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Monsters

2646 of 2646 entries · Showing 601–650

Demon Grinder

Size

Gargantuan

Type

infernal vehicle

Speed

100

Armor Class

19

Strength

18

Dexterity

10

Constitution

18

Wisdom

0

Intelligence

0

Charisma

0

Hit Points

200

Damage Immunities

fire, poison, psychic

Condition Immunities

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

Traits

Source

Description

Baldur's Gate: Descent into Avernus p. 218

Magic Weapon

Description

The Demon Grinder's weapon attacks are magical.

Prone Deficiency

Description

If the Demon Grinder rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.

Helm (Requires 1 Crew and Grants Three-Quarters Cover)

Description

Drive and steer the Demon Grinder.

Actions

Crushing Wheels

Description

The Demon Grinder can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 22 (4d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.

Attack

Crushing Wheels||4d10

Chomper (Requires 1 Crew and Grants Half Cover)

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (6d6+4) piercing damage. A target reduced to 0 hit points by this damage is ground to bits and spit out through pipes on both sides of the Demon Grinder. Any nonmagical items the target was holding or carrying are destroyed as well.

Attack

Chomper|9|6d6+4

Wrecking Ball (Requires 1 Crew and Grants Half-Cover)

Description

Melee Weapon Attack:+9 to hit, reach 15 ft., one target. Hit: 40 (8d8+4) bludgeoning damage. Double the damage if the target is an object or a structure.

Attack

Wrecking Ball|9|8d8+4

2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover)

Description

Ammunition: 10 harpoons per station. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing damage.

Attack

Harpoon Flinger|5|2d8

Environment

underdark

Demonfeed Spider

Size

Large

Type

fiend

Armor Class

16 (natural armor)

Hit Points

75 (10d10 + 20)

Speed

40 ft., climb 40 ft.

Strength

16

Dexterity

16

Constitution

15

Intelligence

6

Wisdom

10

Charisma

6

Saving Throws

Dex +7

Skills

Perception +3, Stealth +7

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Passive Perception

13

Languages

—

Challenge Rating

8

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 237

Proficiency Bonus

Description

+3

Spider Climb

Description

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

Web Walker

Description

The spider ignores movement restrictions caused by webbing.

Actions

Multiattack

Description

The spider makes two melee attacks: one with its bite and one with its stinger; or the spider can make one attack with its web spinner followed by a melee attack.

Bite

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw. On a failed save, the target takes 27 (6d8) poison damage and is poisoned for 1 minute. On a successful save, the target takes half as much damage and isn't poisoned. If this 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|7|1d10 + 3

Stinger

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Stinger|7|1d12+3

Web Spinner

Description

Ranged Weapon Attack: +7 to hit, reach 40 ft., one target. Hit: The target is pulled 40 feet toward the spider and is grappled (escape DC 14). The spider can grapple only one creature at a time in this way. As an action, the spider can cocoon a creature it has grappled in webbing, causing it to be restrained and ending the grappled condition.

Reactions

Arterial Spray

Description

When the spider takes damage while below half its hit point maximum, it can spray poisonous blood in a 15-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 13 (3d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. If this poison damage reduces a creature to 0 hit points, the creature is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Demonfeed Spiderling

Size

Medium

Type

fiend

Armor Class

13 (natural armor)

Hit Points

16 (3d8 + 3)

Speed

30 ft., climb 30 ft.

Strength

10

Dexterity

12

Constitution

12

Intelligence

2

Wisdom

7

Charisma

3

Saving Throws

Dex +3

Skills

Perception +0, Stealth +5

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Passive Perception

10

Languages

—

Challenge Rating

1

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 237

Proficiency Bonus

Description

+2

Spider Climb

Description

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

Web Walker

Description

The spiderling ignores movement restrictions caused by webbing.

Actions

Bite

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Attack

Bite|3|1d8 + 1

Demos Magen

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

16 (chain mail)

Hit Points

51 (6d8 + 24)

Speed

30 ft.

Strength

14

Dexterity

14

Constitution

18

Intelligence

10

Wisdom

10

Charisma

7

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Passive Perception

10

Languages

understands the languages of its creator but can't speak

Challenge Rating

2

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 300

Fiery End

Description

If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying.

Magic Resistance

Description

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

Unusual Nature

Description

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

Actions

Multiattack

Description

The magen makes two melee attacks.

Greatsword

Description

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

Attack

Greatsword|4|2d6+2

Light Crossbow

Description

Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Attack

Light Crossbow|4|1d8+2

Dermot Wurder (Tier 1)

Size

Small

Type

humanoid (cleric, goblin, goblinoid)

Alignment

lawful good

Armor Class

17 (breastplate, shield)

Hit Points

44 (8d6 + 16)

Speed

30 ft.

Strength

16

Dexterity

12

Constitution

14

Intelligence

10

Wisdom

16

Charisma

10

Saving Throws

Wis +5, Cha +2

Skills

Medicine +5, Religion +2, Survival +5

Senses

darkvision 60 ft.

Passive Perception

13

Languages

Common, Goblin, Orc

Challenge Rating

3

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 188

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

Dermot makes one Warhammer attack and one Searing Wrath attack.

Warhammer

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage when used with two hands.

Attack

Warhammer|5|1d8+3+1d10+3

Searing Wrath

Description

Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 9 (2d8) radiant damage, and the target is blinded until the end of its next turn.

Attack

Searing Wrath|5|2d8

Spellcasting

Description

Dermot casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

At will: guidance, light, spare the dying

1/day each: bless, cure wounds

Spells

guidance, light, spare the dying, bless, cure wounds

Dermot Wurder (Tier 2)

Size

Small

Type

humanoid (cleric, goblin, goblinoid)

Alignment

lawful good

Armor Class

19 (splint mail, shield)

Hit Points

82 (15d6 + 30)

Speed

30 ft.

Strength

18

Dexterity

12

Constitution

14

Intelligence

10

Wisdom

18

Charisma

10

Saving Throws

Wis +7, Cha +3

Skills

Medicine +7, Religion +3, Survival +7

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Common, Goblin, Orc

Challenge Rating

5

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 191

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

Dermot makes one Warhammer attack and one Searing Wrath attack.

Warhammer

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage when used with two hands.

Attack

Warhammer|7|1d8+4+1d10+4

Searing Wrath

Description

Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 18 (4d8) radiant damage, and the target is blinded until the end of its next turn.

Attack

Searing Wrath|7|4d8

Spellcasting

Description

Dermot casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):

At will: guidance, light, spare the dying

2/day each: bless (at 2nd level), cure wounds (at 3rd level)

1/day: revivify

Spells

light, spare the dying, bless, cure wounds, revivify

Dermot Wurder (Tier 3)

Size

Small

Type

humanoid (cleric, goblin, goblinoid)

Alignment

lawful good

Armor Class

20 (plate, shield)

Hit Points

93 (17d6 + 34)

Speed

30 ft., swim 30 ft. (mariner's armor)

Strength

18

Dexterity

12

Constitution

14

Intelligence

10

Wisdom

20

Charisma

10

Saving Throws

Wis +8, Cha +3

Skills

Medicine +8, Religion +3, Survival +8

Senses

darkvision 60 ft.

Passive Perception

15

Languages

Common, Goblin, Orc

Challenge Rating

8

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 193

Proficiency Bonus

Description

+3

Special Equipment

Description

Dermot wears mariner's armor and wields a ruidium warhammer (see appendix B). If Dermot rolls a 1 on an attack roll made with the warhammer, he must succeed on a DC 20 Charisma saving throw or gain 1 level of exhaustion.

Actions

Multiattack

Description

Dermot makes one Ruidium Warhammer attack and one Searing Wrath attack.

Ruidium Warhammer

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage when used with two hands, plus 7 (2d6) psychic damage.

Attack

Ruidium Warhammer|7|1d8+4+1d10+4+2d6

Searing Wrath

Description

Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 22 (5d8) radiant damage, and the target is blinded until the end of its next turn.

Attack

Searing Wrath|8|5d8

Spellcasting

Description

Dermot casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16):

At will: guidance, light, spare the dying

2/day each: bless (at 3rd level), cure wounds (at 3rd level

)1/day: revivify

Spells

guidance, light, spare the dying, bless, cure wounds, revivify

Derro

Size

Small

Type

aberration

Alignment

typically chaotic evil

Armor Class

13 (leather armor)

Hit Points

13 (3d6 + 3)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

12

Intelligence

11

Wisdom

5

Charisma

9

Skills

Stealth +4

Senses

darkvision 120 ft.

Passive Perception

7

Languages

Dwarvish, Undercommon

Challenge Rating

1/4

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 91, Mordenkainen's Tome of Foes p. 158

Proficiency Bonus

Description

+2

Magic Resistance

Description

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

Sunlight Sensitivity

Description

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

Actions

Hooked Spear

Description

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone.

Attack

Hooked Spear|2|1d6

Light Crossbow

Description

Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Attack

Light Crossbow|4|1d8+2

Derro Apprentice

Size

Small

Type

aberration

Alignment

typically chaotic evil

Armor Class

13 (leather armor)

Hit Points

22 (5d6 + 5)

Speed

30 ft.

Strength

9

Dexterity

14

Constitution

12

Intelligence

11

Wisdom

5

Charisma

12

Skills

stealth +4

Senses

darkvision 120 ft.

Passive Perception

7

Languages

Dwarvish, Undercommon

Challenge Rating

1

Traits

Source

Description

Quests from the Infinite Staircase p. 196

Proficiency Bonus

Description

+2

Magic Resistance

Description

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

Sunlight Sensitivity

Description

While in sunlight, the derro has disadvantage on attack rolls.

Actions

Chaos Blast

Description

Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) damage. Roll a d4 to determine the damage type: 1, acid; 2, cold; 3, fire; 4, lightning.

Attack

Chaos Blast|3|3d6

Spellcasting

Description

The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11):

At will: Message, Prestidigitation

1/day: Charm Person

Force Burst (Recharge 4-6)

Description

Raw arcane magic bursts out from the derro. Each creature within 10 feet of it must make a DC 11 Strength saving throw. On a failed save, the creature takes 7 (2d6) force damage and has the prone condition. On a successful save, the creature takes half as much damage only.

Spells

message, prestidigitation, charm person

Derro Raider

Size

Small

Type

aberration

Alignment

typically chaotic evil

Armor Class

12 (leather armor)

Hit Points

16 (3d6 + 6)

Speed

30 ft.

Strength

14

Dexterity

12

Constitution

14

Intelligence

11

Wisdom

5

Charisma

9

Skills

stealth +3, athletics +4

Senses

darkvision 120 ft.

Passive Perception

7

Languages

Dwarvish, Undercommon

Challenge Rating

1/4

Traits

Source

Description

Quests from the Infinite Staircase p. 196

Proficiency Bonus

Description

+2

Magic Resistance

Description

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

Sunlight Sensitivity

Description

While in sunlight, the derro has disadvantage on attack rolls.

Actions

Hooked Spear

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, the derro can choose to deal no damage, and instead the target has the prone condition.

Attack

Hooked Spear|4|1d6 + 2

Throwing Hammer

Description

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6 + 2) bludgeoning damage.

Attack

Throwing Hammer|4|1d6 + 2

Derro Savant

Size

Small

Type

aberration (sorcerer)

Alignment

typically chaotic evil

Armor Class

13 (leather armor)

Hit Points

36 (8d6 + 8)

Speed

30 ft.

Strength

9

Dexterity

14

Constitution

12

Intelligence

11

Wisdom

5

Charisma

14

Skills

Stealth +4

Senses

darkvision 120 ft.

Passive Perception

7

Languages

Dwarvish, Undercommon

Challenge Rating

3

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 92, Mordenkainen's Tome of Foes p. 159

Proficiency Bonus

Description

+2

Magic Resistance

Description

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

Sunlight Sensitivity

Description

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

Actions

Quarterstaff

Description

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

Attack

Quarterstaff|1|1d6 - 1

Chromatic Beam

Description

The derro launches a brilliant beam of magical energy in a 5-foot-wide line that is 60 feet long. Each creature in the line must make a DC 12 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.

Spellcasting

Description

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

At will: mage hand, message, prestidigitation

1/day each: invisibility, sleep, spider climb

Spells

mage hand, message, prestidigitation, invisibility, sleep, spider climb

Deva

Size

Medium

Type

celestial

Alignment

lawful good

Armor Class

17 (natural armor)

Hit Points

136 (16d8+64)

Speed

30 ft., fly 90 ft.

Strength

18

Dexterity

18

Constitution

18

Intelligence

17

Wisdom

20

Charisma

20

Saving Throws

Wis +9, Cha +9

Skills

Insight +9, Perception +9

Damage Resistances

radiant; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened

Senses

darkvision 120 ft.

Passive Perception

19

Languages

all, telepathy 120 ft.

Challenge Rating

10

Traits

Source

Description

Monster Manual p. 16

Angelic Weapons

Description

The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting

Description

The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:

At will: detect evil and good

1/day each: commune, raise dead

Magic Resistance

Description

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

Actions

Multiattack

Description

The deva makes two melee attacks.

Mace

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage.

Attack

Mace|8|1d6+4+4d8

Healing Touch (3/Day)

Description

The deva touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape

Description

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

In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

Spells

detect evil and good, commune, raise dead

Devil's Ride

Size

Large

Type

infernal vehicle

Speed

120

Armor Class

23 (19 while motionless)

Strength

14

Dexterity

18

Constitution

12

Wisdom

0

Intelligence

0

Charisma

0

Hit Points

30

Damage Immunities

fire, poison, psychic

Condition Immunities

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

Traits

Source

Description

Baldur's Gate: Descent into Avernus p. 218

Jump

Description

If the Devil's Ride moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.

Prone Deficiency

Description

If the Devil's Ride falls prone, it can't right itself and is incapacitated until pulled upright.

Stunt

Description

On its turn, the driver of the Devil's Ride can expend 10 feet of movement to perform one free infernal vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Devil's Ride must move at least 10 feet in a straight line. If the driver succeeds on DC 10 Dexterity check using the bike's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fails by 5 or more, the Devil's Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop.

Helm (Requires 1 Crew and Grants Half Cover)

Description

Drive and steer the Devil's Ride.

Environment

underdark

Devkarin Lich

Size

Medium

Type

undead

Alignment

lawful evil

Armor Class

14 (natural armor)

Hit Points

97 (15d8+30)

Speed

30 ft.

Strength

11

Dexterity

16

Constitution

14

Intelligence

19

Wisdom

16

Charisma

15

Saving Throws

Con +7, Int +9, Wis +8

Skills

Arcana +14, Insight +8, Perception +8

Passive Perception

18

Languages

Common, Elvish, Kraul

Challenge Rating

14

Damage Resistances

necrotic; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

truesight 120 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 198

Legendary Resistance (3/Day)

Description

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

Regeneration

Description

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

Spellcasting

Description

The lich is a 14th-level Golgari spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The lich has the following wizard spells prepared:

Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation

• 1st level (4 slots): chromatic orb, magic missile, ray of sickness

• 2nd level (3 slots): Melf's acid arrow, ray of enfeeblement, spider climb, web

• 3rd level (3 slots): animate dead, bestow curse, fear, vampiric touch

• 4th level (3 slots): blight, Evard's black tentacles

• 5th level (2 slots): cloudkill, insect plague

• 6th level (1 slots): circle of death, create undead

• 7th level (1 slots): finger of death

Turn Resistance

Description

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

Undead Fortitude

Description

If damage reduces the lich to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the lich drops to 1 hit point instead.

Actions

Noxious Touch

Description

Melee Spell Attack: +9 to hit, reach 5 ft., one creature. 14 (4d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Noxious Touch|9|4d6

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Cantrip

Description

The lich casts one of its cantrips.

Noxious Touch (Costs 2 Actions)

Description

The lich uses Noxious Touch.

Disrupt Life (Costs 3 Actions)

Description

Each creature within 30 feet of the lich must make a DC 17 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Spell Slots

4, 3, 3, 3, 2, 1, 1

Spells

acid splash, chill touch, mage hand, poison spray, prestidigitation, chromatic orb, magic missile, ray of sickness, Melf's acid arrow, ray of enfeeblement, spider climb, web, animate dead, bestow curse, fear, vampiric touch, blight, Evard's black tentacles, cloudkill, insect plague, circle of death, create undead, finger of death

Devorastus

Size

Huge

Type

fiend (demon)

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

275 (22d12 + 132)

Speed

30 ft.

Strength

24

Dexterity

14

Constitution

22

Intelligence

8

Wisdom

6

Charisma

10

Damage Resistances

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

Damage Immunities

acid

Condition Immunities

blinded, charmed, deafened, exhaustion, frightened, prone

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

8

Languages

telepathy 120 ft.

Challenge Rating

20

Traits

Source

Description

Chains of Asmodeus p. 198

Proficiency Bonus

Description

+6

Legendary Resistance (3/Day)

Description

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

Ooze Cube

Description

Devorastus takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 21 Strength check, and the creature making the attempt takes 35 (10d6) acid damage. The cube can hold only one Huge creature or up to six Large or smaller creatures inside it at a time.

Sticky

Description

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

Transparent

Description

Even when Devorastus is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot Devorastus if it has neither moved nor attacked. A creature that tries to enter Devorastus' space while unaware of Devorastus is surprised by it.

Actions

Multiattack

Description

Devorastus makes four attacks using its Pseudopod, Spit, or a combination of the two.

Pseudopod

Description

Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 42 (12d6) acid damage.

Attack

Pseudopod|13|12d6

Spit

Description

Ranged Weapon Attack: +8 to hit, range 100/200 ft., one target. Hit: 28 (8d6) acid damage. A target hit by this attack must make a DC 21 Constitution saving throw. On a failed save, the target has the prone condition.

Attack

Spit|8|8d6

Engulf

Description

Devorastus moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever Devorastus enters a creature's space, the creature must make a DC 21 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of Devorastus. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, Devorastus enters the creature's space, the creature takes 35 (10d6) acid damage, and is engulfed. The engulfed creature can't breathe, has the restrained condition, and takes 42 (12d6) acid damage at the start of each of Devorastus' turns. When Devorastus moves, the engulfed creature moves with it. An engulfed creature can try to escape by making a DC 21 Strength check as an action. On a success, the creature escapes and enters a space of its choice within 5 feet of Devorastus.

Devourer

Size

Large

Type

undead

Alignment

typically chaotic evil

Armor Class

16 (natural armor)

Hit Points

189 (18d10 + 90)

Speed

30 ft.

Strength

20

Dexterity

12

Constitution

20

Intelligence

13

Wisdom

10

Charisma

16

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Passive Perception

10

Languages

Abyssal, telepathy 120 ft.

Challenge Rating

13

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 93, Volo's Guide to Monsters p. 138

Proficiency Bonus

Description

+5

Unusual Nature

Description

A devourer doesn't require air, drink, or sleep.

Actions

Multiattack

Description

The devourer makes two Claw attacks and can use either Imprison Soul or Soul Rend, if available.

Claw

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 21 (6d6) necrotic damage.

Attack

Claw|10|2d6+5+6d6

Imprison Soul

Description

The devourer chooses a living Humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. While imprisoned in this way, the creature is restrained and has disadvantage on death saving throws. If the creature dies while imprisoned, the devourer regains 25 hit points and immediately recharges Soul Rend. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.

Soul Rend (Recharge 6)

Description

The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one.

Dezmyr Shadowdusk

Size

Medium

Type

undead

Alignment

chaotic evil

Armor Class

20 (plate armor, shield)

Hit Points

180 (19d8 + 95)

Speed

30 ft.

Strength

20

Dexterity

11

Constitution

20

Intelligence

12

Wisdom

16

Charisma

18

Saving Throws

wis +9, dex +6, 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

Waterdeep: Dungeon of the Mad Mage p. 287

Warp Reality

Description

As a bonus action on her turn, Dezmyr can warp reality, undoing damage dealt to herself or another creature that she can see within 20 feet of her. The beneficiary of this warped reality instantly regains 10 hit points.

Magic Resistance

Description

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

Marshal Undead

Description

Unless Dezmyr 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

Dezmyr is a 19th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She 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): locate creature, staggering smite

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

Actions

Multiattack

Description

Dezmyr 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

Dezmyr 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

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

Spell Slots

4, 3, 3, 3, 2

Spells

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

Dhergoloth

Size

Medium

Type

fiend (yugoloth)

Alignment

typically neutral evil

Armor Class

15 (natural armor)

Hit Points

119 (14d8 + 56)

Speed

30 ft.

Strength

17

Dexterity

10

Constitution

19

Intelligence

7

Wisdom

10

Charisma

9

Saving Throws

Str +6

Damage Resistances

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

Damage Immunities

acid, poison

Condition Immunities

poisoned

Senses

blindsight 60 ft., darkvision 60 ft.

Passive Perception

10

Languages

Abyssal, Infernal, telepathy 60 ft.

Challenge Rating

7

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 94, Mordenkainen's Tome of Foes p. 248

Proficiency Bonus

Description

+3

Magic Resistance

Description

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

Actions

Multiattack

Description

The dhergoloth makes two Claw attacks.

Claw

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) force damage.

Attack

Claw|6|2d8+3

Flailing Claws (Recharge 5–6)

Description

The dhergoloth moves up to its speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) force damage.

Spellcasting

Description

The dhergoloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 10):

At will: darkness, fear

Teleport

Description

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

Spells

darkness, fear

Dimetrodon

Size

Medium

Type

beast (dinosaur)

Alignment

unaligned

Armor Class

12 (natural armor)

Hit Points

19 (3d8 + 6)

Speed

30 ft., swim 20 ft.

Strength

14

Dexterity

10

Constitution

15

Intelligence

2

Wisdom

10

Charisma

5

Skills

Perception +2

Passive Perception

12

Languages

—

Challenge Rating

1/4

Traits

Source

Description

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

Proficiency Bonus

Description

+2

Actions

Bite

Description

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

Attack

Bite|4|2d6+2

Dinosaur Skeleton

Size

Large

Type

undead

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

51 (6d10 + 18)

Speed

60 ft.

Strength

19

Dexterity

13

Constitution

17

Intelligence

2

Wisdom

12

Charisma

5

Skills

perception +5

Senses

darkvision 60 ft.

Passive Perception

15

Challenge Rating

2

Traits

Source

Description

Journeys through the Radiant Citadel p. 57

Proficiency Bonus

Description

+2

Pounce

Description

If the skeleton moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the skeleton can make one bite attack against it as a bonus action.

Actions

Bite

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Attack

Bite|6|2d10 + 4

Claw

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Attack

Claw|6|1d8 + 4

Dire Corby

Size

Medium

Type

humanoid (dire corby)

Alignment

neutral evil

Armor Class

13 (natural armor)

Hit Points

16 (3d8+3)

Speed

40 ft., climb 40 ft.

Strength

13

Dexterity

14

Constitution

13

Intelligence

6

Wisdom

8

Charisma

7

Skills

Acrobatics +4, Perception +3

Passive Perception

13

Languages

Undercommon

Challenge Rating

1/2

Damage Vulnerabilities

thunder

Condition Immunities

frightened

Traits

Source

Description

Mordenkainen's Fiendish Folio p. 7

Dire Cacophony

Description

Any creature other than a dire corby that starts its turn within 60 feet of a dire corby and can hear it must make a DC 11 Wisdom saving throw. On a failed save, the creature is unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.

Keen Hearing

Description

The dire corby has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Multiattack

Description

The dire corby makes two claw attacks.

Claw

Description

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

Attack

Claw|4|1d8+2

Dire Troll

Size

Huge

Type

giant

Alignment

typically chaotic evil

Armor Class

15 (natural armor)

Hit Points

172 (15d12 + 75)

Speed

40 ft.

Strength

22

Dexterity

15

Constitution

21

Intelligence

9

Wisdom

11

Charisma

5

Saving Throws

Wis +5, Cha +2

Skills

Perception +5

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

frightened, poisoned

Senses

darkvision 60 ft.

Passive Perception

15

Languages

Giant

Challenge Rating

13

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 246, Mordenkainen's Tome of Foes p. 243

Proficiency Bonus

Description

+5

Regeneration

Description

The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points.

Actions

Multiattack

Description

The troll makes one Bite attack and four Claw attacks.

Bite

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage.

Attack

Bite|11|1d8+6+1d10

Claws

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage.

Attack

Claws|11|3d6+6

Whirlwind of Claws (Recharge 5–6)

Description

Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one.

Dire Wolf

Size

Large

Type

beast

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

37 (5d10+10)

Speed

50 ft.

Strength

17

Dexterity

15

Constitution

15

Intelligence

3

Wisdom

12

Charisma

7

Skills

Perception +3, Stealth +4

Passive Perception

13

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 321, Player's Handbook p. 305

Keen Hearing and Smell

Description

The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics

Description

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

Actions

Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Attack

Bite|5|2d6+3

Environment

forest, hill

Disciple

Size

Medium

Type

humanoid

Armor Class

11 (shield)

Hit Points

9 (2d8)

Speed

30 ft.

Strength

12

Dexterity

9

Constitution

10

Intelligence

11

Wisdom

13

Charisma

9

Saving Throws

Wis +3

Skills

Perception +3, Religion +2

Passive Perception

13

Languages

any one language (usually Common)

Traits

Source

Description

Van Richten's Guide to Ravenloft p. 201

Spellcasting

Description

You cast one the following cleric spells (spell save DC 11), using Wisdom as the spellcasting ability:

At will: guidance

2/day: cure wounds

Actions

Mace

Description

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

Attack

Mace|3|1d6+1

Sacred Flame (Cantrip)

Description

You target one creature you can see within 60 feet of you. The target must succeed on a DC 11 Dexterity saving throw or take 4 (1d8) radiant damage. The target gains no benefit from cover for this saving throw.

Spells

guidance, sacred flame, cure wounds

Dispater

Size

Large

Type

fiend (devil)

Alignment

lawful evil

Armor Class

21 (natural armor, Wrought-Iron Tower)

Hit Points

412 (33d10 + 231)

Speed

30 ft.

Strength

28

Dexterity

17

Constitution

25

Intelligence

25

Wisdom

22

Charisma

24

Saving Throws

Str +17, Dex +11, Con +15, Int +15

Skills

Arcana +23, Insight +22, Intimidation +15, Perception +14, Persuasion +15, Stealth +11

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

charmed, frightened, poisoned

Senses

darkvision 120 ft.

Passive Perception

24

Languages

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

Challenge Rating

27

Traits

Source

Description

Chains of Asmodeus p. 222

Proficiency Bonus

Description

+8

Devil's Sight

Description

Magical darkness doesn't impede Dispater's darkvision.

Fear Aura

Description

When a creature starts their turn within 120 feet of Dispater, they must succeed on a DC 22 Wisdom saving throw or have the frightened condition until they leave the aura. A creature that succeeds on the saving throw is immune to this effect for 1 hour.

Fiendish Regeneration

Description

Dispater regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Dispater dies only if he starts his turn with 0 hit points and is unable to regenerate.

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Rust Metal

Description

Any nonmagical weapon or ammunition made of metal that hits Dispater corrodes. After its hit, the weapon or ammunition is destroyed.

Actions

Multiattack

Description

Dispater makes four attacks using his Wrought-Iron Tower, Iron Column, or a combination of the two. He can replace one of the attacks with Superheat Metal (if available).

Wrought-Iron Tower

Description

Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 21 (2d8 + 12) bludgeoning damage plus 7 (2d6) fire damage. Dispater may replace the bludgeoning damage with damage of a type that the target is vulnerable to instead.

Iron Column

Description

Ranged Spell Attack: +15 to hit, range 60 ft., one target. Hit: 21 (2d8 + 12) bludgeoning damage plus 7 (2d6) fire damage. Dispater may replace the bludgeoning damage with damage of a type that the target is vulnerable to instead.

Superheat Metal (Recharge 4–6)

Description

Dispater targets a metal object he can see within 90 feet of him. The metal glows white-hot, burning all that touches it. If the object was held by a creature, the creature must succeed on a DC 23 Dexterity saving throw to drop the object or take 45 (10d8) fire damage. If the object is attached to a creature, or they couldn't feasibly drop it, they automatically fail the save. The object returns to room temperature at the end of Dispater's turn.

Nail Spray (2/Day)

Description

Dispater conjures a storm of iron nails and launches them forward in a 90-foot-long, 5-foot-wide line. All creatures within the line must make a DC 23 Dexterity saving throw, taking 40 (16d4) piercing damage on a failed save, or half as much damage on a successful one. Nails launched from this ability stick into soft surfaces or fall to the ground after the attack finishes.

Legendary Actions

Legendary Actions (3/Turn)

Description

Dispater 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. Dispater regains spent legendary actions at the start of his turn.

Staff

Description

Dispater makes a Wrought-Iron Tower attack.

Flesh to Iron (Costs 2 Actions)

Description

Melee Spell Attack: +15 to hit, reach 5 ft., one target. Hit: 40 (6d10 + 7) force damage, and the target must make a DC 23 Constitution saving throw. On a failed save, the target's flesh begins to harden, and the creature's movement speed is halved for 1 minute. If the creature is harmed by Flesh to Iron again, while still partly iron, the rest of the creature also turns to iron, killing them.

Call Underling (Costs 3 Actions)

Description

Dispater summons an allied erinyes in an unoccupied space that he can see.

Displacer Beast

Size

Large

Type

monstrosity

Alignment

lawful evil

Armor Class

13 (natural armor)

Hit Points

85 (10d10+30)

Speed

40 ft.

Strength

18

Dexterity

15

Constitution

16

Intelligence

6

Wisdom

12

Charisma

8

Senses

darkvision 60 ft.

Passive Perception

11

Challenge Rating

3

Traits

Source

Description

Monster Manual p. 81

Avoidance

Description

If the displacer beast 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.

Displacement

Description

The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.

Actions

Multiattack

Description

The displacer beast makes two attacks with its tentacles.

Tentacle

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) piercing damage.

Attack

Tentacle|7|1d6+4

Environment

forest

Displacer Beast Kitten

Size

Small

Type

monstrosity

Alignment

unaligned

Armor Class

12 (natural armor)

Hit Points

9 (2d6 + 2)

Speed

30 ft.

Strength

12

Dexterity

13

Constitution

12

Intelligence

4

Wisdom

10

Charisma

6

Senses

darkvision 60 ft.

Passive Perception

10

Challenge Rating

1/8

Traits

Source

Description

The Wild Beyond the Witchlight p. 108

Proficiency Bonus

Description

+2

Displacement

Description

The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.

Actions

Tentacles

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage plus 2 piercing damage.

Attack

Tentacles|3|2

Displacer Fiend

Size

Large

Type

fiend

Alignment

neutral evil

Armor Class

16 (natural armor)

Hit Points

135 (18d10 + 36)

Speed

40 ft.

Strength

17

Dexterity

19

Constitution

14

Intelligence

8

Wisdom

13

Charisma

10

Saving Throws

Str +7, Dex +8

Skills

Acrobatics +8, Athletics +7, Perception +5, Stealth +12

Damage Resistances

fire, poison

Condition Immunities

charmed, frightened

Senses

darkvision 120 ft.

Passive Perception

15

Languages

—

Challenge Rating

9

Traits

Source

Description

Chains of Asmodeus p. 240

Proficiency Bonus

Description

+4

Avoidance

Description

If the displacer fiend 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.

Displacement

Description

The displacer fiend projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer fiend is incapacitated or has a speed of 0.

Actions

Multiattack

Description

The displacer fiend makes three Tentacle attacks. It can replace one of the attacks with a Bite attack.

Tentacle

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage plus 7 (2d6) necrotic damage.

Attack

Tentacle|8|4d6+4+2d6

Bite

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (3d12 + 4) piercing damage, and the target's Dexterity score is reduced by 2 (1d4). The target is killed if this reduces its Dexterity to 0. The reduction lasts until the target finishes a short or long rest.

Attack

Bite|8|3d12+4+1d4

Shadowhop (bonus action)

Description

While in dim light or darkness, the displacer fiend can teleport up to 60 feet, provided its destination is also in dim light or darkness.

Diva

Size

Medium

Type

humanoid (any race)

Alignment

any alignment

Armor Class

13 (leather armor)

Hit Points

16 (3d8 + 3)

Speed

30 ft.

Strength

11

Dexterity

14

Constitution

12

Intelligence

11

Wisdom

13

Charisma

11

Skills

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

Passive Perception

15

Languages

any one language (usually Common)

Challenge Rating

1/2

Traits

Source

Description

Journeys through the Radiant Citadel p. 72

Proficiency Bonus

Description

+2

Keen Hearing and Sight

Description

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

Actions

Multiattack

Description

The diva makes two melee attacks.

Broken Bottle

Description

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

Attack

Broken Bottle|4|1d6 + 2

Diva Luma

Size

Medium

Type

humanoid (any race)

Alignment

any non-good alignment

Armor Class

15 (studded leather armor)

Hit Points

78 (12d8 + 24)

Speed

30 ft.

Strength

11

Dexterity

16

Constitution

14

Intelligence

13

Wisdom

11

Charisma

10

Saving Throws

dex +6, int +4

Skills

deception +3, stealth +9, acrobatics +6, perception +3

Damage Resistances

poison

Passive Perception

13

Languages

Thieves' cant plus any two languages

Challenge Rating

8

Traits

Source

Description

Journeys through the Radiant Citadel p. 72

Proficiency Bonus

Description

+3

Assassinate

Description

During its first turn, Diva Luma has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Diva Luma scores against a surprised creature is a critical hit.

Evasion

Description

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

Sneak Attack (1/Turn)

Description

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

Actions

Multiattack

Description

Diva Luma makes two high-heeled shoe attacks.

High-Heeled Shoe

Description

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

Attack

High-Heeled Shoe|6|1d6 + 3

Diviner Wizard

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

12 (15 with mage armor)

Hit Points

90 (20d8)

Speed

30 ft.

Strength

9

Dexterity

14

Constitution

11

Intelligence

18

Wisdom

12

Charisma

11

Saving Throws

Int +7, Wis +4

Skills

Arcana +7, History +7

Passive Perception

11

Languages

any four languages

Challenge Rating

8

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 261, Volo's Guide to Monsters p. 213

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The diviner makes three Arcane Burst attacks.

Arcane Burst

Description

Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4) radiant damage.

Attack

Arcane Burst|7|3d10+4

Overwhelming Revelation (Recharge 5–6)

Description

The diviner magically creates a burst of illumination in a 10-foot-radius sphere centered on a point within 120 feet of it. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and is stunned until the end of the diviner's next turn. On a successful save, the creature takes half as much damage and isn't stunned.

Spellcasting

Description

The diviner casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

At will: mage hand, message, prestidigitation

2/day each: arcane eye, detect magic, detect thoughts, fly, lightning bolt, locate object, mage armor, Rary's telepathic bond

1/day: true seeing

Reactions

Portent (3/Day)

Description

When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner rolls a d20 and chooses whether to use that roll in place of the d20 rolled for the attack roll, saving throw, or ability check.

Spells

mage hand, message, prestidigitation, arcane eye, detect magic, detect thoughts, fly, lightning bolt, locate object, mage armor, Rary's telepathic bond, true seeing

Djeneba

Size

Medium

Type

humanoid (human)

Alignment

chaotic neutral

Armor Class

12 (15 with mage armor)

Hit Points

40 (9d8)

Speed

30 ft.

Strength

9

Dexterity

14

Constitution

11

Intelligence

17

Wisdom

12

Charisma

11

Saving Throws

wis +4, int +6

Skills

arcana +6, history +6

Passive Perception

11

Languages

any four languages

Challenge Rating

6

Traits

Source

Description

Journeys through the Radiant Citadel p. 173

Proficiency Bonus

Description

+3

Spellcasting

Description

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

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

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

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

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

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

• 5th level (1 slots): cone of cold

Actions

Dagger

Description

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

Attack

Dagger|5|1d4 + 2

Spell Slots

4, 3, 3, 3, 1

Spells

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

Djinni

Size

Large

Type

elemental

Alignment

chaotic good

Armor Class

17 (natural armor)

Hit Points

161 (14d10+84)

Speed

30 ft., fly 90 ft.

Strength

21

Dexterity

15

Constitution

22

Intelligence

15

Wisdom

16

Charisma

20

Saving Throws

Dex +6, Wis +7, Cha +9

Damage Immunities

lightning, thunder

Senses

darkvision 120 ft.

Passive Perception

13

Languages

Auran

Challenge Rating

11

Traits

Source

Description

Monster Manual p. 144

Elemental Demise

Description

If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting

Description

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

At will: detect evil and good, detect magic, thunderwave 3/day each: create food and water (can create wine instead of water), tongues, wind walk

1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift

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 djinni makes three scimitar attacks.

Scimitar

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).

Attack

Scimitar|9|2d6+5+1d6

Create Whirlwind

Description

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.

A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

Spells

detect evil and good, detect magic, thunderwave, create food and water, tongues, wind walk, conjure elemental, creation, gaseous form, invisibility, major image, plane shift

Environment

coastal

Dohwar

Size

Small

Type

fey

Alignment

any alignment

Armor Class

11

Hit Points

10 (3d6)

Speed

20 ft., swim 20 ft.

Strength

5

Dexterity

12

Constitution

11

Intelligence

11

Wisdom

14

Charisma

13

Saving Throws

wis +4, dex +3

Skills

persuasion +3, insight +4, deception +3

Passive Perception

12

Languages

Common, Dohwar, telepathy 30 ft. (see also Merging below)

Challenge Rating

0

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 19

Proficiency Bonus

Description

+2

Merging

Description

Two dohwars can have a telepathic conversation with each other and a third willing creature of their choice, provided all three are within 30 feet of one another.

Actions

Bite

Description

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

Attack

Bite|3|1d4 + 1

Spellcasting (Psionics)

Description

The dohwar casts the following spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 11):

3/day: detect thoughts

Spells

detect thoughts

Dolgaunt

Size

Medium

Type

aberration

Alignment

lawful evil

Armor Class

16 (Unarmored Defense)

Hit Points

33 (6d8+6)

Speed

40 ft.

Strength

14

Dexterity

18

Constitution

12

Intelligence

13

Wisdom

14

Charisma

11

Skills

Acrobatics +6, Perception +4, Stealth +6

Passive Perception

14

Languages

Deep Speech, Goblin

Challenge Rating

3

Condition Immunities

blinded

Senses

blindsight 120 ft. (blind beyond this radius)

Traits

Source

Description

Eberron: Rising from the Last War p. 290

Evasion

Description

If the dolgaunt is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dolgaunt instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Unarmored Defense

Description

While the dolgaunt is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack

Description

The dolgaunt makes two tentacle attacks and two unarmed strikes. Up to two tentacle attacks can be replaced by Vitality Drain.

Tentacle

Description

Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. The target is grappled (escape DC 12) if it is a Large or smaller creature. Until this grapple ends, the dolgaunt can't use the same tentacle on another target. The dolgaunt has two tentacles.

Attack

Tentacle|6|1d6+4

Unarmed Strike

Description

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

Attack

Unarmed Strike|6|1d4+4

Vitality Drain

Description

One creature grappled by a tentacle of the dolgaunt must make a DC 11 Constitution saving throw. On a failed save, the target takes 9 (2d8) necrotic damage, and the dolgaunt regains a number of hit points equal to half the necrotic damage taken.

Dolgrim

Size

Small

Type

aberration

Alignment

chaotic evil

Armor Class

15 (natural armor)

Hit Points

13 (3d6+3)

Speed

30 ft.

Strength

15

Dexterity

14

Constitution

12

Intelligence

8

Wisdom

10

Charisma

8

Passive Perception

10

Languages

Deep Speech, Goblin

Challenge Rating

1/2

Senses

darkvision 60 ft.

Traits

Source

Description

Eberron: Rising from the Last War p. 291

Dual Consciousness

Description

The dolgrim has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Actions

Multiattack

Description

The dolgrim makes three attacks.

Morningstar

Description

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

Attack

Morningstar|4|1d8+2

Spear

Description

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Attack

Spear|4|1d6+2

Hand Crossbow

Description

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

Attack

Hand Crossbow|4|1d6+2

Dolphin

Size

Medium

Type

beast

Alignment

unaligned

Armor Class

12 (natural armor)

Hit Points

11 (2d8 + 2)

Speed

0 ft., swim 60 ft.

Strength

14

Dexterity

13

Constitution

13

Intelligence

6

Wisdom

12

Charisma

7

Skills

Perception +3

Senses

blindsight 60 ft.

Passive Perception

13

Languages

—

Challenge Rating

1/8

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 97, Volo's Guide to Monsters p. 208

Proficiency Bonus

Description

+2

Hold Breath

Description

The dolphin can hold its breath for 20 minutes.

Actions

Slam

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the dolphin moved at least 30 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) bludgeoning damage.

Attack

Slam|4|1d6+2+1d6

Dolphin Delighter

Size

Medium

Type

fey

Alignment

typically chaotic good

Armor Class

14 (natural armor)

Hit Points

27 (5d8 + 5)

Speed

0 ft., swim 60 ft.

Strength

14

Dexterity

13

Constitution

13

Intelligence

11

Wisdom

12

Charisma

16

Saving Throws

Wis +3, Cha +5

Skills

Perception +3, Performance +5

Senses

blindsight 60 ft.

Passive Perception

13

Languages

Aquan, telepathy 120 ft.

Challenge Rating

3

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 97

Proficiency Bonus

Description

+2

Hold Breath

Description

The dolphin can hold its breath for 20 minutes.

Actions

Multiattack

Description

The dolphin makes two Dazzling Slam attacks.

Dazzling Slam

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) psychic damage, and the target is blinded until the start of the dolphin's next turn.

Attack

Dazzling Slam|4|1d6+2+2d6

Delightful Light (Recharge 5–6) (bonus action)

Description

The dolphin magically emanates light in a 10-foot radius for a moment. The dolphin and each creature of its choice in that light gain 11 (2d10) temporary hit points.

Fey Leap (bonus action)

Description

The dolphin teleports up to 30 feet to an unoccupied space it can see. Immediately before teleporting, the dolphin can choose one creature within 5 feet of it. That creature can teleport with the dolphin, appearing in an unoccupied space within 5 feet of the dolphin's destination space.

Don-Jon Raskin

Size

Medium

Type

humanoid (human)

Alignment

neutral

Armor Class

10

Hit Points

44 (8d8+8)

Speed

30 ft.

Strength

11

Dexterity

10

Constitution

13

Intelligence

12

Wisdom

10

Charisma

14

Saving Throws

Dex +2, Con +3

Skills

Deception +4, Persuasion +4

Passive Perception

10

Languages

Common, Dwarvish

Challenge Rating

1/2

Traits

Source

Description

Dragon of Icespire Peak p. 56

Brave

Description

Don-Jon has advantage on saving throws against being frightened.

Not Dead Yet (Recharges after a Long Rest)

Description

If damage reduces Don-Jon to 0 hit points, he drops to 1 hit point instead and gains advantage on attack rolls until the end of his next turn.

Actions

Multiattack

Description

Don-Jon makes three melee attacks.

Dagger

Description

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

Attack

Dagger|2|1d4

Sling

Description

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

Attack

Sling|2|1d4

Donaar Blit'zen

Size

Medium

Type

humanoid (dragonborn)

Alignment

chaotic good

Armor Class

18 (plate armor)

Hit Points

45 (7d8+14)

Speed

30 ft.

Strength

17

Dexterity

8

Constitution

14

Intelligence

10

Wisdom

10

Charisma

16

Saving Throws

Wis +2, Cha +5

Skills

History +2, Insight +2, Intimidation +5, Persuasion +5

Passive Perception

10

Languages

Common, Draconic, Orc

Challenge Rating

3

Damage Resistances

acid

Traits

Source

Description

Acquisitions Incorporated p. 201

Champion Challenge (Recharges after a Short or Long Rest)

Description

As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a DC 13 Wisdom saving throw. On a failure, a creature can't willingly move more than 30 feet away from Donaar. This effect ends on the creature if Donaar is incapacitated or dies, or if the creature is moved more than 30 feet away from him.

Spellcasting

Description

Donaar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following paladin spells prepared:

• 1st level (4 slots): command, compelled duel, cure wounds, wrathful smite

• 2nd level (2 slots): aid, branding smite, lesser restoration, warding bond, zone of truth

Actions

Multiattack

Description

Donaar makes two attacks with his greatsword or his whip.

Greatsword

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Whenever Donaar rolls a 1 or 2 on a damage die, he can reroll the die and must use the new roll.

Attack

Greatsword|5|2d6+3

Whip

Description

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Attack

Whip|5|1d4+3

Acid Vomit

Description

Donaar regurgitates acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.

Spell Slots

4, 2

Spells

command, compelled duel, cure wounds, wrathful smite, aid, branding smite, lesser restoration, warding bond, zone of truth

Doomguard Doom Lord

Size

Small

Type

humanoid

Alignment

any alignment

Armor Class

18 (plate armor)

Hit Points

202 (27d8 + 81)

Speed

30 ft.

Strength

20

Dexterity

12

Constitution

16

Intelligence

15

Wisdom

14

Charisma

18

Saving Throws

Str +9, Con +7

Skills

Perception +6

Damage Immunities

necrotic

Passive Perception

16

Languages

Common plus three more languages

Challenge Rating

12

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 54, Planescape: Adventures in the Multiverse - Sigil and the Outlands

Proficiency Bonus

Description

+4

Aura of Doom

Description

Any creature that starts its turn within 10 feet of the doom lord must make a DC 16 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. If the doom lord doesn't have the incapacitated condition, it can suppress or resume this aura at the start of its turn (no action required).

Siege Monster

Description

The doom lord deals double damage to objects and structures.

Actions

Multiattack

Description

The doom lord makes two Entropic Greatsword or Entropic Javelin attacks.

Entropic Greatsword

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash.

Attack

Entropic Greatsword|9|2d6 + 5+3d6

Entropic Javelin

Description

Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 14 (4d6) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash.

Attack

Entropic Javelin|9|1d6 + 5+4d6

Doomguard Rot Blade

Size

Small

Type

humanoid

Alignment

any alignment

Armor Class

18 (plate armor)

Hit Points

97 (13d8 + 39)

Speed

30 ft.

Strength

18

Dexterity

12

Constitution

16

Intelligence

12

Wisdom

10

Charisma

15

Saving Throws

Str +7, Con +6

Skills

Perception +3

Damage Resistances

necrotic

Passive Perception

13

Languages

Common plus two more languages

Challenge Rating

6

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 56, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The rot blade makes two Entropic Blade or Entropic Javelin attacks.

Entropic Blade

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 7 (2d6) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash. Hit or Miss: The rot blade can cause the blade to emit a burst of entropic magic in a 10-foot-radius sphere centered on the weapon. Each creature in that area other than the rot blade must succeed on a DC 13 Constitution saving throw or take 6 (1d12) necrotic damage. The blade can emit entropic magic in this way only once per turn.

Attack

Entropic Blade|7|1d10 + 4+2d6

Entropic Javelin

Description

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 13 (2d12) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash.

Attack

Entropic Javelin|7|1d6 + 4+2d12

Doomwake Giant

Size

Huge

Type

giant

Alignment

lawful evil

Armor Class

15 (natural armor)

Hit Points

162 (13d12+78)

Speed

40 ft.

Strength

24

Dexterity

12

Constitution

22

Intelligence

12

Wisdom

14

Charisma

16

Saving Throws

Con +10, Wis +6

Skills

Intimidation +7, Perception +6

Passive Perception

16

Languages

Giant

Challenge Rating

11

Damage Immunities

necrotic, poison

Condition Immunities

frightened, poisoned

Senses

darkvision 120 ft.

Traits

Source

Description

Mythic Odysseys of Theros p. 224

Aura of Erebos

Description

Any creature that starts its turn within 10 feet of the giant must succeed on a DC 18 Constitution saving throw, or it takes 10 (3d6) necrotic damage and can't regain hit points until the start of its next turn. On a successful saving throw, the creature is immune to the giant's Aura of Erebos for 24 hours.

Magic Resistance

Description

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

Actions

Multiattack

Description

The giant makes two slam attacks.

Slam

Description

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 10 (3d6) necrotic damage.

Attack

Slam|11|3d8+7

Noxious Gust (Recharge 5-6)

Description

The giant exhales a mighty gust that creates a blast of deadly mist in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

Doppelganger

Size

Medium

Type

monstrosity (shapechanger)

Alignment

unaligned

Armor Class

14

Hit Points

52 (8d8+16)

Speed

30 ft.

Strength

11

Dexterity

18

Constitution

14

Intelligence

11

Wisdom

12

Charisma

14

Skills

Deception +6, Insight +3

Damage Immunities

charmed

Senses

darkvision 60 ft.

Passive Perception

11

Languages

Common

Challenge Rating

3

Traits

Source

Description

Monster Manual p. 82

Shapechanger

Description

The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, 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.

Ambusher

Description

The doppelganger has advantage on attack rolls against any creature it has surprised.

Surprise Attack

Description

If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Attack

Surprise Attack||3d6

Actions

Multiattack

Description

The doppelganger makes two melee attacks.

Slam

Description

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

Attack

|6|1d6+4

Read Thoughts

Description

The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Environment

underdark, urban

Doric

Size

Medium

Type

humanoid (druid)

Alignment

neutral good

Armor Class

14 (leather armor)

Hit Points

104 (16d8 + 32)

Speed

30 ft.

Strength

12

Dexterity

16

Constitution

14

Intelligence

16

Wisdom

19

Charisma

10

Saving Throws

Int +6, Wis +7

Skills

Insight +7, Nature +6, Perception +7, Survival +7

Damage Resistances

fire

Senses

darkvision 60 ft.

Passive Perception

17

Languages

Common, Druidic, Elvish, Infernal, Sylvan

Challenge Rating

5

Traits

Source

Description

Thieve's Gallery (DnD Beyond)

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

Doric makes two Shaped Claw or Sling attacks. She can replace one attack with a use of Spellcasting.

Shaped Claw

Description

Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Attack

Shaped Claw|7|1d8+4

Sling

Description

Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Attack

Sling|6|2d4+3

Spellcasting

Description

Doric casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):

At will: animal messenger, beast sense, speak with animals

2/day each: cure wounds, entangle, faerie fire, thunderwave

Change Shape (5/Day) (bonus action)

Description

Doric magically transforms into a Beast with a challenge rating of 3 or less or into an owlbear (see the Monster Manual). Doric can remain in that form for up to 2 hours. She can choose whether her equipment falls to the ground, melds with her new form, or is worn by the new form. Doric reverts to her true form if she is incapacitated or dies. She can revert to her true form using a bonus action.

While Doric is transformed, her stat block is replaced by the stat block of that form, except she keeps her current hit points, her hit point maximum, this bonus action, her alignment, and her Intelligence, Wisdom, and Charisma scores.

Reactions

Fiery Rebuke (3/Day)

Description

When Doric is damaged by a creature that she can see within 60 feet of herself, she magically engulfs the creature in flames. The creature must make a DC 15 Dexterity saving throw, taking 16 (3d10) fire damage on failed save, or half as much damage on a successful one.

Spells

animal messenger, beast sense, speak with animals, cure wounds, entangle, faerie fire, thunderwave

Doty X

Size

Medium

Type

construct

Armor Class

17 (natural armor)

Hit Points

78 (9d8 + 18 + 20)

Speed

40 ft.

Strength

14

Dexterity

12

Constitution

14

Intelligence

4

Wisdom

10

Charisma

6

Saving Throws

Dex +4, Con +5

Skills

Athletics +7, Perception +8

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, poisoned

Senses

darkvision 60 ft.

Passive Perception

18

Languages

understands the languages that Tary speaks

Challenge Rating

6

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 272

Proficiency Bonus

Description

+3

Arcane Surge (4/Day)

Description

When Doty hits a target, Tary can channel magical energy to deal an extra 14 (4d6) force damage to the target as long as Tary is not incapacitated.

Dedicated Servant

Description

Doty has an additional 20 hit points, and has a +2 modifier to saving throws, ability checks using skill proficiencies, and attack rolls.

Limited Vocabulary

Description

Doty can say the following words in Common: "Tary," "Yes," "Correct," "Absolutely," "Soon," and "Handsome."

Vigilant

Description

Doty can't be surprised.

Actions

Empowered Fist

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage.

Attack

Empowered Fist|7|1d8 + 4

Repair (3/Day)

Description

Doty regains 15 (2d8 + 6) hit points.

Reactions

Deflect

Description

If a creature within 5 feet of Doty that he can see makes an attack against a creature other than Doty, he can impose disadvantage on the attack roll. The attacker then takes 6 (1d4 + 4) force damage.

Dracohydra

Size

Huge

Type

monstrosity

Alignment

typically chaotic evil

Armor Class

17 (natural armor)

Hit Points

218 (19d12 + 95)

Speed

30 ft., swim 30 ft., fly 30 ft.

Strength

20

Dexterity

12

Constitution

20

Intelligence

6

Wisdom

12

Charisma

12

Skills

Perception +9

Senses

darkvision 60 ft.

Passive Perception

19

Languages

understands Draconic but can't speak

Challenge Rating

11

Traits

Source

Description

Fizban's Treasury of Dragons p. 176

Proficiency Bonus

Description

+4

Multiple Heads

Description

The dracohydra has five heads. While it has more than one head, the dracohydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever the dracohydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the dracohydra dies.

At the end of its turn, the dracohydra grows two heads for each of its heads that died since its last turn, unless it has taken radiant damage since its last turn. The dracohydra regains 10 hit points for each head regrown this way.

Reactive Heads

Description

For each head the dracohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful

Description

While the dracohydra sleeps, at least one of its heads is awake.

Actions

Multiattack

Description

The dracohydra makes as many Bite attacks as it has heads.

Bite

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) damage of a type chosen by the dracohydra: acid, cold, fire, lightning, or poison.

Attack

Bite|9|1d10+5

Prismatic Breath (Recharge 4–6)

Description

The dracohydra's heads exhale a single breath of multicolored energy in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 33 (6d10) damage of a type chosen by the dracohydra: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.

Attack

Prismatic Breath||6d10

Draconian Dreadnought

Size

Large

Type

monstrosity

Alignment

any alignment

Armor Class

16 (natural armor)

Hit Points

57 (6d10 + 24)

Speed

30 ft., fly 60 ft.

Strength

18

Dexterity

10

Constitution

18

Intelligence

10

Wisdom

10

Charisma

10

Saving Throws

Str +6, Wis +2

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Common, Draconic

Challenge Rating

4

Traits

Source

Description

Fizban's Treasury of Dragons p. 177

Proficiency Bonus

Description

+2

Death Throes

Description

When the draconian is reduced to 0 hit points, it bursts into flames and is reduced to ashes. Each creature in a 10-foot-radius sphere centered on the draconian must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) fire damage.

Actions

Multiattack

Description

The draconian makes two Serrated Sword attacks and one Tail attack.

Serrated Sword

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Attack

Serrated Sword|6|2d8+4

Tail

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Attack

Tail|6|1d8+4

Reactions

Shape Theft

Description

After the draconian kills a Medium or smaller Humanoid, the draconian can magically transform itself to look and feel like that creature while retaining its game statistics (other than its size). This transformation lasts until the draconian dies or uses an action to end it.

Draconian Foot Soldier

Size

Medium

Type

monstrosity

Alignment

any alignment

Armor Class

14 (natural armor)

Hit Points

22 (4d8 + 4)

Speed

30 ft.

Strength

13

Dexterity

11

Constitution

13

Intelligence

8

Wisdom

8

Charisma

10

Senses

darkvision 60 ft.

Passive Perception

9

Languages

Common, Draconic

Challenge Rating

1/2

Traits

Source

Description

Fizban's Treasury of Dragons p. 178

Proficiency Bonus

Description

+2

Controlled Fall

Description

When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Death Throes

Description

When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the body of the draconian crumbles to dust.

Actions

Multiattack

Description

The draconian makes two Shortsword attacks.

Shortsword

Description

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

Attack

Shortsword|3|1d6+1

Draconian Infiltrator

Size

Medium

Type

monstrosity

Alignment

any alignment

Armor Class

15 (natural armor)

Hit Points

39 (6d8 + 12)

Speed

40 ft., climb 30 ft.

Strength

11

Dexterity

17

Constitution

14

Intelligence

9

Wisdom

13

Charisma

11

Saving Throws

Dex +5

Skills

Perception +3, Stealth +7

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Passive Perception

13

Languages

Common, Draconic

Challenge Rating

3

Traits

Source

Description

Fizban's Treasury of Dragons p. 178

Proficiency Bonus

Description

+2

Death Throes

Description

When the draconian is reduced to 0 hit points, it turns into a puddle of acid and splashes acid on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity saving throw or be covered in acid for 1 minute. A creature can use its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 7 (2d6) acid damage at the start of each of its turns.

Glide

Description

When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Actions

Multiattack

Description

The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of the target's next turn. While poisoned in this way, the target is also paralyzed.

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) poison damage.

Attack

Dagger|5|1d4+3+2d6