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7 categories

Monsters

2646 of 2646 entries · Showing 1–50

"The Demogorgon"

Size

Large

Type

giant

Alignment

chaotic neutral

Armor Class

15 (natural armor)

Hit Points

123 (13d12+39)

Speed

40 ft.

Strength

21

Dexterity

8

Constitution

17

Intelligence

6

Wisdom

10

Charisma

8

Skills

Perception +3

Passive Perception

13

Languages

Giant, Orc

Challenge Rating

8

Senses

darkvision 60 ft.

Traits

Source

Description

Infernal Machine Rebuild p. 53

Two Heads

Description

The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful

Description

When one of the ettin's heads is asleep, its other head is awake.

Actions

Multiattack

Description

The ettin makes two attacks: one with its battleaxe and one with its morningstar.

Battleaxe

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Attack

Battleaxe|8|2d8+5

Morningstar

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Attack

Morningstar|8|2d8+5

Fire Breath (Recharge 5-6)

Description

The ettin's right head exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.

Cold Breath (Recharge 5-6)

Description

The ettin's left head exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Gaze

Description

The ettin turns its magical gaze toward one creature that it can see within 120 feet of it. That target must make a DC 14 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see the ettin until the start of the ettin's next turn. If the target looks at the ettin in the meantime, it must immediately make the save.

If the target fails the save, it suffers one of the following effects of the ettin's choice or at random:

Beguiling Gaze

Description

The target is stunned until the start of the ettin's next turn or until the ettin is no longer within line of sight.

Hypnotic Gaze

Description

The target is charmed by the ettin until the start of the ettin's next turn. The ettin chooses how the charmed target uses its actions, reactions, and movement.

Insanity Gaze

Description

The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of the ettin's next turn. The ettin doesn't need to concentrate on the spell.

Aarakocra

Size

Medium

Type

humanoid (aarakocra)

Alignment

neutral good

Armor Class

12

Hit Points

13 (3d8)

Speed

20 ft., fly 50 ft.

Strength

10

Dexterity

14

Constitution

10

Intelligence

11

Wisdom

12

Charisma

11

Skills

Perception +5

Passive Perception

15

Languages

Aarakocra, Auran

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 12

Dive Attack

Description

If the aarakocra is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Attack

Dive Attack||1d6

Actions

Talon

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

Attack

Talon|4|1d4+2

Javelin

Description

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

Attack

Javelin|4|1d6+2

Summon Air Elemental

Description

Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it.

Environment

mountain

Aarakocra Spelljammer

Size

Medium

Type

humanoid (aarakocra)

Alignment

any alignment

Armor Class

12 (15 with mage armor)

Hit Points

40 (9d8)

Speed

30 ft., fly 50 ft.

Strength

9

Dexterity

14

Constitution

11

Intelligence

17

Wisdom

12

Charisma

11

Saving Throws

wis +4, int +6

Skills

arcana +6, history +6

Passive Perception

11

Languages

any four languages

Challenge Rating

6

Traits

Source

Description

Spelljammer: Adventures in Space - Light of Xaryxis p. 43

Proficiency Bonus

Description

+3

Spellcasting

Description

The aarakocra is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The aarakocra has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

• 1st level (4 slots): detect magic, mage armor, magic missile, shield

• 2nd level (3 slots): misty step, suggestion

• 3rd level (3 slots): counterspell, fireball, fly

• 4th level (3 slots): greater invisibility, ice storm

• 5th level (1 slots): cone of cold

Actions

Dagger

Description

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Attack

Dagger|5|1d4 + 2

Spell Slots

4, 3, 3, 3, 1

Spells

fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold

Aartuk Elder

Size

Large

Type

plant

Alignment

typically lawful evil

Armor Class

16 (natural armor)

Hit Points

75 (10d10 + 20)

Speed

20 ft., climb 20 ft.

Strength

18

Dexterity

10

Constitution

15

Intelligence

12

Wisdom

14

Charisma

12

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Aartuk

Challenge Rating

2

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 8

Proficiency Bonus

Description

+2

Spider Climb

Description

The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack

Description

The aartuk makes two Branch attacks, two Radiant Pellet attacks, or one of each.

Branch

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Attack

Branch|6|2d6 + 4

Radiant Pellet

Description

Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (4d4) radiant damage.

Attack

Radiant Pellet|4|4d4

Spellcasting (Psionics)

Description

The aartuk casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 12):

1/day each: calm emotions, detect magic, sending

Tongue (Recharge 6) (Bonus Action)

Description

The aartuk tries to use its gooey tongue to snare one Large or smaller creature it can see within 30 feet of itself. The target must make a DC 12 Dexterity saving throw. On a failed save, the target is grappled by the tongue (escape DC 14) and pulled up to 25 feet toward the aartuk. The tongue can grapple one creature at a time.

Spells

calm emotions, detect magic, sending

Aartuk Priest

Size

Medium

Type

plant

Alignment

typically lawful evil

Armor Class

14 (natural armor)

Hit Points

52 (8d8 + 16)

Speed

20 ft., climb 20 ft.

Strength

12

Dexterity

10

Constitution

14

Intelligence

13

Wisdom

16

Charisma

10

Skills

religion +3

Senses

darkvision 60 ft.

Passive Perception

13

Languages

Aartuk

Challenge Rating

2

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 9

Proficiency Bonus

Description

+2

Spider Climb

Description

The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack

Description

The aartuk makes two Branch attacks, two Radiant Pellet attacks, or one of each.

Branch

Description

Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage.

Attack

Branch|3|2d6 + 1

Radiant Pellet

Description

Ranged Spell Attack: +2 to hit, range 60 ft., one target. Hit: 7 (3d4) radiant damage.

Attack

Radiant Pellet|2|3d4

Spellcasting (Psionics)

Description

The aartuk casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:

1/day each: revivify, tongues

Rally the Troops (1/Day) (Bonus Action)

Description

The aartuk magically ends the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of itself.

Tongue (Recharge 6) (Bonus Action)

Description

The aartuk tries to use its gooey tongue to snare one Medium or smaller creature it can see within 30 feet of itself. The target must make a DC 12 Dexterity saving throw. On a failed save, the target is grappled by the tongue (escape DC 11) and pulled up to 25 feet toward the aartuk. The tongue can grapple one creature at a time.

Spells

revivify, tongues

Aartuk Warrior

Size

Medium

Type

plant

Alignment

typically lawful evil

Armor Class

15 (natural armor)

Hit Points

38 (7d8 + 7)

Speed

20 ft., climb 20 ft.

Strength

14

Dexterity

12

Constitution

13

Intelligence

10

Wisdom

13

Charisma

10

Senses

darkvision 60 ft.

Passive Perception

11

Languages

Aartuk

Challenge Rating

2

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 9

Proficiency Bonus

Description

+2

Spider Climb

Description

The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack

Description

The aartuk makes two Branch attacks, two Radiant Pellet attacks, or one of each.

Branch

Description

Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 2) bludgeoning damage.

Attack

Branch|4|2d6 + 2

Radiant Pellet

Description

Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 7 (3d4 + 1) radiant damage.

Attack

Radiant Pellet|3|3d4 + 1

Tongue (Recharge 6) (Bonus Action)

Description

The aartuk tries to use its gooey tongue to snare one Medium or smaller creature it can see within 30 feet of itself. The target must make a DC 11 Dexterity saving throw. On a failed save, the target is grappled by the tongue (escape DC 12) and pulled up to 25 feet toward the aartuk. The tongue can grapple one creature at a time.

Aberrant Spirit

Size

Medium

Type

aberration

Armor Class

15 (natural armor)

Hit Points

80

Speed

30 ft., fly 30 ft. (hover) (Beholderkin only)

Strength

16

Dexterity

10

Constitution

15

Intelligence

16

Wisdom

10

Charisma

6

Damage Immunities

psychic

Senses

darkvision 60 ft

Passive Perception

10

Languages

Deep Speech, understands the languages you speak

Challenge Rating

3

Traits

Source

Description

Tasha's Cauldron of Everything p. 109

Armor Class

Description

11 + the level of the spell (natural armor)

Hit Points

Description

40 + 10 for each spell level above 4th

CR

Description

Proficiency Bonus equals your bonus

Regeneration (Slaad Only)

Description

The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.

Whispering Aura (Star Spawn Only)

Description

At the start of each of the aberration's turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn't incapacitated.

Actions

Multiattack

Description

The aberration makes a number of attacks equal to half this spell's level (rounded down).

Claws (Slaad Only)

Description

Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn.

Eye Ray (Beholderkin Only)

Description

Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell's level psychic damage.

Psychic Slam (Star Spawn Only)

Description

Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell's level psychic damage.

Aberrant Zealot

Size

Medium

Type

aberration

Alignment

typically chaotic evil

Armor Class

16 (studded leather armor)

Hit Points

93 (17d8 + 17)

Speed

30 ft.

Strength

15

Dexterity

18

Constitution

12

Intelligence

13

Wisdom

8

Charisma

19

Saving Throws

Dex +7, Cha +7

Skills

Perception +5

Damage Resistances

psychic

Condition Immunities

blinded, charmed, frightened, grappled, restrained

Senses

darkvision 60 ft., truesight 10 ft.

Passive Perception

15

Languages

Common, Deep Speech

Challenge Rating

8

Traits

Source

Description

Phandelver and Below: The Shattered Obelisk p. 203

Proficiency Bonus

Description

+3

Aberrant Form

Description

The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage.

Weirdly Pliable

Description

The zealot, along with any equipment it is wearing or carrying, is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing.

Actions

Multiattack

Description

The zealot makes one Psychic Rend attack and two Shortsword attacks.

Psychic Rend

Description

Melee or Ranged Spell Attack: +7 to hit, reach 15 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of the zealot's next turn.

Attack

Psychic Rend|7|3d6 + 4

Shortsword

Description

Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) psychic damage.

Attack

Shortsword|7|1d6 + 4+2d6

Spellcasting (Psionics)

Description

The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):

At will: detect thoughts, minor illusion

1/day each: arcane gate, hunger of Hadar

Void Warp (Recharge 5-6) (bonus action)

Description

The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports, each creature within 30 feet of the void other than the zealot must make a DC 15 Strength saving throw. On a failed save, a creature takes 18 (4d8) force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears.

Spells

detect thoughts, minor illusion, arcane gate, hunger of hadar

Aberrant Zealot (Tentacled)

Size

Medium

Type

aberration

Alignment

typically chaotic evil

Armor Class

16 (studded leather armor)

Hit Points

93 (17d8 + 17)

Speed

30 ft.

Strength

15

Dexterity

18

Constitution

12

Intelligence

13

Wisdom

8

Charisma

19

Saving Throws

Dex +7, Cha +7

Skills

Perception +5

Damage Resistances

psychic

Condition Immunities

blinded, charmed, frightened, grappled, restrained

Senses

darkvision 60 ft., truesight 10 ft.

Passive Perception

15

Languages

Common, Deep Speech

Challenge Rating

8

Traits

Source

Description

Phandelver and Below: The Shattered Obelisk p. 181

Proficiency Bonus

Description

+3

Aberrant Form

Description

The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage.

Weirdly Pliable

Description

The zealot, along with any equipment it is wearing or carrying, is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing.

Actions

Multiattack

Description

The zealot makes one Psychic Rend attack and two Shortsword attacks.

Psychic Rend

Description

Melee or Ranged Spell Attack: +7 to hit, reach 15 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of the zealot's next turn.

Attack

Psychic Rend|7|3d6 + 4

Shortsword

Description

Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) psychic damage.

Attack

Shortsword|7|1d6 + 4+2d6

Mind Blast (Recharge 5-6)

Description

The zealot magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and have the stunned condition for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the stunned condition on itself on a success.

Spellcasting (Psionics)

Description

The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):

At will: detect thoughts, minor illusion

1/day each: arcane gate, hunger of Hadar

Void Warp (Recharge 5-6) (bonus action)

Description

The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports, each creature within 30 feet of the void other than the zealot must make a DC 15 Strength saving throw. On a failed save, a creature takes 18 (4d8) force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears.

Spells

detect thoughts, minor illusion, arcane gate, hunger of hadar

Abhorrent Overlord

Size

Large

Type

fiend

Alignment

lawful evil

Armor Class

16 (natural armor)

Hit Points

136 (16d10+48)

Speed

30 ft., fly 60 ft.

Strength

20

Dexterity

18

Constitution

16

Intelligence

15

Wisdom

14

Charisma

16

Saving Throws

Con +7, Cha +7

Skills

Deception +7, Intimidation +7, Persuasion +7

Passive Perception

12

Languages

Abyssal, Common, Infernal

Challenge Rating

9

Damage Resistances

cold, necrotic

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Traits

Source

Description

Mythic Odysseys of Theros p. 219

Innate Spellcasting

Description

The abhorrent overlord's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

1/day each: confusion, crown of madness, suggestion

Insatiable Greed

Description

The abhorrent overlord can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold.

Magic Resistance

Description

The abhorrent overlord has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Description

The abhorrent overlord makes two attacks with its claws.

Claws

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage. The abhorrent overlord regains hit points equal to half the amount of necrotic damage dealt if the target is a creature.

Attack

Claws|9|2d8+5

Storm of Crows (Recharge 6)

Description

The abhorrent overlord conjures a swarm of spectral crows and harpies in a 20-foot-radius sphere centered on a point the overlord can see within 120 feet of it. The sphere remains for 1 minute or until the overlord loses concentration (as if concentrating on a spell), and its area is lightly obscured and difficult terrain.

Any creature that moves into the area for the first time on a turn or starts its turn there must make a DC 15 Constitution saving throw. A creature takes 16 (3d10) slashing damage plus 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one.

Spells

confusion, crown of madness, suggestion

Abigor

Size

Large

Type

fiend (devil)

Alignment

lawful evil

Armor Class

22 (natural armor)

Hit Points

337 (27d10 + 189)

Speed

30 ft.

Strength

27

Dexterity

14

Constitution

25

Intelligence

20

Wisdom

16

Charisma

16

Saving Throws

Str +15, Int +12

Skills

Athletics +22, History +12, Insight +10, Intimidation +17, Perception +10, Survival +10

Damage Resistances

cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Passive Perception

20

Languages

Celestial, Common, Draconic, Infernal, telepathy 120 ft.

Challenge Rating

22

Traits

Source

Description

Chains of Asmodeus p. 193

Proficiency Bonus

Description

+7

Devil's Sight

Description

Magical darkness doesn't impede Abigor's darkvision.

Magic Resistance

Description

Abigor has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Description

Abigor makes four attacks using its Warhammer, Throwing Hammer, or a combination of the two.

Warhammer

Description

Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 3 (1d6) thunder damage.

Attack

Warhammer|15|2d8+8+1d6

Throwing Hammer

Description

Ranged Weapon Attack: +15 to hit, range 30/60 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 3 (1d6) thunder damage. Hammers thrown this way fall and stick into the ground after hitting their target and a new hammer appears in Abigor's hand.

Attack

Throwing Hammer|15|2d8+8+1d6

Thunderous Slam (Recharge 5–6)

Description

Abigor causes all its hammers left on the battlefield to bristle with thunderous energy, exploding outwards with a roar. All creatures within a 10-foot-radius sphere centered on each hammer must make a DC 22 Constitution saving throw. Targets take 26 (4d12) thunder damage on a failed save, or half as much damage on a successful one. If a creature is within multiple spheres, it must make the save multiple times, taking damage from each source.

Legendary Actions

Legendary Actions (3/Turn)

Description

Abigor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Abigor regains spent legendary actions at the start of its turn.

Throw Hammer

Description

Abigor makes a Throwing Hammer attack.

Call Thunder (Costs 2 Actions)

Description

Abigor targets a hammer that it can see within 60 feet to let out a thunderous roar. Creatures within a 10-foot-radius sphere centered on the hammer must make a DC 22 Constitution saving throw, taking 26 (4d12) thunder damage on a failed save, or half as much damage on a successful one.

Abjurer Wizard

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

12 (15 with mage armor)

Hit Points

104 (16d8 + 32)

Speed

30 ft.

Strength

9

Dexterity

14

Constitution

14

Intelligence

18

Wisdom

12

Charisma

11

Saving Throws

Int +8, Wis +5

Skills

Arcana +8, History +8

Passive Perception

11

Languages

any four languages

Challenge Rating

9

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 260, Volo's Guide to Monsters p. 209

Proficiency Bonus

Description

+4

Actions

Multiattack

Description

The abjurer makes three Arcane Burst attacks.

Arcane Burst

Description

Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4) force damage.

Attack

Arcane Burst|8|3d10+4

Force Blast

Description

Each creature in a 20-foot cube originating from the abjurer must make a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8) force damage and is pushed up to 10 feet away from the abjurer. On a successful save, a creature takes half as much damage and isn't pushed.

Spellcasting

Description

The abjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):

At will: dancing lights, mage hand, message, prestidigitation

2/day each: dispel magic, lightning bolt, mage armor

1/day each: arcane lock, banishment, globe of invulnerability, invisibility, wall of force

Reactions

Arcane Ward (Recharge 4–6)

Description

When the abjurer or a creature it can see within 30 feet of it takes damage, the abjurer magically creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 26 (4d10 + 4), to a minimum of O, and then vanishes.

Spells

dancing lights, mage hand, message, prestidigitation, dispel magic, lightning bolt, mage armor, arcane lock, banishment, globe of invulnerability, invisibility, wall of force

Aboleth

Size

Large

Type

aberration

Alignment

lawful evil

Armor Class

17 (natural armor)

Hit Points

135 (18d10+36)

Speed

10 ft., swim 40 ft.

Strength

21

Dexterity

9

Constitution

15

Intelligence

18

Wisdom

15

Charisma

18

Saving Throws

Con +6, Int +8, Wis +6

Skills

History +12, Perception +10

Senses

darkvision 120 ft.

Passive Perception

20

Languages

Deep Speech, telepathy 120 ft.

Challenge Rating

10

Traits

Source

Description

Monster Manual p. 13

Amphibious

Description

The aboleth can breathe air and water

Mucous Cloud

Description

While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Probing Telepathy

Description

If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.

Actions

Multiattack

Description

The aboleth makes three tentacle attacks.

Tentacle

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Attack

Tentacle|9|2d6+5

Tail

Description

Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6+5) bludgeoning damage.

Attack

Tail|9|3d6+5

Enslave (3/day)

Description

The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.

Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

Legendary Actions

Legendary Actions (3/Turn)

Description

The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.

Detect

Description

The aboleth makes a Wisdom (Perception) check.

Tail Swipe

Description

The aboleth makes one tail attack.

Psychic Drain (Costs 2 Actions)

Description

One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

Environment

underdark

Aboleth Spawn

Size

Medium

Type

aberration

Alignment

lawful evil

Armor Class

14 (natural armor)

Hit Points

93 (11d8 + 44)

Speed

30 ft., swim 30 ft.

Strength

19

Dexterity

11

Constitution

18

Intelligence

7

Wisdom

12

Charisma

9

Skills

Perception +4

Damage Resistances

psychic

Condition Immunities

charmed, frightened

Senses

darkvision 120 ft.

Passive Perception

14

Languages

Common, Deep Speech, telepathy 60 ft.

Challenge Rating

5

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 135

Proficiency Bonus

Description

+3

Abolethic Vessel

Description

The spawn must obey its aboleth master.

Amphibious

Description

The spawn can breathe air and water.

Water Dependency

Description

The spawn takes 6 (1d12) acid damage every 10 minutes it goes without being immersed in water.

Actions

Multiattack

Description

The spawn makes one Spear attack, two Tentacle attacks, and one Psychic Lash attack.

Spear

Description

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) piercing damage when used with two hands to make a melee attack.

Attack

Spear|7|1d6+4

Spear (Two-Handed)|7|1d8+4

Tentacle

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: The target is grappled (escape DC 14) and takes 9 (2d8) psychic damage at the start of each of its turns until the grapple ends. The spawn has four tentacles, each of which can grapple one creature.

Attack

Tentacle|7|2d8

Psychic Lash

Description

Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 18 (4d8) psychic damage.

Attack

Psychic Lash|7|4d8

Abominable Yeti

Size

Huge

Type

monstrosity

Alignment

chaotic evil

Armor Class

15 (natural armor)

Hit Points

137 (11d12+66)

Speed

40 ft., climb 40 ft.

Strength

24

Dexterity

10

Constitution

22

Intelligence

9

Wisdom

13

Charisma

9

Skills

Perception +5, Stealth +4

Damage Immunities

cold

Senses

darkvision 60 ft.

Passive Perception

15

Languages

Yeti

Challenge Rating

9

Traits

Source

Description

Monster Manual p. 306

Fear of Fire

Description

If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell

Description

The yeti has advantage on Wisdom (Perception) checks that rely on smell.

Snow Camouflage

Description

The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack

Description

The yeti can use its Chilling Gaze and makes two claw attacks.

Claw

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage plus 7 (2d6) cold damage.

Attack

Claw|11|2d6+7+2d6

Chilling Gaze

Description

The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour.

Cold Breath (Recharge 6)

Description

The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Attack

Cold Breath||10d8

Environment

arctic

Abyssal Chicken

Size

Tiny

Type

fiend (demon)

Alignment

chaotic evil

Armor Class

13 (natural armor)

Hit Points

10 (3d4+3)

Speed

30 ft., fly 30 ft.

Strength

6

Dexterity

14

Constitution

13

Intelligence

4

Wisdom

9

Charisma

5

Passive Perception

9

Languages

understands Abyssal but can't speak

Challenge Rating

1/4

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

blinded, poisoned

Senses

blindsight 30 ft. (blind beyond this radius)

Traits

Source

Description

Baldur's Gate: Descent Into Avernus p. 97

Bad Flier

Description

The abyssal chicken falls at the end of a turn if it's airborne and the only thing holding it aloft is its flying speed.

Actions

Multiattack

Description

The abyssal chicken makes two attacks: one with its bite and one with its claws.

Bite

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage.

Attack

Bite|4|1d4+2

Claws

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.

Attack

Claws|4|1d6+2

Abyssal Wretch

Size

Medium

Type

fiend (demon)

Alignment

chaotic evil

Armor Class

11

Hit Points

18 (4d8)

Speed

20 ft.

Strength

9

Dexterity

12

Constitution

11

Intelligence

5

Wisdom

8

Charisma

5

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

charmed, frightened, poisoned

Senses

darkvision 120 ft.

Passive Perception

9

Languages

understands Abyssal but can't speak

Challenge Rating

1/4

Traits

Source

Description

Mordenkainen's Tome of Foes p. 136

Actions

Bite

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Attack

Bite|3|1d8+1

Acererak

Size

Medium

Type

undead

Alignment

neutral evil

Armor Class

21 (natural armor)

Hit Points

285 (30d8+150)

Speed

30 ft.

Strength

13

Dexterity

16

Constitution

20

Intelligence

27

Wisdom

21

Charisma

20

Saving Throws

Con +12, Int +15, Wis +12

Skills

Arcana +22, History +22, Insight +12, Perception +12, Religion +15

Damage Resistances

cold, lightning

Damage Immunities

necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned

Senses

truesight 120 ft.

Passive Perception

22

Languages

Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon

Challenge Rating

23

Traits

Source

Description

Tomb of Annihilation p. 209

Special Equipment

Description

Acererak carries the Staff of the Forgotten One (see Appendix C). He wears a talisman of the sphere and has a sphere of annihilation under his control.

Legendary Resistance (3/Day)

Description

If Acererak fails a saving throw, he can choose to succeed instead.

Rejuvenation

Description

Acererak's body turns to dust when he drops to 0 hit points, and his equipment is left behind. Acererak gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Acererak's phylactery, the location of which is hidden.

Spellcasting

Description

Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Acererak has the following wizard spells prepared:

Cantrips (at will): mage hand, ray of frost, shocking grasp

• 1st level (at will): ray of sickness, shield

• 2nd level (at will): arcane lock, knock

• 3rd level (at will): animate dead, counterspell

• 4th level (3 slots): blight, ice storm, phantasmal killer

• 5th level (3 slots): cloudkill, hold monster, wall of force

• 6th level (3 slots): chain lightning, circle of death, disintegrate

• 7th level (3 slots): finger of death, plane shift, teleport

• 8th level (2 slots): maze, mind blank

• 9th level (2 slots): power word kill, time stop.

Turn Resistance

Description

Acererak has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch

Description

Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Paralyzing Touch|8|3d6

Staff (+3 Quarterstaff)

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 7 (1d6+4) bludgeoning damage plus 10 (3d6) necrotic damage, or 8 (1d8+4) bludgeoning damage plus 10 (3d6) necrotic damage when used with two hands.

Attack

Staff|11|1d6+4+3d6

Invoke Curse

Description

While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Constitution saving throw or be cursed. Until the curse is ended, the target can't regain hit points and has vulnerability to necrotic damage. Greater restoration, remove curse, or similar magic ends the curse on the target.

Legendary Actions

Legendary Actions (3/Turn)

Description

Acererak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Acererak regains spent legendary actions at the start of his turn.

At-Will Spell

Description

Acererak can cast one of his at-will spells.

Melee Attack

Description

Acererak uses Paralyzing Touch or makes one melee attack with his staff.

Frightening Gaze (Costs 2 Actions)

Description

Acererak fixes his gaze on one creature it can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Acererak's gaze for the next 24 hours.

Talisman of the Sphere (Costs 2 Actions)

Description

Acererak uses his talisman of the sphere to move the sphere of annihilation under his control up to 90 feet.

Disrupt Life (Costs 3 Actions)

Description

Each creature within 20 feet of Acererak must make a DC 20 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

Spells

mage hand, ray of frost, shocking grasp, ray of sickness, shield, arcane lock, knock, animate dead, counterspell, blight, ice storm, phantasmal killer, cloudkill, hold monster, wall of force, chain lightning, circle of death, disintegrate, finger of death, plane shift, teleport, maze, mind blank, power word kill, time stop

Spell Slots

0,0,0,3,3,3,3,2,2

Achaierai

Size

Large

Type

monstrosity

Alignment

lawful evil

Armor Class

15 (natural armor)

Hit Points

90 (12d10 + 24)

Speed

50 ft.

Strength

18

Dexterity

14

Constitution

14

Intelligence

10

Wisdom

12

Charisma

14

Skills

Perception +4

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Infernal

Challenge Rating

5

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 131

Magic Resistance

Description

The achaierai have advantage on saving throws against spells and other magical effects.

Spring Attack

Description

The achaierai can take the Disengage action as a bonus action on each of its turns.

Actions

Multiattack

Description

The achaierai makes two attacks with its talons and one attack with its beak.

Beak

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.

Attack

Beak|7|3d6+4

Talon

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Attack

Talon|7|1d8+4

Reactions

Defensive Cloud

Description

When injured the achaierai can use its reaction to release a cloud of poisonous gas in a 10-foot radius. All creatures in the cloud take 7 (2d6) poison damage and must make a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned the target is confused as if from a confusion spell. At the end of its turns, the affected target can repeat the Constitution saving throw. If it succeeds the confusion ends. Achaierai are immune to the effects of this cloud.

Acolyte

Size

Medium

Type

humanoid (any race)

Alignment

any alignment

Armor Class

10

Hit Points

9 (2d8)

Speed

30 ft.

Strength

10

Dexterity

10

Constitution

10

Intelligence

10

Wisdom

14

Charisma

11

Skills

Medicine +4, Religion +2

Passive Perception

12

Languages

any one language (usually Common)

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 342

Spellcasting

Description

The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy

• 1st level (3 slots): bless, cure wounds, sanctuary

Actions

Club

Description

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Attack

|2|1d4

Spells

light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary

Spell Slots

3

Environment

urban

Adranach

Size

Huge

Type

construct

Armor Class

17 (natural armor)

Hit Points

170 (20d12 + 40)

Speed

40 ft., fly 60 ft.

Strength

23

Dexterity

16

Constitution

14

Intelligence

8

Wisdom

14

Charisma

11

Saving Throws

Str +11, Dex +8

Skills

Athletics +11, Perception +7

Damage Resistances

damage from spells

Damage Immunities

poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 120 ft.

Passive Perception

17

Languages

understands the languages spoken by its creator but can't speak

Challenge Rating

12

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 224

Proficiency Bonus

Description

+5

Arcane Leak

Description

When the adranach is reduced to half its hit point maximum (85 hit points), its mithral mask cracks and its arcane form begins to waver, creating a field of unstable magic around it. Any creature that starts its turn within 10 feet of the adranach or enters that area for the first time on a turn takes 10 (3d6) radiant damage. Additionally, if a creature casts a spell within this area, it must make a DC 14 ability check using its spellcasting ability. On a failure, the spell backfires, consuming the spell slot and dealing 3 (1d6) force damage to the caster for each level of the spell slot that was consumed.

Immutable Form

Description

The adranach is immune to any spell or effect that would alter its form.

Magic Resistance

Description

The adranach has advantage on saving throws against spells and other magical effects.

Magic Weapons

Description

The adranach's weapon attacks are magical.

Powerful Build

Description

The adranach counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Actions

Multiattack

Description

The adranach makes two attacks with its claws.

Claws

Description

Melee Weapon Attack: +11 to hit, one target, reach 5 ft. Hit: 32 (4d12 + 6) slashing damage.

Attack

Claws|11|4d12+6

Force Bolts (Recharge 5–6)

Description

The adranach targets up to four creatures it can see within 60 feet of it. Each target must succeed on a DC 18 Dexterity saving throw or take 28 (8d6) force damage.

Adult Amethyst Dragon

Size

Huge

Type

dragon (gem)

Alignment

typically neutral

Armor Class

19 (natural armor)

Hit Points

229 (17d12 + 119)

Speed

40 ft., fly 80 ft. (hover), swim 40 ft.

Strength

25

Dexterity

14

Constitution

25

Intelligence

20

Wisdom

17

Charisma

21

Saving Throws

Dex +7, Con +12, Wis +8, Cha +10

Skills

Arcana +15, Perception +13, Persuasion +10, Stealth +7

Damage Resistances

force, psychic

Condition Immunities

frightened, prone

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

23

Languages

Common, Draconic, Telepathy 120 ft.

Challenge Rating

16

Traits

Source

Description

Fizban's Treasury of Dragons p. 161

Proficiency Bonus

Description

+5

Amphibious

Description

The dragon can breathe both air and water.

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

Description

The dragon makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage plus 9 (2d8) force damage.

Attack

Bite|12|2d10+7+2d8

Claw

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 11 (1d8+7) slashing damage.

Attack

Claw|12|1d8+7

Singularity Breath (Recharge 5–6)

Description

The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 90-foot cone. Each creature in that area must make a DC 20 Strength saving throw. On a failed save, the creature takes 45 (10d8) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.

Attack

Singularity Breath||10d8

Spellcasting (Psionics)

Description

The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):

1/day each: blink, control water, dispel magic, protection from evil and good, sending

Change Shape (Bonus Action)

Description

The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

Psychic Step (Bonus Action)

Description

The dragon magically teleports to an unoccupied space it can see within 60 feet of it.

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Claw

Description

The dragon makes one claw attack.

Psionics (Costs 2 Actions)

Description

The dragon uses Psychic Step or Spellcasting.

Explosive Crystal (Costs 3 Actions)

Description

The dragon spits an amethyst that that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw or take 13 (3d8) force damage and be knocked prone.

Spells

blink, control water, dispel magic, protection from evil and good, sending

Adult Black Dragon

Size

Huge

Type

dragon

Alignment

chaotic evil

Armor Class

19 (natural armor)

Hit Points

195 (17d12+85)

Speed

40 ft., fly 80 ft., swim 40 ft.

Strength

23

Dexterity

14

Constitution

21

Intelligence

14

Wisdom

13

Charisma

17

Saving Throws

Dex +7, Con +10, Wis +6, Cha +8

Skills

Perception +11, Stealth +7

Damage Immunities

acid

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

21

Languages

Common, Draconic

Challenge Rating

14

Traits

Source

Description

Monster Manual p. 88

Amphibious

Description

The dragon can breathe air and water.

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

Description

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) acid damage.

Attack

Bite|11|2d10+6+1d8

Claw

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

Attack

Claw|11|2d6+6

Tail

Description

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Attack

Tail|11|2d8+6

Frightful Presence

Description

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6)

Description

The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Attack

Acid Breath||12d8

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect

Description

The dragon makes a Wisdom (Perception) check.

Tail Attack

Description

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions)

Description

The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Environment

swamp

Adult Blue Dracolich

Size

Huge

Type

undead

Alignment

lawful evil

Armor Class

19 (natural armor)

Hit Points

225 (18d12+108)

Speed

40 ft., burrow 30 ft., fly 80 ft.

Strength

25

Dexterity

10

Constitution

23

Intelligence

16

Wisdom

15

Charisma

19

Saving Throws

Dex +5, Con +11, Wis +7, Cha +9

Skills

Perception +12, Stealth +5

Damage Resistances

necrotic

Damage Immunities

lightning, poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

22

Languages

Common, Draconic

Challenge Rating

17

Traits

Source

Description

Monster Manual p. 84

Legendary Resistance (3/Day)

Description

If the dracolich fails a saving throw, it can choose to succeed instead.

Magic Resistance

Description

The dracolich has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Description

The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage.

Attack

Bite|12|2d10+7+1d10

Claw

Description

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.

Attack

Claw|12|2d6+7

Tail

Description

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.

Attack

Tail|12|2d8+7

Frightful Presence

Description

Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6)

Description

The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Attack

Lightning Breath||12d10

Legendary Actions

Legendary Actions (3/Turn)

Description

The dracolich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dracolich regains spent legendary actions at the start of its turn.

Detect

Description

The dracolich makes a Wisdom (Perception) check.

Tail Attack

Description

The dracolich makes a tail attack.

Wing Attack (Costs 2 Actions)

Description

The dracolich beats its tattered wings. Each creature within 10 ft. of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.

Environment

desert

Adult Blue Dragon

Size

Huge

Type

dragon

Alignment

lawful evil

Armor Class

19

Hit Points

225 (18d12+108)

Speed

40 ft., burrow 30 ft., fly 80 ft.

Strength

25

Dexterity

10

Constitution

23

Intelligence

16

Wisdom

15

Charisma

19

Saving Throws

Dex +5, Con +11, Wis +7, Cha +9

Skills

Perception +12, Stealth +5

Damage Immunities

lightning

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

22

Languages

Common, Draconic

Challenge Rating

16

Traits

Source

Description

Monster Manual p. 91

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

Description

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage.

Attack

Bite|12|2d10+7+1d10

Claw

Description

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.

Attack

Claw|12|2d6+7

Tail

Description

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.

Attack

Tail|12|2d8+7

Frightful Presence

Description

Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6)

Description

The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Attack

Lightning Breath||12d10

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect

Description

The dragon makes a Wisdom (Perception) check.

Tail Attack

Description

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions)

Description

The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Environment

coastal, desert

Adult Brass Dragon

Size

Huge

Type

dragon

Alignment

chaotic good

Armor Class

18 (natural armor)

Hit Points

172 (15d12+75)

Speed

40 ft., burrow 40 ft., fly 80 ft.

Strength

23

Dexterity

10

Constitution

21

Intelligence

14

Wisdom

13

Charisma

17

Saving Throws

Dex +5, Con +10, Wis +6, Cha +8

Skills

History +7, Perception +11, Persuasion +8, Stealth +5

Damage Immunities

fire

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

21

Languages

Common, Draconic

Challenge Rating

13

Traits

Source

Description

Monster Manual p. 105

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

Description

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite

Description

Melee Weapon Attack: +11 to hit, reach,.0 ft., one target. Hit: 17 (2d10+6) piercing damage.

Attack

Bite|11|2d10+6

Claw

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

Attack

Claw|11|2d6+6

Tail

Description

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Attack

Tail|11|2d8+6

Frightful Presence

Description

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6)

Description

The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Attack

Fire Breath||13d6

Environment

desert

Adult Bronze Dragon

Size

Huge

Type

dragon

Alignment

lawful good

Armor Class

19 (natural armor)

Hit Points

212 (17d12+102)

Speed

40 ft., fly 80 ft., swim 40 ft.

Strength

25

Dexterity

10

Constitution

23

Intelligence

16

Wisdom

15

Charisma

19

Saving Throws

Dex +5, Con +11, Wis +7, Cha +9

Skills

Insight +7, Perception +12, Stealth +5

Damage Immunities

lightning

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

22

Languages

Common, Draconic

Challenge Rating

15

Traits

Source

Description

Monster Manual p. 108

Amphibious

Description

The dragon can breathe air and water.

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

Description

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage.

Attack

Bite|12|2d10+7

Claw

Description

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.

Attack

Claw|12|2d6+7

Tail

Description

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.

Attack

Tail|12|2d8+7

Frightful Presence

Description

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6)

Description

The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Attack

Lightning Breath||12d10

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect

Description

The dragon makes a Wisdom (Perception) check.

Tail Attack

Description

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions)

Description

The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Environment

coastal

Adult Copper Dragon

Size

Huge

Type

dragon

Alignment

chaotic good

Armor Class

18 (natural armor)

Hit Points

184 (16d12+80)

Speed

40 ft., climb 40 ft., fly 80 ft.

Strength

23

Dexterity

12

Constitution

21

Intelligence

18

Wisdom

15

Charisma

17

Saving Throws

Dex +6, Con +10, Wis +7, Cha +8

Skills

Deception +8, Perception +12, Stealth +6

Damage Immunities

acid

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

22

Languages

Common, Draconic

Challenge Rating

14

Traits

Source

Description

Monster Manual p. 111

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

Description

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage.

Attack

Bite|11|2d10+6

Claw

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

Attack

Claw|11|2d6+6

Tail

Description

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Attack

Tail|11|2d8+6

Frightful Presence

Description

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6)

Description

The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Attack

Acid Breath||12d8

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect

Description

The dragon makes a Wisdom (Perception) check.

Tail Attack

Description

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions)

Description

The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Environment

hill

Adult Crystal Dragon

Size

Huge

Type

dragon (gem)

Alignment

typically chaotic neutral

Armor Class

16 (natural armor)

Hit Points

172 (15d12 + 75)

Speed

40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.

Strength

21

Dexterity

12

Constitution

21

Intelligence

18

Wisdom

15

Charisma

19

Saving Throws

Dex +5, Con +9, Wis +6, Cha +8

Skills

Perception +10, Stealth +9, Survival +6

Damage Resistances

cold, radiant

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

20

Languages

Common, Draconic, Telepathy 120 ft.

Challenge Rating

12

Traits

Source

Description

Fizban's Treasury of Dragons p. 171

Proficiency Bonus

Description

+4

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

Description

The dragon makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) radiant damage.

Attack

Bite|9|2d10+5+1d8

Claw

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Attack

Claw|9|1d8+5

Singularity Breath (Recharge 5–6)

Description

The dragon exhales a burst of brilliant radiance in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 40 (9d8) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 15 temporary hit points by absorbing a portion of the radiant energy.

Attack

Singularity Breath||9d8

Spellcasting (Psionics)

Description

The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):

At will: dancing lights, guidance

1/day each: command, divination, hypnotic pattern, lesser restoration

Change Shape (Bonus Action)

Description

The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

Psychic Step (Bonus Action)

Description

The dragon magically teleports to an unoccupied space it can see within 60 feet of it.

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Claw

Description

The dragon makes one claw attack.

Psionics (Costs 2 Actions)

Description

The dragon uses Psychic Step or Spellcasting.

Starlight Strike (Costs 3 Actions)

Description

The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a DC 17 Dexterity saving throw or take 31 (9d6) radiant damage.

Spells

dancing lights, guidance, command, divination, hypnotic pattern, lesser restoration

Adult Deep Dragon

Size

Huge

Type

dragon

Alignment

typically neutral evil

Armor Class

17 (natural armor)

Hit Points

147 (14d12 + 56)

Speed

40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.

Strength

20

Dexterity

14

Constitution

18

Intelligence

16

Wisdom

16

Charisma

18

Saving Throws

Dex +6, Con +8, Wis +7, Cha +8

Skills

Perception +7, Persuasion +12, Stealth +10

Damage Resistances

poison, psychic

Condition Immunities

charmed, frightened, poisoned

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

17

Languages

Common, Draconic, Undercommon

Challenge Rating

11

Traits

Source

Description

Fizban's Treasury of Dragons p. 174

Proficiency Bonus

Description

+4

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

Description

The dragon makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) poison damage.

Attack

Bite|9|2d10+5+1d10

Claw

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Attack

Claw|9|1d6+5

Tail

Description

Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Attack

Tail|9|1d8+5

Change Shape

Description

The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses an action to end it.

Nightmare Breath (Recharge 5–6)

Description

The dragon exhales a cloud of spores in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 33 (6d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Nightmare Breath||6d10

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Commanding Spores

Description

The dragon releases spores around a creature within 30 feet of it that it can see. The target must succeed on a DC 16 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, or the target can't take a reaction, it takes 5 (1d10) psychic damage.

Tail

Description

The dragon makes one Tail attack.

Spore Salvo (Costs 2 Actions)

Description

The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on a DC 16 Constitution saving throw or take 17 (5d6) poison damage and become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Adult Emerald Dragon

Size

Huge

Type

dragon (gem)

Alignment

typically lawful neutral

Armor Class

18 (natural armor)

Hit Points

207 (18d12 + 90)

Speed

40 ft., burrow 30 ft., fly 80 ft.

Strength

21

Dexterity

12

Constitution

21

Intelligence

18

Wisdom

16

Charisma

18

Saving Throws

Dex +6, Con +10, Wis +8, Cha +9

Skills

Arcana +9, Deception +9, Perception +13, Stealth +6

Damage Resistances

fire, psychic

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

23

Languages

Common, Draconic, Telepathy 120 ft.

Challenge Rating

14

Traits

Source

Description

Fizban's Treasury of Dragons p. 196

Proficiency Bonus

Description

+5

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Shift Perception (1/Day)

Description

The dragon can cast hallucinatory terrain, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17).

Tunneler

Description

The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its wake.

Actions

Multiattack

Description

The dragon makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) psychic damage.

Attack

Bite|11|2d10+6+2d6

Claw

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Attack

Claw|11|1d8+6

Disorienting Breath (Recharge 5–6)

Description

The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save, the creature takes 42 (12d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.

Attack

Disorienting Breath||12d6

Spellcasting (Psionics)

Description

The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):

At will: mage hand (the hand is invisible), minor illusion

1/day each: detect thoughts, dispel magic, invisibility, major image

Change Shape (Bonus Action)

Description

The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

Psychic Step (Bonus Action)

Description

The dragon magically teleports to an unoccupied space it can see within 60 feet of it.

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Claw

Description

The dragon makes one claw attack.

Psionics (Costs 2 Actions)

Description

The dragon uses Psychic Step or Spellcasting.

Emerald Embers (Costs 3 Actions)

Description

The dragon creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a DC 17 Dexterity saving throw or take 31 (9d6) fire damage.

Spells

hallucinatory terrain, mage hand, minor illusion, detect thoughts, dispel magic, invisibility, major image

Adult Gold Dragon

Size

Huge

Type

dragon

Alignment

lawful good

Armor Class

19 (natural armor)

Hit Points

256 (19d12+133)

Speed

40 ft., fly 80 ft., swim 40 ft.

Strength

27

Dexterity

14

Constitution

25

Intelligence

16

Wisdom

15

Charisma

24

Saving Throws

Dex +8, Con +13, Wis +8, Cha +13

Skills

Insight +8, Perception +14, Persuasion +13, Stealth +8

Damage Immunities

fire

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

24

Languages

Common, Draconic

Challenge Rating

17

Traits

Source

Description

Monster Manual p. 114

Amphibious

Description

The dragon can breathe air and water.

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

Description

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite

Description

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage.

Attack

Bite|14|2d10+8

Claw

Description

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.

Attack

Claw|14|2d6+8

Tail

Description

Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Attack

Tail|14|2d8+8

Frightful Presence

Description

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6)

Description

The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Fire Breath||12d10

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect

Description

The dragon makes a Wisdom (Perception) check.

Tail Attack

Description

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions)

Description

The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Environment

forest, grassland

Adult Green Dragon

Size

Huge

Type

dragon

Alignment

lawful evil

Armor Class

19 (natural armor)

Hit Points

207 (18d12+90)

Speed

40 ft., fly 80 ft., swim 40 ft.

Strength

23

Dexterity

12

Constitution

21

Intelligence

18

Wisdom

15

Charisma

17

Saving Throws

Dex +6, Con +10, Wis +7, Cha +8

Skills

Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6

Damage Immunities

poison

Condition Immunities

poisoned

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

22

Languages

Common, Draconic

Challenge Rating

15

Traits

Source

Description

Monster Manual p. 94

Amphibious

Description

The dragon can breathe air and water.

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

Description

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 7 (2d6) poison damage.

Attack

Bite|11|2d10+6+2d6

Claw

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

Attack

Claw|11|2d6+6

Tail

Description

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Attack

Tail|11|2d8+6

Frightful Presence

Description

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5-6)

Description

The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Attack

Poison Breath||16d6

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect

Description

The dragon makes a Wisdom (Perception) check.

Tail Attack

Description

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions)

Description

The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Environment

forest

Adult Kruthik

Size

Medium

Type

monstrosity

Alignment

unaligned

Armor Class

18 (natural armor)

Hit Points

39 (6d8 + 12)

Speed

40 ft., burrow 20 ft., climb 40 ft.

Strength

15

Dexterity

16

Constitution

15

Intelligence

7

Wisdom

12

Charisma

8

Skills

Perception +5

Senses

darkvision 60 ft., tremorsense 60 ft.

Passive Perception

15

Languages

Kruthik

Challenge Rating

2

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 169, Mordenkainen's Tome of Foes p. 212

Proficiency Bonus

Description

+2

Pack Tactics

Description

The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated.

Tunneler

Description

The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.

Actions

Multiattack

Description

The kruthik makes two Stab or Spike attacks.

Stab

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Attack

Stab|5|1d6+3

Spike

Description

Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Attack

Spike|5|1d4+3

Adult Lunar Dragon

Size

Huge

Type

dragon

Alignment

typically neutral evil

Armor Class

17 (natural armor)

Hit Points

172 (15d12 + 75)

Speed

40 ft., fly 80 ft., burrow 20 ft.

Strength

23

Dexterity

12

Constitution

20

Intelligence

10

Wisdom

13

Charisma

15

Saving Throws

wis +6, con +10

Skills

stealth +11, perception +11

Senses

darkvision 240 ft.

Passive Perception

21

Languages

Draconic

Challenge Rating

13

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 34

Proficiency Bonus

Description

+5

Legendary Resistance (2/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Tunneler

Description

The dragon can burrow through solid rock at half its burrowing speed and leaves a 15-foot-diameter tunnel in its wake.

Unusual Nature

Description

The dragon doesn't require air.

Actions

Multiattack

Description

The dragon makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) cold damage.

Attack

Bite|11|2d6 + 6+1d6

Claw

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Attack

Claw|11|2d6 + 6

Tail

Description

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.

Attack

Tail|11|2d6 + 6

Cold Breath (Recharge 5-6)

Description

The dragon exhales a blast of frost in a 60-foot cone. Each creature in the cone must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8) cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.

Phase (3/Day) (Bonus Action)

Description

The dragon becomes partially incorporeal for as long as it maintains concentration on the effect (as if concentrating on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage.

Legendary Actions

Legendary Actions (3/Turn)

Description

The Adult Lunar Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Adult Lunar Dragon regains spent legendary actions at the start of its turn.

Tail Attack

Description

The dragon makes one Tail attack.

Treacherous Ice

Description

Magical ice covers the ground in a 20-foot radius centered on a point the dragon can see within 120 feet of itself. The ice, which is difficult terrain for all creatures except lunar dragons, lasts for 10 minutes or until the dragon uses this legendary action again.

Adult Moonstone Dragon

Size

Huge

Type

dragon

Alignment

typically neutral

Armor Class

19 (natural armor)

Hit Points

195 (17d12 + 85)

Speed

40 ft., fly 80 ft.

Strength

20

Dexterity

18

Constitution

20

Intelligence

22

Wisdom

20

Charisma

23

Saving Throws

Int +11, Wis +10, Cha +11

Skills

Perception +10, Persuasion +11, Stealth +9

Condition Immunities

charmed

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

20

Languages

Common, Draconic, Elvish, Gnomish, Sylvan

Challenge Rating

15

Traits

Source

Description

Fizban's Treasury of Dragons p. 212

Proficiency Bonus

Description

+5

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

Description

The dragon makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) radiant damage.

Attack

Bite|10|2d10+5+2d6

Claw

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Attack

Claw|10|2d6+5

Tail

Description

Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Attack

Tail|10|1d8+5

Breath Weapon (Recharge 5–6)

Description

The dragon uses one of the following breath weapons:

Dream Breath. The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Moonlight Breath. The dragon exhales a beam of moonlight in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49 (9d10) radiant damage on a failed save, or half as much damage on a successful one.

Attack

Moonlight Breath||9d10

Spellcasting

Description

The dragon casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 19):

At will: faerie fire

1/day each: calm emotions, invisibility, revivify

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Tail

Description

The dragon makes one Tail attack.

Cast a Spell (Costs 2 Actions)

Description

The dragon uses Spellcasting.

Spells

faerie fire, calm emotions, invisibility, revivify

Adult Oblex

Size

Medium

Type

ooze

Alignment

typically lawful evil

Armor Class

14

Hit Points

75 (10d8 + 30)

Speed

20 ft.

Strength

8

Dexterity

19

Constitution

16

Intelligence

19

Wisdom

12

Charisma

15

Saving Throws

Int +7, Cha +5

Skills

Deception +5, Perception +4

Condition Immunities

blinded, charmed, deafened, exhaustion, prone

Senses

blindsight 60 ft. (blind beyond this distance)

Passive Perception

14

Languages

Common plus two more languages

Challenge Rating

5

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 198, Mordenkainen's Tome of Foes p. 218

Proficiency Bonus

Description

+3

Skills

Description

One of the following: Arcana +7, History +7, Nature +7, or Religion +7

Amorphous

Description

The oblex can move through a space as narrow as 1 inch wide without squeezing.

Aversion to Fire

Description

If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Unusual Nature

Description

The oblex doesn't require sleep.

Actions

Multiattack

Description

The oblex makes two pseudopod attacks, and it uses Eat Memories.

Pseudopod

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d6 + 4) bludgeoning damage plus 7 (2d6) psychic damage.

Attack

Pseudopod|7|2d6+4+2d6

Eat Memories

Description

The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, Oozes, Plants, and Undead succeed on the save automatically.

While memory drained, the target must roll a d4 and subtract the number rolled from its ability checks and attack rolls. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.

The oblex learns all the languages a memory-drained target knows and gains all its skill proficiencies.

Spellcasting (Psionics)

Description

The oblex casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC DC 15):

3/day each: charm person (as 5th-level spell), detect thoughts, hypnotic pattern

Sulfurous Impersonation (bonus action)

Description

The oblex extrudes a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. The simulacrum is an extension of the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex and the simulacrum. The simulacrum disappears if the tether is severed.

Spells

charm person, detect thoughts, hypnotic pattern

Adult Red Dragon

Size

Huge

Type

dragon

Alignment

chaotic evil

Armor Class

19 (natural armor)

Hit Points

256 (19d12+133)

Speed

40 ft., climb 40 ft., fly 80 ft.

Strength

27

Dexterity

10

Constitution

25

Intelligence

16

Wisdom

13

Charisma

21

Saving Throws

Dex +6, Con +13, Wis +7, Cha +11

Skills

Perception +13, Stealth +6

Damage Immunities

fire

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

23

Languages

Common, Draconic

Challenge Rating

17

Traits

Source

Description

Monster Manual p. 98

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

Description

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite

Description

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage plus 7 (2d6) fire damage.

Attack

Bite|14|2d10+8+2d6

Claw

Description

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.

Attack

Claw|14|2d6+8

Tail

Description

Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Attack

Tail|14|2d8+8

Frightful Presence

Description

Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6)

Description

The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Attack

Fire Breath||18d6

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect

Description

The dragon makes a Wisdom (Perception) check.

Tail Attack

Description

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions)

Description

The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Environment

hill, mountain

Adult Sapphire Dragon

Size

Huge

Type

dragon (gem)

Alignment

typically lawful neutral

Armor Class

18 (natural armor)

Hit Points

225 (18d12 + 108)

Speed

40 ft., burrow 30 ft., climb 40 ft., fly 80 ft.

Strength

23

Dexterity

14

Constitution

22

Intelligence

18

Wisdom

17

Charisma

18

Saving Throws

Dex +7, Con +11, Wis +8, Cha +9

Skills

History +9, Perception +13, Persuasion +14, Stealth +7

Damage Resistances

lightning, thunder

Condition Immunities

frightened

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

20

Languages

Common, Draconic, Telepathy 120 ft.

Challenge Rating

15

Traits

Source

Description

Fizban's Treasury of Dragons p. 215

Proficiency Bonus

Description

+5

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Spider Climb

Description

The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Tunneler

Description

The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.

Actions

Multiattack

Description

The dragon makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10) thunder damage.

Attack

Bite|11|2d10+6+1d10

Claw

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Attack

Claw|11|1d8+6

Debilitating Breath (Recharge 5–6)

Description

The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, the creature takes 44 (8d10) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.

Attack

Debilitating Breath||8d10

Spellcasting (Psionics)

Description

The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):

1/day each: dissonant whispers, hold monster, meld into stone, telekinesis

Change Shape (Bonus Action)

Description

The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

Psychic Step (Bonus Action)

Description

The dragon magically teleports to an unoccupied space it can see within 60 feet of it.

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Claw

Description

The dragon makes one claw attack.

Psionics (Costs 2 Actions)

Description

The dragon uses Psychic Step or Spellcasting.

Telekinetic Fling (Costs 3 Actions)

Description

The dragon chooses one Small or smaller object that isn't being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 17 Dexterity saving throw or take 31 (9d6) bludgeoning damage.

Spells

dissonant whispers, hold monster, meld into stone, telekinesis

Adult Silver Dragon

Size

Huge

Type

dragon

Alignment

lawful good

Armor Class

19 (natural armor)

Hit Points

243 (18d12+126)

Speed

40 ft., fly 80 ft.

Strength

27

Dexterity

10

Constitution

25

Intelligence

16

Wisdom

13

Charisma

21

Saving Throws

Dex +5, Con +12, Wis +6, Cha +10

Skills

Arcana +8, History +8, Perception +11, Stealth +5

Damage Immunities

cold

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

21

Languages

Common, Draconic

Challenge Rating

16

Traits

Source

Description

Monster Manual p. 117

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

Description

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite

Description

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage.

Attack

Bite|13|2d10+8

Claw

Description

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.

Attack

Claw|13|2d6+8

Tail

Description

Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Attack

Tail|13|2d8+8

Frightful Presence

Description

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6)

Description

The dragon uses one of the following breath weapons.

Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Cold Breath||13d8

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect

Description

The dragon makes a Wisdom (Perception) check.

Tail Attack

Description

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions)

Description

The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Environment

mountain, urban

Adult Solar Dragon

Size

Huge

Type

dragon

Alignment

typically neutral

Armor Class

17 (natural armor)

Hit Points

200 (16d12 + 96)

Speed

30 ft., fly 90 ft.(hover)

Strength

24

Dexterity

15

Constitution

22

Intelligence

15

Wisdom

16

Charisma

14

Saving Throws

wis +8, con +11, dex +7, cha +7

Skills

stealth +7, perception +13

Senses

darkvision 180 ft.

Passive Perception

23

Languages

Draconic

Challenge Rating

14

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 52

Proficiency Bonus

Description

+5

Flyby

Description

The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Legendary Resistance (2/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Nebulous Thoughts

Description

Magical attempts to read the dragon's mind or glean its thoughts fail automatically.

Siege Monster

Description

The dragon deals double damage to objects and structures.

Unusual Nature

Description

The dragon doesn't require air.

Actions

Multiattack

Description

The dragon makes one Bite attack and one Tail attack.

Bite

Description

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 7 (2d6) radiant damage.

Attack

Bite|12|2d6 + 7+2d6

Tail

Description

Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage.

Attack

Tail|12|1d6 + 7

Photonic Breath (Recharge 5-6)

Description

The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 180 feet of itself, then blossoms into a 30-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 19 Constitution saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Legendary Actions (3/Turn)

Description

The Adult Solar Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Adult Solar Dragon regains spent legendary actions at the start of its turn.

Tail Attack

Description

The dragon makes one Tail attack.

Blinding Brilliance (Costs 2 Actions)

Description

The dragon emits magical light in a 30-foot-radius sphere centered on itself. Each creature in this area must succeed on a DC 23 Wisdom saving throw or be blinded until the end of its next turn.

Adult Time Dragon

Size

Huge

Type

dragon

Alignment

typically neutral

Armor Class

19 (natural armor)

Hit Points

250 (20d12 + 120)

Speed

40 ft., climb 40 ft., fly 80 ft.

Strength

25

Dexterity

14

Constitution

23

Intelligence

23

Wisdom

16

Charisma

20

Saving Throws

Wis +9, Con +12, Dex +8, Cha +11

Skills

Stealth +14, Arcana +12, History +18, Perception +15

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

25

Languages

all

Challenge Rating

18

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 50, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+6

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Rreactive

Description

The dragon can take up to three reactions per round but only one per turn.

Actions

Multiattack

Description

The dragon makes three Rend attacks.

Rend

Description

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) force damage.

Attack

Rend|13|2d6 + 7+2d6

Time Breath (Recharge 5-6)

Description

The dragon exhales a wave of shimmering light in a 60-foot cone. Nonmagical objects and vegetation in that area that aren't being worn or carried crumble to dust. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 36 (8d8) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage, and it has the poisoned condition. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves.

Reactions

Reactive Rend

Description

After using Legendary Resistance or in response to being hit by an attack roll, the dragon makes one Rend attack.

Slow Time

Description

Immediately after a creature the dragon can see ends its turn, the dragon targets a creature it can see within 60 feet of itself that is weakened by its Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can't increase.

Time Slip

Description

The dragon halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then immediately teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.

Adult Topaz Dragon

Size

Huge

Type

dragon (gem)

Alignment

typically chaotic neutral

Armor Class

18 (natural armor)

Hit Points

210 (20d12 + 80)

Speed

40 ft., fly 80 ft., swim 40 ft.

Strength

19

Dexterity

12

Constitution

19

Intelligence

18

Wisdom

17

Charisma

18

Saving Throws

Dex +6, Con +9, Wis +8, Cha +9

Skills

Intimidation +14, Perception +13, Stealth +6

Damage Resistances

cold, necrotic

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

23

Languages

Common, Draconic, Telepathy 120 ft.

Challenge Rating

13

Traits

Source

Description

Fizban's Treasury of Dragons p. 221

Proficiency Bonus

Description

+5

Amphibious

Description

The dragon can breathe both air and water.

Fabricate (1/Day)

Description

The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

Description

The dragon makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 3 (1d6) necrotic damage.

Attack

Bite|9|2d10+4+1d6

Claw

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Attack

Claw|9|1d8+4

Desiccating Breath (Recharge 5–6)

Description

The dragon exhales yellowish necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 35 (10d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened.

Attack

Desiccating Breath||10d6

Spellcasting (Psionics)

Description

The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):

1/day each: bane, control water, create or destroy water

Change Shape (Bonus Action)

Description

The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

Psychic Step (Bonus Action)

Description

The dragon magically teleports to an unoccupied space it can see within 60 feet of it.

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Claw

Description

The dragon makes one claw attack.

Psionics (Costs 2 Actions)

Description

The dragon uses Psychic Step or Spellcasting.

Essential Reduction (Costs 3 Actions)

Description

The dragon targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 28 (8d6) necrotic damage. If this damage reduces the target to 0 hit points, it crumbles to dust.

Spells

fabricate, bane, control water, create or destroy water

Adult White Dragon

Size

Huge

Type

dragon

Alignment

chaotic evil

Armor Class

18 (natural armor)

Hit Points

200 (16d12+96)

Speed

40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.

Strength

22

Dexterity

10

Constitution

22

Intelligence

8

Wisdom

12

Charisma

12

Saving Throws

Dex +5, Con +11, Wis +6, Cha +6

Skills

Perception +11, Stealth +5

Damage Immunities

cold

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

21

Languages

Common, Draconic

Challenge Rating

13

Traits

Source

Description

Monster Manual p. 101

Ice Walk

Description

The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

Legendary Resistance (3/Day)

Description

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

Description

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) cold damage.

Attack

Bite|11|2d10+6+1d8

Claw

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

Attack

Claw|11|2d6+6

Tail

Description

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Attack

Tail|11|2d8+6

Frightful Presence

Description

Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5-6)

Description

The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Attack

Cold Breath||12d8

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect

Description

The dragon makes a Wisdom (Perception) check.

Tail Attack

Description

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions)

Description

The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Environment

arctic

Advanced Detention Drone

Size

Large

Type

construct

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

142 (15d10 + 60)

Speed

30 ft., fly 30 ft.(hover)

Strength

18

Dexterity

8

Constitution

18

Intelligence

7

Wisdom

10

Charisma

3

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

blindsight 10 ft., darkvision 60 ft.

Passive Perception

10

Languages

understands commands given in any language but can't speak

Challenge Rating

7

Traits

Source

Description

The Book of Many Things p. 135

Proficiency Bonus

Description

+3

Bound

Description

The drone is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

Regeneration

Description

The drone regains 10 hit points at the start of its turn if it has at least 1 hit point.

Spell Storing

Description

A spellcaster who wears the drone's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

Actions

Multiattack

Description

The guardian makes two fist attacks.

Fist

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Attack

Fist|7|2d6 + 4

Detention Orb

Description

The drone launches a tiny orb of magical force at a creature it can see within 30 feet of itself. The creature must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone creates a detention orb when it already has one active, the first orb disappears, freeing the creature inside.

Reactions

Shield

Description

When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.

Aeorian Absorber

Size

Large

Type

monstrosity

Alignment

neutral evil

Armor Class

15 (natural armor)

Hit Points

171 (18d10+72)

Speed

40 ft.

Strength

21

Dexterity

18

Constitution

18

Intelligence

6

Wisdom

14

Charisma

8

Saving Throws

Wis +6, Cha +3

Skills

Perception +6, Stealth +8, Survival +6

Passive Perception

16

Languages

understands Draconic but can't speak

Challenge Rating

10

Damage Immunities

necrotic, radiant

Senses

darkvision 120 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 283

Magic Resistance

Description

The absorber has advantage on saving throws against spells and other magical effects.

Pounce

Description

If the absorber moves at least 20 feet straight toward a creature and then hits its claws attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the absorber can make one bite attack against it as a bonus action.

Actions

Multiattack

Description

The absorber makes three attacks: one with its bite or Mind Bolt and two with its claws.

Bite

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage plus 5 (1d10) force damage.

Attack

Bite|9|1d10+5

Claws

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 3 (1d6) force damage.

Attack

Claws|9|1d6+5

Mind Bolt

Description

Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 22 (4d10) psychic damage.

Attack

Mind Bolt|8|4d10

Reactions

Tail Ray

Description

When the absorber takes damage from a spell, the absorber takes only half the triggering damage. If the spellcaster is within 60 feet of the absorber, the absorber can force the caster to make a DC 16 Dexterity saving throw. Unless the save succeeds, the caster takes the other half of the damage.

Aeorian Nullifier

Size

Large

Type

monstrosity

Alignment

neutral evil

Armor Class

17 (natural armor)

Hit Points

180 (19d10+76)

Speed

40 ft.

Strength

19

Dexterity

14

Constitution

18

Intelligence

7

Wisdom

14

Charisma

18

Saving Throws

Wis +6, Cha +8

Skills

Perception +6, Survival +6

Passive Perception

16

Languages

understands Draconic but can't speak

Challenge Rating

12

Damage Immunities

necrotic, radiant

Senses

darkvision 120 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 283

Horrid Gnashing

Description

The nullifier's mouths gnash incoherently while it can see any enemies. Each creature that starts its turn within 20 feet of the nullifier and can hear it must make a DC 16 Wisdom saving throw. Unless the save succeeds, the creature rolls a d8 to determine what it does during the current turn:

1-4: The creature is stunned until the end of the turn.

5-6: The creature is frightened until the end of the turn and uses its movement to get as far as possible from the nullifier.

7-8: The creature doesn't move, and it uses its action to make one melee attack against a random creature (other than itself) if one is within reach. It otherwise does nothing.

Innate Spellcasting

Description

The nullifier's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: counterspell (see "Reactions" below), detect magic, dispel magic, see invisibility

1/day: antimagic field

Magic Resistance

Description

The nullifier has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Description

The nullifier makes three attacks: one with its bites and two with its claws.

Bites

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) piercing damage plus 11 (2d10) force damage.

Attack

Bites|8|2d12+4

Claws

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 11 (2d10) force damage, and the target is grappled (escape DC 16) if it's a creature. The nullifier has two claws, each of which can grapple one creature.

Attack

Claws|8|2d6+4

Reactions

Counterspell

Description

The nullifier attempts to interrupt a creature that it can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the nullifier makes a Charisma check with a DC equal to 10 + the spell's level. On a success, the creature's spell fails and has no effect.

Spells

counterspell, detect magic, dispel magic, see invisibility, antimagic field

Aeorian Reverser

Size

Large

Type

monstrosity

Alignment

neutral evil

Armor Class

15 (natural armor)

Hit Points

133 (14d10+56)

Speed

40 ft., climb 40 ft.

Strength

21

Dexterity

16

Constitution

18

Intelligence

6

Wisdom

14

Charisma

8

Saving Throws

Wis +5, Cha +2

Skills

Perception +5, Stealth +6, Survival +5

Passive Perception

15

Languages

understands Draconic but can't speak

Challenge Rating

8

Damage Immunities

necrotic, radiant

Senses

darkvision 120 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 284

Magic Resistance

Description

The reverser has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Description

The reverser makes three attacks: one with its bite and two with its claws.

Bite

Description

Melee Weapon Attack: +8 to hit, range 5 ft., one creature. Hit: 11 (1d12 + 5) piercing damage plus 6 (1d12) force damage.

Attack

Bite|8|1d12+5

Claws

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) force damage.

Attack

Claws|8|1d6+5

Reactions

Reversal

Description

When a creature the reverser can see within 30 feet of it regains hit points, the reverser reduces the number of hit points regained to 0, and the reverser deals 13 (3d8) force damage to the creature.

Aerisi Kalinoth

Size

Medium

Type

humanoid (elf)

Alignment

neutral evil

Armor Class

13 (16 with mage armor)

Hit Points

66 (12d8+12)

Speed

30 ft.

Strength

8

Dexterity

16

Constitution

12

Intelligence

17

Wisdom

10

Charisma

16

Skills

Arcana +6, History +6, Perception +3

Damage Resistances

lightning

Senses

darkvision 60 ft.

Passive Perception

13

Languages

Auran, Common, Elvish

Challenge Rating

7

Traits

Source

Description

Princes of the Apocalypse p. 193

Fey Ancestry

Description

Aerisi has advantage on saving throws against being charmed, and magic can't put her to sleep.

Howling Defeat

Description

When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind.

Legendary Resistance (2/Day)

Description

If Aerisi fails a saving throw, she can choose to succeed instead.

Spellcasting

Description

Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared:

Cantrips (at will): gust, mage hand, message, prestidigitation, ray of frost, shocking grasp

• 1st level (4 slots): charm person, feather fall, mage armor, thunderwave

• 2nd level (3 slots): dust devil, gust of wind, invisibility

• 3rd level (3 slots): fly, gaseous form, lightning bolt

• 4th level (3 slots): ice storm, storm sphere

• 5th level (2 slots): cloudkill, seeming (cast each day)

• 6th level (1 slot): chain lightning

Actions

Windvane

Description

Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 8 (1d6 + 5) piercing damage, or 9 (1d8 + 5) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) lightning damage.

Attack

Windvane|8|1d6+5+1d6

Windvane (Two-Handed)|8|1d8+5+1d6

Spells

gust, mage hand, message, prestidigitation, ray of frost, shocking grasp, charm person, feather fall, mage armor, thunderwave, dust devil, gust of wind, invisibility, fly, gaseous form, lightning bolt, ice storm, storm sphere, cloudkill, seeming, chain lightning

Spell Slots

4, 3, 3, 3, 2, 1

Aerosaur

Size

Gargantuan

Type

monstrosity (dinosaur)

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

155 (10d20 + 50)

Speed

20 ft., fly 120 ft.

Strength

26

Dexterity

10

Constitution

21

Intelligence

3

Wisdom

10

Charisma

5

Skills

Perception +4

Passive Perception

14

Challenge Rating

10

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 128

Proficiency Bonus

Description

+4

Magic Resistance

Description

The aerosaur has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Description

The aerosaur makes one Bite attack and one Talons attack.

Bite

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 8) piercing damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 18). Until this grapple ends, the target has the restrained condition, and the aerosaur can't Bite another target.

Attack

Bite|12|3d12 + 8

Talons

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage.

Attack

Talons|12|3d10 + 8

Wing Gusts (Recharge 5-6)

Description

The aerosaur beats its wings, creating bursts of thunderous force. Each creature within 10 feet of the aerosaur must make a DC 20 Strength saving throw. On a failed save, a creature takes 38 (7d10) thunder damage, is pushed up to 30 feet horizontally from the aerosaur, and has the prone condition. On a successful save, a creature takes half as much damage and is pushed up to 15 feet horizontally from the aerosaur.