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7 categories

Monsters

2646 of 2646 entries · Showing 451–500

Chimera

Size

Large

Type

monstrosity

Alignment

chaotic evil

Armor Class

14 (natural armor)

Hit Points

114 (12d10+48)

Speed

30 ft., fly 60 ft.

Strength

19

Dexterity

11

Constitution

19

Intelligence

3

Wisdom

14

Charisma

10

Skills

Perception +8

Senses

darkvision 60 ft.

Passive Perception

18

Languages

understands Draconic but can't speak

Challenge Rating

6

Traits

Source

Description

Monster Manual p. 39

Actions

Multiattack

Description

The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

Bite

Description

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

Attack

|7|2d6+4

Horns

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) bludgeoning damage.

Attack

|7|1d12+4

Claws

Description

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

Attack

|7|2d6+4

Fire Breath (Recharge 5-6)

Description

The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

Attack

||7d8

Environment

grassland, hill, mountain, underdark

Chishinix

Size

Medium

Type

aberration

Alignment

typically lawful evil

Armor Class

15 (breastplate)

Hit Points

156 (24d8 + 48)

Speed

30 ft., fly 60 ft.(hover)

Strength

11

Dexterity

12

Constitution

15

Intelligence

21

Wisdom

17

Charisma

18

Saving Throws

Wis +7, Cha +8, Int +9

Skills

Insight +7, Stealth +5, Arcana +9, Perception +7

Damage Resistances

psychic

Condition Immunities

blinded, charmed, frightened

Senses

darkvision 120 ft., truesight 15 ft.

Passive Perception

17

Languages

Deep Speech, telepathy 120 ft., Undercommon

Challenge Rating

11

Traits

Source

Description

Phandelver and Below: The Shattered Obelisk p.

Proficiency Bonus

Description

+4

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

Chishinix makes two Tentacle attacks.

Tentacle

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape DC 17) and must succeed on a DC 17 Intelligence saving throw or have the incapacitated condition until the grapple ends.

Attack

Tentacle|9|3d10 + 5

Extract Brain

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated Humanoid grappled by Chishinix. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Chishinix kills it by extracting and devouring its brain.

Attack

Extract Brain|9|10d10

Spellcasting (Psionics)

Description

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

At will: detect magic, detect thoughts, mage hand (the hand is invisible)

1/day: plane shift (self only)

3/day each: clairvoyance (as an action), dispel magic

Unleash Void (Recharge 5-6)

Description

Chishinix opens a rift into the Far Realm, centered on a point Chishinix can see within 60 feet of itself, and a tentacle lashes across creatures near the rift. Each creature other than mind flayers within 30 feet of the rift must make a DC 17 Intelligence saving throw, after which the tentacle disappears and the rift closes. On a failed save, a creature takes 18 (4d8) cold damage from the rift plus 18 (4d8) psychic damage from the tentacle and has the stunned condition for 1 minute. On a successful save, a creature takes half as much damage only. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Warp Reality

Description

When hit by an attack roll, Chishinix gains a +4 bonus to its AC against that attack roll, potentially causing it to miss. Then Chishinix, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.

Spells

detect magic, detect thoughts, mage hand, plane shift, clairvoyance, dispel magic

Chishinix' Head

Size

Tiny

Type

aberration

Alignment

unaligned

Armor Class

14

Hit Points

54 (12d4 + 24)

Speed

10 ft.

Strength

1

Dexterity

18

Constitution

14

Intelligence

5

Wisdom

12

Charisma

7

Damage Resistances

psychic

Condition Immunities

blinded

Senses

blindsight 30 ft. (can't see beyond this radius)

Passive Perception

11

Challenge Rating

3

Traits

Source

Description

Phandelver and Below: The Shattered Obelisk p.

Proficiency Bonus

Description

+2

Magic Resistance

Description

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

Actions

Psychic Slam

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d10) psychic damage.

Attack

Psychic Slam|6|3d10

Leech (bonus action)

Description

The head targets one creature within 5 feet of itself and forces the target to make a DC 14 Dexterity saving throw. On a failed save, the head enters the target's space and attaches to the target. While the head is attached, the target takes 7 (3d4) piercing damage at the start of each of its turns, and the head can't use Leech again until it detaches. It can detach itself by spending 5 feet of its movement. As an action, the target or a creature within 5 feet of the target can detach the head by succeeding on a DC 15 Strength check.

Chitine

Size

Small

Type

monstrosity

Alignment

typically chaotic evil

Armor Class

14 (hide armor)

Hit Points

18 (4d6 + 4)

Speed

30 ft., climb 30 ft.

Strength

10

Dexterity

14

Constitution

12

Intelligence

10

Wisdom

10

Charisma

7

Skills

Athletics +4, Stealth +4

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Undercommon

Challenge Rating

1/2

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 75, Volo's Guide to Monsters p. 131

Proficiency Bonus

Description

+2

Fey Ancestry

Description

The chitine has advantage on saving throws against being charmed, and magic can't put the chitine to sleep.

Sunlight Sensitivity

Description

While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Sense

Description

While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.

Web Walker

Description

The chitine ignores movement restrictions caused by webbing.

Actions

Multiattack

Description

The chitine makes three Dagger attacks.

Dagger

Description

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

Attack

Dagger|4|1d4+2

Choker

Size

Small

Type

aberration

Alignment

typically chaotic evil

Armor Class

16 (natural armor)

Hit Points

13 (3d6 + 3)

Speed

30 ft.

Strength

16

Dexterity

14

Constitution

13

Intelligence

4

Wisdom

12

Charisma

7

Skills

Stealth +6

Senses

darkvision 60 ft.

Passive Perception

11

Languages

Deep Speech

Challenge Rating

1

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 76, Mordenkainen's Tome of Foes p. 123

Proficiency Bonus

Description

+2

Aberrant Quickness (Recharges after a Short or Long Rest)

Description

The choker can take an extra action on its turn.

Boneless

Description

The choker can move through and occupy a space as narrow as 4 inches wide without squeezing.

Spicier Climb

Description

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

Actions

Multiattack

Description

The choker makes two Tentacle attacks.

Tentacle

Description

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe or speak until the grapple ends.

Attack

Tentacle|5|1d4+3+escapeDC15

Choldrith

Size

Medium

Type

monstrosity (cleric)

Alignment

typically chaotic evil

Armor Class

15 (natural armor)

Hit Points

66 (12d8 + 12)

Speed

30 ft., climb 30 ft.

Strength

12

Dexterity

16

Constitution

12

Intelligence

11

Wisdom

14

Charisma

10

Skills

Athletics +5, Religion +2, Stealth +5

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Undercommon

Challenge Rating

3

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 77, Volo's Guide to Monsters p. 132

Proficiency Bonus

Description

+2

Fey Ancestry

Description

The choldrith has advantage on saving throws against being charmed, and magic can't put the choldrith to sleep.

Spider Climb

Description

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

Sunlight Sensitivity

Description

While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Sense

Description

While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.

Web Walker

Description

The choldrith ignores movement restrictions caused by webbing.

Actions

Dagger

Description

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.

Attack

Dagger|5|1d4 + 3+3d6

Web (Recharge 5–6)

Description

Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Spellcasting

Description

The choldrith casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):

At will: guidance, thaumaturgy

1/day each: bane, hold person

Spectral Dagger (Recharges after a Short or Long Rest) (bonus action)

Description

The choldrith conjures a floating, spectral dagger within 60 feet of itself. The choldrith can make a melee spell attack (+4 to hit) against one creature within 5 feet of the dagger. On a hit, the target takes 6 (1d8 + 2) force damage.

The dagger lasts for 1 minute. As a bonus action on later turns, the choldrith can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.

Spells

guidance, thaumaturgy, bane, hold person

Chukka

Size

Medium

Type

humanoid (kenku)

Alignment

chaotic neutral

Armor Class

13

Hit Points

13 (3d8)

Speed

30 ft.

Strength

10

Dexterity

16

Constitution

10

Intelligence

11

Wisdom

10

Charisma

10

Skills

Deception +4, Perception +2, Stealth +5

Passive Perception

12

Languages

understands Auran and Common but speaks only through the use of its Mimicry trait

Challenge Rating

1/4

Traits

Source

Description

Baldur's Gate: Descent Into Avernus p. 83

Ambusher

Description

In the first round of a combat, Chukka has advantage on attack rolls against any creature it surprised.

Mimicry

Description

Chukka can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

Shortsword

Description

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

Attack

Shortsword|5|1d6+3

Shortbow

Description

Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage.

Attack

Shortbow|5|1d6+3

Environment

forest, urban

Chuul

Size

Large

Type

aberration

Alignment

chaotic evil

Armor Class

16 (natural armor)

Hit Points

93 (11d10+33)

Speed

30 ft., swim 30 ft.

Strength

19

Dexterity

10

Constitution

16

Intelligence

5

Wisdom

11

Charisma

5

Skills

Perception +4

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Passive Perception

14

Languages

understands Deep Speech but can't speak

Challenge Rating

4

Traits

Source

Description

Monster Manual p. 40

Amphibious

Description

The chuul can breathe air and water.

Sense Magic

Description

The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Actions

Multiattack

Description

The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

Pincer

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.

Attack

Pincer|6|2d6+4

Tentacles

Description

One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Environment

underdark

Chuul Spore Servant

Size

Large

Type

plant

Alignment

unaligned

Armor Class

16 (natural armor)

Hit Points

93 (11d10+33)

Speed

30 ft., swim 30 ft.

Strength

19

Dexterity

10

Constitution

16

Intelligence

2

Wisdom

6

Charisma

1

Damage Immunities

poison

Condition Immunities

blinded, charmed, frightened, paralyzed, poisoned

Senses

blindsight 30 ft. (blind beyond this radius)

Passive Perception

8

Challenge Rating

4

Traits

Source

Description

Out of the Abyss p. 228

Actions

Pincer

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. The target is grappled (Escape DC 14) if it is a Large or smaller creature and the spore servant doesn't have two other creatures grappled.

Attack

Pincer|7|2d6+4

Chwinga

Size

Tiny

Type

elemental

Alignment

neutral

Armor Class

15

Hit Points

5 (2d4)

Speed

20 ft., climb 20 ft., swim 20 ft.

Strength

1

Dexterity

20

Constitution

10

Intelligence

14

Wisdom

16

Charisma

16

Skills

Acrobatics +7, Perception +7, Stealth +7

Senses

blindsight 60 ft.

Passive Perception

17

Challenge Rating

0

Traits

Source

Description

Tomb of Annihilation p. 216, Icewind Dale: Rime of the Frostmaiden p. 282, Candlekeep Mysteries p. 212

Proficiency Bonus

Description

+2

Evasion

Description

When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Innate Spellcasting

Description

The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components:

At will: druidcraft, guidance, pass without trace, resistance

Desert Chwingas (Variant)

Description

Chwingas that live in the desert can bestow the following additional supernatural charms:

• Charm of the Mirage

• Charm of the Water Bearer

Unusual Nature

Description

The chwinga doesn't require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a tiny sphere of smooth stone, or a puddle of fresh water (your choice).

Actions

Magical Gift (1/Day)

Description

The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM's choice. See chapter 7 of the Dungeon Masters Guide for more information on supernatural charms.

Natural Shelter

Description

The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use it's action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed.

Spells

druidcraft, guidance, pass without trace, resistance

Chwinga Astronaut

Size

Tiny

Type

elemental

Alignment

typically neutral

Armor Class

15

Hit Points

7 (3d4)

Speed

20 ft., climb 20 ft., swim 20 ft.

Strength

1

Dexterity

20

Constitution

10

Intelligence

14

Wisdom

16

Charisma

16

Skills

stealth +7, acrobatics +7, perception +7

Senses

blindsight 60 ft.

Passive Perception

17

Challenge Rating

0

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 17

Proficiency Bonus

Description

+2

Evasion

Description

When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails, provided it isn't incapacitated.

Unusual Nature

Description

The chwinga doesn't require air, food, or drink. When it dies, it turns into a tiny pile of moondust, a cloud of glittering spores, a statuette resembling its former self, a chunk of ice, or a sponge shaped like a dodecahedron (DM's choice).

Actions

Magical Gift (1/Day)

Description

The chwinga targets a Humanoid it can see within 5 feet of itself. The target gains a supernatural charm of the DM's choice. See the Dungeon Master's Guide for more information on supernatural charms.

Natural Shelter

Description

The chwinga takes shelter inside a rock, a bush, a tree, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while it is magically protected in this way, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed.

Spellcasting

Description

The chwinga casts one of the following spells, requiring no material or verbal components and using Charisma as the spellcasting ability:

At will: druidcraft, guidance, pass without trace, resistance

Spells

druidcraft, guidance, pass without trace, resistance

Cinder Hulk

Size

Large

Type

elemental

Alignment

typically chaotic evil

Armor Class

16 (natural armor)

Hit Points

84 (8d10 + 40)

Speed

40 ft.

Strength

20

Dexterity

12

Constitution

20

Intelligence

9

Wisdom

14

Charisma

10

Saving Throws

Wis +5, Con +8, Dex +4

Skills

Perception +5

Damage Immunities

fire, poison

Condition Immunities

exhaustion, poisoned

Passive Perception

15

Languages

Giant, Ignan

Challenge Rating

7

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 123

Proficiency Bonus

Description

+3

Death Burst

Description

When the cinder hulk dies, it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is heavily obscured. Any creature that moves into the area for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 10 (3d6) fire damage. The cloud lasts for 1 minute or until it is dispersed by strong wind.

Actions

Multiattack

Description

The cinder hulk makes two Slam attacks.

Slam

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 10 (3d6) fire damage.

Attack

Slam|8|2d10 + 5+3d6

Wave of Cinders (Recharge 5-6)

Description

The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.

Cinder Hulk

Size

Large

Type

elemental

Alignment

typically chaotic evil

Armor Class

16 (natural armor)

Hit Points

84 (8d10 + 40)

Speed

40 ft.

Strength

20

Dexterity

12

Constitution

20

Intelligence

9

Wisdom

14

Charisma

10

Saving Throws

Wis +5, Con +8, Dex +4

Skills

Perception +5

Damage Immunities

fire, poison

Condition Immunities

exhaustion, poisoned

Passive Perception

15

Languages

Giant, Ignan

Challenge Rating

7

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 123

Proficiency Bonus

Description

+3

Death Burst

Description

When the cinder hulk dies, it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is heavily obscured. Any creature that moves into the area for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 10 (3d6) fire damage. The cloud lasts for 1 minute or until it is dispersed by strong wind.

Actions

Multiattack

Description

The cinder hulk makes two Slam attacks.

Slam

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 10 (3d6) fire damage.

Attack

Slam|8|2d10 + 5+3d6

Wave of Cinders (Recharge 5-6)

Description

The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.

Cinderslag Elemental

Size

Large

Type

elemental

Armor Class

15 (natural armor)

Hit Points

102 (12d10 + 36)

Speed

20 ft., burrow 40 ft.

Strength

15

Dexterity

12

Constitution

17

Intelligence

1

Wisdom

10

Charisma

3

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

fire, poison

Condition Immunities

exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses

darkvision 60 ft.

Passive Perception

10

Languages

—

Challenge Rating

8

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 231

Proficiency Bonus

Description

+3

Searing Presence

Description

Any creature that starts its turn within 5 feet of the elemental takes 5 (1d10) fire damage.

Molten Form

Description

The elemental can move through a space as narrow as 1 inch wide without squeezing. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and must succeed on a DC 14 Strength saving throw or be restrained. A creature that starts its turn restrained in this way takes 5 (1d10) fire damage. It can repeat the saving throw at the end of each of its turns, freeing itself on a success.

Water Susceptibility

Description

For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack

Description

The elemental makes two slam attacks.

Slam

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage plus 5 (1d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Attack

Slam|5|3d6+2+1d10

Molten Gaze

Description

Ranged Spell Attack: +8 to hit, range 30 ft., one target. Hit: 21 (6d6) fire damage, and the target must succeed on a DC 14 Constitution saving throw or have one nonmagical item of the elemental's choice that the target is carrying instantly melt or burn to cinders.

Attack

Molten Gaze|8|6d6

Citadel Spider

Size

Gargantuan

Type

monstrosity

Alignment

typically neutral evil

Armor Class

18 (natural armor)

Hit Points

310 (20d20 + 150)

Speed

50 ft., climb 50 ft.

Strength

26

Dexterity

10

Constitution

21

Intelligence

6

Wisdom

12

Charisma

9

Condition Immunities

charmed, exhaustion, frightened

Senses

blindsight 30 ft., darkvision 120 ft.

Passive Perception

11

Challenge Rating

18

Traits

Source

Description

Vecna: Eve of Ruin p. 214

Proficiency Bonus

Description

+6

Legendary Resistance (3/Day)

Description

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

Spider Climb

Description

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

Web Walker

Description

The spider ignores movement restrictions caused by webbing.

Actions

Multiattack

Description

The spider makes two Bite attacks. It can replace one of these attacks with a use of Web Bomb.

Bite

Description

Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) poison damage.

Attack

Bite|14|2d10 + 8+2d6

Web Bomb

Description

Ranged Weapon Attack: +14 to hit, range 300 ft./600 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage, and the target and all creatures within 10 feet of it must succeed on a DC 19 Dexterity saving throw or take 10 (3d6) acid damage and have the restrained condition until the start of the spider's next turn.

Attack

Web Bomb|14|3d10 + 8

Reactions

Absorb Blow

Description

In response to being hit with an attack roll, the spider's carapace absorbs some of the blow, reducing the damage it takes by 11 (2d10).

Clapperclaw the Scarecrow

Size

Small

Type

construct

Alignment

lawful neutral

Armor Class

12 (natural armor)

Hit Points

14 (4d6)

Speed

25 ft.

Strength

14

Dexterity

13

Constitution

11

Intelligence

7

Wisdom

10

Charisma

10

Skills

Stealth +3, Survival +2

Damage Vulnerabilities

fire

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Common, Sylvan

Challenge Rating

1/2

Traits

Source

Description

The Wild Beyond the Witchlight p. 78

Proficiency Bonus

Description

+2

Unusual Nature

Description

Clapperclaw doesn't require air, food, drink, or sleep.

Actions

Claws

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Attack

Claws|5|2d4+2

Stuffing

Description

Clapperclaw stuffs straw or other dead plant matter into itself and regains 2d4 + 2 hit points. Roll a d6; on a 1 or 2, Clapperclaw runs out of stuffing and must spend 8 hours foraging for more before it can use this action again.

Unsettling Presence (Bonus Action) (Recharge 6)

Description

Clapperclaw targets one creature it can see within 15 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of Clapperclaw's next turn.

Clasp Cutthroat

Size

Medium

Type

humanoid (any)

Armor Class

15 (leather)

Hit Points

44 (8d8 + 8)

Speed

30 ft.

Strength

10

Dexterity

18

Constitution

12

Intelligence

8

Wisdom

14

Charisma

9

Saving Throws

Dex +6

Skills

Deception +3, Stealth +8

Passive Perception

12

Languages

Common, thieves' cant

Challenge Rating

3

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 232

Proficiency Bonus

Description

+2

Sneak Attack (1/Turn)

Description

The cutthroat deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the cutthroat that isn't incapacitated and the cutthroat doesn't have disadvantage on the attack roll.

Actions

Multiattack

Description

The cutthroat makes two shortsword or dagger attacks.

Shortsword

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Attack

Shortsword|6|1d6+4

Dagger

Description

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Attack

Dagger|6|1d4+4

Cunning Action (bonus action)

Description

The cutthroat can take the Dash, Disengage, or Hide action.

Reactions

Uncanny Dodge

Description

The cutthroat halves the damage that it takes from an attack that hits it. The cutthroat must be able to see the attacker.

Clasp Enforcer

Size

Medium

Type

humanoid (any)

Armor Class

16 (half plate)

Hit Points

102 (12d8 + 48)

Speed

30 ft

Strength

16

Dexterity

12

Constitution

18

Intelligence

8

Wisdom

11

Charisma

14

Skills

Athletics +6, Intimidation +8

Passive Perception

10

Languages

Common, thieves' cant

Challenge Rating

5

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 233

Proficiency Bonus

Description

+3

Intimidating Presence

Description

Whenever the enforcer hits a creature with a melee attack, the target must succeed on a DC 15 Wisdom saving throw or be frightened of the enforcer until the end of the target's next turn. The enforcer and its allies have advantage on attack rolls against any creature frightened in this way. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the enforcer's Intimidating Presence for the next 24 hours.

Second Wind (Recharges after a Short or Long Rest)

Description

As a bonus action, the enforcer can regain 12 hit points.

Actions

Multiattack

Description

The enforcer makes three warhammer attacks.

Warhammer

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Attack

Warhammer|6|1d10+3

Second Wind (Recharges after a Short or Long Rest) (bonus action)

Description

The enforcer regains 12 hit points.

Clawfoot

Size

Medium

Type

beast

Alignment

unaligned

Armor Class

13

Hit Points

19 (3d8+6)

Speed

40 ft.

Strength

12

Dexterity

16

Constitution

14

Intelligence

4

Wisdom

12

Charisma

10

Skills

Perception +3, Stealth +5

Passive Perception

13

Challenge Rating

1

Traits

Source

Description

Eberron: Rising from the Last War p. 289

Pack Tactics

Description

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

Pounce

Description

If the clawfoot moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the clawfoot can make one bite attack against it as a bonus action.

Actions

Multiattack

Description

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

Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Attack

Bite|5|1d8+3

Claws

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Attack

Claws|5|1d8+3

Clay Golem

Size

Large

Type

construct

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

133 (14d10+56)

Speed

20 ft.

Strength

20

Dexterity

9

Constitution

18

Intelligence

3

Wisdom

8

Charisma

1

Damage Immunities

acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

9

Languages

understands the languages of its creator but can't speak

Challenge Rating

9

Traits

Source

Description

Monster Manual p. 168

Acid Absorption

Description

Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Berserk

Description

Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Immutable Form

Description

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

Magic Resistance

Description

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

Magic Weapons

Description

The golem's weapon attacks are magical.

Actions

Multiattack

Description

The golem makes two slam attacks.

Slam

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Attack

Slam|8|2d10+5

Haste (Recharge 5-6)

Description

Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

Cloaker

Size

Large

Type

aberration

Alignment

chaotic neutral

Armor Class

14 (natural armor)

Hit Points

78 (12d10+12)

Speed

10 ft., fly 40 ft.

Strength

17

Dexterity

15

Constitution

12

Intelligence

13

Wisdom

12

Charisma

14

Skills

Stealth +5

Senses

darkvision 60 ft.

Passive Perception

11

Languages

Deep Speech, Undercommon

Challenge Rating

8

Traits

Source

Description

Monster Manual p. 41

Damage Transfer

Description

While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.

False Appearance

Description

While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

Light Sensitivity

Description

While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

Description

The cloaker makes two attacks: one with its bite and one with its tail.

Bite

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

Attack

Bite|6|2d6+3

Tail

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8+3) slashing damage.

Attack

Tail|6|1d8+3

Moan

Description

Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.

Phantasms (Recharges after a Short or Long Rest)

Description

The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.

Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.

A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

Environment

underdark

Cloaker Mutate

Size

Large

Type

aberration

Alignment

typically chaotic neutral

Armor Class

14 (natural armor)

Hit Points

143 (22d10 + 22)

Speed

10 ft., fly 30 ft.

Strength

19

Dexterity

15

Constitution

12

Intelligence

18

Wisdom

13

Charisma

11

Skills

Stealth +6

Damage Resistances

necrotic, poison, psychic

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60 ft.

Passive Perception

11

Languages

Deep Speech, telepathy 60 ft., Undercommon

Challenge Rating

10

Traits

Source

Description

Phandelver and Below: The Shattered Obelisk p. 212

Proficiency Bonus

Description

+4

Avoidance

Description

If the mutate is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Light Sensitivity

Description

While in bright light, the mutate has disadvantage on attack rolls.

Actions

Multiattack

Description

The mutate makes one Corpse Swipe attack and two Tail attacks, or it makes four Tail attacks.

Corpse Swipe

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have the poisoned condition for 1 minute. While poisoned in this way, a creature can't regain hit points.

Attack

Corpse Swipe|8|3d10 + 4

Tail

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Attack

Tail|8|2d8 + 4

Phantasmal Duplicates (bonus action)

Description

The mutate magically projects up to four illusory copies of itself. These duplicates make it difficult to ascertain the mutate's true location and last until the end of the mutate's next turn. While the copies exist, attack rolls against the mutate are made with disadvantage.

Psychic Moan (Recharge 6) (bonus action)

Description

The mutate lets out a moan charged with psychic energy. Each creature within 60 feet of the mutate that isn't an Aberration must succeed on a DC 16 Wisdom saving throw or take 17 (5d6) psychic damage and have the frightened condition until the end of the mutate's next turn.

Clockwork Bronze Scout

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

13

Hit Points

36 (8d8)

Speed

30 ft., burrow 30 ft.

Strength

10

Dexterity

16

Constitution

11

Intelligence

3

Wisdom

14

Charisma

1

Skills

Perception +6, Stealth +7

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

16

Languages

understands one language of its creator but can't speak

Challenge Rating

1

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 79, Mordenkainen's Tome of Foes p. 125

Proficiency Bonus

Description

+2

Earth Armor

Description

The clockwork doesn't provoke opportunity attacks when it burrows.

Magic Resistance

Description

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

Unusual Nature

Description

The clockwork doesn't require air, food, drink, or sleep.

Actions

Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage.

Attack

Bite|5|1d4 + 3+1d6

Lightning Flare (Recharges after a Short or Long Rest)

Description

Each creature in contact with the ground within 15 feet of the clockwork must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.

Clockwork Defender

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

42 (5d8 + 20)

Speed

30 ft.

Strength

16

Dexterity

15

Constitution

18

Intelligence

3

Wisdom

14

Charisma

1

Skills

stealth +4, perception +6

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Passive Perception

16

Languages

understands the languages of its creator but can't speak

Challenge Rating

1

Traits

Source

Description

Keys from the Golden Vault p. 85

Proficiency Bonus

Description

+2

Unusual Nature

Description

The defender doesn't need air, food, drink, or sleep.

Actions

Electrified Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) lightning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13). A creature grappled by the defender takes the damage again at the start of each of the defender's turns. The defender can have only one creature grappled in this way at a time, and the defender can't make Electrified Bite attacks while grappling.

Attack

Electrified Bite|5|1d8 + 3+2d6

Light Beam (Bonus Action)

Description

The defender emits bright light from its eyes in a 60-foot cone, or it shuts off this light.

Clockwork Dragon

Size

Medium

Type

construct

Alignment

neutral

Armor Class

16 (natural armor)

Hit Points

22 (4d8+4)

Speed

30 ft., fly 60 ft.

Strength

14

Dexterity

10

Constitution

12

Intelligence

10

Wisdom

11

Charisma

13

Skills

Acrobatics +2, Perception +4

Passive Perception

14

Languages

Common, Draconic

Challenge Rating

1

Damage Immunities

poison, psychic

Condition Immunities

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

Senses

blindsight 60 ft., darkvision 60 ft.

Traits

Source

Description

Acquisitions Incorporated p. 209

False Appearance

Description

While the clockwork dragon remains motionless, it is indistinguishable from a metal statue.

Actions

Bite

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Attack

Bite|4|1d10+2

Fire Breath (Recharge 5-6)

Description

The clockwork dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Clockwork Iron Cobra

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

13

Hit Points

91 (14d8 + 28)

Speed

30 ft.

Strength

12

Dexterity

16

Constitution

14

Intelligence

3

Wisdom

10

Charisma

1

Skills

Stealth +7

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

10

Languages

understands one language of its creator but can't speak

Challenge Rating

4

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 79, Mordenkainen's Tome of Foes p. 125

Proficiency Bonus

Description

+2

Magic Resistance

Description

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

Unusual Nature

Description

The clockwork doesn't require air, food, drink, or sleep.

Actions

Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random effect (roll a d6):

1–2: Confusion On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature.

3–4: Paralysis The target is paralyzed until the end of its next turn.

5–6: Poison The target takes 13 (3d8) poison damage.

Attack

Bite|5|1d6 + 3

Clockwork Kraken

Size

Large

Type

construct

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

142 (15d10+60)

Speed

30 ft.

Strength

20

Dexterity

12

Constitution

18

Intelligence

3

Wisdom

11

Charisma

1

Passive Perception

10

Languages

understands the languages of its creator but can't speak

Challenge Rating

10

Damage Resistances

fire, poison; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

poison, psychic

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 120 ft.

Traits

Source

Description

Lost Laboratory of Kwalish p. 38

Magic Resistance

Description

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

Independent Tentacles

Description

The clockwork kraken has eight tentacles, each of which is treated as a Medium creature, moves independently on the construct's turn, and has a flying speed of 40 feet. The clockwork kraken's senses operate through its tentacles as well as its main body. Each tentacle can be attacked independently, with damage dealt to tentacles applied to the clockwork kraken's hit point total. A tentacle is destroyed if it takes more than 20 damage.

Reducing the construct to three or fewer tentacles reduces its attacks accordingly. A clockwork kraken can regrow any destroyed tentacles at the end of a long rest.

Actions

Multiattack

Description

The clockwork kraken makes four tentacle slam attacks.

Tentacle Slam

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Attack

Tentacle Slam|9|2d6+5

Clockwork Oaken Bolter

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

16 (natural armor)

Hit Points

117 (18d8 + 36)

Speed

30 ft.

Strength

12

Dexterity

18

Constitution

15

Intelligence

3

Wisdom

10

Charisma

1

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

10

Languages

understands one language of its creator but can't speak

Challenge Rating

5

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 80, Mordenkainen's Tome of Foes p. 126

Proficiency Bonus

Description

+3

Magic Resistance

Description

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

Unusual Nature

Description

The clockwork doesn't require air, food, drink, or sleep.

Actions

Multiattack

Description

The clockwork makes two Lancing Bolt attacks or one Lancing Bolt attack and one Harpoon attack.

Lancing Bolt

Description

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Attack

Lancing Bolt|7|2d10+4

Harpoon

Description

Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. The clockwork can grapple only one creature at a time with its harpoon.

Attack

Harpoon|7|1d10+4

Explosive Bolt (Recharge 5–6)

Description

The clockwork launches an explosive charge at a point within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.

Reel In (bonus action)

Description

The clockwork pulls the creature grappled by its Harpoon up to 20 feet closer.

Clockwork Observer

Size

Tiny

Type

construct

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

7 (2d4 + 2)

Speed

0 ft., fly 30 ft.(hover)

Strength

1

Dexterity

16

Constitution

13

Intelligence

3

Wisdom

15

Charisma

1

Skills

perception +6

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

16

Languages

understands the languages of its creator but can't speak

Challenge Rating

0

Traits

Source

Description

Keys from the Golden Vault p. 85

Proficiency Bonus

Description

+2

Flyby

Description

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

Telepathic Bond

Description

While the observer is within 1 mile of its creator, it can magically convey what it sees to its creator, and the two can communicate telepathically.

Unusual Nature

Description

The observer doesn't need air, food, drink, or sleep.

Actions

Shriek

Description

The observer emits a mechanical shriek until the start of its next turn or until it drops to 0 hit points. This shriek can be heard within a range of 300 feet.

Clockwork Stone Defender

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

16 (natural armor)

Hit Points

105 (14d8 + 42)

Speed

30 ft.

Strength

19

Dexterity

10

Constitution

17

Intelligence

3

Wisdom

10

Charisma

1

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

10

Languages

understands one language of its creator but can't speak

Challenge Rating

4

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 80, Mordenkainen's Tome of Foes p. 126

Proficiency Bonus

Description

+2

Magic Resistance

Description

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

Unusual Nature

Description

The clockwork doesn't require air, food, drink, or sleep.

Actions

Slam

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone.

Attack

Slam|6|2d6+4

Reactions

Intercept Attack

Description

In response to another creature within 5 feet of it being hit by an attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the attacker.

Clonk

Size

Medium

Type

humanoid (kenku)

Alignment

chaotic neutral

Armor Class

13

Hit Points

13 (3d8)

Speed

30 ft.

Strength

10

Dexterity

16

Constitution

10

Intelligence

11

Wisdom

10

Charisma

10

Skills

Deception +4, Perception +2, Stealth +5

Passive Perception

12

Languages

understands Auran and Common but speaks only through the use of its Mimicry trait

Challenge Rating

1/4

Traits

Source

Description

Baldur's Gate: Descent Into Avernus p. 83

Ambusher

Description

In the first round of a combat, Clonk has advantage on attack rolls against any creature it surprised.

Mimicry

Description

Clonk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

Shortsword

Description

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

Attack

Shortsword|5|1d6+3

Shortbow

Description

Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage.

Attack

Shortbow|5|1d6+3

Environment

forest, urban

Cloud Giant

Size

Huge

Type

giant

Alignment

neutral good (50%) or neutral evil (50%)

Armor Class

14 (natural armor)

Hit Points

200 (16d12+96)

Speed

40 ft.

Strength

27

Dexterity

10

Constitution

22

Intelligence

12

Wisdom

16

Charisma

16

Saving Throws

Con +10, Wis +7, Cha +7

Skills

Insight +7, Perception +7

Passive Perception

17

Languages

Common, Giant

Challenge Rating

9

Traits

Source

Description

Monster Manual p. 154

Keen Smell

Description

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

Innate Spellcasting

Description

The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light

3/day each: feather fall, fly, misty step, telekinesis

1/day each: control weather, gaseous form

Actions

Multiattack

Description

The giant makes two morningstar attacks.

Morningstar

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage.

Attack

Morningstar|12|3d8+8

Rock

Description

Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.

Attack

Rock|12|4d10+8

Variant: Fling

Description

The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown.

Storm King's Thunder p. 245

Variant: Wind Aura

Description

A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.

Storm King's Thunder p. 245

Spells

detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form

Environment

mountain

Cloud Giant Destiny Gambler

Size

Huge

Type

giant (bard)

Alignment

any alignment

Armor Class

15 (natural armor)

Hit Points

337 (27d12 + 162)

Speed

40 ft., fly 40 ft.(hover)

Strength

27

Dexterity

12

Constitution

22

Intelligence

19

Wisdom

16

Charisma

22

Saving Throws

Wis +9, Con +12, Cha +12, Int +10

Skills

Insight +9, Deception +18, Perception +9

Damage Immunities

thunder

Senses

truesight 30 ft. (requires cloud rune)

Passive Perception

19

Languages

Common, Giant

Challenge Rating

19

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 124

Proficiency Bonus

Description

+6

Cloud Rune

Description

The giant has a cloud rune inscribed on a mask in its possession. While holding or wearing the mask bearing the rune, the giant has truesight within a range of 30 feet and can use its Thunderous Clap action and Negate Spell reaction.

The mask bearing the cloud rune has AC 15; 45 hit points; and immunity to necrotic, poison, and psychic damage. The mask regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a cloud rune on a mask in its possession when it finishes a short or long rest.

Actions

Multiattack

Description

The giant makes three Flying Staff attacks.

Flying Staff

Description

Melee or Ranged Weapon Attack: +14 to hit, reach 10 ft. or range 30/90 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage plus 16 (3d10) thunder damage. Hit or Miss: The staff magically returns to the giant's hand immediately after a ranged attack.

Attack

Flying Staff|14|3d6 + 8+3d10

Spellcasting

Description

The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20):

At will: detect magic, fog cloud, light, minor illusion

1/day each: dream (as an action), gaseous form, major image

Thunderous Clap (Requires Cloud Rune)

Description

The giant magically summons a thundercloud that fills a 30-foot-radius sphere centered on a point the giant can see within 60 feet of itself. The cloud spreads around corners. Each creature in that area must make a DC 20 Constitution saving throw as the cloud emits a thunderous boom. On a failed save, a creature takes 52 (8d12) thunder damage and has the prone condition. On a successful save, a creature takes half as much damage only. The thunderclap is audible within 300 feet of the cloud's center point.

The cloud's area is heavily obscured. The cloud lingers until the start of the giant's next turn or until a strong wind disperses it.

Reactions

Negate Spell (Requires Cloud Rune)

Description

When the giant sees a creature within 60 feet of itself casting a spell, the giant tries to interrupt it. If the creature is casting a spell using a spell slot of 3rd level or lower, the spell fails and has no effect. If the creature is casting a spell of 4th level or higher, it must succeed on a DC 18 Intelligence saving throw, or the spell fails and has no effect.

Spells

detect magic, fog cloud, light, minor illusion, dream, gaseous form, major image

Cloud Giant Ghost

Size

Huge

Type

undead

Armor Class

15 (natural armor)

Hit Points

104 (16d12)

Speed

0 ft., fly 40 ft. (hover)

Strength

27

Dexterity

11

Constitution

10

Intelligence

12

Wisdom

16

Charisma

17

Saving Throws

Wis +7, Cha +7

Skills

Perception +7

Damage Resistances

cold

Damage Immunities

necrotic, poison

Condition Immunities

charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses

darkvision 120 ft.

Passive Perception

17

Languages

Common, Giant

Challenge Rating

9

Traits

Source

Description

Candlekeep Mysteries p. 146

Proficiency Bonus

Description

+4

Ethereal Sight

Description

The ghost can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement

Description

The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Regeneration

Description

The ghost regains 10 hit points at the start of its turn. If the ghost takes radiant damage or damage from a magic weapon, this trait doesn't function at the start of the ghost's next turn. The ghost dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack

Description

The ghost makes two melee attacks.

Spectral Weapon

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) force damage.

Attack

Spectral Weapon|12|3d8+8

Etherealness

Description

The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Spellcasting

Description

The ghost casts one of the following spells, using Charisma as the spellcasting ability and requiring no material components:

At will: fog cloud

3/day: telekinesis

1/day: control weather

Wind Howl (Recharge 6)

Description

The ghost emits a dreadful howl that summons a cold, biting wind. This wind engulfs up to three creatures of the ghost's choice that it can see within 60 feet of it. Each target is pulled up to 20 feet toward the ghost and must make a DC 15 Constitution saving throw, taking 16 (3d10) cold damage on a failed save, or half as much damage on a successful one.

Attack

Wind Howl||3d10

Spells

fog cloud, telekinesis, control weather

Cloud Giant Noble

Size

Huge

Type

giant

Alignment

neutral good (50%) or neutral evil (50%)

Armor Class

16 (chain mail)

Hit Points

200 (16d12 + 96)

Speed

40 ft.

Strength

27

Dexterity

10

Constitution

22

Intelligence

12

Wisdom

16

Charisma

16

Saving Throws

Con +10, Wis +7, Cha +7

Skills

Insight +7, Perception +7

Passive Perception

17

Languages

Common, Giant

Challenge Rating

9

Traits

Source

Description

Tales from the Yawning Portal p. 206

Proficiency Bonus

Description

+4

Innate Spellcasting

Description

The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light

3/day each: feather fall, fly, misty step, telekinesis

1/day each: control weather, gaseous form

Keen Smell

Description

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

Actions

Multiattack

Description

The giant makes two morningstar attacks.

Morningstar

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.

Attack

Morningstar|12|3d8+8

Rock

Description

Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Attack

Rock|12|4d10+8

Spells

detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form

Cloud Giant of Evil Air

Size

Huge

Type

giant

Alignment

typically neutral evil

Armor Class

14 (natural armor)

Hit Points

200 (16d12 + 96)

Speed

40 ft., fly 40 ft.

Strength

27

Dexterity

10

Constitution

22

Intelligence

12

Wisdom

16

Charisma

19

Saving Throws

Wis +7, Con +10, Cha +8

Skills

Insight +7, Stealth +4, Perception +7

Passive Perception

17

Languages

Auran, Common, Giant

Challenge Rating

12

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 125

Proficiency Bonus

Description

+4

Flyby

Description

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

Actions

Multiattack

Description

The giant makes two Scimitar attacks and one Storm Boomerang attack.

Scimitar

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) slashing damage.

Attack

Scimitar|12|3d6 + 8

Storm Boomerang

Description

Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 15 (3d4 + 8) bludgeoning damage plus 7 (2d6) thunder damage, and the target must succeed on a DC 16 Constitution saving throw or have the stunned condition until the end of its next turn. Hit or Miss: The boomerang magically returns to the giant's hand immediately after the attack.

Attack

Storm Boomerang|12|3d4 + 8+2d6

Spellcasting

Description

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

At will: detect magic, fog cloud, light

1/day: gaseous form

2/day: telekinesis

Spells

detect magic, fog cloud, light, gaseous form, telekinesis

Cloud Giant Smiling One

Size

Huge

Type

giant

Alignment

typically chaotic neutral

Armor Class

15 (natural armor)

Hit Points

250 (20d12 + 120)

Speed

40 ft., fly 40 ft. (hover)

Strength

26

Dexterity

12

Constitution

22

Intelligence

15

Wisdom

16

Charisma

17

Saving Throws

Con +10, Int +6, Cha +7

Skills

Deception +11, Insight +7, Perception +11, Sleight of Hand +9

Passive Perception

21

Languages

Common, Giant

Challenge Rating

11

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 81, Volo's Guide to Monsters p. 146

Proficiency Bonus

Description

+4

Control Weather (8th-level Spell)

Description

The giant can cast the control weather spell, requiring no material components and using Charisma as the spellcasting ability.

Actions

Multiattack

Description

The giant makes two Slam attacks or two Telekinetic Strike attacks.

Slam

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 5 (1d10) psychic damage.

Attack

Slam|12|3d8+8+1d10

Telekinetic Strike

Description

Ranged Spell Attack: +7 to hit, range 240 ft., one target. Hit: 25 (4d10 + 3) force damage.

Attack

Telekinetic Strike|7|4d10+3

Change Shape

Description

The giant magically transforms to look and feel like a Beast or a Humanoid it has seen or to return to its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, don't change. It reverts to its true form if it dies.

Spellcasting

Description

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

At will: detect magic, fog cloud, light, minor illusion

3/day each: invisibility, silent image, suggestion, tongues

1/day each: gaseous form, major image

Cloud Step (Recharge 4–6) (bonus action)

Description

The giant teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Spells

Control Weather, detect magic, fog cloud, light, minor illusion, invisibility, silent image, suggestion, tongues, gaseous form, major image

Cobalt Golem

Size

Huge

Type

construct

Armor Class

21 (natural armor)

Hit Points

300 (24d12 + 144)

Speed

40 ft.

Strength

28

Dexterity

9

Constitution

22

Intelligence

3

Wisdom

11

Charisma

1

Damage Immunities

fire, lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 120 ft.

Passive Perception

10

Languages

understands the languages of its creator but can't speak

Challenge Rating

18

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 240

Proficiency Bonus

Description

+6

Conductive Body

Description

Whenever the golem is subjected to lightning damage, it takes no damage. Instead, its weapon attacks deal an extra 11 (2d10) lightning damage until the end of its next turn. Also until the end of the golem's next turn, any creature that touches it or hits it with a melee attack while within 5 feet of it takes 11 (2d10) lightning damage.

Immutable Form

Description

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

Magic Resistance

Description

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

Magic Weapons

Description

The golem's weapon attacks are magical.

Actions

Multiattack

Description

The golem makes two attacks: one with its slam and one with its sword, or it uses its Magnetic Pulse and then its Spinning Cleave.

Slam

Description

Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage.

Attack

Slam|15|3d10 + 9

Sword

Description

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) slashing damage.

Attack

Sword|15|3d12+9

Spinning Cleave

Description

The golem makes a sword attack against each creature within 10 feet of it.

Magnetic Pulse (Recharge 6)

Description

The golem raises its arms and unleashes a magnetic pulse. All unattended metal objects within 30 feet of it are pulled to an unoccupied space within 5 feet of the golem. Each creature wearing metal armor or made of metal within 30 feet of the golem must succeed on a DC 20 Strength saving throw or be pulled to an unoccupied space within 5 feet of the golem, then fall prone.

Cockatrice

Size

Small

Type

monstrosity

Alignment

unaligned

Armor Class

11

Hit Points

27 (6d6+6)

Speed

20 ft., fly 40 ft.

Strength

6

Dexterity

12

Constitution

12

Intelligence

2

Wisdom

13

Charisma

5

Senses

darkvision 60 ft.

Passive Perception

11

Challenge Rating

1/2

Traits

Source

Description

Monster Manual p. 42

Actions

Bite

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

Attack

|3|1d4+1

Environment

grassland

Cogwork Archivist

Size

Large

Type

construct

Alignment

typically lawful neutral

Armor Class

17 (natural armor)

Hit Points

90 (12d10 + 24)

Speed

40 ft.

Strength

18

Dexterity

10

Constitution

15

Intelligence

17

Wisdom

11

Charisma

6

Skills

Arcana +5, History +5, Nature +5, Perception +2, Religion +5

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

12

Languages

all

Challenge Rating

4

Traits

Source

Description

Strixhaven: A Curriculum of Chaos p. 188

Proficiency Bonus

Description

+2

Magic Resistance

Description

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

Actions

Multiattack

Description

The archivist makes two Grasping Limb attacks.

Spellcasting

Description

The archivist casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:

At will: dancing lights, prestidigitation

2/day: silence

Grasping Limb

Description

Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The archivist can have no more than two targets grappled at a time.

Attack

Grasping Limb|6|2d8+4

Spells

dancing lights, prestidigitation, silence

Cold Snap Spirit

Size

Medium

Type

elemental

Armor Class

18 (natural armor)

Hit Points

78 (12d8 + 24)

Speed

30 ft., fly 30 ft.

Strength

10

Dexterity

20

Constitution

14

Intelligence

2

Wisdom

7

Charisma

3

Saving Throws

Dex +8, Wis +1

Skills

Perception +1, Stealth +8

Damage Resistances

slashing and piercing from nonmagical attacks

Damage Immunities

cold, poison Damage Vulnerabilities fire

Condition Immunities

charmed, frightened, poisoned, paralyzed, stunned

Senses

darkvision 120 ft.

Passive Perception

11

Languages

—

Challenge Rating

5

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 234

Proficiency Bonus

Description

+3

Sense Heat

Description

The cold snap spirit can sense heat within 60 feet of it.

Frozen Aura

Description

Any creature that starts its turn within 5 feet of a cold snap spirit takes 5 (1d10) cold damage.

Jealous Spirit

Description

If the spirit attacks a creature that is within 5 feet of another cold snap spirit, the attack deals an extra 10 (3d6) cold damage on a hit.

Actions

Consume Warmth

Description

Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (6d6) cold damage, and the target's speed is halved until the end of the spirit's next turn.

Attack

Consume Warmth|8|6d6

Subzero Wave (1/Day)

Description

Each creature within 30 feet of the cold snap spirit must make a DC 15 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Coldlight Walker

Size

Medium

Type

undead

Alignment

chaotic evil

Armor Class

13 (natural armor)

Hit Points

82 (11d8 + 33)

Speed

30 ft.

Strength

15

Dexterity

10

Constitution

17

Intelligence

8

Wisdom

10

Charisma

8

Saving Throws

Int +2, Wis +3

Damage Immunities

cold

Condition Immunities

blinded, charmed, exhaustion, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

10

Challenge Rating

5

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 284

Blinding Light

Description

The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

As a bonus action, the walker can target one creature in its bright light that it can see and force it to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker's next turn.

Icy Doom

Description

Any creature killed by the walker freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead.

Unusual Nature

Description

The walker doesn't require air, food, drink, or sleep.

Actions

Multiattack

Description

The walker makes two attacks.

Slam

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 14 (4d6) cold damage.

Attack

Slam|5|2d8+2+4d6

Cold Ray

Description

Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 25 (4d10 + 3) cold damage.

Attack

Cold Ray|3|4d10+3

Environment

arctic

Colossus of Akros

Size

Gargantuan

Type

construct

Alignment

unaligned

Armor Class

21 (natural armor)

Hit Points

350 (20d20+140)

Speed

60 ft.

Strength

28

Dexterity

10

Constitution

25

Intelligence

3

Wisdom

11

Charisma

1

Saving Throws

Str +16, Con +14

Skills

Athletics +16, Perception +7

Passive Perception

17

Languages

understands Common and Celestial but can't speak

Challenge Rating

23

Damage Immunities

fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Senses

darkvision 120 ft.

Traits

Source

Description

Mythic Odysseys of Theros p. 218

Crumbling Destruction

Description

When the colossus drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a DC 22 Dexterity saving throw, taking 22 (4d10) bludgeoning damage and 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Fire Absorption

Description

Whenever the colossus is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Immutable Form

Description

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

Magic Weapons

Description

The colossus's weapon attacks are magical.

Siege Monster

Description

The colossus deals double damage to objects and structures.

Actions

Multiattack

Description

The colossus of Akros makes two melee attacks.

Spear

Description

Melee or Ranged Weapon Attack: +16 to hit, reach 15 ft., or range 200/600 ft., one target. Hit: 23 (4d6 + 9) piercing damage, or 27 (4d8 + 9) piercing damage if used with two hands to make a melee attack. If the colossus makes a ranged attack with this spear, the spear magically returns to its hand after the attack.

Attack

Spear|16|4d6+9

Sword

Description

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) slashing damage.

Attack

Sword|16|6d8+9

Flames of Akros (Recharge 6)

Description

Magical flames issue from the colossus toward up to three creatures the colossus can see within 90 feet of it. Each target must make a DC 24 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a target also magically catches fire for 1 minute. At the end of each of its turns thereafter, the burning target repeats the saving throw. It takes 18 (4d8) fire damage on a failed save, and the effect ends on a successful one.

Combat Robot

Size

Medium

Type

construct

Alignment

typically lawful neutral

Armor Class

15 (natural armor)

Hit Points

112 (15d8 + 45)

Speed

40 ft.

Strength

20

Dexterity

14

Constitution

17

Intelligence

10

Wisdom

15

Charisma

10

Saving Throws

con +6, cha +3

Skills

athletics +8, intimidation +6, perception +5

Damage Resistances

acid, fire

Damage Immunities

cold, poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 120 ft.

Passive Perception

15

Languages

Common plus the languages spoken by its creator

Challenge Rating

6

Traits

Source

Description

Quests from the Infinite Staircase p. 214

Proficiency Bonus

Description

+3

Lightning Overload

Description

When the robot takes lightning damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn.

Actions

Multiattack

Description

The robot makes two Tentacle attacks or three Laser Beam attacks.

Tentacle

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it has the grappled condition (escape DC 16). While grappled, the target also has the restrained condition. The robot has two tentacles, each of which can grapple one target.

Attack

Tentacle|8|1d10 + 5

Laser Beam

Description

Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 16 (4d6 + 2) radiant damage.

Attack

Laser Beam|5|4d6 + 2

Grenade Launcher (Recharge 5-6)

Description

The robot fires a grenade at a point it can see within 120 feet of itself. The grenade explodes in a 20-foot-radius sphere centered on that point, creating one of the following effects (robot's choice):

Concussion Grenade

Description

Each creature in the sphere must make a DC 15 Dexterity saving throw, taking 21 (6d6) force damage on a failed save or half as much damage on a successful one.

Sleep Grenade

Description

Each creature in the sphere must succeed on a DC 15 Constitution saving throw or have the unconscious condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.

Emergency Speed (2/Day) (bonus action)

Description

The robot takes the Dash or Disengage action.

Commodore Krux

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

12

Hit Points

75 (10d8 + 30)

Speed

30 ft., swim 30 ft.

Strength

18

Dexterity

14

Constitution

17

Intelligence

11

Wisdom

12

Charisma

12

Passive Perception

11

Languages

Common

Challenge Rating

3

Traits

Source

Description

Spelljammer: Adventures in Space - Light of Xaryxis p. 22

Proficiency Bonus

Description

+2

Firearms Knowledge

Description

Krux's mastery of its weapons enables it to ignore the loading property of any firearm.

Steady as She Goes

Description

On the deck of a ship, Krux has advantage on ability checks and saving throws made against effects that would knock it prone or shove it overboard.

Actions

Multiattack

Description

Krux makes two Longsword or Musket attacks.

Longsword

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Attack

Longsword|6|1d8 + 4

Longsword (Two-Handed)|6|1d10 + 4

Musket

Description

Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage.

Attack

Musket|4|1d12 + 2

Force Grenade

Description

Krux throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) force damage on a failed save, or half as much damage on a successful one. After Krux throws the grenade, roll a d6; on a roll of 4 or lower, Krux has no more grenades to throw.

Commoner

Size

Medium

Type

humanoid (any race)

Alignment

any alignment

Armor Class

10

Hit Points

4 (1d8)

Speed

30 ft.

Strength

10

Dexterity

10

Constitution

10

Intelligence

10

Wisdom

10

Charisma

10

Passive Perception

10

Languages

any one language (usually Common)

Challenge Rating

0

Traits

Source

Description

Monster Manual p. 345, Lost Laboratory of Kwalish p. 38, Dragon of Icespire Peak p. 55

Actions

Club

Description

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

Attack

|2|1d4

Environment

arctic, coastal, desert, forest, grassland, hill, urban

Conclave Dryad

Size

Medium

Type

fey

Alignment

lawful good

Armor Class

16 (natural armor)

Hit Points

143 (22d8+44)

Speed

30 ft.

Strength

12

Dexterity

19

Constitution

14

Intelligence

19

Wisdom

20

Charisma

21

Saving Throws

Int +8, Wis +9, Cha +9

Skills

Arcana +8, Nature +8, Perception +9

Passive Perception

19

Languages

Common, Elvish, Sylvan

Challenge Rating

9

Senses

darkvision 60 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 194

Innate Spellcasting

Description

The dryad's innate spellcasting ability is Charisma (spell save DC 17). The dryad can innately cast the following spells, requiring no material components:

At will: druidcraft

3/day each: dispel magic, entangle, plant growth, spike growth

1/day each: moonbeam, grasping vine, wall of thorns

Magic Resistance

Description

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

Speak with Beasts and Plants

Description

The dryad can communicate with beasts and plants as if they and the dryad shared a language.

Actions

Multiattack

Description

The dryad makes three attacks, using its vine staff, its longbow, or both.

Vine Staff

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success.

Attack

Vine Staff|9|2d6+5

Longbow

Description

Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Attack

Longbow|8|1d8+4

Summon Mount (1/Day)

Description

The dryad magically summons a mount, which appears in an unoccupied space within 60 feet of the dryad. The mount remains for 8 hours, until it or the dryad dies, or until the dryad dismisses it as an action. The mount uses the stat block of an elk (see the Monster Manual) with these changes: it is a plant instead of a beast, it has an Intelligence of 6, and it understands Sylvan but can't speak. While within 1 mile of the mount, the dryad can communicate with it telepathically.

Suppress Magic (Recharge 5-6)

Description

The dryad targets one magic item it can see within 120 feet of it. If the magic item isn't an artifact, its magical properties are suppressed for 10 minutes, until the dryad is incapacitated or dies, or until the dryad uses a bonus action to end the effect.

Spells

druidcraft, dispel magic, entangle, plant growth, spike growth, moonbeam, grasping vine, wall of thorns

Conjurer Wizard

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

12 (15 with mage armor)

Hit Points

58 (13d8)

Speed

30 ft.

Strength

9

Dexterity

14

Constitution

11

Intelligence

17

Wisdom

12

Charisma

11

Saving Throws

Int +6, Wis +4

Skills

Arcana +6, History +6

Passive Perception

11

Languages

any four languages

Challenge Rating

6

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 260, Volo's Guide to Monsters p. 212

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The conjurer 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: 19 (3d10 + 3) force damage.

Attack

Arcane Burst|8|3d10+3

Spellcasting

Description

The conjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):

At will: dancing lights, mage hand, prestidigitation

2/day each: fireball, mage armor, unseen servant

1/day each: fly, stinking cloud, web

Benign Transportation (Recharge 4–6) (bonus action)

Description

The conjurer teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.

Summon Elemental (1/Day) (bonus action)

Description

The conjurer magically summons an air elemental, an earth elemental, a fire elemental, or a water elemental. The elemental appears in an unoccupied space within 60 feet of the conjurer, whom it obeys. It takes its turn immediately after the conjurer. It lasts for 1 hour, until it or the conjurer dies, or until the conjurer dismisses it as a bonus action.

Spells

dancing lights, mage hand, prestidigitation, fireball, mage armor, unseen servant, fly, stinking cloud, web

Constrictor Snake

Size

Large

Type

beast

Alignment

unaligned

Armor Class

12

Hit Points

13 (2d10+2)

Speed

30 ft., swim 30 ft.

Strength

15

Dexterity

14

Constitution

12

Intelligence

1

Wisdom

10

Charisma

3

Senses

blindsight 10 ft.

Passive Perception

10

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 320, Player's Handbook p. 305

Actions

Bite

Description

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

Attack

Bite|4|1d6+2

Constrict

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Attack

Constrict|4|1d8+2

Environment

desert, forest, swamp, underwater

Construct Spirit

Size

Medium

Type

construct

Armor Class

17 (natural armor)

Hit Points

40

Speed

30 ft.

Strength

18

Dexterity

10

Constitution

18

Intelligence

14

Wisdom

11

Charisma

5

Damage Resistances

poison

Condition Immunities

charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

10

Languages

understands the languages you speak

Traits

Source

Description

Tasha's Cauldron of Everything p. 111

Armor Class

Description

13 + the level of the spell (natural armor)

Hit Points

Description

40 + 15 for each spell level above 4th

CR

Description

Proficiency Bonus equals your bonus

Heated Body (Metal Only)

Description

A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.

Stony Lethargy (Stone Only)

Description

When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't use reactions and its speed is halved until the start of its next turn.

Actions

Multiattack

Description

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

Slam

Description

Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level bludgeoning damage.

Reactions

Berserk Lashing (Clay Only)

Description

When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.