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Monsters

2646 of 2646 entries · Showing 551–600

Daemogoth Titan

Size

Gargantuan

Type

fiend

Alignment

typically chaotic evil

Armor Class

17 (natural armor)

Hit Points

203 (11d20 + 88)

Speed

40 ft.

Strength

26

Dexterity

10

Constitution

26

Intelligence

24

Wisdom

18

Charisma

20

Saving Throws

Int +12, Wis +9, Cha +10

Skills

Arcana +17, Deception +15, History +12, Perception +9

Damage Immunities

psychic

Condition Immunities

charmed, frightened

Senses

truesight 120 ft.

Passive Perception

19

Languages

Abyssal, Infernal, telepathy 120 ft.

Challenge Rating

16

Traits

Source

Description

Strixhaven: A Curriculum of Chaos p. 190

Proficiency Bonus

Description

+5

Legendary Resistance (3/Day)

Description

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

Pact of Suffering

Description

Using a 10-minute long ritual, the titan 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 titan dies, or the pact is broken by a wish spell.

The titan chooses one spell from the necromancy or enchantment school that is 8th 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 21 (6d6) 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 titan makes two Agonizing Burst attacks.

Agonizing Burst

Description

Melee or Ranged Spell Attack: +12 to hit, reach 15 ft. or range 120 ft., one target. Hit: 17 (3d6 + 7) force damage. If the target is a creature, the titan regains 5 hit points.

Attack

Agonizing Burst|12|3d6+7

Teleport

Description

The titan teleports to an unoccupied space it can see within 120 feet of itself.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Attack

Description

The titan makes one Agonizing Burst attack.

Stalking Nightmare (Costs 2 Actions)

Description

The titan uses Teleport, after which it can target one creature within 20 feet of itself that it can see. The target must make a DC 20 Constitution saving throw. On a failed save, the target takes 22 (4d10) necrotic damage, and the titan regains 10 hit points. On a successful save, the target takes half as much damage, and the titan doesn't heal.

Terrorize (Costs 3 Actions)

Description

The titan targets one creature it can see within 120 feet of itself. The target must make a DC 20 Wisdom saving throw. On a failed save, the target takes 38 (7d10) psychic damage and is frightened of the titan until the end of the target's next turn, and the titan regains 15 hit points. On a successful save, the target takes half as much damage and isn't frightened, and the titan doesn't heal.

Dagryn

Size

Medium

Type

humanoid (dwarf)

Alignment

neutral evil

Armor Class

19 (splint, shield)

Hit Points

39 (6d8 + 12)

Speed

20 ft.

Strength

12

Dexterity

8

Constitution

14

Intelligence

14

Wisdom

13

Charisma

17

Skills

Deception +5, Performance +5, Persuasion +5

Damage Resistances

poison

Damage Immunities

acid

Senses

darkvision 120 ft.

Passive Perception

11

Languages

Common, Draconic, Dwarvish, Undercommon

Challenge Rating

4

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 110

Dwarven Resilience

Description

Dagryn has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Innate Spellcasting

Description

Dagryn's innate spellcasting ability is Charisma (spell save DC 13). Dagryn can innately cast the following spells, requiring no material components:At will: alter self, disguise self, conjure image, levitateSpellcasting. Dagryn is a 11th-level spellcaster. His spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following warlock spells:

Cantrips (at will): blade ward, eldritch blast, friends, message, vicious mockery

• 1st-5th level (3 5th level slots): bane, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming

Draconic Transformation

Description

When Dagryn drops to 0 hit points, instead of falling unconscious, he begins to transform into his dragon form. He immediately gains all the statistics of an adult black dragon with the exception that his size is medium, and he is stunned. At the start of his next turn, he grows to large size, but remains stunned. At the start of his subsequent turn, Dagryn grows to huge size, takes the form of an adult black dragon and is no longer considered stunned. Dagryn remains in his dragon form for 24 hours whereupon he reverts to his dwarven form and stat block.

Actions

Club

Description

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

Attack

Club|3|1d4+1

Invisibility (Recharges after a Short or Long Rest)

Description

Dagryn magically turns invisible until he attacks, casts a spell, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment Dagryn wears or carries is invisible with it.

Spells

blade ward, eldritch blast, friends, message, vicious mockery, bane, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming

Spell Slots

0, 0, 0, 0, 3

Damaged Flesh Golem

Size

Medium

Type

construct

Alignment

neutral

Armor Class

9

Hit Points

5 (11d8+44)

Speed

30 ft.

Strength

19

Dexterity

9

Constitution

18

Intelligence

6

Wisdom

10

Charisma

5

Passive Perception

10

Languages

understands the languages of its creator but can't speak

Challenge Rating

1

Damage Immunities

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

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 248

Berserk

Description

Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

Aversion of Fire

Description

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

Immutable Form

Description

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

Lightning Absorption

Description

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

Magic Resistance

Description

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

Magic Weapons

Description

The golem's weapon attacks are magical.

Actions

Slam

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Attack

Slam|7|2d8+4

Dancing Flame

Size

Medium

Type

fiend

Alignment

neutral evil

Armor Class

15 (natural armor)

Hit Points

66 (12d8 + 12)

Speed

30 ft., fly 60 ft.

Strength

8

Dexterity

17

Constitution

13

Intelligence

15

Wisdom

12

Charisma

20

Skills

Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7

Damage Resistances

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

Senses

darkvision 60 ft.

Passive Perception

15

Languages

Abyssal, Common, Infernal, telepathy 60 ft.

Challenge Rating

4

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 68

Proficiency Bonus

Description

+2

Flame

Description

The flame sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If it leaves the hall or is reduced to 0 hit points, it is destroyed and can't re-form for 24 hours.

Telepathic Bond

Description

The flame ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.

Actions

Claw

Description

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

Attack

Claw|5|1d6 + 3

Charm

Description

One humanoid the flame can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the flame's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this flame's Charm for the next 24 hours.

The flame can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Draining Kiss

Description

The flame kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Dancing Item

Size

Large

Type

construct

Armor Class

16 (natural armor)

Hit Points

40

Speed

30 ft., fly 30 ft. (hover)

Strength

18

Dexterity

14

Constitution

16

Intelligence

4

Wisdom

10

Charisma

6

Passive Perception

10

Languages

understands the languages you speak

Challenge Rating

4

Damage Immunities

poison, psychic

Condition Immunities

charmed, exhaustion, poisoned, frightened

Senses

darkvision 60 ft.

Traits

Source

Description

Tasha's Cauldron of Everything p. 29

Hit Points

Description

10 + five times your bard level

CR

Description

Proficiency Bonus (PB) equals your bonus

Immutable Form

Description

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

Irrepressible Dance

Description

When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated.

Actions

Force-Empowered Slam

Description

Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. 1d10 + PB force damage.

Dao

Size

Large

Type

elemental

Alignment

neutral evil

Armor Class

18 (natural armor)

Hit Points

187 (15d10+105)

Speed

30 ft., burrow 30 ft., fly 30 ft.

Strength

23

Dexterity

12

Constitution

24

Intelligence

12

Wisdom

13

Charisma

14

Saving Throws

Int +5, Wis +5, Cha +6

Condition Immunities

petrified

Senses

darkvision 120 ft.

Passive Perception

11

Languages

Terran

Challenge Rating

11

Traits

Source

Description

Monster Manual p. 143

Earth Glide

Description

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

Elemental Demise

Description

If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.

Innate Spellcasting

Description

The dao's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, stone shape

3/day each: passwall, move earth, tongues

1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone

Sure-Footed

Description

The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Variant: Genie Powers

Description

Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.

Disguises.

Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.

Wishes.

The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.

To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.

Actions

Multiattack

Description

The Dao makes two fist attacks or two maul attacks.

Fist

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Attack

Fist|10|2d8+6

Maul

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.

Attack

Maul|10|4d6+6

Spells

detect evil and good, detect magic, stone shape, passwall, move earth, tongues, conjure elemental, gaseous form, invisibility, phantasmal killer, plane shift, wall of stone

Environment

underdark

Darathra Shendrel

Size

Medium

Type

humanoid (Chondathan human)

Alignment

lawful good

Armor Class

14 (breastplate)

Hit Points

52 (8d8+16)

Speed

30 ft.

Strength

16

Dexterity

11

Constitution

14

Intelligence

11

Wisdom

11

Charisma

15

Skills

History +2, Intimidation +4, Investigation +2, Perception +2, Persuasion +4

Passive Perception

12

Languages

Common

Traits

Source

Description

Storm King's Thunder p. 253

Brave

Description

Darathra has advantage on saving throws against being frightened.

Roleplaying Information

Description

As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster.

Ideal: "Good people should be given every chance to prosper, free of tyranny."

Bond: "I'll lay down my life to protect Triboar and its citizens."

Flaw: "I refuse to back down. Push me, and I'll push back."

Actions

Multiattack

Description

Darathra makes two melee attacks.

Greatsword

Description

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

Attack

Greatsword|5|2d6+3

Heavy Crossbow

Description

Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 6 (1d10) piercing damage. Darathra carries twenty crossbow bolts.

Attack

Heavy Crossbow|2|1d10

Darien

Size

Large

Type

giant (ogre)

Alignment

chaotic evil

Armor Class

12 (15 with mage armor)

Hit Points

127 (15d10 + 45)

Speed

30 ft.

Strength

20

Dexterity

14

Constitution

16

Intelligence

10

Wisdom

11

Charisma

18

Saving Throws

Wis +4, Cha +8

Skills

Arcana +8, Deception +8, Persuasion +8

Damage Resistances

psychic

Damage Immunities

cold

Senses

darkvision 120 ft.

Passive Perception

10

Languages

Aquan, Auran, Common, Elvish, Giant, telepathy 30 ft.

Challenge Rating

9

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 112

Innate Spellcasting

Description

Darien's innate spellcasting ability is Charisma. She can innately cast the following spells (spell save DC 16, +8 to hit with spell attacks), requiring no material components:

At will: alter self, disguise self, false life, invisibility, mage armor (self only), silent image

1/Day each: feeblemind, mass suggestion, project image

Spellcasting

Description

Darien is a 15th-level spellcaster. Her spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:

Cantrips (at will): blade ward, chill touch, eldritch blast, minor illusion

• 1st-5th level (3 5th level slots): armor of agathys, cone of cold, darkness, dream, fear, hallucinatory terrain, hold person, hypnotic pattern, major image, mirror image, mislead, project image, sleet storm

Devil's Sight

Description

Darien can see normally in darkness, both magical and nonmagical, to a distance of 120 feetEldritch Mind. Darien has advantage on Constitution saving throws that she makes to maintain concentration on a spell.

Actions

Multiattack

Description

Darien makes two attacks with her War Pick.

War Pick

Description

Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 10 (1d8 + 6) piercing damage plus 4 necrotic damage.

Attack

War Pick|10|1d8+6

Eldritch Blast

Description

Ranged Weapon Attack: +8 to hit, range 300 ft., three targets. Hit: 9 (1d10 + 4) force damage.

Attack

Eldritch Blast|8|1d10+4

Create Thrall

Description

Darien touches an incapacitated humanoid. That creature is then charmed by her until a remove curse spell is cast on it, the charmed condition is removed from it, or she uses this feature again. Darien can communicate telepathically with the charmed creature as long as the two of them are on the same plane of existence.

Summon War Pick

Description

Darien creates a magical war pick in her empty hand. The war pick counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The war pick has a +1 bonus to attack and damage (already factored into Darien's attacks).

Reactions

Shield of Cryonax (1/Day)

Description

When Darien takes damage, she can entomb herself in ice, which melts away at the end of her next turn. She gains 150 temporary hit points, which take as much of the triggering damage as possible. Immediately after she takes the damage, she gains vulnerability to fire damage, her Speed. is reduced to 0, and she is incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Spells

alter self, disguise self, false life, invisibility, mage armor, silent image, feeblemind, mass suggestion, project image, blade ward, chill touch, eldritch blast, minor illusion, armor of agathys, cone of cold, darkness, dream, fear, hallucinatory terrain, hold person, hypnotic pattern, major image, mirror image, mislead, project image, sleet storm

Spell Slots

0, 0, 0, 3

Dark Tide Knight

Size

Medium

Type

humanoid (human)

Alignment

lawful evil

Armor Class

13

Hit Points

58 (9d8+18)

Speed

30 ft.

Strength

17

Dexterity

16

Constitution

14

Intelligence

10

Wisdom

11

Charisma

11

Skills

Athletics +7, Stealth +7

Passive Perception

10

Languages

Common

Challenge Rating

3

Traits

Source

Description

Princes of the Apocalypse p. 205

Bonded Mount

Description

The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast's senses and ability to breathe underwater. The bonded mount obeys the knight's commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month.

Sneak Attack

Description

The knight 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 the knight that isn't incapacitated and the knight doesn't have disadvantage on the attack roll.

Attack

Sneak Attack||2d6

Actions

Multiattack

Description

The knight makes two shortsword attacks.

Shortsword

Description

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

Attack

Shortsword|5|1d6+3

Lance

Description

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12+3) piercing damage.

Attack

Lance|5|1d12+3

Reactions

Uncanny Dodge

Description

When an attacker the knight can see hits it with an attack, the knight can halve the damage against it.

Darkling

Size

Small

Type

fey

Alignment

typically chaotic neutral

Armor Class

14 (leather armor)

Hit Points

13 (3d6 + 3)

Speed

30 ft.

Strength

9

Dexterity

16

Constitution

12

Intelligence

10

Wisdom

12

Charisma

10

Skills

Acrobatics +5, Deception +2, Perception +5, Stealth +7

Senses

blindsight 30 ft., darkvision 120 ft.

Passive Perception

15

Languages

Elvish, Sylvan

Challenge Rating

1/2

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 84, Volo's Guide to Monsters p. 134

Proficiency Bonus

Description

+2

Death Flash

Description

When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn.

Light Sensitivity

Description

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

Actions

Dagger

Description

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage.

Attack

Dagger|5|1d4+3+2d6

Darkling Elder

Size

Medium

Type

fey

Alignment

typically chaotic neutral

Armor Class

15 (studded leather armor)

Hit Points

27 (5d8 + 5)

Speed

30 ft.

Strength

13

Dexterity

17

Constitution

12

Intelligence

10

Wisdom

14

Charisma

13

Skills

Acrobatics +5, Deception +3, Perception +6, Stealth +7

Senses

blindsight 30 ft., darkvision 120 ft.

Passive Perception

16

Languages

Elvish, Sylvan

Challenge Rating

2

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 84, Volo's Guide to Monsters p. 134

Proficiency Bonus

Description

+2

Death Burn

Description

When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failed save, the creature takes 7 (2d6) radiant damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn't blinded.

Actions

Multiattack

Description

The darkling elder makes two Scimitar attacks.

Scimitar

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.

Attack

Scimitar|5|1d6+3+2d6

Darkness (Recharges after a Short or Long Rest)

Description

The darkling elder casts darkness, requiring no spell components and using Wisdom as the spellcasting ability.

Darkmantle

Size

Small

Type

monstrosity

Alignment

unaligned

Armor Class

11

Hit Points

22 (5d6+5)

Speed

10 ft., fly 30 ft.

Strength

16

Dexterity

12

Constitution

13

Intelligence

2

Wisdom

10

Charisma

5

Skills

Stealth +3

Senses

blindsight 60 ft.

Passive Perception

10

Challenge Rating

1/2

Traits

Source

Description

Monster Manual p. 46

Echolocation

Description

The darkmantle can't use its blindsight while deafened.

False Appearance

Description

While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

Actions

Crush

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.

While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.

A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.

Attack

Crush|5|1d6+3

Darkness Aura (1/day)

Description

A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

Environment

underdark

Darkweaver

Size

Medium

Type

aberration

Alignment

typically chaotic evil

Armor Class

16 (natural armor)

Hit Points

149 (23d8 + 46)

Speed

50 ft., climb 50 ft.

Strength

10

Dexterity

17

Constitution

14

Intelligence

17

Wisdom

14

Charisma

15

Saving Throws

Wis +6, Dex +7

Skills

Stealth +7, Perception +6

Damage Resistances

cold

Damage Immunities

necrotic

Senses

darkvision 120 ft.

Passive Perception

16

Languages

Abyssal, Deep Speech, telepathy 120 ft.

Challenge Rating

10

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 25, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+4

Shadowy Form

Description

While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has the incapacitated condition.

Spider Climb

Description

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

Sunlight Hypersensitivity

Description

The darkweaver takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack

Description

The darkweaver makes two Shadow Web attacks and one Bite attack. It can use Reel after any of these attacks.

Bite

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) piercing damage plus 17 (5d6) necrotic damage, and if the target is a creature, the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Attack

Bite|7|3d6 + 3+5d6

Shadow Web

Description

Ranged Weapon Attack: +7 to hit, reach 120 ft., one creature. Hit: 16 (3d10) necrotic damage, and the target has the grappled condition (escape DC 15). The shadow web can be attacked and destroyed (AC 16; 20 hit points; vulnerability to radiant damage; immunity to bludgeoning, necrotic, poison, and psychic damage). The darkweaver can grapple up to six creatures at a time using its shadow web.

Attack

Shadow Web|7|3d10

Reel

Description

The darkweaver pulls each creature it has grappled up to 60 feet toward itself.

Darz Helgar

Size

Medium

Type

humanoid (Illuskan human)

Alignment

neutral

Armor Class

12

Hit Points

27 (5d8+5)

Speed

30 ft.

Strength

15

Dexterity

15

Constitution

12

Intelligence

10

Wisdom

11

Charisma

11

Skills

Intimidation +2, Sleight of Hand +4, Stealth +4

Passive Perception

10

Languages

Common

Traits

Source

Description

Storm King's Thunder p. 253

Sneak Attack (1/Turn)

Description

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

Roleplaying Information

Description

In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.

Ideal: "You can run from your past, but you can't hide from it."

Bond: "I've made a new life in Triboar. I'm not gonna run away this time."

Flaw: "I have no regrets. I do whatever it takes to survive."

Actions

Shortsword

Description

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

Attack

Shortsword|4|1d6+2

Sling

Description

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. Darz carries twenty sling stones.

Attack

Sling|4|1d4+2

Davil Starsong

Size

Medium

Type

humanoid (elf)

Alignment

neutral

Armor Class

15 (chain shirt)

Hit Points

82 (15d8 + 15)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

12

Intelligence

16

Wisdom

12

Charisma

17

Saving Throws

Dex +5, Cha +6

Skills

Arcana +6, History +6, Insight +4, Perception +4, Performance +6

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Common, Draconic, Dwarvish, Elvish

Challenge Rating

6

Traits

Source

Description

Waterdeep: Dragon Heist p. 199

Fey Ancestry

Description

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

Spellcasting

Description

Davil is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He has the following bard spells prepared:

Cantrips (at will): mage hand, mending, minor illusion, vicious mockery

• 1st level (4 slots): cure wounds, disguise self, sleep

• 2nd level (3 slots): crown of madness, invisibility, suggestion

• 3rd level (3 slots): nondetection, sending, tongues

• 4th level (3 slots): compulsion,freedom of movement, polymorph

• 5th level (2 slots): dominate person, greater restoration

• 6th level (1 slot): Otto's irresistible dance

Actions

Dagger

Description

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

Attack

Dagger|5|1d4+2

Spells

mage hand, mending, minor illusion, vicious mockery, cure wounds, disguise self, sleep, crown of madness, invisibility, suggestion, nondetection, sending, tongues, compulsion, freedom of movement, polymorph, dominate person, greater restoration, Otto's irresistible dance

Spell Slots

4, 3, 3, 3, 2, 1

Deadbark Dryad

Size

Medium

Type

fey

Alignment

typically chaotic evil

Armor Class

16 (natural armor)

Hit Points

187 (22d8 + 88)

Speed

30 ft.

Strength

17

Dexterity

16

Constitution

18

Intelligence

11

Wisdom

16

Charisma

18

Saving Throws

con +9, cha +9

Skills

stealth +8, perception +8

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Passive Perception

18

Languages

Elvish, Sylvan

Challenge Rating

13

Traits

Source

Description

Vecna: Eve of Ruin p. 216

Proficiency Bonus

Description

+5

Bramble Walk

Description

Difficult terrain composed of vegetation, such as foliage or thorns, doesn't cost the dryad extra movement.

Magic Resistance

Description

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

Speak with Beasts and Plants

Description

The dryad can communicate with Beasts and Plants as if they shared a language.

Actions

Multiattack

Description

The dryad makes two Poisonous Thorn attacks and one Sapping Vine attack.

Poisonous Thorn

Description

Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 10 (3d6) poison damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or have the poisoned condition until the start of the dryad's next turn.

Attack

Poisonous Thorn|8|4d4 + 3+3d6

Sapping Vine

Description

Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: The target has the grappled condition (escape DC 16). Until the grapple ends, the target has the restrained condition, and the dryad can't use the same vine on another target. A creature restrained in this way takes 13 (3d8) necrotic damage at the start of its turn.

The dryad has six vines. Each vine can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a vine deals no damage to the dryad, but any creature grappled by that vine no longer has the grappled condition. All vines immediately wither and disappear when the dryad is reduced to 0 hit points.

Attack

Sapping Vine|8|3d8

Spellcasting

Description

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

At will: Druidcraft

1/day: Dispel Magic

2/day each: Pass without Trace, Spike Growth

Spells

druidcraft, dispel magic, pass without trace, spike growth

Death Dog

Size

Medium

Type

monstrosity

Alignment

neutral evil

Armor Class

12

Hit Points

39 (6d8+12)

Speed

40 ft.

Strength

15

Dexterity

14

Constitution

14

Intelligence

3

Wisdom

13

Charisma

6

Skills

Perception +5, Stealth +4

Senses

darkvision 120 ft.

Passive Perception

15

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 321

Two-Headed

Description

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

Actions

Multiattack

Description

The dog makes two bite attacks.

Bite

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

Attack

|4|1d6+2

Environment

desert

Death Embrace

Size

Huge

Type

aberration

Alignment

chaotic evil

Armor Class

13 (natural armor)

Hit Points

147 (14d12 + 56)

Speed

0 ft., swim 20 ft.

Strength

23

Dexterity

15

Constitution

19

Intelligence

6

Wisdom

9

Charisma

4

Saving Throws

Str +10, Wis +3

Condition Immunities

exhaustion, paralyzed, petrified, prone

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

9

Languages

—

Challenge Rating

11

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 197

Proficiency Bonus

Description

+4

Petrifying Tendrils

Description

Any creature that starts its turn in the death embrace's space must make a DC 16 Constitution saving throw. On a failed saving throw, the creature is restrained. A creature restrained in this way must repeat the saving throw at the end of its next turn, becoming petrified on a failed saving throw or ending the effect on a successful one. The petrified condition lasts until the effect is ended by a greater restoration spell or similar magic.

Reel

Description

At the start of each of its turns, the death embrace can pull each creature it is grappling up to 20 feet toward it (no action required).

Water Breathing

Description

The death embrace can breathe only underwater.

Actions

Multiattack

Description

The death embrace makes two Tentacle attacks.

Tentacle

Description

Melee Weapon Attack: +10 to hit, reach 60 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 11 (2d10) psychic damage. If the target is Large or smaller, it is also grappled (escape DC 16). The death embrace has six tentacles, each of which can grapple one target.

Attack

Tentacle|10|2d6+6+2d10

Reactions

Body Shield

Description

When the death embrace is hit by an attack, one creature the death embrace is grappling (chosen by the death embrace) takes the damage instead.

Death Giant Reaper

Size

Huge

Type

giant

Alignment

any alignment

Armor Class

18 (plate armor)

Hit Points

172 (15d12 + 75)

Speed

40 ft.

Strength

27

Dexterity

14

Constitution

20

Intelligence

18

Wisdom

16

Charisma

16

Saving Throws

Wis +7, Con +9, Cha +7, Int +8

Skills

Stealth +6, Arcana +8, History +8, Perception +7

Damage Immunities

necrotic

Condition Immunities

frightened

Senses

darkvision 120 ft.

Passive Perception

17

Languages

Giant

Challenge Rating

12

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 126

Proficiency Bonus

Description

+4

Actions

Multiattack

Description

The giant makes two Scythe or Soul Bolt attacks.

Scythe

Description

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 11 (2d10) necrotic damage.

Attack

Scythe|12|3d8 + 8+2d10

Soul Bolt

Description

Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 26 (4d10 + 4) necrotic damage. If the target has the frightened condition, the giant gains temporary hit points equal to the damage dealt.

Attack

Soul Bolt|8|4d10 + 4

Frightening Teleport (Recharge 4-6) (bonus action)

Description

The giant magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Each creature within 10 feet of the location the giant left must succeed on a DC 16 Wisdom saving throw or have the frightened condition until the end of that creature's next turn.

Death Giant Shrouded One

Size

Huge

Type

giant (wizard)

Alignment

any alignment

Armor Class

12 (15 with mage armor)

Hit Points

195 (17d12 + 85)

Speed

40 ft.

Strength

27

Dexterity

14

Constitution

20

Intelligence

23

Wisdom

16

Charisma

16

Saving Throws

Wis +8, Con +10, Cha +8, Int +11

Skills

Stealth +7, Arcana +11, Perception +8

Damage Immunities

necrotic

Condition Immunities

frightened

Senses

darkvision 120 ft.

Passive Perception

18

Languages

Common, Giant

Challenge Rating

15

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 127

Proficiency Bonus

Description

+5

Death Rune

Description

The giant has a death rune inscribed on a giant's skull in its possession. While holding or wearing the skull bearing the rune, the giant can use its Reaping Scythe action and Shroud of Souls bonus action.

The skull bearing the death rune has AC 18; 35 hit points; and immunity to necrotic, poison, and psychic damage. The skull regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a death rune on another skull in its possession when it finishes a short or long rest.

Actions

Multiattack

Description

The giant makes three Soul Burst attacks. Alternatively, if the giant has its death rune, it can make three Reaping Scythe attacks.

Soul Burst

Description

Melee or Ranged Spell Attack: +11 to hit, reach 10 ft. or range 120 ft., one target. Hit: 28 (4d10 + 6) necrotic damage. If the target has the frightened condition, the giant gains temporary hit points equal to the damage dealt.

Attack

Soul Burst|11|4d10 + 6

Reaping Scythe (Requires Death Rune)

Description

Melee Spell Attack: +11 to hit, reach 15 ft., one creature. Hit: 38 (7d10) necrotic damage, and the target can't regain hit points until the end of its next turn. The target dies if it is reduced to 0 hit points by this attack.

Attack

Reaping Scythe|11|7d10

Spellcasting

Description

The giant casts one of the following spells, using Intelligence as the spellcasting ability:

At will: detect magic, mage armor

3/day each: speak with dead, Tenser's floating disk

Frightening Teleport (Recharge 4-6) (bonus action)

Description

The giant magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Each creature within 10 feet of the location the giant left must succeed on a DC 19 Wisdom saving throw or have the frightened condition until the end of that creature's next turn.

Shroud of Souls (Requires Death Rune) (bonus action)

Description

The giant shrouds itself in a torrent of souls. While the giant is shrouded, each creature that starts its turn within 5 feet of the giant must succeed on a DC 19 Wisdom saving throw or have disadvantage on saving throws until the end of that creature's next turn. The shroud disappears after 1 minute, when the giant dies, when the giant uses this bonus action again, or when the giant's death rune is destroyed.

Spells

detect magic, mage armor, speak with dead, tenser's floating disk

Death Kiss

Size

Large

Type

aberration (beholder)

Alignment

typically neutral evil

Armor Class

15 (natural armor)

Hit Points

142 (15d10 + 60)

Speed

0 ft., fly 30 ft. (hover)

Strength

18

Dexterity

14

Constitution

18

Intelligence

10

Wisdom

12

Charisma

10

Saving Throws

Con +8, Wis +5

Skills

Perception +5

Damage Immunities

lightning

Condition Immunities

prone

Senses

darkvision 120 ft.

Passive Perception

15

Languages

Deep Speech, Undercommon

Challenge Rating

10

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 85, Volo's Guide to Monsters p. 124

Proficiency Bonus

Description

+4

Lightning Blood

Description

A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.

Actions

Multiattack

Description

The death kiss makes three Tentacle attacks. Up to three of these attacks can be replaced by Blood Drain—one replacement per tentacle grappling a creature.

Tentacle

Description

Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles.

Attack

Tentacle|8|2d6+4

Blood Drain

Description

One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points.

Death Knight

Size

Medium

Type

undead

Alignment

chaotic evil

Armor Class

20 (plate, shield)

Hit Points

180 (19d8+95)

Speed

30 ft.

Strength

20

Dexterity

11

Constitution

20

Intelligence

12

Wisdom

16

Charisma

18

Saving Throws

Dex +6, Wis +9, Cha +10

Damage Immunities

necrotic, poison

Condition Immunities

exhaustion, frightened, poisoned

Senses

darkvision 120 ft.

Passive Perception

13

Languages

Abyssal, Common

Challenge Rating

17

Traits

Source

Description

Monster Manual p. 47

Magic Resistance

Description

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

Marshal Undead

Description

Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

Spellcasting

Description

The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:

• 1st level (4 slots): command, compelled duel, searing smite

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

• 3rd level (3 slots): dispel magic, elemental weapon

• 4th level (3 slots): banishment, staggering smite

• 5th level (2 slots): destructive wave (necrotic)

Actions

Multiattack

Description

The death knight makes three longsword attacks.

Longsword

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage, or 10 (1d10+5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.

Attack

Longsword|11|1d8+5+4d8

Longsword (Two-Handed)|11|1d10+5+4d8

Hellfire Orb (1/day)

Description

The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Reactions

Parry

Description

The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.

Spells

command, compelled duel, searing smite, hold person, magic weapon, dispel magic, elemental weapon, banishment, staggering smite, destructive wave

Spell Slots

4, 3, 3, 3, 2

Death Slaad

Size

Medium

Type

aberration (shapechanger)

Alignment

chaotic evil

Armor Class

18 (natural armor)

Hit Points

170 (20d8+80)

Speed

30 ft.

Strength

20

Dexterity

15

Constitution

19

Intelligence

15

Wisdom

10

Charisma

16

Skills

Arcana +6, Perception +8

Damage Resistances

acid, cold, fire, lightning, thunder

Senses

blindsight 60 ft., darkvision 60 ft.

Passive Perception

18

Languages

Slaad, telepathy 60 ft.

Challenge Rating

10

Traits

Source

Description

Monster Manual p. 278

Shapechanger

Description

The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Innate Spellcasting

Description

The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image

2/day each: fear, fireball, fly, tongues

1/day each: cloudkill, plane shift

Magic Resistance

Description

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

Magic Weapons

Description

The slaad's weapon attacks are magical.

Regeneration

Description

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

Variant: Control Gem

Description

Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.

Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.

A greater restoration spell cast on the slaad destroys the gem without harming the slaad.

Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

Actions

Multiattack

Description

The slaad makes three attacks: one with its bite and two with its claws or greatsword.

Bite (Slaad Form Only)

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage plus 7 (2d6) necrotic damage.

Attack

Bite|9|1d8+5+2d6

Claws (Slaad Form Only)

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) slashing damage plus 7 (2d6) necrotic damage.

Attack

Claws|9|1d10+5+2d6

Greatsword

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 7 (2d6) necrotic damage.

Attack

Greatsword|9|2d6+5+2d6

Spells

detect magic, detect thoughts, invisibility, mage hand, major image, fear, fireball, fly, tongues, cloudkill, plane shift

Death Tyrant

Size

Large

Type

undead

Alignment

lawful evil

Armor Class

19 (natural armor)

Hit Points

187 (25d10+50)

Speed

0 ft., fly 20 ft. (hover)

Strength

10

Dexterity

14

Constitution

14

Intelligence

19

Wisdom

15

Charisma

19

Saving Throws

Str +5, Con +7, Int +9, Wis +7, Cha +9

Skills

Perception +12

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, paralyzed, petrified, poisoned, prone

Senses

darkvision 120 ft.

Passive Perception

22

Languages

Deep Speech, Undercommon

Challenge Rating

14

Traits

Source

Description

Monster Manual p. 29

Negative Energy Cone

Description

The death tyrant's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.

Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.

Actions

Bite

Description

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

Attack

Bite|5|4d6

Eye Rays

Description

The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it:

1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the death tyrant for 1 hour, or until the death tyrant harms the creature.

2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the death tyrant moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the death tyrant's next turn or until the death tyrant is incapacitated.

If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The death tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Eye Ray

Description

The death tyrant uses one random eye ray.

Environment

underdark

Death's Head

Size

Tiny

Type

undead

Armor Class

16 (natural armor)

Hit Points

17 (5d4 + 5)

Speed

0 ft., fly 30 ft. (hover)

Strength

8

Dexterity

13

Constitution

12

Intelligence

5

Wisdom

14

Charisma

3

Saving Throws

Int +6, Cha +4

Passive Perception

12

Languages

—

Challenge Rating

1/2

Traits

Source

Description

Van Richten's Guide to Ravenloft p. 232

Beheaded Form

Description

When created, a death's head takes one of three forms: Aberrant Head, Gnashing Head, or Petrifying Head. This form determines the creature's attack.

Unusual Nature

Description

The death's head doesn't require air, food, drink, or sleep.

Actions

Gnashing Bite (Gnashing Head Only)

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) necrotic damage.

Attack

Gnashing Bite|3|1d6+1+2d6

Mind-Bending Bite (Aberrant Head Only)

Description

Melee Weapon Attack:+3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 5 (1d10) necrotic damage, and the target must succeed on a DC 10 Intelligence saving throw or it can't take a reaction until the end of its next turn. Moreover, on its next turn, the target must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.

Attack

Mind-Bending Bite|3|1d6+1+1d10

Petrifying Bite (Petrifying Head Only)

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be restrained as it begins to turn to stone. The target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the target is petrified for 10 minutes.

Attack

Petrifying Bite|3|1d4+1

Death's Head of Bhaal

Size

Medium

Type

humanoid (human)

Alignment

chaotic evil

Speed

50 ft.

Armor Class

15

Challenge Rating

5

Strength

20

Dexterity

20

Constitution

20

Wisdom

13

Intelligence

14

Charisma

16

Passive Perception

14

Hit Points

76 (8d8+40)

Senses

darkvision 60 ft.

Languages

common

Skills

Intimidation +6,Perception +6,Stealth +11

Traits

Source

Description

Baldur's Gate: Descent into Avernus p. 233

Aura of Murder

Description

As long as the death's head is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.

Magic Resistance

Description

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

Actions

Multiattack

Description

The death's head uses Stunning Gaze and makes two dagger attacks.

Dagger

Description

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft. one target. Hit 7 (1d4+5) piercing damage.

Attack

Dagger|7|1d4+5

Stunning Gaze

Description

The death's head targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its next turn.

Reactions

Unstoppable (3/Day)

Description

The death's head reduces the damage it takes from an attack to 0.

Environment

underdark

Deathlock

Size

Medium

Type

undead (warlock)

Alignment

typically neutral evil

Armor Class

12

Hit Points

36 (8d8)

Speed

30 ft.

Strength

11

Dexterity

15

Constitution

10

Intelligence

14

Wisdom

12

Charisma

16

Saving Throws

Int +4, Cha +5

Skills

Arcana +4, History +4

Damage Resistances

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

Damage Immunities

poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60 ft.

Passive Perception

11

Languages

the languages it knew in life

Challenge Rating

4

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 86, Mordenkainen's Tome of Foes p. 128

Proficiency Bonus

Description

+2

Turn Resistance

Description

The deathlock has advantage on saving throws against any effect that turns Undead.

Unusual Nature

Description

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

Actions

Multiattack

Description

The deathlock makes two Deathly Claw or Grave Bolt attacks.

Deathly Claw

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.

Attack

Deathly Claw|4|2d6+2

Grave Bolt

Description

Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (2d10 + 3) necrotic damage.

Attack

Grave Bolt|5|2d10+3

Spellcasting

Description

The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

At will: detect magic, disguise self, mage armor, mage hand

1/day each: dispel magic, hunger of Hadar, invisibility, spider climb

Spells

detect magic, disguise self, mage armor, mage hand, dispel magic, hunger of Hadar, invisibility, spider climb

Deathlock Mastermind

Size

Medium

Type

undead (warlock)

Alignment

typically neutral evil

Armor Class

13

Hit Points

110 (20d8 + 20)

Speed

30 ft.

Strength

11

Dexterity

16

Constitution

12

Intelligence

15

Wisdom

12

Charisma

17

Saving Throws

Int +5, Cha +6

Skills

Arcana +5, History +5, Perception +4

Damage Resistances

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

Damage Immunities

poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 120 ft.

Passive Perception

14

Languages

the languages it knew in life

Challenge Rating

8

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 87, Mordenkainen's Tome of Foes p. 129

Proficiency Bonus

Description

+3

Devil's Sight

Description

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

Turn Resistance

Description

The deathlock has advantage on saving throws against any effect that turns Undead.

Unusual Nature

Description

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

Actions

Multiattack

Description

The deathlock makes two Deathly Claw or Grave Bolt attacks.

Deathly Claw

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage).

Attack

Deathly Claw|6|3d6+3

Grave Bolt

Description

Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 13 (3d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.

Attack

Grave Bolt|6|3d8

Spellcasting

Description

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

At will: detect magic, disguise self, mage armor, minor illusion

1/day each: darkness, dimension door, dispel magic, fly, invisibility

Spells

detect magic, disguise self, mage armor, minor illusion, darkness, dimension door, dispel magic, fly, invisibility

Deathlock Wight

Size

Medium

Type

undead (warlock)

Alignment

typically neutral evil

Armor Class

12

Hit Points

37 (5d8 + 15)

Speed

30 ft.

Strength

11

Dexterity

14

Constitution

16

Intelligence

12

Wisdom

14

Charisma

16

Saving Throws

Wis +4

Skills

Arcana +3, Perception +4

Damage Resistances

necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60 ft.

Passive Perception

14

Languages

the languages it knew in life

Challenge Rating

3

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 87, Mordenkainen's Tome of Foes p. 129

Proficiency Bonus

Description

+2

Sunlight Sensitivity

Description

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

Unusual Nature

Description

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

Actions

Multiattack

Description

The deathlock makes two Life Drain or Grave Bolt attacks.

Life Drain

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

A Humanoid slain by this attack rises 24 hours later as a zombie under the deathlock's control, unless the Humanoid is restored to life or its body is destroyed. The deathlock can have no more than twelve zombies under its control at one time.

Attack

Life Drain|4|1d8+2

Grave Bolt

Description

Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) necrotic damage.

Attack

Grave Bolt|5|2d8+3

Spellcasting

Description

The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

At will: detect magic, disguise self, mage armor

1/day each: fear, hold person

Spells

detect magic, disguise self, mage armor, fear, hold person

Deathpact Angel

Size

Medium

Type

celestial

Alignment

lawful evil

Armor Class

18 (natural armor)

Hit Points

175 (27d8+54)

Speed

30 ft., fly 90 ft.

Strength

16

Dexterity

18

Constitution

14

Intelligence

19

Wisdom

20

Charisma

23

Saving Throws

Int +9, Wis +10, Cha +11

Skills

Insight +10, Intimidation +11, Perception +10, Persuasion +11

Passive Perception

20

Languages

all

Challenge Rating

14

Damage Resistances

necrotic, radiant; bludgeoning, piercing, slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened

Senses

truesight 120 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 191

Exploitation of the Debtors

Description

As a bonus action, the angel targets a creature charmed by it that it can see within 30 feet of it. The angel deals 11 (2d10) necrotic damage to the target, and the angel gains temporary hit points equal to the damage dealt.

Flyby

Description

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

Innate Spellcasting

Description

The angel's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:

At will: command (as a 2nd-level spell), detect evil and good

1/day: raise dead

3/day each: charm person (as a 5th-level spell), darkness, suggestion

Magic Resistance

Description

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

Actions

Multiattack

Description

The angel makes two attacks with its scythe. It can substitute Chains of Obligation for one of these attacks.

Scythe

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 27 (6d8) necrotic damage.

Attack

Scythe|9|2d4+4

Chains of Obligation

Description

The angel targets one creature charmed by it that it can see within 90 feet of it. The target must succeed on a DC 19 Charisma saving throw or become paralyzed for 1 minute or until it takes any damage.

Spells

command, detect evil and good, raise dead, charm person, darkness, suggestion

Deathwolf

Size

Medium

Type

undead

Alignment

typically chaotic evil

Armor Class

15 (natural armor)

Hit Points

153 (18d8 + 72)

Speed

40 ft.

Strength

20

Dexterity

16

Constitution

18

Intelligence

10

Wisdom

17

Charisma

19

Saving Throws

str +10, dex +8, cha +9

Skills

stealth +8, perception +13

Damage Immunities

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

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

darkvision 60 ft.

Passive Perception

23

Languages

Common

Challenge Rating

15

Traits

Source

Description

Vecna: Eve of Ruin p. 217

Proficiency Bonus

Description

+5

Legendary Resistance (2/Day)

Description

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

Moon's Grace

Description

When the deathwolf falls, it descends at a rate of 60 feet per round and takes no falling damage.

Multiple Reactions

Description

The deathwolf can take up to two reactions per round but only one per turn.

Actions

Multiattack

Description

The deathwolf makes one Bite attack and two Claw attacks. It can replace one of these attacks with Phantom Deathwolf if available.

Bite

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) necrotic damage. The target must succeed on a DC 16 Wisdom saving throw or have disadvantage on saving throws against the frightened condition. This curse lasts until removed by the Remove Curse spell or other magic.

Attack

Bite|10|2d8 + 5+2d8

Claw

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) necrotic damage.

Attack

Claw|10|2d6 + 5+1d8

Phantom Deathwolf (Recharge 5-6)

Description

The deathwolf creates a terrifying phantom of itself in the mind of a creature the deathwolf can see within 60 feet of itself. The target must succeed on a DC 17 Intelligence saving throw or have the frightened condition for 1 minute.

While the target is frightened, the phantom deals 21 (6d6) psychic damage to the target at the start of each of the target's turns. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Imposing Slash

Description

When a creature within 5 feet of the deathwolf makes an attack roll against it, the deathwolf forces the creature to succeed on a DC 17 Wisdom saving throw or have disadvantage on that roll. After the attack hits or misses, the deathwolf makes one Claw attack against the creature.

Phase Step

Description

Immediately after taking damage, the deathwolf teleports up to 30 feet to an unoccupied space it can see that is in dim light or darkness.

Decapus

Size

Large

Type

monstrosity

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

75 (10d10+20)

Speed

15 ft., climb 30 ft.

Strength

15

Dexterity

14

Constitution

14

Intelligence

4

Wisdom

10

Charisma

7

Skills

Athletics +4, Perception +2, Stealth +4

Senses

darkvision 60 ft.

Passive Perception

12

Challenge Rating

4

Traits

Source

Description

The Tortle Package p. 21

Actions

Multiattack

Description

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

Bite

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the decapus. Hit: 7 (2d4 + 2) piercing damage.

Attack

Bite|4|2d4+2

Tentacles

Description

Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 24 (9d4 + 2) bludgeoning damage, or 14 (5d4 + 2) bludgeoning damage if the decapus is grappling a creature other than the target or if the decapus is on the ground or floor. The target is also grappled (escape DC 14) unless the decapus is already grappling a creature. Until this grapple ends, the target is restrained.

Attack

Tentacles|4|9d4+2

Decaton Modron

Size

Large

Type

construct

Alignment

typically lawful neutral

Armor Class

16 (natural armor)

Hit Points

144 (17d10 + 51)

Speed

30 ft., fly 30 ft.(hover)

Strength

18

Dexterity

12

Constitution

16

Intelligence

15

Wisdom

15

Charisma

11

Saving Throws

Wis +5, Int +5

Skills

Perception +8

Condition Immunities

charmed, frightened

Senses

truesight 120 ft.

Passive Perception

18

Languages

Modron, telepathy 120 ft.

Challenge Rating

8

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 36, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+3

Axiomatic Mind

Description

The decaton can't be compelled to act in a manner contrary to its nature or its instructions.

Combat Ready

Description

The decaton has advantage on initiative rolls.

Disintegration

Description

If the decaton dies, its body disintegrates into dust, leaving behind anything it was carrying.

Actions

Multiattack

Description

The decaton makes three Tentacle attacks.

Tentacle

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the decaton can't use this tentacle against other targets. The decaton has ten tentacles, each of which can grapple one target.

Attack

Tentacle|7|2d10 + 4

Lightning Rays (Recharge 6)

Description

The decaton unleashes a barrage of lightning bolts from its eyes. Each creature within 30 feet of the decaton must make a DC 13 Dexterity saving throw, taking 38 (7d10) lightning damage on a failed save, or half as much damage on a successful save.

Spellcasting

Description

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

At will: detect magic, dispel magic, mending (as an action)

1/day each: plane shift (self only), protection from evil and good

Spells

detect magic, dispel magic, mending, plane shift, protection from evil and good

Deck Defender

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

16 (natural armor)

Hit Points

10 (1d8)

Speed

30 ft.

Strength

16

Dexterity

16

Constitution

14

Intelligence

3

Wisdom

10

Charisma

1

Damage Immunities

poison

Condition Immunities

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

Senses

blindsight 60 ft. (can't see beyond this radius)

Passive Perception

10

Languages

understands one of your languages but can't speak

Challenge Rating

0

Traits

Source

Description

The Book of Many Things p. 72

Proficiency Bonus

Description

equals your bonus

HP

Description

5 + five times your level (the deck defender has a number of Hit Dice [d8s] equal to your level)

Allied Knight

Description

Some of the deck defender's statistics are based on the character who drew the Knight card. Where the deck defender stat block refers to "you," it refers to that character.

Folded Versatility

Description

After finishing a long rest, you can refold the deck defender's shape, changing it to acrobat form, berserker form, or guardian form.

Fragile

Description

If the deck defender is reduced to 0 hit points, it collapses into a haphazard pile of nonmagical playing cards and can't be resurrected or reconstructed.

Actions

Multiattack

Description

The deck defender makes a number of attacks equal to half its proficiency bonus (rounded down).

Paper Cut

Description

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

Attack

Paper Cut|3|1d8 + 3

Reckless Strike (Berserker Form Only)

Description

Melee Weapon Attack: PB + +3 to hit (with advantage), reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and attacks made against the deck defender until the start of its next turn have advantage.

Attack

Reckless Strike|3|2d6 + 3

Swift Step (Acrobat Form Only) (bonus action)

Description

The deck defender takes the Dash or Disengage action.

Reactions

Protection (Guardian Form Only)

Description

When a creature the deck defender can see attacks a target other than the deck defender and is within 5 feet of the deck defender, the deck defender imposes disadvantage on the attack roll.

Deep Crow

Size

Large

Type

monstrosity

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

133 (14d10+56)

Speed

20 ft., fly 80 ft.

Strength

20

Dexterity

16

Constitution

18

Intelligence

8

Wisdom

15

Charisma

14

Saving Throws

Con +8, Wis +6

Skills

Perception +6, Stealth +11

Passive Perception

16

Languages

Deep Crow

Challenge Rating

9

Senses

blindsight 30 ft., darkvision 120 ft.

Traits

Source

Description

Acquisitions Incorporated p. 210

Magic Resistance

Description

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

Shadow Stealth

Description

While in dim light or darkness, the deep crow can take the Hide action as a bonus action.

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

The deep crow makes three attacks: one with its mandibles and two with its claws.

Mandibles

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the deep crow can't use its mandibles on another target.

Attack

Mandibles|9|2d10+5

Claw

Description

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

Attack

Claw|9|2d6+5

Deep Dragon Wyrmling

Size

Medium

Type

dragon

Alignment

typically neutral evil

Armor Class

15 (natural armor)

Hit Points

27 (5d8 + 5)

Speed

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

Strength

14

Dexterity

11

Constitution

12

Intelligence

11

Wisdom

12

Charisma

13

Saving Throws

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

Skills

Perception +3, Persuasion +3, Stealth +4

Damage Resistances

poison, psychic

Condition Immunities

charmed, frightened, poisoned

Senses

blindsight 10 ft., darkvision 90 ft.

Passive Perception

13

Languages

Draconic

Challenge Rating

1

Traits

Source

Description

Fizban's Treasury of Dragons p. 175

Proficiency Bonus

Description

+2

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

Nightmare Breath (Recharge 5–6)

Description

The dragon exhales a cloud of spores in a 15-foot cone. Each creature in that area must make a DC 11 Wisdom saving throw. On a failed save, the creature takes 5 (1d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Nightmare Breath||1d10

Deep Gnome (Svirfneblin)

Size

Small

Type

humanoid (gnome)

Alignment

neutral good

Armor Class

15 (chain shirt)

Hit Points

16 (3d6+6)

Speed

20 ft.

Strength

15

Dexterity

14

Constitution

14

Intelligence

12

Wisdom

10

Charisma

9

Skills

Investigation +3, Perception +2, Stealth +4

Senses

darkvision 120 ft.

Passive Perception

12

Languages

Gnomish, Terran, Undercommon

Challenge Rating

1/2

Traits

Source

Description

Monster Manual p. 164

Stone Camouflage

Description

The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Gnome Cunning

Description

The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Innate Spellcasting

Description

The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: nondetection (self only)

1/day each: blindness/deafness, blur, disguise self

Actions

War Pick

Description

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

Attack

War Pick|4|1d8+2

Poisoned Dart

Description

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

Attack

Poisoned Dart|4|1d4+2

Spells

nondetection, blindness/deafness, blur, disguise self

Deep Rothé

Size

Medium

Type

beast (cattle)

Alignment

unaligned

Armor Class

10

Hit Points

13 (2d8 + 4)

Speed

30 ft.

Strength

18

Dexterity

10

Constitution

14

Intelligence

2

Wisdom

10

Charisma

4

Senses

darkvision 60 ft.

Passive Perception

10

Languages

—

Challenge Rating

1/4

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 71, Volo's Guide to Monsters p. 208

Proficiency Bonus

Description

+2

Beast of Burden

Description

The rothé is considered to be one size larger for the purpose of determining its carrying capacity.

Actions

Gore

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the rothé moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) piercing damage.

Attack

Gore|6|1d6 + 4

Dancing Lights

Description

The rothé casts dancing lights, requiring no spell components and using Wisdom as the spellcasting ability.

Spells

dancing lights

Deep Scion

Size

Medium

Type

monstrosity

Alignment

typically chaotic evil

Armor Class

11

Hit Points

67 (9d8 + 27)

Speed

30 ft. (20 ft. and swim 40 ft. in hybrid form)

Strength

18

Dexterity

13

Constitution

16

Intelligence

10

Wisdom

12

Charisma

14

Saving Throws

Wis +3, Cha +4

Skills

Deception +6, Insight +3, Sleight of Hand +3, Stealth +3

Senses

darkvision 120 ft.

Passive Perception

11

Languages

Aquan, Common, thieves' cant

Challenge Rating

3

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 88, Volo's Guide to Monsters p. 135

Proficiency Bonus

Description

+2

Amphibious (Hybrid Form Only)

Description

The deep scion can breathe air and water.

Actions

Multiattack

Description

The deep scion makes two Battleaxe attacks, or it makes one Bite attack and two Claw attacks.

Battleaxe

Description

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

Attack

Battleaxe|6|1d8+4

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

Bite (Hybrid Form Only)

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.

Attack

Bite (Hybrid Form Only)|6|1d4+4

Claw (Hybrid Form Only)

Description

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

Attack

Claw (Hybrid Form Only)|6|1d6+4

Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest)

Description

The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.

Change Shape (bonus action)

Description

The deep scion transforms into a hybrid form (humanoid-piscine) or back into its true form, which is humanlike. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies.

Deep Spider

Size

Huge

Type

beast

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

95 (10d12 + 30)

Speed

30 ft., climb 30 ft.

Strength

20

Dexterity

14

Constitution

16

Intelligence

6

Wisdom

12

Charisma

4

Skills

Stealth +8

Senses

tremorsense 60 ft.

Passive Perception

11

Languages

—

Challenge Rating

7

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 151

Spider Climb

Description

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

Web Sense

Description

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

Web Walker

Description

The deep spider ignores movement restrictions caused by webbing.

Actions

Multiattack

Description

The deep spider makes two foreleg attacks and one bite attack.

Bite

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 14 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Attack

Bite|8|2d8+5+4d8

Foreleg

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.

Attack

Foreleg|8|4d6+5

Deer

Size

Medium

Type

beast

Alignment

unaligned

Armor Class

13

Hit Points

4 (1d8)

Speed

50 ft.

Strength

11

Dexterity

16

Constitution

11

Intelligence

2

Wisdom

14

Charisma

5

Passive Perception

12

Challenge Rating

0

Traits

Source

Description

Monster Manual p. 321

Actions

Bite

Description

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

Attack

Bite|2|1d4

Environment

forest, grassland

Deformed Duergar

Size

Medium

Type

humanoid (dwarf)

Alignment

lawful evil

Armor Class

16 (scale mail, shield)

Hit Points

40 (4d8 + 4)

Speed

25 ft.

Strength

14

Dexterity

11

Constitution

14

Intelligence

11

Wisdom

10

Charisma

9

Damage Resistances

poison

Senses

darkvision 120 ft.

Passive Perception

10

Languages

Dwarvish, Undercommon

Challenge Rating

1

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 180

Third Arm

Description

The duergar can make an attack with its javelin as a bonus action.

Merged Heads

Description

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

Duergar Resilience

Description

The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity

Description

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

Actions

Enlarge (Recharges after a Short or Long Rest)

Description

For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

Attack

War Pick|4|1d8 + 2

War Pick (Enlarged)|4|2d8 + 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, or 9 (2d6 + 2) piercing damage while enlarged.

Attack

Javelin|4|1d6 + 2

Javelin (Enlarged)|4|2d6 + 2

Invisibility (Recharges after a Short or Long Rest)

Description

The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentration on a spell). Any equipment the duergar wears or carries is invisible with it.

Degloth

Size

Large

Type

fiend (demon)

Alignment

typically chaotic evil

Armor Class

18 (natural armor)

Hit Points

133 (14d10 + 56)

Speed

40 ft., climb 40 ft.

Strength

23

Dexterity

17

Constitution

18

Intelligence

6

Wisdom

11

Charisma

9

Saving Throws

str +10, con +8

Skills

athletics +10, perception +4

Damage Resistances

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

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

darkvision 120 ft.

Passive Perception

14

Languages

Abyssal, telepathy 120 ft.

Challenge Rating

11

Traits

Source

Description

Vecna: Eve of Ruin p. 218

Proficiency Bonus

Description

+4

Magic Resistance

Description

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

Actions

Multiattack

Description

The degloth makes two Razor Fist attacks.

Razor Fist

Description

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage, and if the target is a Medium or smaller creature, the target has the grappled condition (escape DC 18). Until this grapple ends, the target has the restrained condition, and the degloth can't use this fist to grapple another target. The degloth has two fists.

Attack

Razor Fist|10|2d10 + 6

Crush (bonus action)

Description

The degloth targets one creature currently grappled by it. The target must make a DC 18 Strength saving throw, taking 15 (2d8 + 6) bludgeoning damage on a failed save or half as much damage on a successful one.

Deinonychus

Size

Medium

Type

beast (dinosaur)

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

26 (4d8 + 8)

Speed

40 ft.

Strength

15

Dexterity

15

Constitution

14

Intelligence

4

Wisdom

12

Charisma

6

Skills

Perception +3

Passive Perception

13

Languages

—

Challenge Rating

1

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 95, Volo's Guide to Monsters p. 139

Proficiency Bonus

Description

+2

Pounce

Description

If the deinonychus 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 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one Bite attack against it as a bonus action.

Actions

Multiattack

Description

The deinonychus makes one Bite attack and two Claw attacks.

Bite

Description

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

Attack

Bite|4|1d8+2

Claw

Description

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

Attack

Claw|4|1d8+2

Demilich

Size

Tiny

Type

undead

Alignment

neutral evil

Armor Class

20 (natural armor)

Hit Points

80 (20d4)

Speed

0 ft., fly 30 ft. (hover)

Strength

1

Dexterity

20

Constitution

10

Intelligence

20

Wisdom

17

Charisma

20

Saving Throws

Con +6, Int +11, Wis +9, Cha +11

Damage Resistances

bludgeoning, piercing, and slashing from magic weapons

Damage Immunities

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

Condition Immunities

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

Senses

truesight 120 ft.

Passive Perception

13

Challenge Rating

18

Traits

Source

Description

Monster Manual p. 48

Avoidance

Description

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

Legendary Resistance (3/Day)

Description

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

Turn Immunity

Description

The demilich is immune to effects that turn undead.

Actions

Howl (Recharge 5-6)

Description

The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.

Life Drain

Description

The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Flight

Description

The demilich flies up to half its flying speed.

Cloud of Dust

Description

The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn.

Energy Drain (Costs 2 Actions)

Description

Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic.

Vile Curse (Costs 3 Actions)

Description

The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.

Demodand, Farastu

Size

Medium

Type

fiend

Alignment

neutral evil

Armor Class

16 (natural armor)

Hit Points

71 (11d8 + 22)

Speed

40 ft.

Strength

19

Dexterity

13

Constitution

14

Intelligence

8

Wisdom

12

Charisma

16

Saving Throws

Str +7, Con +5

Skills

Athletics +7

Damage Resistances

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

Damage Immunities

acid, fire, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Passive Perception

11

Languages

Abyssal

Challenge Rating

7

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 135

Adhesive Slime

Description

The farastu secretes a thick, tarlike slime and it can choose to use this slime to secure enemies that it has grappled or to make weapons become attached to it. It is able to end the adhesion with a bonus action, causing all items and creatures secured to it to be released. The adhesion also ends after the farastu dies.

Devil's Sight

Description

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

Keen Smell

Description

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

Magic Resistance

Description

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

Magic Weapons

Description

The farastu's weapon attacks are magical.

Reckless

Description

At the start of its turn, the farastu can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack

Description

The farastu makes two claw or bite attacks.

Claws

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. The target is held fast by the farastu's adhesive slime (grappled, escape DC 15) if the farastu isn't already grappling a creature.

Attack

Claws|7|1d6+4

Bite

Description

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

Attack

Bite|7|2d6+4

Reactions

Adhesive Hide

Description

After taking damage from a melee weapon, the farastu can use its reaction to take the weapon, if the attacker fails a DC 15 Dexterity saving throw. The weapon is attached to the farastu's hide until it releases the weapon, or an attacker takes an action and succeeds with a DC 15 Strength check to pry it off the farastu.

Demodand, Kelubar

Size

Medium

Type

fiend

Alignment

neutral evil

Armor Class

17 (natural armor)

Hit Points

97 (13d8 + 39)

Speed

30 ft., fly 60 ft.

Strength

20

Dexterity

13

Constitution

17

Intelligence

14

Wisdom

15

Charisma

18

Saving Throws

Str +9, Con +7, Cha +8

Skills

Athletics +9, Insight +6, Persuasion +8

Damage Resistances

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

Damage Immunities

acid, fire, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Passive Perception

12

Languages

Abyssal, Common

Challenge Rating

11

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 136

Devil's Sight

Description

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

Freedom of Movement

Description

The kelubar is unaffected by difficult terrain, and spells and other magical affects do not reduce its Speed. or cause it to be paralyzed or restrained. If the kelubar spends 5 feet of movement is automatically escapes from nonmagical restraints or a creature that has it grappled. It is also able to move underwater with no movement or attack penalties.

Innate Spellcasting

Description

The kelubar's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: acid arrow, clairvoyance, detect magic, fear, invisibility (self only), spider climb, tongues

3/Day each: fog cloud, ray of enfeeblement

2/Day each: dispel magic

Keen Smell

Description

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

Magic Resistance

Description

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

Magic Weapons

Description

The kelubar's weapon attacks are magical.

Reckless

Description

At the start of its turn, the kelubar can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Sneak Attack (1/Turn)

Description

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

Stench

Description

Any creature that is not a demodand and starts its turn within 30 feet of the kelubar must succeed on a DC 16 Constitution saving throw or be poisoned. On a successful saving throw, the creature is immune to the stench of this kelubar for 1 hour.

Actions

Multiattack

Description

The kelubar makes two claw or bite attacks.

Claws

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 7 (2d6) acid damage.

Attack

Claws|9|1d8+5+2d6

Bite

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) acid damage.

Attack

Bite|9|2d8+5+2d6

Summon Reinforcements (Recharges after a Short orLong Rest)

Description

If the kelubar rolls 1-2 on a d6 it summons in two farastu, a result of 3-4 summons in one kelubar.

Reactions

Impossible Dodge

Description

When an attacker that the kelubar can see hits it with an Attack, the kelubar can use its Reaction to halve the attack's damage.

Spells

acid arrow, clairvoyance, detect magic, fear, invisibility, spider climb, tongues, fog cloud, ray of enfeeblement, dispel magic

Demodand, Shator

Size

Large

Type

fiend

Alignment

neutral evil

Armor Class

17 (natural armor)

Hit Points

189 (18d10 + 90)

Speed

30 ft., fly 60 ft.

Strength

24

Dexterity

13

Constitution

20

Intelligence

14

Wisdom

16

Charisma

20

Saving Throws

Str +12, Con +10, Cha +10

Skills

Athletics +12, Insight +8, Persuasion +10

Damage Resistances

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

Damage Immunities

acid, fire, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Passive Perception

13

Languages

Abyssal, Common

Challenge Rating

15

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 137

Devil's Sight

Description

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

Innate Spellcasting

Description

The shator's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: clairvoyance, detect magic, magic missile, invisibility (self only), spider climb, tongues

3/day each: cloudkill, tasha's hideous laughter

2/day each: dispel magic, plane shift

Keen Smell

Description

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

Magic Resistance

Description

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

Magic Weapons

Description

The shator's weapon attacks are magical.

Poisonous Slime

Description

A creature within 5 feet of the shator is splattered with slime whenever it hits the shator with a melee attack. The creature must make a DC 18 Dexterity saving throw or becoming paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the paralyzed effect on itself on a success.

Actions

Multiattack

Description

The shator makes two claw attacks and one bite. It can substitute its bite for a poisonous spit attack if available.

Claws

Description

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 10 (3d6) acid damage.

Attack

Claws|12|2d8+7+3d6

Bite

Description

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage plus 14 (4d6) acid damage.

Attack

Bite|12|4d8+7+4d6

Poisonous Spit (Recharge 5-6)

Description

The shator exhales poisonous spit in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save and becoming paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the paralyzed effect on itself on a success. The creature takes 18 (4d8) acid damage on a successful save.

Summon Reinforcements (Recharges after a Short or Long Rest)

Description

If the shator rolls 1-2 on a d6 it summons in two farastu, a result of 3-4 summons in one shator.

Spells

clairvoyance, detect magic, magic missile, invisibility, spider climb, tongues, cloudkill, tasha's hideous laughter, dispel magic, plane shift

Demogorgon

Size

Huge

Type

fiend (demon)

Alignment

chaotic evil

Armor Class

22 (natural armor)

Hit Points

464 (32d12 + 256)

Speed

50 ft., swim 50 ft.

Strength

29

Dexterity

14

Constitution

26

Intelligence

20

Wisdom

17

Charisma

25

Saving Throws

Dex +10, Con +16, Wis +11, Cha +15

Skills

Insight +11, Perception +19

Damage Resistances

cold, fire, lightning

Damage Immunities

poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Passive Perception

29

Languages

all, telepathy 120 ft.

Challenge Rating

26

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 90, Mordenkainen's Tome of Foes p. 144

Proficiency Bonus

Description

+8

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Two Heads

Description

Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

Actions

Multiattack

Description

Demogorgon makes two Tentacle attacks. He can replace one attack with a use of Gaze.

Tentacle

Description

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) force damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Attack

Tentacle|17|3d12+9

Gaze

Description

Demogorgon turns his magical gaze toward one creature he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw or suffer one of the following effects (choose one or roll a d6):

1–2: Beguiling Gaze The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight.

3–4: Confusing Gaze The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell.

5–6: Hypnotic Gaze The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed target uses its action, reaction, and movement.

Spellcasting

Description

Demogorgon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):

At will: detect magic, major image

3/day each: dispel magic, fear, telekinesis

1/day each: feeblemind, project image

Lair Actions

Description

On initiative count 20 (losing initiative ties), Demogorgon can take one of the following lair actions; he can't take the same lair action two rounds in a row:

Darkness. Demogorgon casts the darkness spell four times, targeting different areas with the spell. Demogorgon doesn't need to concentrate on the spells, which end on initiative count 20 of the next round.

Illusory Duplicate. Demogorgon creates an illusory duplicate of himself, which appears in his space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a 50 percent chance that the illusory duplicate is affected, not Demogorgon, in which case the illusion disappears.

Legendary Actions

Legendary Actions (2/Turn)

Description

Demogorgon can take 2 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. Demogorgon regains spent legendary actions at the start of its turn.

Gaze

Description

Demogorgon uses Gaze and must use either Beguiling Gaze or Confusing Gaze.

Tail

Description

Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage.

Cast a Spell (Costs 2 Actions)

Description

Demogorgon uses Spellcasting.

Spells

detect magic, major image, dispel magic, fear, telekinesis, feeblemind, project image

Demogorgon (monstrosity)

Size

Medium

Type

monstrosity

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

60 (8d8+24)

Speed

30 ft.

Strength

16

Dexterity

12

Constitution

16

Intelligence

3

Wisdom

12

Charisma

5

Skills

Perception +3, Stealth +5

Passive Perception

13

Challenge Rating

4

Senses

blindsight 60 ft.

Traits

Source

Description

Hunt for the Thessalhydra p. 36

Keen Smell

Description

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

Blood Frenzy

Description

The demogorgon has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Regeneration

Description

The demogorgon regains 10 hit points at the start of its turn. If the demogorgon takes acid or fire damage, this trait doesn't function at the start of the demogorgon's next turn. The demogorgon dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack

Description

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

Bite

Description

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

Attack

Bite|5|1d8+3

Claw

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Attack

Claw|5|2d8+3