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Monsters

2646 of 2646 entries · Showing 701–750

Drow Matron Mother

Size

Medium

Type

humanoid (cleric, elf)

Alignment

typically neutral evil

Armor Class

17 (half plate)

Hit Points

247 (33d8 + 99)

Speed

30 ft.

Strength

12

Dexterity

18

Constitution

16

Intelligence

17

Wisdom

21

Charisma

22

Saving Throws

Con +9, Wis +11, Cha +12

Skills

Insight +11, Perception +11, Religion +9, Stealth +10

Condition Immunities

charmed, frightened, poisoned

Senses

darkvision 120 ft.

Passive Perception

21

Languages

Elvish, Undercommon

Challenge Rating

20

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 104, Mordenkainen's Tome of Foes p. 186

Proficiency Bonus

Description

+6

Special Equipment

Description

The drow wields a tentacle rod.

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 Demon Staff attacks or one Demon Staff attack and three Tentacle Rod attacks.

Demon Staff

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. The target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Demon Staff|10|1d6+4+4d6

Demon Staff (Two-Handed)|10|1d8+4+4d6

Tentacle Rod

Description

Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Attack

Tentacle Rod|9|1d6

Divine Flame (2/Day)

Description

A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Spellcasting

Description

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

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

2/day each: banishment, blade barrier, cure wounds, hold person, plane shift, silence

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

Lolth's Fickle Favor (bonus action)

Description

The drow bestows the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes before the end of its next turn.

Summon Servant (1/Day) (bonus action)

Description

The drow magically summons a glabrezu or a yochlol. The summoned creature 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.

Lair Actions

Description

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

Perceive Interlopers. The drow projects her mind throughout her lair, marking any potential threats against her or her retinue. Until initiative count 20 of the next round, hostile creatures within the lair can't become hidden from her and gain no benefit from the invisible condition against her.

Spectral Web. A glistening spectral spider web erupts from a point the drow can see within 120 feet of her. Each creature within 60 feet of that point must succeed a DC 19 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Telekinetic Throw. The drow targets one creature she can see within 60 feet of her and attempts to expel it from her presence. The target must succeed on a DC 19 Strength saving throw or be flung 2d6 × 10 feet through the air. A creature smashed into a solid object takes 1d6 bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal.

Legendary Actions

Legendary Actions (3/Turn)

Description

The drow matron mother 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 drow matron mother regains spent legendary actions at the start of its turn.

Compel Demon

Description

An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow's choice that she can see.

Demon Staff

Description

The drow makes one Demon Staff attack.

Cast a Spell (Costs 2 Actions)

Description

The drow uses Spellcasting.

Spells

command, dancing lights, detect magic, thaumaturgy, banishment, blade barrier, cure wounds, hold person, plane shift, silence, clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, gate, levitate, suggestion

Drow Priestess of Lolth

Size

Medium

Type

humanoid (elf)

Alignment

neutral evil

Armor Class

15 (scale mail)

Hit Points

71 (13d8+13)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

12

Intelligence

13

Wisdom

17

Charisma

18

Saving Throws

Con +4, Wis +6, Cha +7

Skills

Insight +6, Perception +6, Religion +4, Stealth +5

Senses

darkvision 120 ft.

Passive Perception

16

Languages

Elvish, Undercommon

Challenge Rating

8

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 15. She 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. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared:

Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy

• 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness

• 2nd level (3 slots): lesser restoration, protection from poison, web

• 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic

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

• 5th level (2 slots): insect plague, mass cure wounds

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 scourge attacks.

Scourge

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 17 (5d6) poison damage.

Attack

Scourge|5|1d6+2+5d6

Summon Demon (1/Day)

Description

The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, 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, guidance, poison spray, resistance, spare the dying, thaumaturgy, animal friendship, cure wounds, detect poison and disease, ray of sickness, lesser restoration, protection from poison, web, conjure animals, dispel magic, divination, freedom of movement, insect plague, mass cure wounds

Spell Slots

4, 3, 3, 3, 2

Drow Shadowblade

Size

Medium

Type

humanoid (elf)

Alignment

any alignment

Armor Class

17 (studded leather)

Hit Points

150 (20d8 + 60)

Speed

30 ft.

Strength

14

Dexterity

21

Constitution

16

Intelligence

12

Wisdom

14

Charisma

13

Saving Throws

Dex +9, Con +7, Wis +6

Skills

Perception +6, Stealth +9

Senses

darkvision 120 ft.

Passive Perception

16

Languages

Elvish, Undercommon

Challenge Rating

11

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 105, Mordenkainen's Tome of Foes p. 187

Proficiency Bonus

Description

+4

Devil's Sight

Description

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

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 Shadow Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness.

Shadow Sword

Description

Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 27 (7d6 + 5) necrotic damage.

Attack

Shadow Sword|9|7d6+5

Hand Crossbow

Description

Ranged Weapon Attack: +9 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 regains consciousness if it takes damage or if another creature takes an action to shake it.

Attack

Hand Crossbow|9|1d6+5

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, darkness

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

Shadow Step (bonus action)

Description

While in dim light or darkness, the drow teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.

Spells

dancing lights, darkness, faerie fire, levitate

Drow Spore Servant

Size

Medium

Type

plant

Alignment

unaligned

Armor Class

15 (chain shirt)

Hit Points

13 (3d8)

Speed

20 ft.

Strength

10

Dexterity

14

Constitution

10

Intelligence

2

Wisdom

6

Charisma

1

Condition Immunities

blinded, charmed, frightened, paralyzed

Senses

blindsight 30 ft. (blind beyond this radius)

Passive Perception

8

Challenge Rating

1/8

Traits

Source

Description

Out of the Abyss p. 229

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

Drowned Ascetic

Size

Medium

Type

undead

Alignment

chaotic evil

Armor Class

13

Hit Points

75 (10d8+30)

Speed

30 ft.

Strength

12

Dexterity

16

Constitution

16

Intelligence

3

Wisdom

9

Charisma

5

Saving Throws

Dex +5

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Passive Perception

9

Languages

understands the languages it knew in life but can't speak

Challenge Rating

3

Traits

Source

Description

Ghosts of Saltmarsh p. 233, Locathah Rising p. 16

Bottom Treader

Description

The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet.

Bound Together

Description

The drowned ascetic shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.

Undead Fortitude

Description

If damage reduces the drowned ascetic 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 drowned ascetic drops to 1 hit point instead.

Actions

Multiattack

Description

The drowned ascetic makes three unarmed strikes.

Unarmed Strike

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot

Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures.

The disease's boils manifests in 1d4 hours, causing the victim's Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.

At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.

Attack

Unarmed Strike|5|1d8+3

Reactions

Dexterous Target

Description

The drowned ascetic adds 3 to its AC against one ranged attack that would hit it. To do so, the drowned ascetic must see the attacker.

Environment

underwater, swamp

Drowned Assassin

Size

Medium

Type

undead

Alignment

chaotic evil

Armor Class

14 (leather armor)

Hit Points

67 (9d8+27)

Speed

30 ft.

Strength

15

Dexterity

16

Constitution

16

Intelligence

9

Wisdom

9

Charisma

16

Saving Throws

Dex +5, Con +5

Skills

Intimidation +5, Stealth +5

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Passive Perception

9

Languages

understands the languages it knew in life but can't speak

Challenge Rating

4

Traits

Source

Description

Ghosts of Saltmarsh p. 234, Locathah Rising p. 17

Bottom Treader

Description

The drowned assassin cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet.

Bound Together

Description

The drowned assassin shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.

Undead Fortitude

Description

If damage reduces the drowned assassin 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 drowned assassin drops to 1 hit point instead.

Actions

Multiattack

Description

The drowned assassin makes two hand crossbow attacks or two dagger attacks. It can then take the Dash, Disengage, or Hide action

Hand Crossbow

Description

Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot.

Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures.

The disease's boils manifests in 1d4 hours, causing the victim's Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.

At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.

Attack

Hand Crossbow|5|1d8+3

Dagger

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot.

Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures.

The disease's boils manifests in 1d4 hours, causing the victim's Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.

At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.

Attack

Dagger|5|1d4+3

Reveal (1/Day)

Description

The drowned assassin removes its mask, revealing its rotting face. Each creature of the assassin's choice within 30 feet of it that can see the assassin must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.

Reactions

Dexterous Target

Description

The drowned ascetic adds 3 to its AC against one ranged attack that would hit it. To do so, the drowned ascetic must see the attacker.

Environment

underwater, swamp

Drowned Blade

Size

Medium

Type

undead

Alignment

chaotic evil

Armor Class

10 (leather armor)

Hit Points

45 (6d8+18)

Speed

30 ft.

Strength

16

Dexterity

8

Constitution

16

Intelligence

3

Wisdom

9

Charisma

5

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Passive Perception

9

Languages

understands the languages it knew in life but can't speak

Challenge Rating

2

Traits

Source

Description

Ghosts of Saltmarsh p. 235, Locathah Rising p. 16

Bottom Treader

Description

The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet.

Bound Together

Description

The drowned blade shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.

Undead Fortitude

Description

If damage reduces the drowned blade 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 drowned blade drops to 1 hit point instead.

Actions

Multiattack

Description

The drowned blade makes two rusted longsword attacks.

Rusted Longsword

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing and the target must succeed on a DC 12 Constitution saving throw or contract bluerot.

Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures.

The disease's boils manifests in 1d4 hours, causing the victim's Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.

At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.

Attack

Rusted Longsword|7|1d8+3

Environment

underwater, swamp

Drowned Master

Size

Medium

Type

undead

Alignment

chaotic evil

Armor Class

14 (natural armor)

Hit Points

157 (21d8+63)

Speed

30 ft.

Strength

17

Dexterity

12

Constitution

16

Intelligence

9

Wisdom

14

Charisma

12

Saving Throws

Con +7, Wis +6

Skills

Perception +10

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Passive Perception

20

Languages

understands the languages it knew in life but can't speak

Challenge Rating

9

Traits

Source

Description

Ghosts of Saltmarsh p. 235, Locathah Rising p. 17

Bound Together

Description

The drowned master shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.

Cold Aura

Description

At the start of each of the drowned master's turns, each creature within 5 feet of it takes 5 (1d10) cold damage. A creature that touches the drowned master or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage

Undead Fortitude

Description

If damage reduces the drowned master 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 drowned master drops to 1 hit point instead.

Actions

Multiattack

Description

The drowned master makes two attacks: one with its greatsword and one with its Life-Draining tentacles

Greatsword

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing plus 14 (4d6) cold damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot.

Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures.

The disease's boils manifests in 1d4 hours, causing the victim's Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.

At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.

Attack

Greatsword|7|1d8+3+4d6

Life-Draining Tentacle

Description

Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to a 0. This reduction lasts until the target finishes a long rest. On a failed saved, the target also contracts bluerot.

Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures.

The disease's boils manifests in 1d4 hours, causing the victim's Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.

At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.

Necrotic Ink (Recharge 5-6)

Description

The drowned master discharges foul ink in front of itself in a 3O-foot cone. Each creature caught in the ink must make a DC 15 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save or half as much damage on a successful one. A creature that fails this saving throw is blinded until the end of its next turn and contracts bluerot (see the "Bluerot" sidebar).

Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures.

The disease's boils manifests in 1d4 hours, causing the victim's Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.

At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.

Environment

underwater, swamp

Druid

Size

Medium

Type

humanoid (any race)

Alignment

any alignment

Armor Class

11 (16 with barkskin)

Hit Points

27 (5d8+5)

Speed

30 ft.

Strength

10

Dexterity

12

Constitution

13

Intelligence

12

Wisdom

15

Charisma

11

Skills

Medicine +4, Nature +3, Perception +4

Passive Perception

14

Languages

Druidic plus any two languages

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 346

Spellcasting

Description

The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, shillelagh

• 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave

• 2nd level (3 slots): animal messenger, barkskin

Actions

Quarterstaff

Description

Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8+2) bludgeoning damage with shillelagh or if wielded with two hands.

Attack

Quarterstaff|2|1d6

Shillelagh|4|1d8+2

Spells

druidcraft, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, animal messenger, barkskin

Spell Slots

4, 3

Environment

arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdark

Druid of the Old Ways

Size

Medium

Type

humanoid (any race)

Alignment

chaotic neutral

Armor Class

14 (hide armor)

Hit Points

90 (12d8+36)

Speed

30 ft.

Strength

11

Dexterity

15

Constitution

16

Intelligence

10

Wisdom

20

Charisma

14

Saving Throws

Dex +5, Con +6, Wis +8

Skills

Nature +3, Perception +8, Survival +8

Passive Perception

18

Languages

Common, Druidic

Challenge Rating

7

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 239

Siege Monster

Description

The druid deals double damage to objects and structures.

Speak with Beasts and Plants

Description

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

Spellcasting

Description

The druid is a 12th-level Gruul spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, resistance, thorn whip

• 1st level (4 slots): cure wounds, faerie fire, thunderwave

• 2nd level (3 slots): beast sense, flame blade, pass without trace

• 3rd level (3 slots): conjure animals, dispel magic, plant growth

• 4th level (3 slots): dominate beast, freedom of movement, wall of fire

• 5th level (2 slots): commune with nature, conjure elemental, scrying

• 6th level (1 slots): transport via plants, wall of thorns

Actions

Quarterstaff

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.

Attack

Quarterstaff|3|1d6

Spell Slots

4, 3, 3, 3, 2, 1

Spells

druidcraft, produce flame, resistance, thorn whip, cure wounds, faerie fire, thunderwave, beast sense, flame blade, pass without trace, conjure animals, dispel magic, plant growth, dominate beast, freedom of movement, wall of fire, commune with nature, conjure elemental, scrying, transport via plants, wall of thorns

Dryad

Size

Medium

Type

fey

Alignment

neutral

Armor Class

11 (16 with barkskin)

Hit Points

22 (5d8)

Speed

30 ft.

Strength

10

Dexterity

12

Constitution

11

Intelligence

14

Wisdom

15

Charisma

18

Skills

Perception +4, Stealth +5

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Elvish, Sylvan

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 121

Innate Spellcasting

Description

The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:

At will: druidcraft

3/day each: entangle, goodberry

1/day each: barkskin, pass without trace, shillelagh

Magic Resistance

Description

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

Speak with Beasts and Plants

Description

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

Tree Stride

Description

Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.

Actions

Club

Description

Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1 d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with shillelagh.

Attack

Club|2|1d4

Fey Charm

Description

The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.

Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.

The dryad can have no more than one humanoid and up to three beasts charmed at a time.

Spells

druidcraft, entangle, goodberry, barkskin, pass without trace, shillelagh

Environment

forest

Dryad Spirit

Size

Medium

Type

undead

Alignment

chaotic evil

Armor Class

12

Hit Points

58 (13d8)

Speed

0 ft., fly 40 ft.

Strength

1

Dexterity

14

Constitution

10

Intelligence

12

Wisdom

11

Charisma

17

Saving Throws

Wis +2, Cha +5

Passive Perception

10

Languages

Common, Elvish

Challenge Rating

4

Damage Resistances

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

Damage Immunities

cold, necrotic, poison

Condition Immunities

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

Senses

darkvision 60 ft.

Traits

Source

Description

Baldur's Gate: Descent Into Avernus p. 108

Detect Life

Description

The dryad can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations.

Incorporeal Movement

Description

The dryad can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Actions

Corrupting Touch

Description

Melee Spell Attack: +4 to hit, reach 5 ft., one target. 12 (3d6 + 2) necrotic damage.

Attack

Corrupting Touch|4|3d6+2

Horrifying Visage

Description

Each non-undead creature within 60 feet of the dryad that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the dryad is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the dryad's Horrifying Visage for the next 24 hours.

Wail (1/Day)

Description

The dryad releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

Environment

forest, coastal

Duergar

Size

Medium

Type

humanoid (dwarf)

Alignment

lawful evil

Armor Class

16 (scale mail, shield)

Hit Points

26 (4d8+4)

Speed

25 ft.

Strength

14

Dexterity

11

Constitution

14

Intelligence

11

Wisdom

10

Charisma

9

Damage Resistances

poison

Senses

darkvision 120 ft.

Passive Perception

10

Languages

Dwarvish, Undercommon

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 122

Duergar Resilience

Description

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

Sunlight Sensitivity

Description

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

Actions

Enlarge (Recharges after a Short or Long Rest)

Description

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

War Pick

Description

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

Attack

War Pick|4|1d8+2

Enlarged|4|2d8+2

Javelin

Description

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged.

Attack

Javelin|4|1d6+2

Enlarged|4|2d6+2

Invisibility (Recharges after a Short or Long Rest)

Description

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

Environment

underdark

Duergar Darkhaft

Size

Medium

Type

humanoid (dwarf)

Alignment

lawful evil

Armor Class

16 (scale mail, shield)

Hit Points

26 (4d8+4)

Speed

25 ft.

Strength

14

Dexterity

11

Constitution

14

Intelligence

11

Wisdom

10

Charisma

9

Damage Resistances

poison

Senses

darkvision 120 ft.

Passive Perception

10

Languages

Dwarvish, Undercommon

Challenge Rating

2

Traits

Source

Description

Out of the Abyss p. 226

Innate Spellcasting (Psionics)

Description

The darkhaft's innate spellcasting ability is Intelligence (spell save DC 10) it can innately cast the following spells, requiring no components:

At will: friends, mage hand

1/day each: disguise self, sleep

Duergar Resilience

Description

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

Sunlight Sensitivity

Description

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

Actions

Enlarge (Recharges on a Short or Long Rest)

Description

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

War Pick

Description

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

Attack

War Pick|4|1d8+2

Enlarged|4|2d8+2

Javelin

Description

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged.

Attack

Javelin|4|1d6+2

Enlarged|4|2d6+2

Invisibility (Recharges on a Short or Long Rest)

Description

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

Spells

friends, mage hand, disguise self, sleep

Duergar Despot

Size

Medium

Type

humanoid (dwarf)

Alignment

any alignment

Armor Class

21 (natural armor)

Hit Points

119 (14d8 + 56)

Speed

25 ft.

Strength

20

Dexterity

5

Constitution

19

Intelligence

15

Wisdom

14

Charisma

13

Saving Throws

Con +8, Wis +6

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

darkvision 120 ft.

Passive Perception

12

Languages

Dwarvish, Undercommon

Challenge Rating

12

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 107, Mordenkainen's Tome of Foes p. 188

Proficiency Bonus

Description

+4

Magic Resistance

Description

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

Psychic Engine

Description

When the duergar suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it.

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

The duergar makes two Iron Fist attacks and two Stomping Foot attacks. After one of the attacks, the duergar can move up to its speed without provoking opportunity attacks. It can replace one of the attacks with a use of Flame Jet.

Iron Fist

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 30 feet away in a straight line and be knocked prone.

Attack

Iron Fist|9|4d8+5

Stomping Foot

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, or 21 (3d10 + 5) to a prone target.

Attack

Stomping Foot|9|1d10+5

Stomping Foot (Prone)|9|3d10+5

Flame Jet

Description

The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.

Spellcasting (Psionics)

Description

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

At will: mage hand, minor illusion

1/day: stinking cloud

Spells

mage hand, minor illusion, stinking cloud

Duergar Hammerer

Size

Medium

Type

construct (dwarf)

Alignment

any alignment

Armor Class

17 (natural armor)

Hit Points

33 (6d8 + 6)

Speed

20 ft.

Strength

17

Dexterity

7

Constitution

12

Intelligence

5

Wisdom

5

Charisma

5

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

7

Languages

understands Dwarvish but can't speak

Challenge Rating

2

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 112, Mordenkainen's Tome of Foes p. 188, Icewind Dale: Rime of the Frostmaiden p. 286

Proficiency Bonus

Description

+2

Siege Monster

Description

The hammerer deals double damage to objects and structures.

Actions

Multiattack

Description

The hammerer makes one Claw attack and one Hammer attack.

Claw

Description

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

Attack

Claw|5|1d6+3

Hammer

Description

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

Attack

Hammer|5|2d6+3

Reactions

Engine of Pain

Description

Immediately after a creature within 5 feet of the hammerer hits it with an attack roll, the hammerer makes a Hammer attack against that creature.

Duergar Kavalrachni

Size

Medium

Type

humanoid (dwarf)

Alignment

any alignment

Armor Class

16 (scale mail, shield)

Hit Points

26 (4d8 + 8)

Speed

25 ft.

Strength

14

Dexterity

11

Constitution

14

Intelligence

11

Wisdom

10

Charisma

9

Damage Resistances

poison

Senses

darkvision 120 ft.

Passive Perception

10

Languages

Dwarvish, Undercommon

Challenge Rating

2

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 107, Mordenkainen's Tome of Foes p. 189

Proficiency Bonus

Description

+2

Cavalry Training

Description

When the duergar hits a target with a melee attack while mounted, the mount can use its reaction to make one melee attack against the same target.

Duergar Resilience

Description

The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

The duergar makes two War Pick attacks.

War Pick

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 5 (2d4) poison damage.

Attack

War Pick|4|1d8+2+2d4

Heavy Crossbow

Description

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

Attack

Heavy Crossbow|2|1d10

Shared Invisibility (Recharges after a Short or Long Rest)

Description

The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted, the mount is invisible as well. The invisibility ends early on the mount immediately after it attacks.

Duergar Keeper of the Flame

Size

Medium

Type

humanoid (dwarf)

Alignment

lawful evil

Armor Class

16 (scale mail, shield)

Hit Points

26 (4d8+4)

Speed

25 ft.

Strength

14

Dexterity

11

Constitution

14

Intelligence

11

Wisdom

10

Charisma

9

Damage Resistances

poison

Senses

darkvision 120 ft.

Passive Perception

10

Languages

Dwarvish, Undercommon

Challenge Rating

2

Traits

Source

Description

Out of the Abyss p. 226

Innate Spellcasting (Psionics)

Description

The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save DC 12.) It can innately cast the following spells, requiring no components:

At will: friends, message

1/day: command

Spellcasting

Description

The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Keeper of the Flame has the following cleric spells prepared:

Cantrips (at will): guidance, mending, sacred flame

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

• 2nd level (2 slots): enhance ability, spiritual weapon

Duergar Resilience

Description

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

Sunlight Sensitivity

Description

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

Actions

Enlarge (Recharges on a Short or Long Rest)

Description

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

War Pick

Description

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

Attack

War Pick|4|1d8+2

Enlarged|4|2d8+2

Javelin

Description

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged.

Attack

Javelin|4|1d6+2

Enlarged|4|2d6+2

Invisibility (Recharges on a Short or Long Rest)

Description

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

Spells

friends, message, command, guidance, mending, sacred flame, bane, inflict wounds, shield of faith, enhance ability, spiritual weapon

Spell Slots

4, 2

Duergar Mind Master

Size

Medium

Type

humanoid (dwarf)

Alignment

any alignment

Armor Class

14 (leather armor)

Hit Points

39 (6d8 + 12)

Speed

25 ft.

Strength

11

Dexterity

17

Constitution

14

Intelligence

15

Wisdom

10

Charisma

12

Saving Throws

Wis +2

Skills

Perception +2, Stealth +5

Damage Resistances

poison

Senses

darkvision 120 ft., truesight 30 ft.

Passive Perception

12

Languages

Dwarvish, Undercommon

Challenge Rating

2

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 108, Mordenkainen's Tome of Foes p. 189, Icewind Dale: Rime of the Frostmaiden p. 286

Proficiency Bonus

Description

+2

Duergar Resilience

Description

The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery.

Mind-Poison Dagger

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage, or 1 piercing damage plus 10 (3d6) psychic damage while under the effect of Reduce.

Attack

Mind-Poison Dagger|5|1d4+3+3d6

Invisibility (Recharge 4–6)

Description

The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Mind Mastery

Description

The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction, if available, either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect.

Reduce (Recharges after a Short or Long Rest) (bonus action)

Description

For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attack rolls, ability checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.

Duergar Screamer

Size

Medium

Type

construct (dwarf)

Alignment

any alignment

Armor Class

15 (natural armor)

Hit Points

38 (7d8 + 7)

Speed

20 ft.

Strength

18

Dexterity

7

Constitution

12

Intelligence

5

Wisdom

5

Charisma

5

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

7

Languages

understands Dwarvish but can't speak

Challenge Rating

3

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 111, Mordenkainen's Tome of Foes p. 190

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The screamer makes one Drill attack, and it uses Sonic Scream.

Drill

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

Attack

Drill|6|1d12+4

Sonic Scream

Description

The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone.

Reactions

Engine of Pain

Description

Immediately after a creature within 5 feet of the screamer hits it with an attack roll, the screamer makes a Drill attack against that creature.

Duergar Soulblade

Size

Medium

Type

humanoid (dwarf)

Alignment

any alignment

Armor Class

14 (leather armor)

Hit Points

27 (6d8)

Speed

25 ft.

Strength

16

Dexterity

16

Constitution

10

Intelligence

11

Wisdom

10

Charisma

12

Damage Resistances

poison

Senses

darkvision 120 ft.

Passive Perception

10

Languages

Dwarvish, Undercommon

Challenge Rating

1

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 109, Mordenkainen's Tome of Foes p. 190

Proficiency Bonus

Description

+2

Duergar Resilience

Description

The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.

Sunlight Sensitivity

Description

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

Actions

Soulblade

Description

Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) force damage, or 13 (3d6 + 3) force damage while under the effect of Enlarge.

Attack

Soulblade|5|2d6 + 3

Soulblade (Enlarged)|5|3d6 + 3

Invisibility (Recharges after a Short or Long Rest)

Description

The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Enlarge (Recharges after a Short or Long Rest) (bonus action)

Description

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

Duergar Spore Servant

Size

Medium

Type

plant

Alignment

unaligned

Armor Class

16 (scale mail, shield)

Hit Points

26 (4d8+4)

Speed

15 ft.

Strength

14

Dexterity

11

Constitution

14

Intelligence

2

Wisdom

6

Charisma

1

Damage Resistances

poison

Condition Immunities

blinded, charmed, frightened, paralyzed

Senses

blindsight 30 ft. (blind beyond this radius)

Passive Perception

8

Challenge Rating

1/2

Traits

Source

Description

Out of the Abyss p. 229

Actions

War Pick

Description

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

Attack

War Pick|4|1d8+2

Duergar Spy

Size

Medium

Type

humanoid (dwarf)

Alignment

lawful evil

Armor Class

15 (studded leather)

Hit Points

33 (6d8+6)

Speed

25 ft.

Strength

10

Dexterity

16

Constitution

12

Intelligence

12

Wisdom

10

Charisma

13

Skills

Deception +5, Insight +2, Investigation +5, Perception +4, Persuasion +3, Sleight of Hand +5, Stealth +7

Damage Resistances

poison

Senses

darkvision 120 ft.

Passive Perception

14

Languages

Dwarvish, Undercommon

Challenge Rating

2

Traits

Source

Description

Tales from the Yawning Portal p. 234

Cunning Action

Description

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

Duergar Resilience

Description

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

Sneak Attack

Description

Once per turn, the spy can deal an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

The spy makes two shortsword attacks.

Enlarge (Recharges after a Short or Long Rest)

Description

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

Shortsword

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 10 (2d6 + 3) piercing damage while enlarged.

Attack

Shortsword|5|1d6+3

Hand Crossbow

Description

Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Attack

Hand Crossbow|5|1d6+3

Invisibility (Recharges after a Short or Long Rest)

Description

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

Duergar Stone Guard

Size

Medium

Type

humanoid (dwarf)

Alignment

any alignment

Armor Class

18 (chain mail, shield)

Hit Points

39 (6d8 + 12)

Speed

25 ft.

Strength

18

Dexterity

11

Constitution

14

Intelligence

11

Wisdom

10

Charisma

9

Damage Resistances

poison

Senses

darkvision 120 ft.

Passive Perception

10

Languages

Dwarvish, Undercommon

Challenge Rating

2

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 110, Mordenkainen's Tome of Foes p. 191

Proficiency Bonus

Description

+2

Duergar Resilience

Description

The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.

Phalanx Formation

Description

The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of an ally wielding a shield.

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

The duergar makes two Shortsword or Javelin attacks.

Shortsword

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1 d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge.

Attack

Shortsword|6|1d6+4

Shortsword (Enlarged)|6|2d6+4

Javelin

Description

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge.

Attack

Javelin|6|1d6+4

Javelin (Enlarged)|6|2d6+4

Invisibility (Recharges after a Short or Long Rest)

Description

The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Enlarge (Recharges after a Short or Long Rest) (bonus action)

Description

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

Duergar Warlord

Size

Medium

Type

humanoid (dwarf)

Alignment

any alignment

Armor Class

20 (plate armor, shield)

Hit Points

75 (10d8 + 30)

Speed

25 ft.

Strength

18

Dexterity

11

Constitution

17

Intelligence

12

Wisdom

12

Charisma

14

Damage Resistances

poison

Senses

darkvision 120 ft.

Passive Perception

11

Languages

Dwarvish, Undercommon

Challenge Rating

6

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 111, Mordenkainen's Tome of Foes p. 192

Proficiency Bonus

Description

+3

Duergar Resilience

Description

The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

The duergar makes three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack.

Psychic-Attuned Hammer

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage while under the effect of Enlarge, plus 5 (1d10) psychic damage.

Attack

Psychic-Attuned Hammer|7|1d10+4+1d10

Psychic-Attuned Hammer (Enlarged)|7|2d10+4+1d10

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, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge.

Attack

Javelin|7|1d6+4

Javelin (Enlarged)|7|2d6+4

Call to Attack

Description

Up to three allies within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.

Invisibility (Recharge 4–6)

Description

The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Enlarge (Recharges after a Short or Long Rest) (bonus action)

Description

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

Reactions

Scouring Instruction

Description

When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6, and the ally can add the number rolled to the d20 by taking 3 (1d6) psychic damage.

Duergar Xarrorn

Size

Medium

Type

humanoid (dwarf)

Alignment

any alignment

Armor Class

18 (plate armor)

Hit Points

26 (4d8 + 8)

Speed

25 ft.

Strength

16

Dexterity

11

Constitution

14

Intelligence

11

Wisdom

10

Charisma

9

Damage Resistances

poison

Senses

darkvision 120 ft.

Passive Perception

10

Languages

Dwarvish, Undercommon

Challenge Rating

2

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 111, Mordenkainen's Tome of Foes p. 193

Proficiency Bonus

Description

+2

Duergar Resilience

Description

The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.

Sunlight Sensitivity

Description

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

Actions

Fire Lance

Description

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage, or 16 (2d12 + 3) piercing damage while under the effect of Enlarge, plus 3 (1d6) fire damage.

Attack

Fire Lance|5|1d12 + 3+1d6

Fire Lance (Enlarged)|5|2d12 + 3+1d6

Fire Spray (Recharge 5–6)

Description

From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

Invisibility (Recharges after a Short or Long Rest)

Description

The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Enlarge (Recharges after a Short or Long Rest) (bonus action)

Description

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

Duke Thalamra Vanthampur

Size

Medium

Type

humanoid (human)

Alignment

lawful evil

Armor Class

10

Hit Points

78 (12d8+24)

Speed

30 ft.

Strength

17

Dexterity

10

Constitution

15

Intelligence

13

Wisdom

16

Charisma

18

Skills

Deception +6, Insight +5, Intimidation +6, Religion +3

Passive Perception

13

Languages

Common, Infernal

Challenge Rating

4

Senses

darkvision 120 ft. (see devil's sight below)

Traits

Source

Description

Baldur's Gate: Descent Into Avernus p. 38

Dark Devotion

Description

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

Devil's Sight

Description

Thalamra can see normally in darkness, both magical and nonmagical, out to a distance of 120 feet.

Actions

Multiattack

Description

Thalamra uses eldritch blast twice or makes two unarmed strikes.

Eldritch Blast (Cantrip)

Description

Ranged Spell Attack: +6 to hit, range 120 ft., one creature. 9 (1d10 + 4) force damage.

Attack

Eldritch Blast (Cantrip)|6|1d10+4

Unarmed Strike

Description

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

Reactions

Hellish Rebuke (1st-Level Spell; 2/Day)

Description

When Thalamra is damaged by a creature within 60 feet of her that she can see, the creature that damaged her is engulfed in hellish flames and must make a DC 14 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.

Dukha Bhatiyali

Size

Medium

Type

humanoid (human, shapechanger)

Alignment

neutral

Armor Class

12

Hit Points

120 (16d8 + 48)

Speed

30 ft.(40 ft. in tiger form)

Strength

17

Dexterity

15

Constitution

16

Intelligence

10

Wisdom

13

Charisma

11

Skills

stealth +4, perception +5

Senses

darkvision 60 ft.

Passive Perception

15

Languages

Common (can't speak in tiger form)

Challenge Rating

4

Traits

Source

Description

Journeys through the Radiant Citadel p. 124

Proficiency Bonus

Description

+2

Shapechanger

Description

Dukha can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. 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.

Keen Hearing and Smell

Description

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

Pounce (Tiger or Hybrid Form Only)

Description

If Dukha moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, Dukha can make one bite attack against it as a bonus action.

Actions

Multiattack (Humanoid or Hybrid Form Only)

Description

In humanoid form, Dukha makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

Bite (Tiger or Hybrid Form Only)

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.

Attack

Bite|5|1d10 + 3

Claw (Tiger or Hybrid Form Only)

Description

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

Attack

Claw|5|1d8 + 3

Scimitar (Humanoid or Hybrid Form Only)

Description

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

Attack

Scimitar|5|1d6 + 3

Longbow (Humanoid or Hybrid Form Only)

Description

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

Attack

Longbow|4|1d8 + 2

Dullahan

Size

Medium

Type

undead

Armor Class

16 (breastplate)

Hit Points

135 (18d8 + 54)

Speed

30 ft.

Strength

18

Dexterity

14

Constitution

16

Intelligence

11

Wisdom

15

Charisma

16

Saving Throws

Con +7

Skills

Perception +6 Damage Resistance cold, lightning, poison

Condition Immunities

charmed, frightened, poisoned

Senses

truesight 120 ft.

Passive Perception

16

Languages

understands the languages it knew in life but can't speak

Challenge Rating

10

Traits

Source

Description

Van Richten's Guide to Ravenloft p. 233

Headless Summoning (Recharges after a Short or Long Rest)

Description

If the dullahan is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, it regains 97 hit points. In addition, it summons three death's heads, one of each type, in unoccupied spaces within 5 feet of it. The death's heads are under the dullahan's control and act immediately after the dullahan in the initiative order. Additionally, the dullahan can now use the options in the "Mythic Actions" section. Award a party an additional 5,900 XP (11,800 XP total) for defeating the dullahan after it uses Headless Summoning

Legendary Resistance (2/Day)

Description

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

Unusual Nature

Description

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

Actions

Multiattack

Description

The dullahan makes two attacks.

Battleaxe

Description

Melee Weapon Attack: +8 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 11 (2d10) necrotic damage. If the dullahan scores a critical hit against a creature, the target must succeed on a DC 15 Constitution saving throw or the dullahan cuts off the target's head. The target dies if it can't survive without the lost head. A creature that doesn't have or need a head, or has legendary actions, instead takes an extra 27 (6d8) slashing damage.

Attack

Battleaxe|8|1d8+4

Battleaxe (Two-Handed)|8|1d10+4+2d10

Fiery Skull

Description

Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (2d10 + 3) fire damage.

Attack

Fiery Skull|7|2d10+3

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Attack

Description

The dullahan makes one attack.

Frightful Presence (Costs 2 Actions)

Description

Each creature of the dullahan's choice within 30 feet of it must succeed on a DC 15 Wisdom saving throw or become frightened of the dullahan until the end of its next turn.

Head Hunt (Costs 3 Actions)

Description

The dullahan moves up to its speed without provoking opportunity attacks and makes one Battleaxe attack with advantage. If the attack hits, but is not a critical hit, the attack deals an extra 27 (6d8) necrotic damage.

Mythic Actions

Description

If the dullahan's Headless Summoning trait is active, it can use the options below as legendary actions.

Coordinated Assault

Description

The dullahan makes a Battleaxe attack, and then one death's head the dullahan can see within 30 feet of it can use its reaction to make a melee attack.

Headless Wail (Costs 2 Actions)

Description

An echoing shriek issues from the dullahan's headless stump. Each creature of the dullahan's choice within 10 feet of it must make a DC 15 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one. If one or more creatures fail the saving throw, the dullahan gains 10 temporary hit points.

Duodrone

Size

Medium

Type

construct

Alignment

lawful neutral

Armor Class

15 (natural armor)

Hit Points

11 (2d8+2)

Speed

30 ft.

Strength

11

Dexterity

13

Constitution

12

Intelligence

6

Wisdom

10

Charisma

7

Senses

truesight 120 ft.

Passive Perception

10

Languages

Modron

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 225

Axiomatic Mind

Description

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

Disintegration

Description

If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Actions

Multiattack

Description

The duodrone makes two fist attacks or two javelin attacks.

Fist

Description

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

Attack

Fist|3|1d4

Javelin

Description

Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6+1) piercing damage.

Attack

Javelin|3|1d6+1

Durnan

Size

Medium

Type

humanoid (human)

Alignment

neutral

Armor Class

16 (elven chain)

Hit Points

144 (17d8 + 68)

Speed

30 ft.

Strength

18

Dexterity

15

Constitution

18

Intelligence

13

Wisdom

12

Charisma

10

Saving Throws

Str +8, Con +8

Skills

Athletics +8, Perception +5

Passive Perception

15

Languages

Common, Dwarvish

Challenge Rating

9

Traits

Source

Description

Waterdeep: Dragon Heist p. 203

Special Equipment

Description

Durnan wields a sword of sharpness (greatsword) called Grimvault. He wears boots of striding and springing, elven chain, and a ring of spell turning.

Indomitable (Recharges after a Long Rest)

Description

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

Spell Turning

Description

While wearing his ring of spell turning, Durnan has advantage on saving throws against any spell that targets only him (not in an area of effect). If Durnan rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster, using the slot level, spell save DC, attack bonus, and spell casting ability of the caster.

Actions

Multiattack

Description

Durnan makes four melee weapon attacks

Grimvault

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is an object, the hit instead deals 16 slashing damage. If the target is a creature and Durnan rolls a 20 on the d20 for the attack roll, the target takes an extra 14 slashing damage, and Durnan rolls another d20. On a roll of 20, he lops off one of the target's limbs, or some other part of its body if it is limbless.

Attack

Grimvault|8|2d6+4

Double Crossbow

Description

Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 13 (2d10 + 2) piercing damage.

Attack

Double Crossbow|6|2d10+2

Durnn

Size

Medium

Type

humanoid (goblinoid)

Alignment

lawful evil

Armor Class

19 (splint armor, shield)

Hit Points

18 (2d8 + 2)

Speed

30 ft.

Strength

15

Dexterity

12

Constitution

12

Intelligence

10

Wisdom

10

Charisma

9

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Common, Goblin

Challenge Rating

1

Traits

Source

Description

Tales from the Yawning Portal p. 25

Proficiency Bonus

Description

+2

Martial Advantage

Description

Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Longsword

Description

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

Attack

Longsword|4|1d8 + 1

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

Longbow

Description

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Attack

Longbow|4|1d8+1

Dusk Hag

Size

Medium

Type

fey

Alignment

neutral evil

Armor Class

17 (natural armor)

Hit Points

82 (15d8+15)

Speed

30 ft.

Strength

11

Dexterity

14

Constitution

12

Intelligence

17

Wisdom

16

Charisma

18

Saving Throws

Int +6, Wis +6

Skills

Deception +7, Insight +6, Perception +6

Passive Perception

16

Languages

Common, Giant, Infernal

Challenge Rating

6

Condition Immunities

blinded, charmed, frightened

Senses

blindsight 60 ft.

Traits

Source

Description

Eberron: Rising from the Last War p. 292

Magic Resistance

Description

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

Innate Spellcasting

Description

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

At will: detect magic, disguise self

3/day each: dream, hypnotic pattern, sleep (9d8)

1/day each: legend lore, scrying

Actions

Multiattack

Description

The hag makes two Nightmare Touch attacks.

Claws

Description

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

Attack

Claws|5|1d6+2

Nightmare Touch

Description

Melee Spell Attack: +7 to hit, reach 5 ft., one creature. 18 (4d6 + 4) psychic damage. If the target is unconscious, it takes an extra 10 (3d6) psychic damage and is cursed until the hag dies or the curse is removed. The cursed creature's hit point maximum decreases by 5 (1d10) whenever it finishes a long rest.

Attack

Nightmare Touch|7|4d6+4

Reactions

Dream Eater

Description

When an unconscious creature the hag can see within 30 feet of her regains consciousness, the hag can force the creature to make a DC 15 Wisdom saving throw. Unless the save succeeds, the creature takes 11 (2d10) psychic damage, and the hag regains hit points equal to the amount of damage taken.

Spells

detect magic, disguise self, dream, hypnotic pattern, sleep, legend lore, scrying

Dust Hulk

Size

Large

Type

elemental

Alignment

typically chaotic neutral

Armor Class

16 (natural armor)

Hit Points

68 (8d10 + 24)

Speed

0 ft., fly 30 ft.(hover)

Strength

15

Dexterity

19

Constitution

16

Intelligence

10

Wisdom

12

Charisma

8

Damage Immunities

poison

Condition Immunities

exhaustion, grappled, paralyzed, petrified, poisoned, restrained

Senses

darkvision 60 ft.

Passive Perception

11

Languages

Giant, Terran

Challenge Rating

5

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 131

Proficiency Bonus

Description

+3

Air Form

Description

The dust hulk can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch without squeezing.

Death Burst

Description

When the dust hulk dies, it explodes in a burst of dust that fills a 10-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 14 Constitution saving throw or have the blinded condition for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Multiattack

Description

The dust hulk makes three Slam attacks. It can replace one of these attacks with Stinging Dust.

Slam

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Attack

Slam|7|2d8 + 4

Stinging Dust

Description

One creature of the dust hulk's choice inside its space must make a DC 14 Constitution saving throw. On a failed save, the creature takes 10 (3d6) bludgeoning damage and has the blinded condition until the end of its next turn. On a successful save, the creature takes half as much damage only.

Dust Mephit

Size

Small

Type

elemental

Alignment

neutral evil

Armor Class

12

Hit Points

17 (5d6)

Speed

30 ft., fly 30 ft.

Strength

5

Dexterity

14

Constitution

10

Intelligence

9

Wisdom

11

Charisma

10

Skills

Perception +2, Stealth +4

Damage Vulnerabilities

fire

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Auran, Terran

Challenge Rating

1/2

Traits

Source

Description

Monster Manual p. 215

Death Burst

Description

When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Innate Spellcasting (1/Day)

Description

The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) slashing damage.

Attack

Claws|4|1d4+2

Blinding Breath (Recharge 6)

Description

The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Variant: Summon Mephits (1/Day)

Description

The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Spells

sleep

Environment

desert

Duvessa Shane

Size

Medium

Type

humanoid (Illuskan human)

Alignment

lawful good

Armor Class

10

Hit Points

9 (2d8)

Speed

30 ft.

Strength

10

Dexterity

11

Constitution

10

Intelligence

16

Wisdom

14

Charisma

16

Skills

Deception +5, Insight +4, Persuasion +5

Passive Perception

12

Languages

Common, Dwarvish, Giant, Orc

Traits

Source

Description

Storm King's Thunder p. 248

Roleplaying Information

Description

The daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother's talent for negotiation and her father's charm. As the first woman to serve as Town Speaker of Bryn Shander, and a young one at that, she has much to prove.

Ideal: "The people of Icewind Dale are survivors. They can weather any storm."

Bond: "My mother taught me what it means to be a good leader. I won't disappoint her."

Flaw: "I don't give an inch in any argument or conflict."

Actions

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. Duvessa carries only one dagger.

Attack

Dagger|2|1d4

Reactions

Parry

Description

Duvessa adds 2 to her AC against one melee attack that would hit her. To do so, Duvessa must see the attacker and be wielding a melee weapon.

Dwarf Skeleton

Size

Medium

Type

undead

Alignment

lawful evil

Armor Class

13 (chain shirt)

Hit Points

26 (4d8 + 8)

Speed

25 ft.

Strength

16

Dexterity

10

Constitution

15

Intelligence

6

Wisdom

8

Charisma

5

Damage Immunities

poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60 ft.

Passive Perception

9

Languages

understands Dwarvish but can't speak

Challenge Rating

1/2

Traits

Source

Description

Phandelver and Below: The Shattered Obelisk p. 123

Proficiency Bonus

Description

+2

Sure-Footed

Description

The skeleton has advantage on Strength and Dexterity saving throws made against effects that make it have the prone condition.

Actions

Battleaxe

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

Battleaxe|5|1d8 + 3

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

Dwarven Worker

Size

Medium

Type

humanoid (dwarf)

Alignment

any non-good alignment

Armor Class

12 (leather armor)

Hit Points

9 (2d8)

Speed

25 ft.

Strength

11

Dexterity

12

Constitution

10

Intelligence

10

Wisdom

11

Charisma

10

Skills

Deception +2, Religion +2

Passive Perception

10

Languages

any one language (usually Common)

Challenge Rating

1/8

Senses

darkvision 60 ft.

Traits

Source

Description

Infernal Machine Rebuild p. 15

Dark Devotion

Description

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

Actions

Scimitar

Description

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

Attack

Scimitar|3|1d6+1

Dybbuk

Size

Medium

Type

fiend (demon)

Alignment

typically chaotic evil

Armor Class

14

Hit Points

37 (5d8 + 15)

Speed

40 ft. (hover)

Strength

6

Dexterity

19

Constitution

16

Intelligence

16

Wisdom

15

Charisma

14

Skills

Deception +6, Intimidation +4, Perception +4

Damage Resistances

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

Damage Immunities

poison

Condition Immunities

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

Senses

darkvision 120 ft.

Passive Perception

14

Languages

Abyssal, Common, telepathy 120 ft.

Challenge Rating

4

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 113, Mordenkainen's Tome of Foes p. 132

Proficiency Bonus

Description

+2

Incorporeal Movement

Description

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

Magic Resistance

Description

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

Actions

Tentacle

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0.

Attack

Tentacle|6|2d8 + 4+1d6

Possess Corpse (Recharge 6)

Description

The dybbuk disappears into an intact corpse within 5 feet of it that belonged to a Large or smaller Beast or Humanoid. The dybbuk gains 20 temporary hit points. While possessing the corpse, the dybbuk adopts the corpse's size and can't use Incorporeal Movement. Its game statistics otherwise remain the same. The possession lasts until the temporary hit points are lost or the dybbuk ends it as a bonus action. When the possession ends, the dybbuk appears in an unoccupied space within 5 feet of the corpse.

Spellcasting

Description

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

At will: dimension door

3/day: phantasmal force

Control Corpse (bonus action)

Description

While Possess Corpse is active, the dybbuk makes the corpse do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any Beast or Humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Control Corpse for 24 hours.

Spells

dimension door, phantasmal force

Dyrrn

Size

Medium

Type

aberration

Alignment

chaotic evil

Armor Class

21 (natural armor)

Hit Points

325 (31d8+186)

Speed

40 ft., fly 40 ft.

Strength

26

Dexterity

21

Constitution

22

Intelligence

26

Wisdom

23

Charisma

24

Saving Throws

Int +15, Wis +13, Cha +14

Skills

Arcana +15, History +15, Insight +13, Perception +13

Passive Perception

23

Languages

Deep Speech, telepathy 120 ft.

Challenge Rating

24

Damage Resistances

poison, psychic

Condition Immunities

blinded, charmed, exhaustion, frightened, poisoned, prone

Senses

truesight 120 ft.

Traits

Source

Description

Eberron: Rising from the Last War p. 288

Alien Mind

Description

If a creature tries to read Dyrrn's thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Regeneration

Description

Dyrrn regains 20 hit points at the start of its turn. If Dyrrn takes radiant damage, this trait doesn't function at the start of its next turn. Dyrrn dies only if it starts its turn with 0 hit points and doesn't regenerate.

Teleport

Description

As a bonus action, Dyrrn can teleport up to 30 feet to an unoccupied space it can see.

Actions

Multiattack

Description

Dyrrn makes one Tentacle Whip attack and uses its Corruption once. Dyrrn can replace its Tentacle Whip attack with Extract Brain if it has a creature grappled.

Tentacle Whip

Description

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 23), pulled into an unoccupied space within 5 feet of Dyrrn, and must succeed on a DC 23 Intelligence saving throw or be stunned until this grapple ends. Dyrrn can't use the same tentacle whip on another target until this grapple ends. Dyrrn has two tentacle whips.

Attack

Tentacle Whip|15|3d10+8

Corruption

Description

Dyrrn targets one creature it can see within 60 feet of it. The target must succeed on a DC 23 Constitution saving throw or take 22 (4d6 + 8) necrotic damage and become corrupted for 1 minute.

A corrupted creature's flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 15 Intelligence check or the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Extract Brain

Description

Melee Weapon Attack: +15 to hit, reach 5 ft., one incapacitated creature grappled by Dyrrn. 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Dyrrn kills the target by extracting and devouring its brain.

Attack

Extract Brain|15|10d10

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Tentacle Whip

Description

Dyrrn makes one attack with its Tentacle Whip.

Spawn Aberration (Costs 2 Actions)

Description

Dyrrn regurgitates an intellect devourer in an unoccupied space within 5 feet of it. The intellect devourer is under Dyrrn's control and acts immediately after Dyrrn in the initiative order.

Mind Blast (Costs 3 Actions)

Description

Dyrrn magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 23 Intelligence saving throw or take 30 (5d8 + 8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Lair Actions

Description

While within the Palace of Sinew, Dyrrn can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Dyrrn can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

• Dyrrn uses its Corruption action.

• A 30-foot-square area of ground within 120 feet of Dyrrn sprouts tentacles until initiative count 20 on the next round. Any creature that starts or ends its turn in the area must succeed on a DC 23 Strength saving throw or be restrained. A creature can escape the tentacles with a successful DC 23 Strength (Athletics) or Dexterity (Acrobatics) check as an action.

• Each creature of Dyrrn's choice that it can see within 120 feet of it must succeed on a DC 23 Wisdom saving throw or take 26 (4d12) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 1d4 each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest.

Regional Effects

Description

A region containing a passage to Dyrrn's lair is warped in one or more of these ways:

• Plants and animals raised within 2 mile of the passage have twisted, aberrant forms. Use the Daelkyr Modifications table for inspiration.

• Creatures within 1 mile of the passage frequently feel as if something is crawling under their skin.

• If a humanoid spends at least 1 hour within 1 mile of the passage, that creature must succeed on a DC 22 Wisdom saving throw or descend into a type of madness (see "Madness of Dyrrn" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Dyrrn dies, these effects fade away after 1d10 days.

Dzann's Clone

Size

Medium

Type

humanoid

Alignment

lawful evil

Armor Class

10

Hit Points

49 (9d8 + 9)

Speed

30 ft.

Strength

10

Dexterity

11

Constitution

12

Intelligence

16

Wisdom

13

Charisma

15

Saving Throws

Int +5, Wis +3

Skills

Arcana +5, Deception +4, History +5

Passive Perception

11

Languages

Abyssal, Common, Giant, Infernal

Challenge Rating

4

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 271

Spellcasting

Description

The simulacrum is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): acid splash*, light, minor illusion, shocking grasp*

• 1st level (2 slots): detect magic, disguise self, magic missile*

• 2nd level (2 slots): invisibility, levitate, phantasmal force

• 3rd level (3 slots): fireball, sending, slow

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

• 5th level (1 slot): animate objects

*See "Actions" below

Actions

Shocking Grasp (Cantrip)

Description

Melee Spell Attack: +5 to hit, reach 5 ft., one creature (the attack roll has advantage if the target is wearing armor made of metal). Hit: 9 (2d8) lightning damage, and the target can't take reactions until the start of its next turn.

Attack

Shocking Grasp|5|2d8

Acid Splash (Cantrip)

Description

The simulacrum hurls a bubble of acid at one creature it can see within 60 feet of it, or at two such creatures that are within 5 feet of each other. A target must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) acid damage.

Attack

Acid Splash||2d6

Magic Missile (1st-Level Spell; Requires a Spell Slot)

Description

The simulacrum creates three darts of magical force. Each dart unerringly strikes one creature the simulacrum can see within 120 feet of it, dealing 3 (1d4 + 1) force damage. If the simulacrum casts this spell using a 2nd-level spell slot, it creates one more dart.

Attack

Magic Missile|1d4+1

Spells

acid splash, light, minor illusion, shocking grasp, detect magic, disguise self, magic missile, invisibility, levitate, phantasmal force

Spell Slots

4, 3, 3, 3, 1

Dzann's Simulacrum

Size

Medium

Type

construct

Alignment

lawful evil

Armor Class

10

Hit Points

24 (half of 9d8 + 9)

Speed

30 ft.

Strength

10

Dexterity

11

Constitution

12

Intelligence

16

Wisdom

13

Charisma

15

Saving Throws

Int +5, Wis +3

Skills

Arcana +5, Deception +4, History +5

Passive Perception

11

Languages

Abyssal, Common, Giant, Infernal

Challenge Rating

1

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 270

Spellcasting

Description

The simulacrum is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): acid splash*, light, minor illusion, shocking grasp*

• 1st level (2 slots): detect magic, disguise self, magic missile*

• 2nd level (2 slots): invisibility, levitate, phantasmal force

*See "Actions" below

Actions

Shocking Grasp (Cantrip)

Description

Melee Spell Attack: +5 to hit, reach 5 ft., one creature (the attack roll has advantage if the target is wearing armor made of metal). Hit: 9 (2d8) lightning damage, and the target can't take reactions until the start of its next turn.

Attack

Shocking Grasp|5|2d8

Acid Splash (Cantrip)

Description

The simulacrum hurls a bubble of acid at one creature it can see within 60 feet of it, or at two such creatures that are within 5 feet of each other. A target must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) acid damage.

Attack

Acid Splash||2d6

Magic Missile (1st-Level Spell; Requires a Spell Slot)

Description

The simulacrum creates three darts of magical force. Each dart unerringly strikes one creature the simulacrum can see within 120 feet of it, dealing 3 (1d4 + 1) force damage. If the simulacrum casts this spell using a 2nd-level spell slot, it creates one more dart.

Attack

Magic Missile|1d4+1

Spells

acid splash, light, minor illusion, shocking grasp, detect magic, disguise self, magic missile, invisibility, levitate, phantasmal force

Spell Slots

2, 2

Eagle

Size

Small

Type

beast

Alignment

unaligned

Armor Class

12

Hit Points

3 (1d6)

Speed

10 ft., fly 60 ft.

Strength

6

Dexterity

15

Constitution

10

Intelligence

2

Wisdom

14

Charisma

7

Skills

Perception +4

Passive Perception

14

Challenge Rating

0

Traits

Source

Description

Monster Manual p. 322

Keen Sight

Description

The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

Attack

Talons|4|1d4+2

Environment

coastal, grassland, hill, mountain

Earth Elemental

Size

Large

Type

elemental

Alignment

neutral

Armor Class

17 (natural armor)

Hit Points

126 (12d10+60)

Speed

30 ft., burrow 30 ft.

Strength

20

Dexterity

8

Constitution

20

Intelligence

5

Wisdom

10

Charisma

5

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Vulnerabilities

thunder

Damage Immunities

poison

Condition Immunities

exhaustion, paralyzed, petrified, poisoned, unconscious

Senses

darkvision 60 ft., tremorsense 60 ft.

Passive Perception

10

Languages

Terran

Challenge Rating

5

Traits

Source

Description

Monster Manual p. 124

Earth Glide

Description

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

Siege Monster

Description

The elemental deals double damage to objects and structures.

Actions

Multiattack

Description

The elemental makes two slam attacks.

Slam

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

Attack

Slam|8|2d8+5

Environment

underdark

Earth Elemental Myrmidon

Size

Medium

Type

elemental

Alignment

typically neutral

Armor Class

18 (plate)

Hit Points

127 (17d8 + 51)

Speed

30 ft.

Strength

18

Dexterity

10

Constitution

17

Intelligence

8

Wisdom

10

Charisma

10

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

paralyzed, petrified, poisoned, prone

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Terran, one language of its creator's choice

Challenge Rating

7

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 122, Mordenkainen's Tome of Foes p. 202

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The myrmidon makes two Maul attacks.

Maul

Description

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

Attack

Maul|7|2d6+4

Thunderous Strike (Recharge 6)

Description

The myrmidon makes one Maul attack. On a hit, the target takes an extra 22 (4d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Eater of Hope

Size

Large

Type

fiend

Alignment

lawful evil

Armor Class

17 (natural armor)

Hit Points

90 (12d10+24)

Speed

30 ft., fly 60 ft.

Strength

19

Dexterity

17

Constitution

14

Intelligence

12

Wisdom

11

Charisma

16

Saving Throws

Con +5, Cha +6

Skills

Deception +6, Intimidation +6, Persuasion +6

Passive Perception

10

Languages

Abyssal, Common, Infernal

Challenge Rating

6

Damage Resistances

cold, necrotic

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Traits

Source

Description

Mythic Odysseys of Theros p. 220

Insatiable Greed

Description

The eater of hope can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold.

Magic Resistance

Description

The eater of hope has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Description

The eater of hope makes two attacks with its claws.

Claws

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) necrotic damage.

Attack

Claws|7|1d8+4

Breath of Hopelessness (Recharge 5-6)

Description

The eater of hope exhales a miasma of Underworld winds in a 30-foot cone. Each creature in that area must make a DC 14 Charisma saving throw. On a failed save, the target takes 26 (4d12) necrotic damage and is cursed for 1 minute. While cursed in this way, the target takes an extra 6 (1d12) necrotic damage whenever the eater of hope hits it with an attack. On a successful save, the target takes half as much damage and isn't cursed.

Eater of Knowledge

Size

Large

Type

aberration

Alignment

typically neutral evil

Armor Class

15 (natural armor)

Hit Points

102 (12d10 + 36)

Speed

40 ft.

Strength

18

Dexterity

10

Constitution

17

Intelligence

18

Wisdom

16

Charisma

15

Saving Throws

Str +7, Int +7

Skills

Arcana +7, Perception +6

Damage Immunities

psychic

Condition Immunities

charmed, frightened

Passive Perception

16

Languages

telepathy 120 ft.

Challenge Rating

6

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 29, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+3

Brains Devoured

Description

When the eater of knowledge is first encountered, roll 1d10 to determine the number of brains it has already consumed.

Magic Resistance

Description

The eater of knowledge has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Description

The eater of knowledge makes two Slam attacks. If both attacks hit the same creature and the target is Large or smaller, it has the grappled condition (escape DC 14) and must succeed on a DC 15 Intelligence saving throw or have the stunned condition until the grapple ends.

Slam

Description

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

Attack

Slam|7|2d6 + 4

Extract Brain

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one Humanoid with the incapacitated condition. Hit: 45 (10d8) piercing damage. If this damage reduces the target to 0 hit points, the eater of knowledge kills the target by extracting and consuming its brain.

Attack

Extract Brain|7|10d8

Spellcasting (Psionics)

Description

The eater of knowledge casts one of the following spells, requiring no spell components and using Intelligence as its spellcasting ability (spell save DC 15). It must have consumed the requisite number of brains to cast the spell, as indicated:

1/day each: plane shift (self only, 0 brains), detect magic (1 brain), silent image (2 brains), invisibility (3 brains), hypnotic pattern (4 brains), major image (5 brains), telekinesis (6 brains), arcane eye (7 brains), mislead (8 brains), greater invisibility (9 brains), mass suggestion (10 or more brains)

Spells

plane shift, detect magic, silent image, invisibility, hypnotic pattern, major image, telekinesis, arcane eye, mislead, greater invisibility, mass suggestion

Eblis

Size

Large

Type

monstrosity

Alignment

neutral evil

Armor Class

13

Hit Points

26 (4d10+4)

Speed

30 ft., fly 40 ft.

Strength

11

Dexterity

16

Constitution

12

Intelligence

12

Wisdom

14

Charisma

11

Skills

Perception +4

Passive Perception

14

Languages

Auran, Common

Challenge Rating

1

Traits

Source

Description

Tomb of Annihilation p. 219

Innate Spellcasting

Description

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

1/day each: blur, hypnotic pattern, minor illusion

Actions

Multiattack

Description

The eblis attacks twice with its beak.

Beak

Description

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

Attack

Beak|5|1d4+3

Spells

blur, hypnotic pattern, minor illusion

Ebondeath

Size

Medium

Type

undead

Alignment

any alignment

Armor Class

15

Hit Points

225 (10d8)

Speed

0 ft., fly 40 ft.

Strength

7

Dexterity

13

Constitution

10

Intelligence

10

Wisdom

12

Charisma

17

Passive Perception

11

Languages

Any languages it knew in life

Challenge Rating

4

Damage Resistances

acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

cold, necrotic, poison

Condition Immunities

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

Senses

darkvision 60 ft.

Traits

Source

Description

Divine Contention

Ethereal Sight

Description

Ebondeath can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement

Description

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

Legendary Resistance (3/Day)

Description

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

Actions

Withering Touch

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Attack

Withering Touch|5|4d6+3

Etherealness

Description

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

Horrifying Visage

Description

Each non-undead creature within 60 feet of Ebondeath that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Ebondeath's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6)

Description

One humanoid that Ebondeath can see within 5 feet of it must succeed on a DC 20 Charisma saving throw or be possessed by Ebondeath; Ebondeath then disappears, and the target is incapacitated and loses control of its body. Ebondeath now controls the body but doesn't deprive the target of awareness. Ebondeath can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, including gaining access to the target's knowledge, class features, and proficiencies.

The possession lasts until the body drops to 0 hit points, Ebondeath ends it as a bonus action, or Ebondeath is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Ebondeath reappears in an unoccupied space within 5 feet of the body. The target is immune to Ebondeath Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Echo of Demogorgon

Size

Large

Type

fiend (demon)

Alignment

typically chaotic evil

Armor Class

14 (natural armor)

Hit Points

85 (10d10 + 30)

Speed

40 ft.

Strength

22

Dexterity

10

Constitution

17

Intelligence

10

Wisdom

12

Charisma

14

Saving Throws

Str +9, Cha +5

Skills

Perception +7

Damage Resistances

cold, fire, lightning

Condition Immunities

charmed, frightened

Senses

darkvision 60 ft.

Passive Perception

17

Languages

Abyssal, Giant, Orc

Challenge Rating

6

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 132

Proficiency Bonus

Description

+3

Magic Resistance

Description

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

Wakeful

Description

When one of the echo's heads is asleep, its other head is awake.

Actions

Multiattack

Description

The echo makes two Tentacle attacks.

Tentacle

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 9 (2d8) necrotic damage.

Attack

Tentacle|9|2d6 + 6+2d8

Discordant Screams (bonus action)

Description

The echo directs its frenzied howls at one creature it can see within 60 feet of itself. The target must succeed on a DC 13 Wisdom saving throw or suffer one of the following effects of the echo's choice:

Confused Reaction. The target must use its reaction to make a melee attack against another creature of the echo's choice that the echo can see.

Psychic Torment. The target takes 13 (2d12) psychic damage.