
Special Abilities
- Undead Fortitude (1/Day): If the zombie is reduced to 0 hit points by damage that isnt radiant or from a critical hit, its instead reduced to 1 hit point, falls prone, and is stunned until the end of its next turn, appearing to be dead.
- Undead Nature: A zombie doesnt require air, sustenance, or sleep.
Actions
- Grab: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. If the target is a Medium or smaller creature it is grappled (escape DC 11). Until the grapple ends the zombie can't grab another target.
- Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one grappled target. Hit: 6 (1d10 + 1) piercing damage and the zombie regains the same number of hit points.
Zombie Horde
Large Undead
- Armor Class: 8
- Hit Points: 75 (10d8+30)
- Speed: walk 20 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie page 437
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
6 (-2) |
16 (+3) |
3 (-4) |
6 (-2) |
4 (-3) |
- Skills:
- Damage Vulnerabilities: bludgeoning
- Damage Immunities: poison
- Condition Immunities: fatigue, poisoned
- Senses: darkvision 60 ft., passive Perception 8
- Languages: understands the languages it knew in life but can't speak
Special Abilities
- Area Vulnerability: The horde takes double damage from any effect that targets an area.
- Horde: The horde is composed of 5 or more zombies. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The horde can move through any opening large enough for one Medium creature without squeezing.
- Horde Dispersal: When the horde is reduced to 0 hit points, it turns into 2 (1d4) zombies with 7 hit points each.
- Undead Nature: A zombie doesnt require air, sustenance, or sleep.
Actions
- Grab: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) bludgeoning damage. If the target is a Medium or smaller creature it is grappled (escape DC 11).
- Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one grappled target. Hit: 32 (5d10 + 5) piercing damage and the horde regains the same number of hit points.
Zombie Knight
Medium Undead
- Armor Class: 16
- Hit Points: 52 (8d8+16)
- Speed: walk 20 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie page 437
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
6 (-2) |
14 (+2) |
3 (-4) |
8 (-1) |
4 (-3) |
- Skills:
- Damage Immunities: poison
- Condition Immunities: fatigue, poisoned
- Senses: darkvision 60 ft., passive Perception 9
- Languages: understands one language but can't speak
Special Abilities
- Undead Fortitude (1/Day): If the zombie is reduced to 0 hit points by damage that isnt radiant or from a critical hit, its instead reduced to 1 hit point, falls prone, and is stunned until the end of its next turn, appearing to be dead.
- Undead Nature: A zombie doesnt require air, sustenance, or sleep.
Actions
- Multiattack: The zombie makes two melee attacks.
- Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
- Grab: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and the creature is grappled if its Medium or smaller (escape DC 13) and until the grapple ends the zombie can't grab another target.
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature grappled by a zombie. Hit: 8 (1d10 + 3) piercing damage and the zombie regains hit points equal to the damage dealt.