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7 categories

Monsters

2646 of 2646 entries · Showing 651–700

Draconian Mage

Size

Medium

Type

monstrosity

Alignment

any alignment

Armor Class

15 (natural armor)

Hit Points

40 (9d8)

Speed

30 ft.

Strength

14

Dexterity

10

Constitution

11

Intelligence

11

Wisdom

10

Charisma

14

Saving Throws

Int +2, Wis +2, Cha +4

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Common, Draconic

Challenge Rating

2

Traits

Source

Description

Fizban's Treasury of Dragons p. 179

Proficiency Bonus

Description

+2

Death Throes

Description

When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away and its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 (2d8) force damage.

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 Trident or Necrotic Ray attacks.

Trident

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

Trident|4|1d6+2

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

Necrotic Ray

Description

Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) necrotic damage.

Attack

Necrotic Ray|4|3d6

Spellcasting

Description

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

1/day each: enlarge/reduce, invisibility, stinking cloud

Spells

enlarge/reduce, invisibility, stinking cloud

Draconian Mastermind

Size

Medium

Type

monstrosity

Alignment

any alignment

Armor Class

17 (natural armor)

Hit Points

67 (9d8 + 27)

Speed

35 ft.

Strength

13

Dexterity

14

Constitution

16

Intelligence

15

Wisdom

11

Charisma

17

Saving Throws

Int +5, Wis +3, Cha +6

Skills

Perception +3

Condition Immunities

charmed

Senses

truesight 60 ft.

Passive Perception

13

Languages

Common, Draconic

Challenge Rating

6

Traits

Source

Description

Fizban's Treasury of Dragons p. 180

Proficiency Bonus

Description

+3

Death Throes

Description

When the draconian is reduced to 0 hit points, its magical essence lashes out as a ball of lightning at the closest creature within 30 feet of it before arcing out to up to two other creatures within 15 feet of the first. Each creature must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 9 (2d8) lightning damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't stunned.

Actions

Multiattack

Description

The draconian makes three Rend or Energy Ray attacks.

Rend

Description

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

Attack

Rend|5|1d6+2

Energy Ray

Description

Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 8 (1d10 + 3) force damage.

Attack

Energy Ray|6|1d10+3

Noxious Breath (Recharge 5–6)

Description

The draconian exhales a 15-foot cone of noxious gas. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, the creature takes 21 (6d6) poison damage and gains 1 level of exhaustion. On a successful save, the creature takes half as much damage, doesn't gain exhaustion, and is immune to all draconians' Noxious Breath for 24 hours.

Attack

Noxious Breath||6d6

Spellcasting

Description

The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):

At will: invisibility, mage hand

2/day each: dimension door, disguise self, sending

Reactions

Magic Shield (3/Day)

Description

When the draconian is hit by an attack roll, it can create an invisible barrier of magical force around itself, granting it a +5 bonus to its AC against that attack and potentially causing the attack to miss.

Spells

invisibility, mage hand, dimension door, disguise self, sending

Draconic Shard

Size

Huge

Type

undead

Alignment

typically neutral

Armor Class

17 (deflection)

Hit Points

168 (16d12 + 64)

Speed

0 ft., fly 80 ft. (hover)

Strength

1

Dexterity

12

Constitution

18

Intelligence

22

Wisdom

18

Charisma

22

Saving Throws

Dex +7, Int +12, Wis +10, Cha +12

Skills

Arcana +12, History +12, Perception +16, Stealth +7

Damage Resistances

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

Damage Immunities

cold, necrotic, poison, psychic

Condition Immunities

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

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

26

Languages

Common, Draconic, Telepathy 120 ft.

Challenge Rating

17

Traits

Source

Description

Fizban's Treasury of Dragons p. 181

Proficiency Bonus

Description

+6

Deflection

Description

The shard's AC includes its Intelligence modifier.

Incorporeal Movement

Description

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

Legendary Resistance (3/Day)

Description

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

Rejuvenation

Description

When it drops to 0 hit points, the shard disappears and leaves a Tiny cracked gemstone in its space. The gemstone matches the kind of gem dragon it was in life and has AC 20, 15 hit points, and immunity to all damage except force. Unless the gemstone is destroyed, after 1d20 days, the gemstone dissipates and the shard re-forms, regaining all its hit points and appearing in the place the gemstone once occupied or in the nearest unoccupied space.

Unusual Nature

Description

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

Actions

Multiattack

Description

The shard makes two Telekinetic Rend attacks.

Telekinetic Rend

Description

Melee or Ranged Spell Attack: +12 to hit, reach 10 ft. or range 120 ft., one target. Hit: 15 (2d8 + 6) force damage.

Attack

Telekinetic Rend|12|2d8+6

Inhabit Object

Description

The shard disappears as it pours its psychic essence into a Medium or smaller nonsentient object it can see within 30 feet of it, magically possessing it. The object uses the shard's AC, and any damage dealt to the object applies to the shard's hit points. The shard inhabits the object until it uses an action to leave; until it is turned; until it is reduced to 0 hit points; or until an effect that ends possession, such as a dispel evil and good spell, is used on it. When it leaves the object, it reappears in the nearest unoccupied space.

While inhabited, the object becomes a magic item if it wasn't already, and a Tiny cracked gemstone matching the kind of gem dragon the shard was in life appears somewhere on the object. The shard can cause the object to fly using the shard's own flying speed, use its senses, speak verbally or telepathically, cast spells, and use its legendary actions.

If a creature wears or carries the inhabited object, the shard can grant the creature the following benefits:

• Each of the creature's attacks deals an extra 1d8 force damage on a hit.

• The creature gains resistance to psychic damage.

Psychic Crush (Recharge 5–6)

Description

The shard unleashes a pulse of psychic power. Each creature of the shard's choice in a 60-foot-radius sphere centered on it must make a DC 20 Intelligence saving throw. On a failed save, the creature takes 55 (10d10) psychic damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't stunned.

Attack

Psychic Crush||10d10

Spellcasting (Psionics)

Description

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

At will: detect thoughts, invisibility, telekinesis

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Rend

Description

The shard makes one Telekinetic Rend attack.

Cast a Spell (Costs 2 Actions)

Description

The shard uses Spellcasting.

Commanding Thought (Costs 2 Actions)

Description

The shard targets a creature it can see within 30 feet of it. The target must succeed on a DC 20 Wisdom saving throw or be charmed until the end of its next turn. While charmed in this way, the target becomes the shard's puppet, acting and moving in accordance with its telepathic commands. While under the shard's control, the target can take only the Attack (shard chooses the target) or Dash action on its turn.

Spells

detect thoughts, invisibility, telekinesis

Draconic Spirit

Size

Large

Type

dragon

Alignment

neutral

Armor Class

19 (natural armor)

Hit Points

50 (5d10)

Speed

30 ft., fly 60 ft., swim 30 ft.

Strength

19

Dexterity

14

Constitution

17

Intelligence

10

Wisdom

14

Charisma

14

Damage Resistances

acid, cold, fire, lightning, poison (Chromatic and Metallic Only), force, necrotic, psychic, radiant, thunder (Gem Only)

Condition Immunities

charmed, frightened, poisoned

Senses

blindsight 30 ft., darkvision 60 ft.

Passive Perception

12

Languages

draconic, understands the languages you speak

Traits

Source

Description

Fizban's Treasury of Dragons p. 21

Stats

Description

• Armor Class: 14 + the level of the spell (natural armor)

• Hit Points: 50 + 10 for each spell level above 5th (the dragon has a number of Hit Dice [d10s] equal to the level of the spell)

• Proficiency Bonus: equals your bonus

Shared Resistances

Description

When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends.

Actions

Multiattack

Description

The dragon makes a number of Rend attacks equal to half the spell's level (rounded down), and it uses Breath Weapon.

Rend

Description

Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + the spell's level piercing damage.

Breath Weapon

Description

The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.

Attack

Breath Weapon||2d6

Dracophage Subject

Size

Medium

Type

monstrosity

Alignment

typically lawful evil

Armor Class

15 (natural armor)

Hit Points

39 (6d8 + 12)

Speed

40 ft., climb 40 ft.

Strength

11

Dexterity

17

Constitution

14

Intelligence

12

Wisdom

13

Charisma

11

Saving Throws

Dex +5

Skills

Deception +4, Stealth +7, Perception +3

Senses

darkvision 60 ft.

Passive Perception

13

Languages

Common, Draconic

Challenge Rating

3

Traits

Source

Description

Dragonlance: Shadow of the Dragon Queen p. 118

Proficiency Bonus

Description

+2

Death Throes

Description

When the draconian is reduced to 0 hit points, it dissolves into acid that splashes 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 covered in the acid takes 7 (2d6) acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature.

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

Claw

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be infected with a disease—a minuscule slaad egg.

A Humanoid host can carry only one slaad egg at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before the tadpole is born, the host feels unwell; its speed is halved; and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process.

If the disease is cured before the tadpole's emergence, the tadpole disintegrates.

Attack

Claw|5|1d4 + 3+2d6

Draegloth

Size

Large

Type

fiend (demon)

Alignment

typically chaotic evil

Armor Class

15 (natural armor)

Hit Points

123 (13d10 + 52)

Speed

30 ft.

Strength

20

Dexterity

15

Constitution

18

Intelligence

13

Wisdom

11

Charisma

11

Skills

Perception +3, Stealth +5

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Passive Perception

13

Languages

Abyssal, Elvish, Undercommon

Challenge Rating

7

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 98, Volo's Guide to Monsters p. 141

Proficiency Bonus

Description

+3

Fey Ancestry

Description

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

Actions

Multiattack

Description

The draegloth makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.

Attack

Bite|8|2d10+5

Claw

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Attack

Claw|8|2d10+5

Spellcasting

Description

The draegloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11):

At will: dancing lights, darkness

1/day each: confusion, faerie fire

Spells

dancing lights, darkness, confusion, faerie fire

Draft Horse

Size

Large

Type

beast

Alignment

unaligned

Armor Class

10

Hit Points

19 (3d10+3)

Speed

40 ft.

Strength

18

Dexterity

10

Constitution

12

Intelligence

2

Wisdom

11

Charisma

7

Passive Perception

10

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 321

Actions

Hooves

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage.

Attack

Hooves|6|2d4+4

Environment

urban

Dragon Army Dragonnel

Size

Large

Type

dragon

Alignment

typically lawful evil

Armor Class

16 (breastplate barding)

Hit Points

58 (9d10 + 9)

Speed

30 ft., fly 60 ft.

Strength

16

Dexterity

15

Constitution

12

Intelligence

8

Wisdom

13

Charisma

10

Skills

Perception +3

Damage Resistances

fire

Senses

blindsight 30 ft., darkvision 120 ft.

Passive Perception

13

Languages

understands Common and Draconic but can't speak

Challenge Rating

3

Traits

Source

Description

Dragonlance: Shadow of the Dragon Queen p. 201

Proficiency Bonus

Description

+2

Flyby

Description

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

Actions

Multiattack

Description

The dragonnel makes two Rend attacks.

Rend

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage.

Attack

Rend|5|2d6 + 3+1d6

Dragon Army Officer

Size

Medium

Type

humanoid

Alignment

typically lawful evil

Armor Class

19 (splint armor|PHB|splint, shield|PHB)

Hit Points

65 (10d8 + 20)

Speed

30 ft.

Strength

16

Dexterity

14

Constitution

15

Intelligence

12

Wisdom

14

Charisma

12

Saving Throws

Wis +4, Dex +4

Skills

Athletics +5, Perception +4

Passive Perception

14

Languages

Common, Draconic

Challenge Rating

3

Traits

Source

Description

Dragonlance: Shadow of the Dragon Queen p. 200

Proficiency Bonus

Description

+2

Draconic Devotion

Description

While the officer can see a Dragon that isn't hostile to it, the officer has advantage on attack rolls.

Actions

Multiattack

Description

The officer makes two Vicious Lance attacks and uses Assault Orders if it's available.

Vicious Lance

Description

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) fire damage.

Attack

Vicious Lance|5|1d10 + 3+1d4

Heavy Crossbow

Description

Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) fire damage.

Attack

Heavy Crossbow|4|1d10 + 2+1d10

Assault Orders (Recharge 5-6)

Description

The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack.

Dragon Army Soldier

Size

Medium

Type

humanoid

Alignment

typically lawful evil

Armor Class

17 (scale mail|PHB, shield|PHB)

Hit Points

22 (4d8 + 4)

Speed

30 ft.

Strength

15

Dexterity

12

Constitution

12

Intelligence

10

Wisdom

10

Charisma

10

Skills

Athletics +4, Perception +2

Passive Perception

12

Languages

Common, Draconic

Challenge Rating

1

Traits

Source

Description

Dragonlance: Shadow of the Dragon Queen p. 200

Proficiency Bonus

Description

+2

Draconic Devotion

Description

While the soldier can see a Dragon that isn't hostile to it, the soldier has advantage on attack rolls.

Actions

Multiattack

Description

The soldier makes two Longsword or Javelin attacks.

Longsword

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 2 (1d4) fire damage.

Attack

Longsword|4|1d8 + 2+1d4

Longsword (Two-Handed)|4|1d10 + 2+1d4

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 plus 2 (1d4) fire damage.

Attack

Javelin|4|1d6 + 2+1d4

Dragon Blessed

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

14 (scale mail)

Hit Points

75 (10d8 + 30)

Speed

30 ft.

Strength

12

Dexterity

10

Constitution

16

Intelligence

14

Wisdom

17

Charisma

10

Saving Throws

Con +6, Wis +6

Skills

Medicine +6, Religion +5

Condition Immunities

frightened

Passive Perception

13

Languages

Common, Draconic, and any two languages

Challenge Rating

5

Traits

Source

Description

Fizban's Treasury of Dragons p. 188

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The blessed makes two Mace or Radiant Bolt attacks.

Mace

Description

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

Attack

Mace|4|1d6+1+4d8

Radiant Bolt

Description

Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 22 (5d8) radiant damage, and the blessed regains 5 (1d10) hit points.

Attack

Radiant Bolt|6|5d8

Spellcasting

Description

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

At will: light, thaumaturgy

1/day each: enhance ability, flame strike, mass cure wounds, revivify, tongues

Spells

light, thaumaturgy, enhance ability, flame strike, mass cure wounds, revivify, tongues

Dragon Chosen

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

17 (natural armor)

Hit Points

45 (7d8 + 14)

Speed

30 ft.

Strength

18

Dexterity

18

Constitution

14

Intelligence

10

Wisdom

13

Charisma

14

Saving Throws

Str +6, Dex +6, Con +4

Skills

Athletics +6, Perception +3

Condition Immunities

frightened

Passive Perception

13

Languages

Common, Draconic

Challenge Rating

3

Traits

Source

Description

Fizban's Treasury of Dragons p. 189

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The chosen makes one Handaxe attack and two Shortsword attacks.

Handaxe

Description

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Hit or Miss: The handaxe magically returns to the chosen's hand immediately after a ranged attack.

Attack

Handaxe|6|1d6+4

Shortsword

Description

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

Attack

Shortsword|6|1d6+4

Reactions

Biting Rebuke

Description

Immediately after the chosen takes damage from a creature within 5 feet of it, it can make a Shortsword attack with advantage against that creature.

Dragon Hunter

Size

Medium

Type

humanoid (any race)

Alignment

any alignment

Armor Class

13 (studded leather armor)

Hit Points

58 (9d8 + 18)

Speed

30 ft.

Strength

16

Dexterity

13

Constitution

14

Intelligence

10

Wisdom

11

Charisma

10

Skills

athletics +5, perception +2

Passive Perception

12

Languages

any one language (usually Common)

Challenge Rating

3

Traits

Source

Description

Journeys through the Radiant Citadel p. 138

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The dragon hunter makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

Longsword

Description

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

Attack

Longsword|5|1d8 + 3

Longsword (Two-Handed)|5|1d10 + 3

Shortsword

Description

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

Attack

Shortsword|5|1d6 + 3

Longbow

Description

Ranged Weapon Attack: +3 to hit, ranged 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Attack

Longbow|3|1d8 + 1

Dragon Speaker

Size

Small

Type

humanoid

Alignment

any alignment

Armor Class

13 (leather armor)

Hit Points

36 (8d6 + 8)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

12

Intelligence

13

Wisdom

11

Charisma

17

Saving Throws

Dex +4, Cha +5

Skills

Persuasion +5, Religion +3

Condition Immunities

charmed, frightened

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Common, Draconic, and any two languages

Challenge Rating

2

Traits

Source

Description

Fizban's Treasury of Dragons p. 189

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The speaker makes two Thunder Bolt attacks.

Thunder Bolt

Description

Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (3d8) thunder damage, and the target is pushed horizontally up to 10 feet away from the speaker.

Attack

Thunder Bolt|5|3d8

Spellcasting

Description

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

At will: dancing lights

1/day each: calm emotions, charm person, command, comprehend languages

Reactions

Disarming Words (3/Day)

Description

When a creature the speaker can see within 60 feet of it makes a damage roll, the speaker can roll a d6 and subtract the number rolled from that damage roll.

Dragon Tortoise

Size

Gargantuan

Type

dragon

Alignment

neutral

Armor Class

20 (natural armor)

Hit Points

341 (22d20 + 110)

Speed

20 ft.

Strength

25

Dexterity

10

Constitution

20

Intelligence

10

Wisdom

12

Charisma

12

Saving Throws

Dex +6, Con +11, Wis +7

Damage Resistances

fire

Senses

darkvision 120 ft.

Passive Perception

11

Languages

Draconic, Terran

Challenge Rating

17

Traits

Source

Description

Candlekeep Mysteries p. 205

Proficiency Bonus

Description

+6

Actions

Multiattack

Description

The dragon tortoise makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Bite

Description

Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

Attack

Bite|13|3d12+7

Claw

Description

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Attack

Claw|13|2d8+7

Tail

Description

Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon tortoise and knocked prone.

Attack

Tail|13|3d12+7

Steam Breath (Recharge 5–6)

Description

The dragon tortoise exhales abrasive sand in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) slashing damage on a failed save, or half as much damage on a successful one.

Attack

Steam Breath||15d6

Dragon Turtle

Size

Gargantuan

Type

dragon

Alignment

neutral

Armor Class

20 (natural armor)

Hit Points

341 (22d20+10)

Speed

20 ft., swim 40 ft.

Strength

25

Dexterity

10

Constitution

20

Intelligence

10

Wisdom

12

Charisma

12

Saving Throws

Dex +6, Con +11, Wis +7

Damage Resistances

fire

Senses

darkvision 120 ft.

Passive Perception

11

Languages

Aquan, Draconic

Challenge Rating

17

Traits

Source

Description

Monster Manual p. 119

Amphibious

Description

The dragon turtle can breathe air and water.

Actions

Multiattack

Description

The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Bite

Description

Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) piercing damage.

Attack

Bite|13|3d12+7

Claw

Description

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) slashing damage.

Attack

Claw|13|2d8+7

Tail

Description

Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.

Attack

Tail|13|3d12+7

Steam Breath (Recharge 5-6)

Description

The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Attack

Steam Breath||15d6

Environment

coastal, underwater

Dragon Turtle Wyrmling

Size

Large

Type

dragon

Alignment

typically neutral

Armor Class

18 (natural armor)

Hit Points

90 (12d10 + 24)

Speed

20 ft., swim 30 ft.

Strength

17

Dexterity

10

Constitution

15

Intelligence

8

Wisdom

10

Charisma

10

Saving Throws

Dex +2, Con +4, Wis +2

Damage Resistances

fire

Senses

darkvision 120 ft.

Passive Perception

10

Languages

Draconic

Challenge Rating

4

Traits

Source

Description

Fizban's Treasury of Dragons p. 192

Proficiency Bonus

Description

+2

Amphibious

Description

The dragon turtle can breathe air and water.

Actions

Bite

Description

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 3) piercing damage.

Attack

Bite|5|1d12+3

Steam Breath (Recharge 5–6)

Description

The dragon turtle exhales steam in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Attack

Steam Breath||5d6

Dragonbait

Size

Medium

Type

humanoid (saurial)

Alignment

lawful good

Armor Class

17 (breastplate, shield)

Hit Points

120 (16d8+48)

Speed

30 ft.

Strength

15

Dexterity

13

Constitution

17

Intelligence

14

Wisdom

16

Charisma

18

Saving Throws

Wis +6, Cha +7

Skills

Athletics +5, Medicine +6

Passive Perception

13

Languages

understands Common but can't speak

Challenge Rating

5

Traits

Source

Description

Tomb of Annihilation p. 218

Divine Health

Description

Dragonbait is immune to disease.

Magic Resistance Aura

Description

While holding his holy avenger, Dragonbait creates an aura in a 10-foot radius around him. While this aura is active, Dragonbait and all creatures friendly to him in the aura have advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Description

Dragonbait makes two melee weapon attacks.

Holy Avenger (+3 Longsword)

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage when used with two hands. If the target is a fiend or an undead, it takes an extra 11 (2d10) radiant damage.

Attack

Holy Avenger|8|1d8+5

Sense Alignment

Description

Dragonbait chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or other magical effect.

Dragonblood Ooze

Size

Large

Type

ooze

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

68 (8d10 + 24)

Speed

20 ft., climb 20 ft.

Strength

18

Dexterity

6

Constitution

17

Intelligence

2

Wisdom

12

Charisma

10

Skills

Perception +4, Stealth +4

Damage Resistances

acid, cold, fire, lightning, poison

Condition Immunities

blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained

Senses

blindsight 120 ft. (blind beyond this radius)

Passive Perception

14

Languages

understands Draconic and the languages of its creator but can't speak

Challenge Rating

5

Traits

Source

Description

Fizban's Treasury of Dragons p. 182

Proficiency Bonus

Description

+3

Amorphous

Description

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

Spider Climb

Description

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

Actions

Multiattack

Description

The ooze makes two Pseudopod attacks. The ooze can replace one Pseudopod attack with its Slime Breath, if available.

Pseudopod

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 14 (4d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target takes 7 (2d6) acid damage at the start of each of its turns.

Attack

Pseudopod|7|1d10+4+4d6

Slime Breath (Recharge 6)

Description

The ooze expels a spray of its gelatinous mass in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 22 (4d10) acid damage and is pulled up to 30 feet straight toward the ooze. On a successful save, the creature takes half as much damage and isn't pulled.

Attack

Slime Breath||4d10

Dragonbone Golem

Size

Large

Type

construct

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

161 (19d10 + 57)

Speed

40 ft.

Strength

20

Dexterity

10

Constitution

17

Intelligence

3

Wisdom

11

Charisma

10

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

10

Languages

understands Draconic and the languages of its creator but can't speak

Challenge Rating

11

Traits

Source

Description

Fizban's Treasury of Dragons p. 183

Proficiency Bonus

Description

+4

Fear Aura

Description

Each creature of the golem's choice that starts its turn within 20 feet of the golem must make a DC 15 Wisdom saving throw unless the golem is incapacitated. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this golem's Fear Aura for the next 24 hours.

Magic Resistance

Description

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

Unusual Nature

Description

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

Actions

Multiattack

Description

The golem makes one Pinion attack and two Rend attacks.

Pinion

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a Medium or smaller creature, it is pinned beneath the bony pinion and restrained. The golem has two pinions, each of which can restrain one target. If a creature is restrained by one of the pinions, the golem can't attack with it. Any creature restrained by a pinion can free itself at the start of its turn with a successful DC 17 Strength (Athletics) check.

Attack

Pinion|9|2d6+5

Rend

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 5 (1d10) necrotic damage.

Attack

Rend|9|2d6+5+1d10

Petrifying Breath (Recharge 5–6)

Description

The golem emits a 60-foot cone of petrifying gas from its mouth. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 35 (10d6) poison damage and be restrained as it begins to turn to stone. The restrained target must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the target. On a failed save, the target is petrified.

Attack

Petrifying Breath||10d6

Dragonborn of Bahamut

Size

Medium

Type

humanoid

Alignment

typically lawful good

Armor Class

18 (half plate, shield)

Hit Points

93 (11d8 + 44)

Speed

30 ft., fly 30 ft.

Strength

19

Dexterity

13

Constitution

18

Intelligence

12

Wisdom

14

Charisma

17

Saving Throws

Con +7, Int +4, Wis +5, Cha +6

Skills

Athletics +7, Perception +5, Persuasion +6

Condition Immunities

frightened

Passive Perception

15

Languages

Common, Draconic

Challenge Rating

8

Traits

Source

Description

Fizban's Treasury of Dragons p. 184

Proficiency Bonus

Description

+3

Legendary Resistance (1/Day)

Description

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

Actions

Multiattack

Description

The dragonborn makes three Longsword attacks.

Longsword

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) radiant damage. The dragonborn can cause the sword to flare with bright light, and the target must succeed on a DC 14 Constitution saving throw or be blinded until the start of the dragonborn's next turn. The sword can flare in this way only once per turn.

Attack

Longsword|7|1d8+4+3d8

Longsword (Two-Handed)|7|1d10+4+3d8

Healing Touch (1/Day)

Description

The dragonborn touches another creature within 5 feet of it. The target magically regains 40 hit points. In addition, all diseases and poisons affecting the target are removed.

Radiant Breath (Recharge 6)

Description

The dragonborn exhales fiery radiance in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) radiant damage on a failed save, or half as much damage on a successful one. When the dragonborn uses this action, it can choose up to three creatures in the cone. These creatures take no damage from the radiance and instead regain 22 (4d10) hit points each.

Attack

Radiant Breath||8d10

Dragonborn of Sardior

Size

Medium

Type

humanoid

Alignment

typically neutral

Armor Class

17 (mental defense)

Hit Points

75 (10d8 + 30)

Speed

30 ft., fly 30 ft. (hover)

Strength

14

Dexterity

16

Constitution

17

Intelligence

18

Wisdom

14

Charisma

12

Saving Throws

Con +6, Int +7, Wis +5, Cha +4

Skills

Arcana +7, History +7, Perception +5

Damage Resistances

psychic

Condition Immunities

frightened

Passive Perception

15

Languages

Common, Draconic

Challenge Rating

6

Traits

Source

Description

Fizban's Treasury of Dragons p. 185

Proficiency Bonus

Description

+3

Legendary Resistance (1/Day)

Description

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

Mental Defense

Description

While the dragonborn is wearing no armor, its AC includes its Intelligence modifier.

Actions

Multiattack

Description

The dragonborn makes three Mind Blade attacks.

Mind Blade

Description

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage plus 10 (3d6) psychic damage.

Attack

Mind Blade|7|1d4+4+3d6

Heat Breath (Recharge 6)

Description

The dragonborn exhales a wave of intense heat in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. Metal objects in that area glow red-hot until the end of the dragonborn's next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 14 Constitution saving throw. On a failed save, the creature takes 9 (2d8) fire damage and has disadvantage on attack rolls until the start of its next turn.

Attack

Heat Breath||6d8

Spellcasting (Psionics)

Description

The dragonborn casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):

1/day each: Bigby's hand, hypnotic pattern, telekinesis

Spells

Bigby's hand, hypnotic pattern, telekinesis

Dragonborn of Tiamat

Size

Medium

Type

humanoid

Alignment

typically chaotic evil

Armor Class

18 (plate)

Hit Points

85 (10d8 + 40)

Speed

30 ft.

Strength

20

Dexterity

11

Constitution

18

Intelligence

10

Wisdom

12

Charisma

16

Saving Throws

Str +8, Con +7, Wis +4, Cha +6

Skills

Athletics +8, Intimidation +6, Perception +4

Condition Immunities

frightened

Passive Perception

14

Languages

Common, Draconic

Challenge Rating

7

Traits

Source

Description

Fizban's Treasury of Dragons p. 185

Proficiency Bonus

Description

+3

Legendary Resistance (1/Day)

Description

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

Actions

Multiattack

Description

The dragonborn makes two Greataxe attacks.

Greataxe

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) slashing damage plus 13 (3d8) necrotic damage.

Attack

Greataxe|8|1d12+5+3d8

Necrotic Breath (Recharge 6)

Description

The dragonborn exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and is frightened of the dragonborn for 1 minute. On a successful save, the creature takes half as much damage and isn't frightened. A frightened creature can repeat the saving throw at end of each of its turns, ending the effect on itself on a success.

Attack

Necrotic Breath||8d8

Dragonclaw

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

14 (leather armor)

Hit Points

16 (3d8+3)

Speed

30 ft.

Strength

9

Dexterity

16

Constitution

13

Intelligence

11

Wisdom

10

Charisma

12

Saving Throws

Wis +2

Skills

Deception +3, Stealth +5

Passive Perception

10

Languages

Common, Draconic

Challenge Rating

1

Traits

Source

Description

Hoard of the Dragon Queen p. 89, The Rise of Tiamat p. 89

Dragon Fanatic

Description

The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened.

Fanatic Advantage

Description

Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage.

Attack

Fanatic Advantage||2d6

Pack Tactics

Description

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

Actions

Multiattack

Description

The dragonclaw attacks twice with its scimitar.

Scimitar

Description

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

Attack

Scimitar|5|1d6+3

Dragonfang

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

15 (studded leather)

Hit Points

78 (12d8+24)

Speed

30 ft.

Strength

11

Dexterity

16

Constitution

14

Intelligence

12

Wisdom

12

Charisma

14

Saving Throws

Wis +3

Skills

Deception +4, Stealth +5

Damage Resistances

one of the following: acid, cold, fire, lightning or poison

Passive Perception

11

Languages

Common, Draconic, Infernal

Challenge Rating

5

Traits

Source

Description

The Rise of Tiamat p. 89

Dragon Fanatic

Description

The dragonfang has advantage on saving throws against being charmed or frightened. While the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores the effects of being charmed or frightened.

Fanatic Advantage

Description

Once per turn, if the dragonfang makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage.

Attack

Fanatic Advantage||3d6

Limited Flight

Description

The dragonfang can use a bonus action to gain a flying speed of 30 feet until the end of its turn.

Actions

Multiattack

Description

The Dragonfang attacks twice with its shortsword.

Shortsword

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage+7 (2d6) damage of the type to which the dragonfang has resistance.

Attack

Shortsword|5|1d6+3+2d6

Orb of Dragon's Breath (2/Day)

Description

Ranged Spell Attack: +5 to hit, range 50 ft., one target. Hit: 22 (5d8) damage of the type to which the dragonfang has damage resistance.

Attack

Orb of Dragon's Breath|5|5d8

Dragonflesh Abomination

Size

Huge

Type

monstrosity

Alignment

typically neutral evil

Armor Class

15 (natural armor)

Hit Points

66 (7d12 + 21)

Speed

30 ft., fly 40 ft.

Strength

18

Dexterity

14

Constitution

17

Intelligence

5

Wisdom

12

Charisma

6

Saving Throws

Str +7, Con +6

Condition Immunities

charmed, frightened, poisoned

Passive Perception

11

Languages

understands Common and Draconic but can't speak

Challenge Rating

6

Traits

Source

Description

Fizban's Treasury of Dragons p. 187

Proficiency Bonus

Description

+3

Cloying Miasma

Description

The abomination is surrounded by a noxious stench. At the start of the abomination's turn, any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the abomination's next turn.

Regeneration

Description

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

Actions

Multiattack

Description

The abomination makes three attacks using Claw, Acidic Spit, or a combination of them. It can replace one of the attacks with a Tail attack.

Claw

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 5 (1d10) poison damage.

Attack

Claw|7|1d8+4+1d10

Tail

Description

Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Attack

Tail|7|1d12+4

Acidic Spit

Description

Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) acid damage.

Attack

Acidic Spit|5|3d6

Acid Belch (Recharge 5–6)

Description

The abomination belches forth a cloud of acidic gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one.

Attack

Acid Belch||8d6

Dragonflesh Grafter

Size

Large

Type

monstrosity

Alignment

typically neutral evil

Armor Class

14 (natural armor)

Hit Points

52 (7d10 + 14)

Speed

30 ft.

Strength

16

Dexterity

11

Constitution

14

Intelligence

10

Wisdom

10

Charisma

6

Saving Throws

Str +5, Con +4

Passive Perception

10

Languages

Common, Draconic

Challenge Rating

3

Traits

Source

Description

Fizban's Treasury of Dragons p. 186

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The grafter makes one Claw attack and one Greatclub attack.

Claw

Description

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 5 (1d10) poison damage.

Attack

Claw|5|1d8+3+1d10

Greatclub

Description

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Attack

Greatclub|5|2d8+3

Acid Retch (Recharge 5–6)

Description

The grafter retches forth a spray of acidic bile in a 30-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one.

Attack

Acid Retch||4d6

Dragonnel

Size

Large

Type

dragon

Alignment

typically neutral

Armor Class

13 (natural armor)

Hit Points

58 (9d10 + 9)

Speed

30 ft., fly 60 ft.

Strength

16

Dexterity

15

Constitution

12

Intelligence

8

Wisdom

13

Charisma

10

Skills

Perception +3

Senses

blindsight 30 ft., darkvision 120 ft.

Passive Perception

13

Languages

understands Draconic and Common but can't speak

Challenge Rating

2

Traits

Source

Description

Fizban's Treasury of Dragons p. 190

Proficiency Bonus

Description

+2

Flyby

Description

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

Actions

Multiattack

Description

The dragonnel makes two Rend attacks.

Rend

Description

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

Attack

Rend|5|2d6+3

Dragonpriest

Size

Large

Type

giant

Alignment

chaotic evil

Armor Class

15 (natural armor)

Hit Points

30 (8d10 + 40)

Speed

30 ft.

Strength

18

Dexterity

13

Constitution

20

Intelligence

7

Wisdom

9

Charisma

7

Skills

Perception +2

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Giant

Challenge Rating

5

Traits

Source

Description

Tales from the Yawning Portal p. 16

Proficiency Bonus

Description

+3

Keen Smell

Description

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

Regeneration

Description

The dragonpriest regains 5 hit points at the start of its turn. If the dragonpriest takes acid or fire damage, this trait doesn't function at the start of the dragonpriest's next turn. The dragonpriest dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Bite

Description

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

Attack

Bite|7|1d6 + 4

Claw

Description

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

Attack

Claw|7|2d6+4

Dragonsoul

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

16 (studded leather)

Hit Points

110 (17d8+34)

Speed

30 ft.

Strength

11

Dexterity

18

Constitution

14

Intelligence

13

Wisdom

12

Charisma

16

Saving Throws

Wis +4

Skills

Deception +6, Stealth +7

Damage Resistances

one of the following: acid, cold, fire, lightning or poison

Passive Perception

11

Languages

Common, Draconic, Infernal

Challenge Rating

7

Traits

Source

Description

The Rise of Tiamat p. 89

Dragon Fanatic

Description

The dragonsoul has advantage on saving throws against being charmed or frightened. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being charmed or frightened.

Fanatic Advantage

Description

Once per turn, if the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage.

Attack

Fanatic Advantage||3d6

Limited Flight

Description

The dragonsoul can use a bonus action to gain a flying speed of 30 feet until the end of its turn.

Pack Tactics

Description

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

Actions

Multiattack

Description

The Dragonsoul attacks twice with its shortsword.

Shortsword

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage+10 (3d6) damage of the type to which the dragonsoul has resistance.

Attack

Shortsword|5|1d6+3+3d6

Orb of Dragon's Breath (3/Day)

Description

Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 27 (6d8) damage of the type to which the dragonsoul has damage resistance.

Attack

Orb of Dragon's Breath|7|6d8

Dragonwing

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

14 (leather armor)

Hit Points

33 (6d8+6)

Speed

30 ft.

Strength

11

Dexterity

16

Constitution

13

Intelligence

11

Wisdom

11

Charisma

13

Saving Throws

Wis +2

Skills

Deception +3, Stealth +5

Damage Resistances

one of the following: acid, cold, fire, lightning, or poison

Passive Perception

10

Languages

Common, Draconic

Challenge Rating

2

Traits

Source

Description

The Rise of Tiamat p. 90

Dragon Fanatic

Description

The dragonwing has advantage on saving throws against being charmed or frightened. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened.

Fanatic Advantage

Description

Once per turn, if the dragonwing makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage.

Attack

Fanatic Advantage||2d6

Limited Flight

Description

The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn.

Pack Tactics

Description

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

Actions

Multiattack

Description

The dragonwing attacks twice with its scimitar.

Scimitar

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage plus 3 (1d6) damage of the type to which the cultist has resistance.

Attack

Scimitar|5|1d6+3+1d6

Drake Companion

Size

Small

Type

dragon

Alignment

unaligned

Armor Class

16 (natural armor)

Hit Points

15 (3d10)

Speed

40 ft.

Strength

16

Dexterity

12

Constitution

15

Intelligence

8

Wisdom

14

Charisma

8

Saving Throws

Dex +3, Wis +4

Damage Immunities

determined by the drake's Draconic Essence trait

Sense

darkvision 60 ft.

Passive Perception

12

Languages

draconic

Challenge Rating

2

Traits

Source

Description

Fizban's Treasury of Dragons p. 15

Stats

Description

Armor Class: 14 + PB (natural armor)

Hit Points: 5 + five times your ranger level (the drake has a number of hit dice [d10s] equal to your ranger level)

Saving Throws: Dex +1 plus PB, Wis +2 plus PB

Proficiency Bonus: equals your bonus

Draconic Essence

Description

When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake's damage immunity and the damage of its Infused Strikes trait.

Actions

Bite

Description

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

Reactions

Infused Strikes

Description

When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.

Dralmorrer Borngray

Size

Medium

Type

humanoid (high elf)

Alignment

neutral evil

Armor Class

16 (studded leather, shield)

Hit Points

52 (7d10+14)

Speed

30 ft.

Strength

18

Dexterity

14

Constitution

14

Intelligence

16

Wisdom

10

Charisma

8

Saving Throws

Str +6, Con +4

Skills

Arcana +5, Deception +1, Insight +2, Perception +2, Religion +5

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Common, Bullywug, Draconic, Elvish, Goblin, Sylvan

Challenge Rating

3

Traits

Source

Description

Hoard of the Dragon Queen p. 90

Fey Ancestry

Description

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

Spellcasting

Description

Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:

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

• 1st level (4 slots): longstrider, magic missile, shield, thunderwave

• 2nd level (2 slots): magic weapon, misty step

War Magic

Description

When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.

Weapon Bond

Description

Provided his longsword is on the same plane Dralmorrer can take a bonus action to teleport it to his hand.

Actions

Multiattack

Description

Dralmorrer attacks twice, either with his longsword or dagger.

Longsword

Description

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

Attack

Longsword|6|1d8+4

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

Dagger

Description

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

Attack

Dagger|6|1d4+4

Spells

fire bolt, prestidigitation, shocking grasp, longstrider, magic missile, shield, thunderwave, magic weapon, misty step

Spell Slots

4, 2

Drannin Splithelm

Size

Medium

Type

humanoid (shield dwarf)

Alignment

neutral evil

Armor Class

18 (plate)

Hit Points

93 (11d8+44)

Speed

25 ft.

Strength

19

Dexterity

10

Constitution

18

Intelligence

11

Wisdom

8

Charisma

12

Skills

Athletics +7, Intimidation +4

Damage Resistances

cold, poison

Senses

darkvision 60 ft.

Passive Perception

9

Languages

Common, Dwarvish

Challenge Rating

7

Traits

Source

Description

Princes of the Apocalypse p. 209

Action Surge (Recharges after a Short or Long Rest)

Description

Drannin takes an additional action on his turn.

Brute

Description

A melee weapon deals one extra die of its damage when Drannin hits with it (included in the attack).

Dwarven Resilience

Description

Drannin has advantage on saving throws against poison.

Indomitable (Recharges after a Short or Long Rest)

Description

Drannin can reroll a saving throw that he fails. He must use the new roll.

Second Wind (Recharges after a Short or Long Rest)

Description

Drannin can use a bonus action to regain 16 (1d10+11) hit points.

Attack

Second Wind||1d10+11

Special Equipment

Description

Drannin wears a control amulet for his shield guardian (see the Monster Manual) and a ring of cold resistance. He also carries a potion of frost giant strength.

Actions

Multiattack

Description

Drannin makes three attacks with his greataxe.

Greataxe

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.

Attack

Greataxe|7|2d12+4

Dread Doppelganger

Size

Medium

Type

monstrosity (shapechanger)

Alignment

neutral evil

Armor Class

15

Hit Points

78 (12d8 + 24)

Speed

40 ft.

Strength

11

Dexterity

20

Constitution

14

Intelligence

17

Wisdom

14

Charisma

15

Skills

Deception +7, Stealth +8

Senses

darkvision 60ft.

Passive Perception

11

Languages

Common

Challenge Rating

5

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 139

Innate Spellcasting

Description

The dread doppelganger's spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components:

3/day each: phantasmal killer

1/day each: mirror image, mislead

Shapechanger

Description

The dread 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

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

Surprise Attack

Description

If the dread 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.

Actions

Multiattack

Description

The dread doppelganger makes three melee attacks.

Slam

Description

Melee Weapon Attack: +8 to hit, range 5 ft., one target. Hit: 8 (1d6 + 5).

Attack

Slam|8|1d6+5

Read Thoughts

Description

The dread 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 dread doppelganger can continue reading its thoughts, as long as the dread 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.

Spells

phantasmal killer, mirror image, mislead

Dread Warrior

Size

Medium

Type

undead

Alignment

neutral evil

Armor Class

18 (chain mail, shield)

Hit Points

37 (5d8+15)

Speed

30 ft.

Strength

15

Dexterity

11

Constitution

16

Intelligence

10

Wisdom

12

Charisma

10

Saving Throws

Wis +3

Skills

Athletics +4, Perception +3

Damage Immunities

poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60 ft.

Passive Perception

13

Languages

Common

Challenge Rating

1

Traits

Source

Description

Tales from the Yawning Portal p. 233

Undead Nature

Description

A dread warrior doesn't require air, food, drink, or sleep.

Undead Fortitude

Description

If damage reduces the dread warrior 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 dread warrior drops to l hit point instead.

Actions

Multiattack

Description

The dread warrior makes two melee attacks.

Battleaxe

Description

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

Attack

Battleaxe|4|1d8+2

Battleaxe (Two-Handed)|4|1d10+2

Javelin

Description

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

Attack

Javelin|4|1d6+2

Dretch

Size

Small

Type

fiend (demon)

Alignment

chaotic evil

Armor Class

11 (natural armor)

Hit Points

18 (4d6+4)

Speed

20 ft.

Strength

11

Dexterity

11

Constitution

12

Intelligence

5

Wisdom

8

Charisma

3

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Passive Perception

9

Languages

Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 57

Actions

Multiattack

Description

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

Bite

Description

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

Attack

Bite|2|1d6

Claws

Description

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

Attack

Claws|2|2d4

Fetid Cloud (1/Day)

Description

A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

Drider

Size

Large

Type

monstrosity

Alignment

chaotic evil

Armor Class

19 (natural armor)

Hit Points

123 (13d10+52)

Speed

30 ft., climb 30 ft.

Strength

16

Dexterity

16

Constitution

18

Intelligence

13

Wisdom

14

Charisma

12

Skills

Perception +5, Stealth +9

Senses

darkvision 120 ft.

Passive Perception

15

Languages

Elvish, Undercommon

Challenge Rating

6

Traits

Source

Description

Monster Manual p. 120

Fey Ancestry

Description

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

Innate Spellcasting

Description

The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire

Spider Climb

Description

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

Sunlight Sensitivity

Description

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

Web Walker

Description

The drider ignores movement restrictions caused by webbing.

Actions

Multiattack

Description

The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

Bite

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.

Attack

Bite|6|1d4+2d8

Longsword

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.

Attack

Longsword|6|1d8+3

Longsword (Two-Handed)|6|1d10+3

Longbow

Description

Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) poison damage.

Attack

Longbow|6|1d8+3

Spells

dancing lights, darkness, faerie fire

Environment

underdark

Drider Spellcaster

Size

Large

Type

monstrosity

Alignment

chaotic evil

Armor Class

19 (natural armor)

Hit Points

123 (13d10+52)

Speed

30 ft., climb 30 ft.

Strength

16

Dexterity

16

Constitution

18

Intelligence

13

Wisdom

16

Charisma

12

Skills

Perception +5, Stealth +9

Senses

darkvision 120 ft.

Passive Perception

15

Languages

Elvish, Undercommon

Challenge Rating

6

Traits

Source

Description

Monster Manual p. 120

Fey Ancestry

Description

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

Innate Spellcasting

Description

The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire

Spider Climb

Description

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

Sunlight Sensitivity

Description

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

Web Walker

Description

The drider ignores movement restrictions caused by webbing.

Spellcasting

Description

The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list:

Cantrips (at will): poison spray, thaumaturgy

• 1st level (4 slots): bane, detect magic, sanctuary

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

• 3rd level (3 slots): clairvoyance, dispel magic

• 4th level (2 slots): divination, freedom of movement

Spells

dancing lights, darkness, faerie fire, poison spray, thaumaturgy, bane, detect magic, sanctuary, hold person, silence, clairvoyance, dispel magic, divination, freedom of movement

Spell Slots

4, 3, 3, 2

Drivvin Freth

Size

Medium

Type

humanoid (drow, elf)

Alignment

any alignment

Armor Class

12 (15 with mage armor)

Hit Points

99 (18d8 + 18)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

12

Intelligence

20

Wisdom

15

Charisma

16

Saving Throws

wis +6, int +9

Skills

arcana +13, history +13, perception +6

Damage Resistances

damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)

Senses

darkvision 120 ft.

Passive Perception

12

Languages

Abyssal, Common, Dwarvish, Elvish, Goblin, Undercommon

Challenge Rating

12

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 169

Magic Resistance

Description

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

Fey Ancestry

Description

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

Sunlight Sensitivity

Description

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

Innate Spellcasting

Description

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

At will: dancing lights

1/day each: darkness, faerie fire

Spellcasting

Description

Drivvin is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Drivvin can cast disguise self and invisibility at will and has the following wizard spells prepared:

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

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

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

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

• 4th level (3 slots): banishment, fire shield, stoneskin*

• 5th level (3 slots): cone of cold, scrying, wall of force

• 6th level (1 slots): globe of invulnerability

• 7th level (1 slots): teleport

• 8th level (1 slots): mind blank*

• 9th level (1 slots): time stop

*Drivvin casts these spells on itself before combat.

Actions

Dagger

Description

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

Attack

Dagger|6|1d4 + 2

Summon Demon (1/Day)

Description

Drivvin magically summons a demon of challenge rating 6 or lower. The summoned demon appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon other demons. The summoned demon remains until Drivvin dismisses it as an action or until the demon is reduced to 0 hit points.

Spell Slots

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

Spells

disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop, dancing lights, darkness, faerie fire

Droki

Size

Small

Type

humanoid (derro)

Alignment

chaotic evil

Armor Class

15 (studded leather)

Hit Points

31 (7d6+7)

Speed

30 ft. (60 ft. with boots of speed)

Strength

11

Dexterity

16

Constitution

13

Intelligence

10

Wisdom

5

Charisma

16

Skills

Stealth +5

Senses

darkvision 120 ft.

Passive Perception

7

Languages

Dwarvish, Undercommon

Challenge Rating

2

Traits

Source

Description

Out of the Abyss p. 231

Special Equipment

Description

Droki wears boots of speed.

Insanity

Description

Droki has advantage on saving throws against being charmed or frightened.

Innate Spellcasting

Description

Droki's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:

At will: minor illusion

1/day each: darkness, fear, shatter

Sneak Attack (1/Turn)

Description

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

Attack

Sneak Attack||2d6

Magic Resistance

Description

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

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

Droki makes two attacks with his shortsword.

Shortsword

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:6 (1d6+3) piercing damage. The sword is coated with serpent venom that wears off after the first hit. A target subjected to the venom must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Attack

Shortsword|5|1d6+3

Venom| |3d6

Reactions

Parry

Description

Droki adds 3 to his AC against one melee attack that would hit him. To do so, Droki must see the attacker and be wielding a melee weapon.

Spells

minor illusion, darkness, fear, shatter

Drow

Size

Medium

Type

humanoid (elf)

Alignment

neutral evil

Armor Class

15 (chain shirt)

Hit Points

13 (3d8)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

10

Intelligence

11

Wisdom

11

Charisma

12

Skills

Perception +2, Stealth +4

Senses

darkvision 120 ft.

Passive Perception

12

Languages

Elvish, Undercommon

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 128

Fey Ancestry

Description

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

Innate Spellcasting

Description

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

At will: dancing lights

1/day each: darkness, faerie fire

Sunlight Sensitivity

Description

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

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

Hand Crossbow

Description

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Attack

Hand Crossbow|4|1d6+2

Spells

dancing lights, darkness, faerie fire

Environment

underdark

Drow Arachnomancer

Size

Medium

Type

humanoid (elf)

Alignment

typically chaotic evil

Armor Class

15 (studded leather)

Hit Points

162 (25d8 + 50)

Speed

30 ft., climb 30 ft.

Strength

11

Dexterity

17

Constitution

14

Intelligence

19

Wisdom

14

Charisma

16

Saving Throws

Con +7, Int +9, Cha +8

Skills

Arcana +9, Nature +9, Perception +7, Stealth +8

Damage Resistances

poison

Senses

blindsight 10 ft., darkvision 120 ft.

Passive Perception

17

Languages

Elvish, Undercommon, can speak with spiders

Challenge Rating

13

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 99, Mordenkainen's Tome of Foes p. 182

Proficiency Bonus

Description

+5

Fey Ancestry

Description

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

Spider Climb

Description

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

Sunlight Sensitivity

Description

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

Web Walker

Description

The drow ignores movement restrictions caused by webbing.

Actions

Multiattack

Description

The drow makes three attacks, using Bite, Poisonous Touch, Web, or a combination of them. One attack can be replaced by a use of Spellcasting.

Bite (Spider Form Only)

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 31 (7d8) 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+3+7d8

Poisonous Touch (Humanoid Form Only)

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 35 (10d6) poison damage.

Attack

Poisonous Touch|8|10d6

Web (Spider Form Only; (Recharge 5–6))

Description

Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Spellcasting

Description

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

At will: dancing lights, mage hand

1/day each: darkness, dispel magic, etherealness, faerie fire, fly, insect plague, invisibility

Change Shape (Recharges after a Short or Long Rest) (bonus action)

Description

The drow magically transforms into a Large spider, remaining in that form for up to 1 hour, or back into its true form. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in spider form. Any equipment it is wearing or carrying in Humanoid form melds into the spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its Humanoid form if it dies.

Spells

dancing lights, mage hand, darkness, dispel magic, etherealness, faerie fire, fly, insect plague, invisibility

Drow Commander

Size

Medium

Type

humanoid (elf)

Alignment

neutral evil

Armor Class

18 (studded leather armor, shield)

Hit Points

110 (11d8 + 22)

Speed

30 ft.

Strength

13

Dexterity

18

Constitution

14

Intelligence

11

Wisdom

13

Charisma

12

Saving Throws

Dex +7, Con +5, Wis +4

Skills

Perception +4, Stealth +10

Senses

darkvision 120 ft.

Passive Perception

14

Languages

Elvish, Undercommon

Challenge Rating

5

Traits

Source

Description

Tales from the Yawning Portal p. 209

Proficiency Bonus

Description

+3

Special Equipment

Description

The drow carries three magical bolts, as follows:

• A bolt of holding, which casts hold person on a target hit with the bolt, as well as up to two other targets within 30 feet of that target

• A bolt of blinding, which casts blindness/deafness to blind on a target hit with the bolt, as well as up to two other targets within 30 feet of that target

• A bolt of vapors, which casts stinking cloud centered on the point it hitsEach of these effects has a spell save DC of 15 and a duration of 1 minute

Fey Ancestry

Description

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

Innate Spellcasting

Description

The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

The drow makes two shortsword attacks.

Shortsword +2

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage plus 10 (3d6) poison damage.

Attack

Shortsword|9|1d6+6+3d6

Hand Crossbow +1

Description

Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Attack

Hand Crossbow|8|1d6+5

Reactions

Parry

Description

The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Spells

dancing lights, darkness, faerie fire, levitate

Drow Elite Warrior

Size

Medium

Type

humanoid (elf)

Alignment

neutral evil

Armor Class

18 (studded leather, shield)

Hit Points

71 (11d8+22)

Speed

30 ft.

Strength

13

Dexterity

18

Constitution

14

Intelligence

11

Wisdom

13

Charisma

12

Saving Throws

Dex +7, Con +5, Wis +4

Skills

Perception +4, Stealth +10

Senses

darkvision 120 ft.

Passive Perception

14

Languages

Elvish, Undercommon

Challenge Rating

5

Traits

Source

Description

Monster Manual p. 128

Fey Ancestry

Description

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

Innate Spellcasting

Description

The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

The drow makes two shortsword attacks.

Shortsword

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) poison damage.

Attack

Shortsword|7|1d6+4+3d6

Hand Crossbow

Description

Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Attack

Hand Crossbow|7|1d6+4

Reactions

Parry

Description

The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Spells

dancing lights, darkness, faerie fire, levitate

Environment

underdark

Drow Favored Consort

Size

Medium

Type

humanoid (elf, wizard)

Alignment

any alignment

Armor Class

15

Hit Points

240 (32d8 + 96)

Speed

30 ft.

Strength

15

Dexterity

20

Constitution

16

Intelligence

18

Wisdom

15

Charisma

18

Saving Throws

Dex +11, Con +9, Cha +10

Skills

Acrobatics +11, Athletics +8, Perception +8, Stealth +11

Senses

darkvision 120 ft.

Passive Perception

18

Languages

Elvish, Undercommon

Challenge Rating

18

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 100, Mordenkainen's Tome of Foes p. 183

Proficiency Bonus

Description

+6

Fey Ancestry

Description

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

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

The drow makes three Scimitar or Arcane Eruption attacks. The drow can replace one of the attacks with a use of Spellcasting.

Scimitar

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 27 (6d8) poison damage.

Attack

Scimitar|11|1d6+5+6d8

Arcane Eruption

Description

Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 36 (8d8) force damage, and the drow can push the target up to 10 feet away if it is a Large or smaller creature.

Attack

Arcane Eruption|10|8d8

Spellcasting

Description

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

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

3/day each: dimension door, fireball, invisibility

1/day each: darkness, faerie fire, levitate (self only)

Reactions

Protective Shield (3/Day)

Description

When the drow or a creature within 10 feet of it is hit by an attack roll, the drow gives the target a +5 bonus to its AC until the start of the drow's next turn, which can cause the triggering attack roll to miss.

Spells

dancing lights, mage armor, mage hand, message, dimension door, fireball, invisibility, darkness, faerie fire, levitate

Drow Gunslinger

Size

Medium

Type

humanoid (elf)

Alignment

any alignment

Armor Class

18 (studded leather, shield)

Hit Points

84 (13d8 + 26)

Speed

30 ft.

Strength

13

Dexterity

18

Constitution

14

Intelligence

11

Wisdom

13

Charisma

14

Saving Throws

Dex +6, Con +4, Wis +3

Skills

Perception +3, Stealth +8

Senses

darkvision 120 ft.

Passive Perception

13

Languages

Elvish, Undercommon

Challenge Rating

4

Traits

Source

Description

Waterdeep: Dragon Heist p. 201

Fey Ancestry

Description

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

Gunslinger

Description

Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on the drow's ranged attack rolls with a pistol. In addition, the drow ignores half cover and threequarters cover when making ranged attacks with a pistol.

Innate Spellcasting

Description

The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

The drow makes two shortsword attacks.

Shortsword

Description

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

Attack

Shortsword|6|1d6+4

Poisonous Pistol

Description

Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 11 (2d10) poison damage.

Attack

Poisonous Pistol|6|1d10+4+2d10

Spells

dancing lights, darkness, faerie fire, levitate (self only)

Environment

underdark, urban

Drow House Captain

Size

Medium

Type

humanoid (elf)

Alignment

any alignment

Armor Class

16 (chain mail)

Hit Points

162 (25d8 + 50)

Speed

30 ft.

Strength

14

Dexterity

19

Constitution

15

Intelligence

12

Wisdom

14

Charisma

13

Saving Throws

Dex +8, Con +6, Wis +6

Skills

Perception +6, Stealth +8

Senses

darkvision 120 ft.

Passive Perception

16

Languages

Elvish, Undercommon

Challenge Rating

9

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 101, Mordenkainen's Tome of Foes p. 184

Proficiency Bonus

Description

+4

Fey Ancestry

Description

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

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

The drow makes two Scimitar attacks and one Whip or Hand Crossbow attack.

Scimitar

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.

Attack

Scimitar|8|1d6+4+4d6

Whip

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage.

Attack

Whip|8|1d4+4

Hand Crossbow

Description

Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Attack

Hand Crossbow|8|1d6+4

Spellcasting

Description

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

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Battle Command (bonus action)

Description

Choose one creature within 30 feet of the drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or to take the Dodge or Hide action.

Reactions

Parry

Description

The drow adds 3 to its AC against one melee attack roll that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Spells

dancing lights, darkness, faerie fire, levitate

Drow Inquisitor

Size

Medium

Type

humanoid (cleric, elf)

Alignment

typically neutral evil

Armor Class

16 (breastplate)

Hit Points

149 (23d8 + 46)

Speed

30 ft.

Strength

11

Dexterity

15

Constitution

14

Intelligence

16

Wisdom

21

Charisma

20

Saving Throws

Con +7, Wis +10, Cha +10

Skills

Insight +10, Perception +10, Religion +8, Stealth +7

Condition Immunities

frightened

Senses

darkvision 120 ft.

Passive Perception

20

Languages

Elvish, Undercommon

Challenge Rating

14

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 102, Mordenkainen's Tome of Foes p. 184

Proficiency Bonus

Description

+5

Discern Lie

Description

The drow discerns when a creature in earshot speaks a lie in a language the drow knows.

Fey Ancestry

Description

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

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

The drow makes three Death Lance attacks.

Death Lance

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. 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

Death Lance|10|1d6+5+4d8

Spellcasting

Description

The drow's casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):

At will: dancing lights, detect magic, message, thaumaturgy

1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), silence, suggestion, true seeing

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

Description

The drow conjures a floating, spectral dagger within 60 feet of itself. The drow can make a melee spell attack (+10 to hit) against one creature within 5 feet of the dagger. On a hit, the target takes 9 (1d8 + 5) force damage.

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

Spells

dancing lights, detect magic, message, thaumaturgy, clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate, silence, suggestion, true seeing

Drow Mage

Size

Medium

Type

humanoid (elf)

Alignment

neutral evil

Armor Class

12 (15 with mage armor)

Hit Points

45 (10d8)

Speed

30 ft.

Strength

9

Dexterity

14

Constitution

10

Intelligence

17

Wisdom

13

Charisma

12

Skills

Arcana +6, Deception +5, Perception +4, Stealth +5

Senses

darkvision 120 ft.

Passive Perception

14

Languages

Elvish, Undercommon

Challenge Rating

7

Traits

Source

Description

Monster Manual p. 129

Fey Ancestry

Description

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

Innate Spellcasting

Description

The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Spellcasting

Description

The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:

Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost

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

• 2nd level (3 slots): alter self, misty step, web

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

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

• 5th level (2 slots): cloudkill

Sunlight Sensitivity

Description

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

Actions

Staff

Description

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.

Attack

Staff|2|1d6-1+1d6

Staff (Two-Handed)|2|1d8-1+1d6

Summon Demon (1/Day)

Description

The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Spells

dancing lights, darkness, faerie fire, levitate, mage hand, minor illusion, poison spray, ray of frost, mage armor, magic missile, shield, witch bolt, alter self, misty step, web, fly, lightning bolt, Evard's black tentacles, greater invisibility, cloudkill

Spell Slots

4, 3, 3, 3, 2

Environment

underdark