A reference for every adventure

Compendium

Explore the rules, discover your options, and build your story.

7 categories

Monsters

2646 of 2646 entries · Showing 501–550

Constructed Commoner

Size

Medium

Type

construct

Armor Class

15 (natural armor)

Hit Points

6 (1d8 + 2)

Speed

25 ft.

Strength

10

Dexterity

10

Constitution

15

Intelligence

10

Wisdom

10

Charisma

10

Damage Immunities

poison

Condition Immunities

exhaustion, poisoned

Passive Perception

10

Languages

Common

Challenge Rating

0

Traits

Source

Description

Candlekeep Mysteries p. 149

Proficiency Bonus

Description

+2

Unusual Nature

Description

The commoner doesn't require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless object.

Actions

Club

Description

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

Attack

Club|2|1d4

Copper Dragon Wyrmling

Size

Medium

Type

dragon

Alignment

chaotic good

Armor Class

16 (natural armor)

Hit Points

22 (4d8+4)

Speed

30 ft., climb 30 ft., fly 60 ft.

Strength

15

Dexterity

12

Constitution

13

Intelligence

14

Wisdom

11

Charisma

13

Saving Throws

Dex +3, Con +3, Wis +2, Cha +3

Skills

Perception +4, Stealth +3

Damage Immunities

acid

Senses

blindsight 10 ft., darkvision 60 ft.

Passive Perception

14

Languages

Draconic

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 112

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

Breath Weapons (Recharge 5-6)

Description

The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 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||4d8

Copper Greatwyrm

Size

Gargantuan

Type

dragon (metallic)

Alignment

typically lawful good

Armor Class

22 (natural armor)

Hit Points

565 (29d20 + 261)

Speed

60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.

Strength

30

Dexterity

16

Constitution

29

Intelligence

21

Wisdom

22

Charisma

30

Saving Throws

Dex +11, Con +17, Int +13, Wis +14, Cha +18

Skills

Insight +14, Perception +22, Persuasion +18

Damage Immunities

acid

Condition Immunities

charmed, frightened, poisoned

Senses

truesight 120 ft.

Passive Perception

32

Languages

Common, Draconic

Challenge Rating

28

Traits

Source

Description

Fizban's Treasury of Dragons p. 208

Proficiency Bonus

Description

+8

Legendary Resistance (4/Day)

Description

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

Metallic Awakening (Recharges after a Short or Long Rest)

Description

If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.

Unusual Nature

Description

The greatwyrm doesn't require food or drink.

Actions

Multiattack

Description

The greatwyrm makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.

Attack

Bite|18|2d10+10+2d12

Claw

Description

Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.

Attack

Claw|18|2d8+10

Tail

Description

Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.

Attack

Tail|18|2d10+10

Breath Weapon (Recharge 5–6)

Description

The greatwyrm uses one of the following breath weapons:

Elemental Breath. The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 84 (13d12) acid damage on a failed save, or half as much damage on a successful one.

Sapping Breath. The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failed save, the creature falls unconscious for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Elemental Breath||13d12

Change Shape

Description

The greatwyrm 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 its action to end it.

Legendary Actions

Legendary Actions (3/Turn)

Description

The greatwyrm 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 greatwyrm regains spent legendary actions at the start of its turn.

Attack

Description

The greatwyrm makes one Claw or Tail attack.

Wing Attack (Costs 2 Actions)

Description

The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.

Mythic Actions

Description

If the greatwyrm's Metallic Awakening trait has activated in the last hour, it can use the options below as legendary actions.

Bite

Description

The greatwyrm makes one Bite attack.

Shattering Roar (Costs 2 Actions)

Description

The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Constitution saving throw or take 19 (3d12) thunder damage and be incapacitated until the end of its next turn.

Copper Stormforge

Size

Medium

Type

humanoid (mountain dwarf)

Alignment

neutral evil

Armor Class

13 (leather armor)

Hit Points

16 (3d8 + 3)

Speed

25 ft.

Strength

11

Dexterity

14

Constitution

12

Intelligence

11

Wisdom

13

Charisma

11

Skills

nature +4, survival +5, stealth +6, perception +5

Damage Resistances

poison

Senses

darkvision 60 ft.

Passive Perception

15

Languages

any one language (usually Common), Dwarvish

Challenge Rating

1/2

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 30

Keen Hearing and Sight

Description

Copper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Dwarven Resilience

Description

Copper has advantage on saving throws against poison, and has resistance against poison damage.

Actions

Multiattack

Description

Copper makes two melee attacks or two ranged attacks.

Shortsword

Description

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

Attack

Shortsword|4|1d6 + 2

Longbow

Description

Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Attack

Longbow|4|1d8 + 2

Core Spawn Crawler

Size

Small

Type

aberration

Alignment

chaotic evil

Armor Class

12

Hit Points

21 (6d6)

Speed

30 ft.

Strength

7

Dexterity

14

Constitution

10

Intelligence

9

Wisdom

12

Charisma

6

Skills

Perception +5

Passive Perception

15

Languages

understands Deep Speech but can't speak

Challenge Rating

1

Damage Immunities

psychic

Condition Immunities

blinded

Senses

blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 286

Pack Tactics

Description

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

Actions

Multiattack

Description

The crawler makes four attacks: one with its bite, two with its claws, and one with its tail.

Bite

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage and the target must succeed on a DC 11 Wisdom saving throw or become frightened until the start of the crawler's next turn.

Attack

Bite|4|1d4+2

Claws

Description

Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Attack

Claws|4|1d4+2

Tail

Description

Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Attack

Tail|4|1d6+2

Core Spawn Emissary

Size

Medium

Type

aberration

Alignment

chaotic evil

Armor Class

15 (natural armor)

Hit Points

102 (12d8+48)

Speed

40 ft., fly 60 ft.

Strength

17

Dexterity

15

Constitution

18

Intelligence

8

Wisdom

13

Charisma

8

Saving Throws

Dex +5, Wis +4, Cha +2

Skills

Perception +4

Passive Perception

14

Languages

telepathy 120 ft., understands Deep Speech but can't speak

Challenge Rating

6

Damage Immunities

psychic

Condition Immunities

blinded

Senses

blindsight 30 ft., tremorsense 60 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 286

Magic Resistance

Description

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

Actions

Multiattack

Description

The emissary makes three talons attacks.

Talons

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) slashing damage.

Attack

Talons|6|2d10+3

Alluring Thrum (Recharges 5-6)

Description

The emissary emits a dreadful yet alluring hum. Each creature within 20 feet of the emissary that can hear it and that isn't an aberration must succeed on a DC 14 Constitution saving throw or be charmed 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.

Crystal Spores (Recharge 6)

Description

A 15-foot-radius cloud of toxic crystalline spores extends out from the emissary. The spores spread around corners. Each creature in the area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a creature takes 11 (2d10) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Core Spawn Seer

Size

Medium

Type

aberration

Alignment

chaotic evil

Armor Class

17 (natural armor)

Hit Points

153 (18d8+72)

Speed

30 ft.

Strength

14

Dexterity

12

Constitution

18

Intelligence

22

Wisdom

19

Charisma

16

Saving Throws

Dex +6, Int +11, Wis +9, Cha +8

Skills

Perception +9

Passive Perception

19

Languages

Common, Deep Speech, telepathy 120 ft., Undercommon

Challenge Rating

13

Damage Immunities

psychic

Condition Immunities

charmed, frightened

Senses

blindsight 60 ft., tremorsense 60 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 286

Earth Glide

Description

The seer can traverse through nonmagical, unworked earth and stone. While doing so, the seer doesn't disturb the material it moves through.

Magic Resistance

Description

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

Actions

Multiattack

Description

The seer uses Fission Staff twice, Psychedelic Orb twice, or each one once.

Fission Staff

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is knocked prone.

Attack

Fission Staff|8|1d6+6

Psychedelic Orb

Description

The seer hurls a glimmering orb at one creature it can see within 120 of it. The target must succeed on a DC 19 Wisdom saving throw or take 27 (5d10) psychic damage and suffer a random condition until the start of the seer's next turn. Roll a d6 for the condition: (1-2) blinded, (3-4) frightened, or (5-6) stunned.

Reactions

Fuse Damage

Description

When the seer is hit by an attack, it takes only half of the triggering damage. The first time the seer hits with a melee attack on its next turn, the target takes an extra 1d6 radiant damage.

Core Spawn Worm

Size

Gargantuan

Type

aberration

Alignment

chaotic evil

Armor Class

18 (natural armor)

Hit Points

279 (18d20+90)

Speed

60 ft., burrow 40 ft.

Strength

26

Dexterity

5

Constitution

20

Intelligence

6

Wisdom

8

Charisma

4

Saving Throws

Con +10, Wis +4

Skills

Perception +4

Passive Perception

14

Languages

understands Deep Speech but can't speak

Challenge Rating

15

Damage Immunities

fire, psychic

Damage Vulnerabilities

cold

Condition Immunities

charmed, frightened

Senses

blindsight 30 ft., tremorsense 60 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 287

Illumination

Description

The worm sheds dim light in a 20-foot radius.

Radiant Mirror

Description

If the worm takes radiant damage, each creature within 20 feet of it takes that damage as well.

Tunneler

Description

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

Actions

Multiattack

Description

The worm makes two attacks: one with its barbed tentacles and one with its bite.

Barbed Tentacles

Description

Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 25 (5d6 + 8) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The tentacles can grapple only one creature at a time.

Attack

Barbed Tentacles|13|5d6+8

Bite

Description

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 21 (6d6) fire damage at the start of each of the worm's turns.

If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Attack

Bite|13|5d8+8

Cornelius Watson

Size

Medium

Type

humanoid (human)

Alignment

neutral good

Armor Class

12 (15 with mage armor)

Hit Points

99 (18d8 + 18)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

12

Intelligence

20

Wisdom

15

Charisma

16

Saving Throws

Int +9, Wis +6

Skills

Arcana +13, History +13, Investigation +13, Perception +6

Damage Resistances

damage from spells

Passive Perception

16

Languages

Celestial, Common, Dwarvish, Gnomish, Halfling, Infernal

Challenge Rating

12

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 30

Magic Resistance

Description

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

Spellcasting

Description

Cornelius Watson is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Cornelius Watson has the following wizard spells prepared:

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

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

• 2nd level (3 slots): detect thoughts, locate object*, mirror image, misty step

• 3rd level (3 slots): clairvoyance*, counterspell, fireball

• 4th level (3 slots): arcane eye*, banishment

• 5th level (3 slots): rary's telepathic bond*, scrying*, wall of force

• 6th level (1 slot): true seeing*

• 7th level (1 slot): teleport

• 8th level (1 slot): mind blank

• 9th level (1 slot): foresight*

*Divination spell of 1st level or higher.

Portent (Recharges after Cornelius Watson Casts a Divination Spell of 1st Level or Higher.)

Description

When Cornelius Watson or a creature he can see makes an attack roll, a saving throw, or an ability check, Cornelius Watson can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.

Actions

Dagger

Description

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Attack

Dagger|6|1d4+2

Spell Slots

4,3,3,3,3,1,1,1,1

Spells

detect magic, identify, mage armor, magic missile, detect thoughts, locate object, mirror image, misty step, clairvoyance, counterspell, fireball, arcane eye, banishment, rary's telepathic bond, scrying, wall of force, true seeing, teleport, mind blank, foresight

Corpse Flower

Size

Large

Type

plant

Alignment

typically chaotic evil

Armor Class

12

Hit Points

127 (15d10 + 45)

Speed

20 ft., climb 20 ft.

Strength

14

Dexterity

14

Constitution

16

Intelligence

7

Wisdom

15

Charisma

3

Condition Immunities

blinded, deafened, poisoned

Senses

blindsight 120 ft. (blind beyond this radius)

Passive Perception

12

Languages

—

Challenge Rating

8

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 82, Mordenkainen's Tome of Foes p. 127

Proficiency Bonus

Description

+3

Corpses

Description

When first encountered, a corpse flower contains the corpses of 1d6 + 3 Humanoids. A corpse flower can hold the remains of up to nine Humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free.

Spider Climb

Description

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

Stench of Death

Description

Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a Construct or an Undead. On a failed save, the creature is poisoned until the start of its next turn. On a successful save, the creature is immune to the Stench of Death of all corpse flowers for 24 hours.

Actions

Multiattack

Description

The corpse flower makes three Tentacle attacks.

Tentacle

Description

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 10 (3d6) poison damage.

Attack

Tentacle|5|2d6+2+3d6

Harvest the Dead

Description

The corpse flower swallows one unsecured Humanoid corpse within 10 feet of it, along with any equipment the corpse is wearing or carrying.

Digest (bonus action)

Description

The corpse flower digests one corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested corpse remains. Any equipment on the corpse is expelled from the corpse flower in its space.

Reanimate (bonus action)

Description

The corpse flower animates one corpse in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's stench clings to it (see Stench of Death).

Corrin Delmaco

Size

Small

Type

humanoid (halfling)

Alignment

any alignment

Armor Class

12

Hit Points

21 (6d6)

Speed

25 ft.

Strength

10

Dexterity

15

Constitution

10

Intelligence

12

Wisdom

14

Charisma

16

Skills

Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4

Passive Perception

16

Languages

any two languages

Challenge Rating

1

Traits

Source

Description

Eberron: Rising from the Last War p. 271

Cunning Action

Description

On each of its turns, Corrin can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn)

Description

Corrin deals an extra 7 (2d6) 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 Corrin that isn't incapacitated and Corrin doesn't have disadvantage on the attack roll.

Actions

Multiattack

Description

Corrin makes two melee attacks.

Shortsword

Description

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

Attack

Shortsword|4|1d6+2

Hand Crossbow

Description

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

Attack

Hand Crossbow|4|1d6+2

Corrupted Avatar of Lurue

Size

Large

Type

monstrosity

Armor Class

14 (natural armor)

Hit Points

90 (12d10 + 24)

Speed

50 ft., fly 50 ft. (hover)

Strength

18

Dexterity

14

Constitution

15

Intelligence

11

Wisdom

17

Charisma

16

Saving Throws

Int +3, Wis +6, Cha +6

Damage Immunities

poison

Condition Immunities

charmed, paralyzed, poisoned

Senses

darkvision 60 ft.

Passive Perception

13

Languages

Celestial, Elvish, Sylvan, telepathy 60 ft.

Challenge Rating

8

Traits

Source

Description

Candlekeep Mysteries p. 123

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The avatar makes two attacks: one with its hooves and one with its horn.

Hooves

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 32 (8d6 + 4) necrotic damage.

Attack

Hooves|7|8d6+4

Horn

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 32 (8d6 + 4) necrotic damage. If the target is a humanoid, it must succeed on a DC 13 Wisdom saving throw or be transformed into a wolf under the avatar's control. This transformation lasts for 1 hour, or until the target drops to 0 hit points or dies. The target's game statistics are replaced by the wolf's statistics, but it retains its hit points. The target is limited in the actions it can perform by the nature of its wolf form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form, and it can't activate, use, wield, or otherwise benefit from any of its equipment.

Attack

Horn|7|8d6+4

Corrupted Giant Shark

Size

Huge

Type

aberration

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

126 (11d12 + 55)

Speed

0 ft., swim 50 ft.

Strength

23

Dexterity

11

Constitution

21

Intelligence

1

Wisdom

10

Charisma

5

Skills

Perception +4

Senses

blindsight 60 ft.

Passive Perception

14

Languages

—

Challenge Rating

9

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 196

Proficiency Bonus

Description

+4

Psychic Maelstrom

Description

Any creature that starts its turn within 15 feet of the shark must succeed on a DC 17 Wisdom saving throw or take 11 (2d10) psychic damage.

Regeneration

Description

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

Water Breathing

Description

The shark can breathe only underwater.

Actions

Bite

Description

Melee Weapon Attack: +10 to hit (with advantage if the target is a creature missing any hit points), reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and if the target is a creature, it must succeed on a DC 17 Charisma saving throw or gain 1 level of exhaustion.

Attack

Bite|10|3d10+6

Corruption Devil (paeliryon)

Size

Large

Type

fiend (devil)

Alignment

lawful evil

Armor Class

16 (natural armor)

Hit Points

218 (19d10 + 114)

Speed

20 ft., burrow 20 ft., fly 60 ft. (hover)

Strength

21

Dexterity

14

Constitution

22

Intelligence

19

Wisdom

15

Charisma

14

Saving Throws

Con +11, Wis +7

Skills

Arcana +9, Deception +7, Insight +7, Intimidation +7

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

poisoned, stunned

Senses

blindsight 30 ft., darkvision 120 ft.

Passive Perception

12

Languages

all, telepathy 120 ft.

Challenge Rating

14

Traits

Source

Description

Chains of Asmodeus p. 239

Proficiency Bonus

Description

+5

Devil's Sight

Description

Magical darkness doesn't impede the paeliryon's darkvision.

Keen Eyes

Description

The paeliryon scores a critical hit on a roll of 19 or 20.

Magic Resistance

Description

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

Actions

Multiattack

Description

The paeliryon makes three Claw attacks. It can replace one of the attacks with Draining Grasp (if available).

Claw

Description

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

Attack

Claw|10|2d10+5+3d6

Draining Grasp (Recharge 4–6)

Description

The paeliryon makes a Claw attack. On a hit, the target's Charisma score is reduced by 2 (1d4). This reduction lasts until the target finishes a short or long rest. A creature whose Charisma is reduced to 3 or less because of this ability, has the stunned condition for 1 minute.

Spellcasting

Description

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

At will: Bestow Curse, Command, Darkness, Hold Monster, Major Image

1/day each: Antilife Shell, Incendiary Cloud, Scrying, Weird

Spells

Bestow Curse, Command, Darkness, Hold Monster, Major Image, Antilife Shell, Incendiary Cloud, Scrying, Weird

Cosmic Horror

Size

Gargantuan

Type

aberration

Alignment

typically neutral evil

Armor Class

15 (natural armor)

Hit Points

280 (16d20 + 112)

Speed

50 ft., fly 100 ft.

Strength

27

Dexterity

10

Constitution

25

Intelligence

24

Wisdom

15

Charisma

24

Saving Throws

wis +8, cha +13, int +13

Senses

darkvision 240 ft.

Passive Perception

12

Languages

Deep Speech, telepathy 240 ft.

Challenge Rating

18

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 18

Proficiency Bonus

Description

+6

Legendary Resistance (3/Day)

Description

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

Unusual Nature

Description

The horror doesn't require air.

Actions

Multiattack

Description

The horror makes one Bite attack and two Tentacle attacks.

Bite

Description

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) piercing damage.

Attack

Bite|14|4d6 + 8

Tentacle

Description

Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 18 (3d6 + 8) force damage, and if the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the horror can't use this tentacle against other targets. The horror has 1d8 + 1 tentacles, each of which can grapple one target.

Attack

Tentacle|14|3d6 + 8

Psychic Whispers (Recharge 5-6)

Description

The horror emits dreadful whispers in a 60-foot-radius sphere centered on itself. Each creature in the sphere that isn't an Aberration must make a DC 21 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Legendary Actions (3/Turn)

Description

The Cosmic Horror 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 Cosmic Horror regains spent legendary actions at the start of its turn.

Crushing Tentacle

Description

The horror crushes one creature it is grappling. The grappled creature must make a DC 22 Constitution saving throw, taking 18 (3d6 + 8) force damage on a failed save, or half as much damage on a successful one.

Poison Jet (Costs 2 Actions)

Description

Foul gas squirts from the horror in a 30-foot line that is 5 feet wide. Each creature in the line must succeed on a DC 21 Constitution saving throw or take 14 (4d6) poison damage.

Teleport (Costs 2 Actions)

Description

The horror teleports, along with any creatures it is grappling, to an unoccupied space it can see within 120 feet of itself.

Cosmotronic Blastseeker

Size

Medium

Type

humanoid (any race)

Alignment

chaotic neutral

Armor Class

15 (chain shirt)

Hit Points

37 (5d8+15)

Speed

30 ft.

Strength

14

Dexterity

15

Constitution

16

Intelligence

18

Wisdom

9

Charisma

12

Saving Throws

Dex +4, Con +5

Skills

Arcana +6, Intimidation +3, Perception +1

Passive Perception

11

Languages

any one language (usually Common)

Challenge Rating

4

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 242

Empowered Spell (3/Day)

Description

When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice.

Innate Spellcasting

Description

The blastseeker's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:

2/day: fireball

3/day each: scorching ray, shield, thunderwave

Tides of Chaos (1/Day)

Description

The blastseeker makes one attack roll, ability check, or saving throw with advantage.

Actions

Warhammer

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands.

Attack

Warhammer|4|1d8+2

Spells

fireball, scorching ray, shield, thunderwave

Couatl

Size

Medium

Type

celestial

Alignment

lawful good

Armor Class

19 (natural armor)

Hit Points

97 (13d8+39)

Speed

30 ft., fly 90 ft.

Strength

16

Dexterity

20

Constitution

17

Intelligence

18

Wisdom

20

Charisma

18

Saving Throws

Con +5, Wis +7, Cha +6

Damage Resistances

radiant

Damage Immunities

psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Senses

truesight 120 ft.

Passive Perception

15

Languages

all, telepathy 120 ft.

Challenge Rating

4

Traits

Source

Description

Monster Manual p. 43

Innate Spellcasting

Description

The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, detect thoughts

3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

1/day each: dream, greater restoration, scrying

Magic Weapons

Description

The couatl's weapon attacks are magical.

Shielded Mind

Description

The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Actions

Bite

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Attack

Bite|8|1d6+5

Constrict

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.

Attack

Constrict|6|2d6+3

Change Shape

Description

The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).

In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.

Spells

detect evil and good, detect magic, detect thoughts, bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield, dream, greater restoration, scrying

Environment

desert, forest, grassland, urban

Counterflux Blastseeker

Size

Medium

Type

humanoid (any race)

Alignment

chaotic neutral

Armor Class

13 (16 with mage armor)

Hit Points

39 (6d8+12)

Speed

30 ft.

Strength

13

Dexterity

16

Constitution

15

Intelligence

18

Wisdom

11

Charisma

14

Saving Throws

Con +4, Wis +2

Skills

Arcana +6, Perception +2

Passive Perception

12

Languages

Common plus any one language

Challenge Rating

2

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 242

Counterflux Overcast (Recharge 5-6)

Description

The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: 1-3. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have disadvantage on saving throws against spells and other magical effects. 4-6. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have advantage on saving throws against spells and other magical effects.

Innate Spellcasting

Description

The blastseeker's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:

3/day each: enlarge/reduce, mage armor (self only), scorching ray

1/day each: counterspell, dispel magic, protection from energy

Actions

Rapier

Description

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

Attack

Rapier|5|1d8+3

Spells

enlarge/reduce, mage armor, scorching ray, counterspell, dispel magic, protection from energy

Cow

Size

Large

Type

beast

Alignment

unaligned

Armor Class

10

Hit Points

15 (2d10+4)

Speed

30 ft.

Strength

18

Dexterity

10

Constitution

14

Intelligence

2

Wisdom

10

Charisma

4

Passive Perception

10

Challenge Rating

1/4

Traits

Source

Description

Volo's Guide to Monsters p. 207, Dragon of Icespire Peak p. 55

Charge

Description

If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Attack

Charge||2d6

Actions

Gore

Description

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

Attack

Gore|6|1d6+4

Crab

Size

Tiny

Type

beast

Alignment

unaligned

Armor Class

11 (natural armor)

Hit Points

2 (1d4)

Speed

20 ft., swim 20 ft.

Strength

2

Dexterity

11

Constitution

10

Intelligence

1

Wisdom

8

Charisma

2

Skills

Stealth +2

Senses

blindsight 30 ft.

Passive Perception

9

Challenge Rating

0

Traits

Source

Description

Monster Manual p. 320

Amphibious

Description

The crab can breathe air and water.

Actions

Claw

Description

Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Attack

Claw||1

Environment

coastal

Crab Folk

Size

Large

Type

giant

Alignment

neutral

Armor Class

16 (natural armor)

Hit Points

68 (8d10+24)

Speed

40 ft., swim 40 ft.

Strength

19

Dexterity

10

Constitution

17

Intelligence

7

Wisdom

9

Charisma

9

Passive Perception

9

Languages

Common, Giant

Challenge Rating

3

Traits

Source

Description

Mordenkainen's Fiendish Folio p. 6

Limited Amphibiousness

Description

The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.

Actions

Multiattack

Description

The crab folk makes two claw attacks.

Claw

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 14). Until this grapple ends, the crab folk can automatically hit the target with its claw, and the crab folk can't make attacks with that claw against other targets. The crab folk has two claws, each of which can grapple only one target.

Attack

Claw|6|1d6+4

Cradle of the Cloud Scion

Size

Gargantuan

Type

elemental

Alignment

typically chaotic neutral

Armor Class

19 (natural armor)

Hit Points

624 (32d20 + 288)

Speed

0 ft., fly 90 ft.(hover)

Strength

29

Dexterity

21

Constitution

28

Intelligence

14

Wisdom

22

Charisma

19

Saving Throws

Cha +12, Int +10

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison, thunder

Condition Immunities

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

Passive Perception

16

Languages

Giant, Primordial

Challenge Rating

26

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 166

Proficiency Bonus

Description

+8

Awakening of the Scion

Description

The cradle is a container for the scion of Memnor. When the cradle drops to 0 hit points, its body dissipates into cloud wisps. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count.

Flyby

Description

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

Legendary Resistance (5/Day)

Description

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

Magic Resistance

Description

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

Siege Monster

Description

The cradle deals double damage to objects and structures.

Actions

Multiattack

Description

The cradle makes three Slam or Wind Javelin attacks in any combination.

Slam

Description

Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage plus 19 (3d12) thunder damage.

Attack

Slam|17|4d10 + 9+3d12

Wind Javelin

Description

Ranged Weapon Attack: +17 to hit, range 120 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 25 Strength saving throw or have the prone condition.

Attack

Wind Javelin|17|4d8 + 9+3d6

Vortex (Recharge 5-6)

Description

The cradle conjures a vortex of wind at a point it can see within 90 feet of itself. The wind vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than the cradle in that area must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 71 (11d12) bludgeoning damage and has the restrained condition within the vortex. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of the cradle's next turn. A creature with the restrained condition falls prone when the vortex ends.

A creature with the restrained condition can use its action to try to escape the vortex. The creature makes a DC 19 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the creature escapes and moves 3d6 × 10 feet away from the vortex in a random direction.

Reactions

Thunderclap

Description

Immediately after taking damage, the cradle unleashes a thunderclap in a 30-foot-radius sphere centered on itself. All other creatures in that area must succeed on a DC 25 Constitution saving throw or take 18 (4d8) thunder damage and have the deafened condition for 1 minute.

Cradle of the Fire Scion

Size

Gargantuan

Type

elemental

Alignment

typically lawful evil

Armor Class

20 (natural armor)

Hit Points

555 (30d20 + 240)

Speed

40 ft.

Strength

28

Dexterity

12

Constitution

27

Intelligence

12

Wisdom

20

Charisma

17

Damage Resistances

cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

fire, poison

Condition Immunities

exhaustion, petrified, poisoned

Senses

darkvision 120 ft.

Passive Perception

15

Languages

Giant, Primordial

Challenge Rating

25

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 172

Proficiency Bonus

Description

+8

Awakening of the Scion

Description

The cradle is a container for the scion of Surtur. When the cradle drops to 0 hit points, its body hardens and crumbles to ash. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count.

Legendary Resistance (5/Day)

Description

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

Magic Resistance

Description

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

Siege Monster

Description

The cradle deals double damage to objects and structures.

Actions

Multiattack

Description

The cradle makes three Slam or Hurl Lava attacks in any combination.

Slam

Description

Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage plus 14 (4d6) fire damage.

Attack

Slam|17|4d10 + 9+4d6

Hurl Lava

Description

Ranged Weapon Attack: +17 to hit, range 120 ft., one target. Hit: 27 (4d8 + 9) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature within 5 feet of the fire takes an action to douse the fire, the target takes 10 (3d6) fire damage at the start of each of its turns.

Attack

Hurl Lava|17|4d8 + 9+3d6

Erupting Breath (Recharge 5-6)

Description

The cradle exhales flames and volcanic gases in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw. On a failed save, a creature takes 55 (10d10) fire damage and has the poisoned condition for 1 minute. On a successful save, a creature takes half as much damage only.

A creature poisoned in this way can make a DC 24 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Lava Geyser (bonus action)

Description

The cradle causes lava to erupt from a point on the ground it can see within 120 feet of itself. Each creature in a 20-foot-radius, 50-foot-high cylinder centered on that point must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) fire damage.

Cradle of the Frost Scion

Size

Gargantuan

Type

elemental

Alignment

typically neutral evil

Armor Class

20 (natural armor)

Hit Points

499 (27d20 + 216)

Speed

40 ft., swim 40 ft.

Strength

27

Dexterity

14

Constitution

26

Intelligence

11

Wisdom

19

Charisma

16

Saving Throws

Wis +11, Cha +10

Damage Resistances

fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

cold, poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 120 ft.

Passive Perception

14

Languages

Giant, Primordial

Challenge Rating

24

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 174

Proficiency Bonus

Description

+7

Awakening of the Scion

Description

The cradle is a container for the scion of Thrym. When the cradle drops to 0 hit points, its body shatters into shards of ice. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count.

Legendary Resistance (5/Day)

Description

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

Magic Resistance

Description

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

Siege Monster

Description

The cradle deals double damage to objects and structures.

Actions

Multiattack

Description

The cradle makes two Slam or Hurl Icicle attacks.

Slam

Description

Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage plus 11 (2d10) cold damage.

Attack

Slam|15|4d10 + 8+2d10

Hurl Icicle

Description

Ranged Weapon Attack: +15 to hit, range 120 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 9 (2d8) cold damage, and the target must succeed on a DC 23 Strength saving throw or have the prone condition.

Attack

Hurl Icicle|15|4d8 + 8+2d8

Freezing Breath (Recharge 5-6)

Description

The cradle exhales a blast of frost in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, a creature takes 52 (8d12) cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, a creature takes half as much damage only. If this damage would reduce the target to 0 hit points, the target drops to 1 hit point instead and has the petrified condition, turning into a frozen statue.

If the statue takes bludgeoning damage, it shatters, killing the frozen creature. If the statue would take fire damage, it instead takes no damage and thaws, ending the petrification.

Chilling Mist (bonus action)

Description

The cradle magically conjures a cloud of chilling mist that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. The mist spreads around corners. Each creature in that area must succeed on a DC 19 Constitution saving throw or take 28 (8d6) cold damage and be unable to use reactions until the start of its next turn. The mist vanishes at the end of the cradle's turn.

Cradle of the Hill Scion

Size

Gargantuan

Type

elemental

Alignment

typically chaotic evil

Armor Class

19 (natural armor)

Hit Points

402 (23d20 + 161)

Speed

40 ft.

Strength

25

Dexterity

10

Constitution

24

Intelligence

9

Wisdom

16

Charisma

10

Saving Throws

Wis +10, Cha +7

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

exhaustion, paralyzed, petrified, poisoned, prone

Passive Perception

13

Languages

Giant, Primordial

Challenge Rating

22

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 164

Proficiency Bonus

Description

+7

Awakening of the Scion

Description

The cradle is a container for the scion of Grolantor. When the cradle drops to 0 hit points, its body crumbles to dirt and moss. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count.

Legendary Resistance (5/Day)

Description

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

Magic Resistance

Description

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

Siege Monster

Description

The cradle deals double damage to objects and structures.

Actions

Multiattack

Description

The cradle makes three Slam or Spit Rock attacks in any combination and one Grasping Root attack.

Slam

Description

Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage.

Attack

Slam|14|4d12 + 7

Spit Rock

Description

Ranged Weapon Attack: +14 to hit, range 120 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, and the target must succeed on a DC 22 Strength saving throw or have the prone condition.

Attack

Spit Rock|14|4d8 + 7

Grasping Root

Description

Melee Weapon Attack: +14 to hit, reach 30 ft., one creature not grappled by the cradle. Hit: the target has the grappled condition (escape DC 17). Until the grapple ends, the target takes 29 (4d10 + 7) bludgeoning damage at the start of each of its turns. The root has AC 19 and can be severed by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn't hurt the cradle but ends the grapple.

Attack

Grasping Root|14|4d10 + 7

Rolling Hills (Recharge 6)

Description

The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and up to 30 feet wide. Each creature in the wave must make a DC 22 Strength saving throw. On a failed save, a creature takes 58 (9d12) bludgeoning damage, has the prone condition, and is buried under dirt. On a successful save, a creature takes half as much damage only.

A buried creature has the restrained condition, has total cover, and can't breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isn't buried, can make a DC 17 Strength (Athletics) check. On a successful check, the buried creature no longer has the prone or restrained conditions.

Cradle of the Stone Scion

Size

Gargantuan

Type

elemental

Alignment

typically neutral

Armor Class

20 (natural armor)

Hit Points

455 (26d20 + 182)

Speed

40 ft.

Strength

26

Dexterity

15

Constitution

24

Intelligence

11

Wisdom

18

Charisma

10

Saving Throws

Wis +11, Cha +7

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

acid, poison

Condition Immunities

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

Senses

tremorsense 120 ft.

Passive Perception

14

Languages

Giant, Primordial

Challenge Rating

23

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 168

Proficiency Bonus

Description

+7

Awakening of the Scion

Description

The cradle is a container for the scion of Skoraeus. When the cradle drops to 0 hit points, its body crumbles to dust. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count.

Legendary Resistance (5/Day)

Description

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

Magic Resistance

Description

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

Siege Monster

Description

The cradle deals double damage to objects and structures.

Actions

Multiattack

Description

The cradle makes two Slam or Spit Rock attacks.

Slam

Description

Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Attack

Slam|15|4d10 + 8

Spit Rock

Description

Ranged Weapon Attack: +15 to hit, range 120 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage, and the target must succeed on a DC 23 Strength saving throw or have the prone condition.

Attack

Spit Rock|15|3d10 + 8

Shattering Roar (Recharge 5-6)

Description

The cradle lets out a painfully load roar. Each creature within 60 feet of the cradle must make a DC 23 Constitution saving throw. On a failed save, a creature takes 33 (6d10) thunder damage and has the incapacitated condition until the end of its next turn.

Crystal Flare (bonus action)

Description

The cradle causes the crystals on its body to flare with light. Each creature within 30 feet of the cradle must succeed on a DC 22 Constitution saving throw or take 21 (6d6) radiant damage and have the blinded condition until the end of the cradle's next turn.

Stone Spikes (bonus action)

Description

The cradle causes the ground in a 20-foot square within 90 feet of itself to sprout crystal spikes until the start of its next turn. The area becomes difficult terrain for the duration. A creature takes 10 (3d6) piercing damage for each 5 feet it moves on this terrain.

Cradle of the Storm Scion

Size

Gargantuan

Type

elemental

Alignment

typically chaotic good

Armor Class

19 (natural armor)

Hit Points

682 (35d20 + 315)

Speed

40 ft., fly 60 ft.(hover), swim 60 ft.

Strength

30

Dexterity

14

Constitution

29

Intelligence

16

Wisdom

23

Charisma

18

Damage Resistances

cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

lightning, poison

Condition Immunities

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

Passive Perception

16

Languages

Giant, Primordial

Challenge Rating

27

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 170

Proficiency Bonus

Description

+8

Awakening of the Scion

Description

The cradle is a container for the scion of Stronmaus. When the cradle drops to 0 hit points, its body bursts into light. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count.

Legendary Resistance (5/Day)

Description

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

Magic Resistance

Description

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

Siege Monster

Description

The cradle deals double damage to objects and structures.

Actions

Multiattack

Description

The cradle makes three Slam or Spit Hailstone attacks in any combination.

Slam

Description

Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage plus 19 (3d12) lightning damage.

Attack

Slam|18|4d12 + 10+3d12

Spit Hailstone

Description

Ranged Weapon Attack: +18 to hit, range 120 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage plus 14 (4d6) cold damage, and the target must succeed on a DC 26 Strength saving throw or have the prone condition.

Attack

Spit Hailstone|18|4d10 + 10+4d6

Lightning Barrage (Recharge 5-6)

Description

The cradle hurls multiple magical lightning bolts at up to two creatures it can see within 500 feet of itself. Each target must make a DC 22 Dexterity saving throw. On a failed save, the target takes 71 (11d12) lightning damage and has the stunned condition until the end of its next turn. On a successful save, the target takes half as much damage only.

Reactions

Booming Step

Description

Immediately after taking damage, the cradle cracks with thunder and then magically teleports up to 60 feet to an unoccupied space it can see. Each creature within 10 feet of the space the cradle left must make a DC 22 Constitution saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one.

Crag Cat

Size

Large

Type

monstrosity

Alignment

unaligned

Armor Class

13

Hit Points

34 (4d10 + 12)

Speed

40 ft., climb 30 ft.

Strength

16

Dexterity

17

Constitution

16

Intelligence

4

Wisdom

14

Charisma

8

Skills

Perception +4, Stealth +7

Senses

darkvision 60 ft.

Passive Perception

14

Challenge Rating

1

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 285, Storm King's Thunder p. 240

Nondetection

Description

The cat can't be targeted or detected by any divination magic or perceived through magical scrying sensors.

Pounce

Description

If the cat 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 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action.

Spell Turning

Description

The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat's saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster.

Actions

Bite

Description

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

Attack

Bite|5|1d10+3

Claw

Description

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

Attack

Claw|5|1d8+3

Cranium Rat

Size

Tiny

Type

aberration

Alignment

unaligned

Armor Class

12

Hit Points

2 (1d4)

Speed

30 ft.

Strength

2

Dexterity

14

Constitution

10

Intelligence

4

Wisdom

11

Charisma

8

Senses

darkvision 30 ft.

Passive Perception

10

Languages

telepathy 30 ft.

Challenge Rating

0

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 83, Volo's Guide to Monsters p. 133

Proficiency Bonus

Description

+2

Telepathic Shroud

Description

The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.

Actions

Bite

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Attack

Bite|4|1

Illumination (bonus action)

Description

The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light.

Cranium Rat Squeaker

Size

Tiny

Type

aberration

Alignment

unaligned

Armor Class

12

Hit Points

2 (1d4)

Speed

30 ft.

Strength

2

Dexterity

14

Constitution

10

Intelligence

4

Wisdom

11

Charisma

8

Senses

darkvision 30 ft.

Passive Perception

10

Languages

telepathy 30 ft. (emotions only)

Challenge Rating

0

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 22, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+2

Shared Telepathy

Description

Any creature touching the cranium rat can use the rat's telepathy if the rat allows it. If the creature knows any language, the creature can use the telepathy to communicate words and emotions.

Telepathic Shroud

Description

The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to divination spells.

Actions

Bite

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Attack

Bite|4|1

Illumination (bonus action)

Description

The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light.

Cranium Rat Squeaker Swarm

Size

Medium

Type

aberration

Alignment

typically neutral

Armor Class

12

Hit Points

76 (17d8)

Speed

30 ft.

Strength

9

Dexterity

14

Constitution

10

Intelligence

15

Wisdom

11

Charisma

14

Damage Resistances

bludgeoning, piercing, slashing

Condition Immunities

charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses

darkvision 30 ft.

Passive Perception

10

Languages

telepathy 30 ft.

Challenge Rating

5

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 22, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+3

Psychic Messenger

Description

The swarm can use its sending spell to target someone familiar to a creature in telepathic contact with the swarm.

Swarm

Description

The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

Telepathic Shroud

Description

The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to divination spells.

Actions

Bites

Description

Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer, plus 22 (5d8) psychic damage.

Attack

Bites|5|4d6+5d8

Bites (Half HP)|5|2d6+5d8

Spellcasting (Psionics)

Description

The swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):

At will: command *, detect thoughts *, sending *

1/day each: confusion *, dominate monster *

*To cast this spell, the swarm must have more than half its hit points remaining.

Illumination (bonus action)

Description

The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius, or extinguishes the light.

Spells

command, detect thoughts, sending, confusion, dominate monster

Crawling Claw

Size

Tiny

Type

undead

Alignment

neutral evil

Armor Class

12

Hit Points

2 (1d4)

Speed

20 ft., climb 20 ft.

Strength

13

Dexterity

14

Constitution

11

Intelligence

5

Wisdom

10

Charisma

4

Damage Immunities

poison

Condition Immunities

poisoned

Senses

blindsight 30 ft. (blind beyond this radius)

Passive Perception

10

Languages

understands Common but can't speak

Challenge Rating

0

Traits

Source

Description

Monster Manual p. 44

Turn Immunity

Description

The claw is immune to effects that turn undead.

Actions

Claw

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning or slashing damage (claw's choice).

Attack

Claw|3|1d4+1

Crocodile

Size

Large

Type

beast

Alignment

unaligned

Armor Class

12 (natural armor)

Hit Points

19 (3d10+3)

Speed

20 ft., swim 20 ft.

Strength

15

Dexterity

10

Constitution

13

Intelligence

2

Wisdom

10

Charisma

5

Skills

Stealth +2

Passive Perception

10

Challenge Rating

1/2

Traits

Source

Description

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

Hold Breath

Description

The crocodile can hold its breath for 15 minutes.

Actions

Bite

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target

Attack

Bite|4|1d10+2

Environment

swamp, urban

Crokek'toeck

Size

Gargantuan

Type

fiend (demon)

Alignment

chaotic evil

Speed

60 ft, swim 60 ft.

Armor Class

15 (natural armor)

Challenge Rating

14

Strength

28

Dexterity

10

Constitution

24

Wisdom

10

Intelligence

6

Charisma

13

Passive Perception

10

Hit Points

297 (17d20+119)

Damage Resistances

cold, fire, lightning, bludgeoning, piercing and slashing that is nonmagical

Damage Immunities

poison

Condition Immunities

charmed, frightened, poisoned

Senses

darkvision 120 ft

Languages

understands Abyssal but can't speak

Saving Throws

Con +12, Wis +5

Traits

Source

Description

Baldur's Gate: Descent into Avernus p. 230

Amphibious

Description

Crokek'toeck can breathe air and water.

Magic Resistance

Description

Crokek'toeck has advantage on saving throws against spells and other magical effects.

Secure Memory

Description

Crokek'toeck is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.

Standing Leap

Description

Crokek'toeck's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start.

Actions

Bite

Description

Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit 44 (10d6 + 9) piercing damage.

Attack

Bite|14|10d6+9

Disgorge Allies (Recharge 6)

Description

Crokek'toeck opens its mouth and disgorges 1d4 barlguras, 3d6 gnolls led by 1 gnoll fang of Yeenoghu, 6d6 drenches, or 1d3 vrocks (see the Monster Manual for these creatures' stat blocks). Each creature it disgorges appears in an unoccupied space within 30 feet of Crokek'toeck's mouth, or the closest next unoccupied space.

Environment

underdark

Crow

Size

Tiny

Type

beast

Alignment

unaligned

Armor Class

12

Hit Points

1 (1d4 - 1)

Speed

10 ft., fly 50 ft.

Strength

2

Dexterity

14

Constitution

8

Intelligence

2

Wisdom

12

Charisma

6

Skills

perception +3

Passive Perception

13

Challenge Rating

0

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 302

Mimicry

Description

The crow can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Attack

Beak|4|1

Crunch

Size

Medium

Type

construct (warforged)

Alignment

typically lawful evil

Armor Class

18 (natural armor)

Hit Points

105 (14d8 + 42)

Speed

30 ft.

Strength

14

Dexterity

20

Constitution

16

Intelligence

10

Wisdom

19

Charisma

10

Saving Throws

wis +7, dex +8

Skills

stealth +8, acrobatics +8, perception +7

Damage Resistances

poison

Condition Immunities

exhaustion, poisoned

Passive Perception

17

Languages

Common

Challenge Rating

7

Traits

Source

Description

Vecna: Eve of Ruin p.

Proficiency Bonus

Description

+3

Pack Tactics

Description

Crunch has advantage on an attack roll against a creature if at least one of Crunch's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.

Actions

Multiattack

Description

Crunch makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap.

Armblade

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Attack

Armblade|8|2d6 + 5

Bolt Launcher

Description

Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Attack

Bolt Launcher|8|1d8 + 5

Snare Trap (1/Day)

Description

Crunch deploys a Tiny mechanical trap on a solid surface within 5 feet of itself. The trap is hidden, requiring a successful DC 17 Intelligence (Investigation) check to find. The trap lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap or starts its turn there, it must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) piercing damage and have the prone condition. A creature makes this saving throw only once per turn.

Dash (bonus action)

Description

Crunch moves up to its speed without provoking opportunity attacks.

Crushing Wave Priest

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

13 (chain shirt)

Hit Points

52 (8d8+16)

Speed

30 ft.

Strength

15

Dexterity

11

Constitution

14

Intelligence

10

Wisdom

11

Charisma

16

Skills

Deception +5, Religion +2, Stealth +2

Passive Perception

10

Languages

Aquan, Common

Challenge Rating

2

Traits

Source

Description

Princes of the Apocalypse p. 205

Spellcasting

Description

The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:

Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost

• 1st level (4 slots): expeditious retreat, ice knife, magic missile, shield

• 2nd level (3 slots): blur, hold person

• 3rd level (2 slots): sleet storm

Actions

Quarterstaff

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.

Attack

Quarterstaff|4|1d6+2

Quarterstaff (Two-Handed)|4|1d8+2

Spells

chill touch, mage hand, minor illusion, prestidigitation, ray of frost, expeditious retreat, ice knife, magic missile, shield, blur, hold person, sleet storm

Spell Slots

4, 3, 2

Crushing Wave Reaver

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

14 (shield)

Hit Points

22 (4d8+4)

Speed

30 ft.

Strength

15

Dexterity

14

Constitution

13

Intelligence

10

Wisdom

11

Charisma

8

Skills

Athletics +4, Stealth +4

Passive Perception

10

Languages

Common

Challenge Rating

1/2

Traits

Source

Description

Princes of the Apocalypse p. 205

Actions

Sharktoothed Longsword

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. Against a target is wearing no armor, the reaver deals an extra die of damage with this sword.

Attack

Sharktoothed Longsword|4|1d8+2

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

Cryonax

Size

Huge

Type

elemental

Alignment

neutral evil

Armor Class

21 (natural armor)

Hit Points

464 (32d12 + 256)

Speed

40 ft., climb 40 ft.

Strength

26

Dexterity

16

Constitution

26

Intelligence

19

Wisdom

19

Charisma

23

Saving Throws

Str +15, Dex +10, Con +15, Wis +11

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Vulnerabilities

fire

Damage Immunities

cold, poison

Condition Immunities

charmed, frightened, paralyzed, petrified, poisoned, prone

Senses

blindsight 60 ft.

Passive Perception

14

Languages

Common, Primordial

Challenge Rating

22

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 98

Cold Aura

Description

At the start of each of Cryonax's turns, each creature within 10 feet of him takes 21 (6d6) cold damage. A creature also takes 21 (6d6) cold damage if they touch or hit Cryonax. Nonmagical weapons that hit Cryonax are frozen immediately after dealing damage to Cryonax. If used again and they hit any creature, the weapon shatters. The freezing effect disappears after an hour.

Empowered Attacks

Description

Cryonax's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.

Ice Walker

Description

No ability checks are required when Cryonax walks or climbs across icy surfaces and difficult snow or ice terrain does not cost him extra movement.

Innate Spellcasting

Description

Cryonax's innate spellcasting ability is Charisma (spell save 21, +13 to hit with spell attacks). Cryonax can innately cast the following spells, requiring no material components:

At will: wall of ice, ice storm, sleet storm

3/Day each: cone of cold

1/Day each: otiluke's freezing sphere (45 (13d6) damage)

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

Cryonax makes two slam attacks with his tentacles or two ice spear attacks.

Slam

Description

Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage, and the target is grappled (escape DC 20). Cryonax can grapple up to two targets but any tentacle that is grappling cannot be used to slam attack or use the ice spear attack.

Attack

Slam|15|3d12+8

Ice Spear

Description

Ranged Weapon Attack: +10 to hit, range 120 ft., one target. Hit: 55 (10d10) piercing damage.

Attack

Ice Spear|10|10d10

Summon Frost Horde (1/Day)

Description

Cryonax summons two young white dragons or a frost giant with 2 yetis. The summoning costs Cryonax 50 hit points. The summoned creatures have maximum hit points and appear within 100 feet of Cryonax.

Legendary Actions

Legendary Actions (3/Turn)

Description

Cryonax 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. Cryonax regains spent legendary actions at the start of its turn.

Smash

Description

Cryonax slams a grappled target against the ground, dealing 18 (4d8) bludgeoning damage to it.

Tentacle Freeze

Description

Cryonax's tentacle freezes a grappled target. If the target fails a DC 22 Constitution saving throw they are paralyzed and Cryonax releases them from its tentacle. They remain frozen indefinitely but can attempt the constitution saving throw at the end of each of their turns. Success means they shrug off the freezing.

Ice Shroud (Costs 3 Actions)

Description

With a gesture Cryonax targets a frozen creature (see Tentacle Freeze) that is within 30 feet of him. The target is encased instantly in a hard shell of crushing ice. The target receives no saving throw and suffers 22 (5d8) cold damage immediately and at the start of each of their turns. The target is considered stunned but is partly protected by the shroud so is resistant to all damage. The shroud disappears if Cryonax removes it, Cryonax dies, the shroud takes 100 hit points of damage or another character uses their action and succeeds against a DC 22 Strength check to remove the trapped ally.

Spells

wall of ice, ice storm, sleet storm, cone of cold, otiluke's freezing sphere

Crystal Battleaxe

Size

Small

Type

construct

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

17 (5d6)

Speed

0 ft., fly 50 ft.(hover)

Strength

12

Dexterity

15

Constitution

11

Intelligence

1

Wisdom

5

Charisma

1

Saving Throws

dex +4

Damage Immunities

poison, psychic

Condition Immunities

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

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

7

Challenge Rating

1/4

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 89

Antimagic Susceptibility

Description

The battleaxe is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the battleaxe must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance

Description

While the battleaxe remains motionless and isn't flying, it is indistinguishable from a normal battleaxe.

Actions

Battleaxe

Description

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

Attack

Battleaxe|3|1d8 + 1

Crystal Dragon Wyrmling

Size

Medium

Type

dragon (gem)

Alignment

typically chaotic neutral

Armor Class

14 (natural armor)

Hit Points

32 (5d8 + 10)

Speed

30 ft., burrow 15 ft., climb 30 ft., fly 60 ft.

Strength

14

Dexterity

12

Constitution

14

Intelligence

14

Wisdom

13

Charisma

15

Saving Throws

Dex +3, Con +4, Wis +3, Cha +4

Skills

Perception +5, Stealth +5, Survival +3

Damage Resistances

cold, radiant

Senses

blindsight 10 ft., darkvision 60 ft.

Passive Perception

15

Languages

Draconic, Telepathy 120 ft.

Challenge Rating

2

Traits

Source

Description

Fizban's Treasury of Dragons p. 172

Proficiency Bonus

Description

+2

Actions

Bite

Description

Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) radiant damage.

Attack

Bite|4|1d10+2+1d4

Scintillating Breath (Recharge 5–6)

Description

The dragon exhales a burst of brilliant radiance in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 5 temporary hit points by absorbing a portion of the radiant energy.

Attack

Scintillating Breath||4d8

Spellcasting (Psionics)

Description

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

dancing lights, guidance

Spells

dancing lights, guidance

Crystal Golem

Size

Large

Type

construct

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

178 (17d10 + 85)

Speed

30 ft.

Strength

22

Dexterity

9

Constitution

20

Intelligence

3

Wisdom

11

Charisma

1

Damage Immunities

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

10

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 210

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.

Illumination

Description

The golem magically sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light goes out when the golem is destroyed.

Light Intensity

Description

Any creature that starts its turn within 10 feet of the illuminated golem and can see the golem must succeed on a DC 17 Wisdom saving throw or be blinded until the start of the creature's next turn.

A creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the golem until the start of its next turn, when it can avert its eyes again. If the creature looks at the golem in the meantime, it must immediately make the save.

Actions

Multiattack

Description

The golem makes two slam attacks.

Slam

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Attack

Slam|10|3d8 + 6

Slow (Recharge 5-6)

Description

The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Crystal Greatwyrm

Size

Gargantuan

Type

dragon (gem)

Alignment

typically neutral

Armor Class

21 (natural armor)

Hit Points

507 (26d20 + 234)

Speed

60 ft., burrow 60 ft., fly 120 ft. (hover), swim 60 ft.

Strength

28

Dexterity

14

Constitution

29

Intelligence

30

Wisdom

24

Charisma

25

Saving Throws

Dex +10, Con +17, Wis +15, Cha +15

Skills

Arcana +26, History +18, Perception +15

Damage Immunities

radiant

Condition Immunities

Charmed, Frightened, Poisoned, Prone

Senses

truesight 120 ft.

Passive Perception

25

Languages

Common, Draconic

Challenge Rating

26

Traits

Source

Description

Fizban's Treasury of Dragons p. 201

Proficiency Bonus

Description

+8

Gem Awakening (Recharges after a Short or Long Rest)

Description

If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates.

Legendary Resistance (4/Day)

Description

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

Unusual Nature

Description

The greatwyrm doesn't require food or drink.

Actions

Multiattack

Description

The greatwyrm makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 16 (3d10) force damage.

Attack

Bite|17|2d10+9+3d10

Claw

Description

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 19) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.

Attack

Claw|17|2d8+9

Breath Weapon (Recharge 5–6)

Description

The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) force damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone. On a success or failure, the creature's speed becomes 0 until the end of its next turn.

Attack

Breath Weapon||11d12

Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest)

Description

The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success.

At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12) force damage to each of them.

Attack

Mass Telekinesis||7d12

Spellcasting (Psionics)

Description

The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 26, +18 to hit with spell attack):

dispel magic, forcecage, plane shift, reverse gravity, time stop

Change Shape (Bonus Action)

Description

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

Psychic Step (Bonus Action)

Description

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

Legendary Actions

Legendary Actions (3/Turn)

Description

The greatwyrm 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 greatwyrm regains spent legendary actions at the start of its turn.

Claw

Description

The greatwyrm makes one Claw attack.

Psionics (Costs 2 Actions)

Description

The greatwyrm uses Psychic Step or Spellcasting.

Psychic Beam (Costs 3 Actions)

Description

The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage on a successful one.

Spells

dispel magic, forcecage, plane shift, reverse gravity, time stop

Cult Fanatic

Size

Medium

Type

humanoid (any race)

Alignment

any non-good alignment

Armor Class

13 (leather armor)

Hit Points

22 (6d8+6)

Speed

30 ft.

Strength

11

Dexterity

14

Constitution

12

Intelligence

10

Wisdom

13

Charisma

14

Skills

Deception +4, Persuasion +4, Religion +2

Passive Perception

11

Languages

any one language (usually Common)

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 345, Lost Laboratory of Kwalish p. 39

Dark Devotion

Description

The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting

Description

The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

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

• 1st level (4 slots): command, inflict wounds, shield of faith

• 2nd level (3 slots): hold person, spiritual weapon

Actions

Multiattack

Description

The fanatic makes two melee attacks.

Dagger

Description

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

Attack

Dagger|4|1d4+2

Spells

light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon

Spell Slots

4, 3

Environment

urban

Cultist

Size

Medium

Type

humanoid (any race)

Alignment

any non-good alignment

Armor Class

12 (leather armor)

Hit Points

9 (2d8)

Speed

30 ft.

Strength

11

Dexterity

12

Constitution

10

Intelligence

10

Wisdom

11

Charisma

10

Skills

Deception +2, Religion +2

Passive Perception

10

Languages

any one language (usually Common)

Challenge Rating

1/8

Traits

Source

Description

Monster Manual p. 345, Lost Laboratory of Kwalish p. 39

Dark Devotion

Description

The cultist has advantage on saving throws against being charmed or frightened.

Actions

Scimitar

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) slashing damage.

Attack

|3|1d6+1

Cuprilach Rilmani

Size

Medium

Type

celestial

Alignment

typically neutral

Armor Class

16 (natural armor)

Hit Points

202 (27d8 + 81)

Speed

40 ft.

Strength

12

Dexterity

20

Constitution

16

Intelligence

16

Wisdom

15

Charisma

14

Saving Throws

Dex +9, Cha +6

Skills

Stealth +13, Perception +6

Damage Resistances

psychic

Senses

truesight 120 ft.

Passive Perception

16

Languages

telepathy 120 ft., any four languages

Challenge Rating

12

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 44, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+4

Actions

Multiattack

Description

The cuprilach makes three Burnished Blade or Bolt attacks.

Burnished Blade

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 13 (2d12) psychic damage.

Attack

Burnished Blade|9|1d6 + 5+2d12

Bolt

Description

Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 13 (2d12) psychic damage.

Attack

Bolt|9|1d4 + 5+2d12

Spellcasting

Description

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

At will: detect magic, disguise self

1/day each: alter self, fog cloud, silence

Assassin's Agility (bonus action)

Description

The cuprilach takes the Dash or Disengage action, or it makes one Burnished Blade attack.

Reactions

Uncanny Dodge

Description

The cuprilach halves the damage it takes from an attack that hits it, provided it can see the attacker.

Spells

detect magic, disguise self, alter self, fog cloud, silence

Cyclops

Size

Huge

Type

giant

Alignment

chaotic neutral

Armor Class

14 (natural armor)

Hit Points

138 (12d12+60)

Speed

30 ft.

Strength

22

Dexterity

11

Constitution

20

Intelligence

8

Wisdom

6

Charisma

10

Passive Perception

8

Languages

Giant

Challenge Rating

6

Traits

Source

Description

Monster Manual p. 45

Poor Depth Perception

Description

The cyclops has disadvantage on any attack roll against a target more than 30 ft. away.

Actions

Multiattack

Description

The cyclops makes two greatclub attacks.

Greatclub

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.

Attack

|9|3d8+6

Rock

Description

Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.

Attack

|9|4d10+6

Environment

coastal, desert, grassland, hill, mountain, underdark

Cyclops Stormcaller

Size

Large

Type

giant

Armor Class

18 (chain mail, cloak of protection, ring of protection)

Hit Points

114 (12d10 + 48)

Speed

30 ft., fly 60 ft. (stormy conditions only)

Strength

16

Dexterity

10

Constitution

18

Intelligence

15

Wisdom

8

Charisma

20

Saving Throws

Str +5, Dex +2, Con +6, Int +4, Wis +5, Cha +11

Skills

Arcana +6

Passive Perception

9

Languages

Common, Elvish, Giant

Challenge Rating

10

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 235

Proficiency Bonus

Description

+4

One-Eyed

Description

The cyclops has disadvantage on any attack roll against a target more than 30 feet away.

Storm Wings

Description

While outdoors in stormy conditions, the cyclops has a flying speed of 60 feet.

Supernatural Focus

Description

The cyclops has advantage on Constitution saving throws made to maintain concentration on spells, and cannot lose concentration because of turbulent weather.

Innate Spellcasting

Description

The cyclops's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The cyclops can innately cast the following spells, requiring no material components:

At will: ray of frost (3d8), water walk

3/day each: ice storm, sleet storm, wind wall

1/day each: control weather, storm of vengeance

Actions

Multiattack

Description

The cyclops makes two ice claw attacks.

Ice Claw

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage plus 3 (1d6) cold damage.

Attack

Ice Claw|7|3d6+3+1d6

Spells

ray of frost, water walk, ice storm, sleet storm, wind wall, control weather, storm of vengeance

Dabus

Size

Medium

Type

celestial

Alignment

typically lawful neutral

Armor Class

12

Hit Points

44 (8d8 + 8)

Speed

20 ft., fly 30 ft.(hover)

Strength

8

Dexterity

14

Constitution

12

Intelligence

16

Wisdom

15

Charisma

14

Saving Throws

Wis +4, Int +5

Skills

Insight +4, Perception +6

Condition Immunities

exhaustion

Senses

darkvision 60 ft.

Passive Perception

16

Languages

understands all languages but can't speak; communicates via Symbol Speech

Challenge Rating

2

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 23, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+2

Physical Restraint

Description

The dabus doesn't make melee attacks or opportunity attacks, even in self-defense.

Symbol Speech

Description

A dabus communicates by creating illusory symbols and pictures that float in the air in front of itself and disappear a few seconds later. A creature that can see such a message can decipher it with a successful DC 10 Intelligence (Investigation) check (no action required).

Actions

Multiattack

Description

The dabus makes two Flying Brick attacks.

Flying Brick

Description

Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Attack

Flying Brick|5|1d8 + 3

Grasping Ground (Recharge 6)

Description

The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to sprout clutching appendages made of stone. Each creature of the dabus's choice in that area must succeed on a DC 13 Dexterity saving throw or take 9 (2d8) bludgeoning damage and have the grappled condition (escape DC 13). While grappled in this way, the creature has the restrained condition. The appendages vanish after 1 minute or if the dabus's concentration ends (as if concentration on a spell).

Daemogoth

Size

Huge

Type

fiend

Alignment

typically lawful evil

Armor Class

16 (natural armor)

Hit Points

157 (15d12 + 60)

Speed

40 ft., climb 40 ft.

Strength

19

Dexterity

15

Constitution

19

Intelligence

21

Wisdom

14

Charisma

18

Saving Throws

Int +9, Wis +6, Cha +8

Skills

Arcana +13, Deception +12, History +9, Perception +6

Damage Immunities

psychic

Condition Immunities

frightened

Senses

truesight 120 ft.

Passive Perception

16

Languages

Abyssal, Infernal, telepathy 120 ft.

Challenge Rating

10

Traits

Source

Description

Strixhaven: A Curriculum of Chaos p. 189

Proficiency Bonus

Description

+4

Pact of Pain

Description

Using a 10-minute ritual, the daemogoth can forge a magical bond with a willing creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the daemogoth dies, or the pact is broken by any effect that can remove a curse.

The daemogoth chooses one spell from the necromancy or enchantment school that is 3rd level or lower. The bound creature can cast that spell using this pact, requiring no material components and using Intelligence as the spellcasting ability. When it casts the spell, the creature takes 7 (2d6) psychic damage, which can't break the creature's concentration on a spell. Once the bound creature casts the spell in this way, it can't do so again until it finishes a long rest.

Actions

Multiattack

Description

The daemogoth makes three Agonizing Burst attacks. It can use Terrify, if available, in place of one of the attacks.

Agonizing Burst

Description

Melee or Ranged Spell Attack: +9 to hit, reach 10 ft. or range 120 ft., one target. Hit: 11 (2d10) force damage. If the target is a creature, the daemogoth regains 5 hit points.

Attack

Agonizing Burst|9|2d10

Terrify (Recharge 4-6)

Description

The daemogoth targets one creature it can see within 120 feet of itself. The target must make a DC 17 Wisdom saving throw. On a failed save, the target takes 33 (6d10) psychic damage and is frightened of the daemogoth until the end of the daemogoth's next turn, and the daemogoth regains 5 hit points. On a successful save, the target takes half as much damage and isn't frightened, and the daemogoth doesn't heal.

Attack

Terrify||6d10