A reference for every adventure

Compendium

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

7 categories

Monsters

2646 of 2646 entries · Showing 751–800

Edgin Darvis

Size

Medium

Type

humanoid (bard)

Alignment

chaotic good

Armor Class

14 (leather armor)

Hit Points

110 (17d8 + 34)

Speed

30 ft.

Strength

14

Dexterity

16

Constitution

14

Intelligence

14

Wisdom

16

Charisma

18

Saving Throws

Dex +6, Cha +7

Skills

Deception +7, Performance +10, Persuasion +10, Sleight of Hand +6

Passive Perception

13

Languages

Common

Challenge Rating

5

Traits

Source

Description

Thieve's Gallery (DnD Beyond)

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

Edgin makes two Reinforced Lute or Shortsword attacks.

Reinforced Lute

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 11 (2d10) thunder damage.

Attack

Reinforced Lute|5|1d8+2+2d10

Shortsword

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 11 (2d10) thunder damage.

Attack

Shortsword|6|1d6+3+2d10

Disorienting Words

Description

Edgin magically taunts up to three creatures he can see within 60 feet of himself. Each creature must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and have disadvantage on the next attack roll it makes before the start of Edgin's next turn.

Spellcasting

Description

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

At will: friends, message

3/day each: charm person, disguise self

1/day: suggestion

Reactions

Inspiring Words (3/Day)

Description

When a creature Edgin can see within 60 feet of himself fails an ability check, an attack roll, or a saving throw, Edgin grants the creature magical encouragement. The creature can roll a d8 and add the number rolled to the total, potentially turning the failure into a success.

Spells

friends, message, charm person, disguise self, suggestion

Edwin Odesseiron

Size

Medium

Type

humanoid (human)

Alignment

lawful evil

Armor Class

15 (18 with mage armor)

Hit Points

117 (18d8 + 36)

Speed

30 ft.

Strength

10

Dexterity

16

Constitution

14

Intelligence

20

Wisdom

15

Charisma

16

Saving Throws

Int +10, Wis +7

Skills

Arcana +15, History +15

Passive Perception

12

Languages

Abyssal, Aquan, Auran, Common, Ignan, Infernal, Terran

Challenge Rating

15

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 114

Focused Conjuration

Description

While Edwin is concentrating on a conjuration spell, his concentration cannot be broken as a result of taking damage.

Staff of Power

Description

A magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While held it grants a +2 bonus to armor class, saving throws, and spell attack rolls (all factored into Edwin's statistics). The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn.

While holding this staff, Edwin can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using his spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).

Contingency

Description

Edwin has a contingency spell trigger if he is incapacitated, paralyzed or stunned. When this occurs, a 6th level dispel magic targets himself. He also has a clone body stored in a cavern one mile beneath the city of Baldur's Gate.

Simulacrum

Description

Edwin is always accompanied by a simulacrum of himself. The copy is identical to him in all respects except that it has 58 HP, does not have the staff of power and does not have a 7th level spell slot.

Spellcasting

Description

Edwin is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +12 to hit with spell attacks). Edwin has the following wizard spells prepared:

Cantrips (at will): acid splash*, fire bolt, mage hand*, poison spray*

• 1st level (4 slots): mage armor, shield, unseen servant*

• 2nd level (3 slots): cloud of daggers*, mirror image, misty step*

• 3rd level (3 slots): counterspell, dispel magic, fireball, stinking cloud

• 4th level (3 slots): conjure minor elementals, evard's black tentacles*

• 5th level (3 slots): cloudkill*, conjure elemental*, scrying

• 6th level (1 slot): arcane gate*, contingency

• 7th level (1 slot): simulacrum, teleport*

• 8th level (1 slot): clone, maze

• 9th level (1 slot): meteor swarm

* Conjuration spell of 1st level or higher.

Actions

Staff of Power

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if wielded with two hands. Edwin can expend one of the staff's charges to deal an extra 3 (1d6) force damage on a hit.

Attack

Staff of Power|7|1d6+2

Staff of Power (Two-Handed)|7|1d8+2

Summon Hell Hounds

Description

Edwin magically summons three hell hounds. The summoned hell hounds appear in an unoccupied space within 60 feet of its summoner, and act as allies of their summoner. They remain for 10 minutes, until they or their summoner dies, or until their summoner dismisses them as an action.

Spells

cone of cold, fireball, globe of invulnerability, hold monster, levitate, lightning bolt, magic missile, ray of enfeeblement, wall of force, acid splash, fire bolt, mage hand, poison spray, mage armor, shield, unseen servant, cloud of daggers, mirror image, misty step, counterspell, dispel magic, fireball, stinking cloud, conjure minor elementals, evard's black tentacles, cloudkill, conjure elemental, scrying, arcane gate, contingency, simulacrum, teleport, clone, maze, meteor swarm

Spell Slots

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

Efreeti

Size

Large

Type

elemental

Alignment

lawful evil

Armor Class

17 (natural armor)

Hit Points

200 (16d10+112)

Speed

40 ft., fly 60 ft.

Strength

22

Dexterity

12

Constitution

24

Intelligence

16

Wisdom

15

Charisma

16

Saving Throws

Int +7, Wis +6, Cha +7

Damage Immunities

fire

Senses

darkvision 120 ft.

Passive Perception

12

Languages

Ignan

Challenge Rating

11

Traits

Source

Description

Monster Manual p. 145

Elemental Demise

Description

If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting

Description

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

At will: detect magic

3/day: enlarge/reduce, tongues

1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire

Variant: Genie Powers

Description

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

Disguises.

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

Wishes.

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

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

Actions

Multiattack

Description

The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

Scimitar

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 7 (2d6) fire damage.

Attack

Scimitar|10|2d6+6+2d6

Hurl Flame

Description

Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.

Attack

Flame|7|5d6

Spells

detect magic, enlarge/reduce, tongues, conjure elemental, gaseous form, invisibility, major image, plane shift, wall of fire

Environment

desert

Egg Hunter Adult

Size

Small

Type

monstrosity

Alignment

unaligned

Armor Class

16 (natural armor)

Hit Points

52 (8d6 + 24)

Speed

40 ft., climb 40 ft.

Strength

14

Dexterity

20

Constitution

16

Intelligence

3

Wisdom

13

Charisma

5

Saving Throws

Dex +8, Wis +4

Skills

Perception +4, Stealth +11

Condition Immunities

frightened, poisoned

Senses

darkvision 120 ft.

Passive Perception

14

Challenge Rating

5

Traits

Source

Description

Fizban's Treasury of Dragons p. 193

Proficiency Bonus

Description

+3

Amphibious

Description

The egg hunter can breathe air and water.

False Appearance

Description

If the egg hunter is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the egg hunter move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the egg hunter is animate. Dragons have disadvantage on this check.

Actions

Multiattack

Description

The egg hunter makes two Barbed Proboscis attacks, and it can use Torpor Spores if it's available.

Barbed Proboscis

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 9 (2d8) necrotic damage, and the egg hunter regains hit points equal to the necrotic damage dealt.

Attack

Barbed Proboscis|8|1d6+5+2d8

Torpor Spores (Recharge 5–6)

Description

The egg hunter releases a billow of sparkling blue spores. Each creature in a 30-foot-radius sphere centered on the egg hunter must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can take either an action or a bonus action on its turn but not both, and it can't take reactions. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this egg hunter's Torpor Spores for the next 24 hours.

Reactions

Rapid Adaptation

Description

When the egg hunter takes damage, it gives itself resistance to that damage.

Egg Hunter Hatchling

Size

Tiny

Type

monstrosity

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

28 (8d4 + 8)

Speed

30 ft., burrow 10 ft., climb 30 ft.

Strength

8

Dexterity

17

Constitution

13

Intelligence

1

Wisdom

10

Charisma

5

Saving Throws

Dex +5, Wis +2

Skills

Perception +2, Stealth +7

Condition Immunities

frightened

Senses

darkvision 60 ft.

Passive Perception

14

Challenge Rating

2

Traits

Source

Description

Fizban's Treasury of Dragons p. 193

Proficiency Bonus

Description

+2

Amphibious

Description

The egg hunter can breathe air and water.

Actions

Multiattack

Description

The egg hunter makes two Egg Tooth attacks.

Egg Tooth

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, or 17 (4d6 + 3) piercing damage if the target is an object.

Attack

Egg Tooth|5|2d6+3

Egg Tooth (Object)|5|4d6+3

Reactions

Rapid Movement

Description

The egg hunter takes the Dash or Disengage action.

Eidolon

Size

Medium

Type

undead

Alignment

any alignment

Armor Class

9

Hit Points

63 (18d8 - 18)

Speed

0 ft., fly 40 ft. (hover)

Strength

7

Dexterity

8

Constitution

9

Intelligence

14

Wisdom

19

Charisma

16

Saving Throws

Wis +8

Skills

Perception +8

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.

Passive Perception

18

Languages

the languages it knew in life

Challenge Rating

12

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 114, Mordenkainen's Tome of Foes p. 194

Proficiency Bonus

Description

+4

Incorporeal Movement

Description

The eidolon 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 other than a sacred statue.

Sacred Animation (Recharge 5–6)

Description

When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's stat block in place of its own.

Turn Resistance

Description

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

Unusual Nature

Description

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

Actions

Divine Dread

Description

Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, 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 any eidolon's Divine Dread for the next 24 hours.

Eira

Size

Medium

Type

humanoid (elf)

Alignment

any alignment

Armor Class

11 (16 with barkskin)

Hit Points

27 (5d8 + 5)

Speed

35 ft.

Strength

10

Dexterity

12

Constitution

13

Intelligence

12

Wisdom

15

Charisma

11

Skills

Medicine +4, Nature +3, Perception +4

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Druidic plus any two languages, Elvish

Challenge Rating

2

Traits

Source

Description

Tales from the Yawning Portal p. 159

Proficiency Bonus

Description

+2

Fey Ancestry

Description

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

Mask of the Wild

Description

The eira can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Spellcasting

Description

Eira 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, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

Attack

Quarterstaff|2|1d6

Quarterstaff (Two-Handed)|2|1d8

Quarterstaff (Shillelagh)|4|1d8+2

Spells

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

Spell Slots

4, 3

Ekengarik

Size

Large

Type

fiend

Alignment

lawful evil

Armor Class

16 (natural armor)

Hit Points

231 (22d10 + 110)

Speed

30 ft.

Strength

23

Dexterity

16

Constitution

21

Intelligence

14

Wisdom

17

Charisma

21

Saving Throws

Con +10, Cha +10

Skills

Deception +10, Insight +8, Persuasion +10

Damage Resistances

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

Damage Immunities

cold, fire, poison

Condition Immunities

charmed, poisoned

Senses

blindsight 30 ft., darkvision 120 ft.

Passive Perception

13

Languages

Common, Formian, telepathy 120 ft.

Challenge Rating

16

Traits

Source

Description

Chains of Asmodeus p. 141

Proficiency Bonus

Description

+5

Hive Mind

Description

All fiendish formians within 1 mile of Ekengarik can telepathically communicate with each other and Ekengarik.

Regeneration

Description

Ekengarik regenerates 10 hit points at the start of her turn, unless she took radiant damage in the last round.

Actions

Multiattack

Description

Ekengarik makes three Bite attacks. She can replace one of the attacks with an Acid Spray (if available) attack or a use of Spellcasting.

Bite

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage and the target must make a DC 19 Constitution saving throw. On a failed save, the target's Strength score is reduced by 2 (1d4). The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Attack

Bite|11|2d8+6

Acid Spray (Recharge 5-6)

Description

Ekengarik spits acid at one creature within 60 feet of her, or two creatures within 60 feet of her and 5 feet of each other. Targets must make a DC 18 Dexterity saving throw, taking 33 (6d10) acid damage on a failed saving throw, or half as much on a successful one.

Spellcasting

Description

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

At will: Detect Magic, Dispel Magic, Heroism, Magic Missile

1/day each: Black Tentacles, Cone of Cold, Confusion, Dimension Door, Geas, Invisibility, Prismatic Wall, Slow

Reactions

Hardened Carapace (Recharge 4–6)

Description

When hit with an attack, Ekengarik temporarily hardens her carapace, reducing her speed to 0 and increasing her AC by 5 until the start of her next turn.

Spells

Detect Magic, Dispel Magic, Heroism, Magic Missile , Black Tentacles, Cone of Cold, Confusion, Dimension Door, Geas, Invisibility, Prismatic Wall, Slow

Elaina Sartell

Size

Medium

Type

humanoid (any race)

Alignment

chaotic good

Armor Class

15 (studded leather armor)

Hit Points

65 (10d8 + 20)

Speed

30 ft.

Strength

15

Dexterity

16

Constitution

14

Intelligence

14

Wisdom

11

Charisma

14

Saving Throws

str +4, wis +2, dex +5

Skills

deception +4, athletics +4

Passive Perception

10

Languages

any two languages

Challenge Rating

2

Traits

Source

Description

Spelljammer: Adventures in Space - Light of Xaryxis p. 11

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

Elaina makes three melee attacks: two with its scimitar and one with its dagger. Or Elaina makes two ranged attacks with its daggers.

Scimitar

Description

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

Attack

Scimitar|5|1d6 + 3

Dagger

Description

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

Attack

Dagger|5|1d4 + 3

Reactions

Parry

Description

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

Elder Black Pudding

Size

Huge

Type

ooze

Alignment

unaligned

Armor Class

7

Hit Points

130 (10d12 + 30)

Speed

20 ft., climb 20 ft.

Strength

16

Dexterity

5

Constitution

16

Intelligence

1

Wisdom

6

Charisma

1

Damage Immunities

acid, cold, lightning, slashing

Condition Immunities

blinded, charmed, deafened, exhaustion, frightened, prone

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

8

Languages

—

Challenge Rating

4

Traits

Source

Description

Tales from the Yawning Portal p. 143

Proficiency Bonus

Description

+2

Amorphous

Description

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

Corrosive Form

Description

A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Spider Climb

Description

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

Actions

Pseudopod

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Attack

Pseudopod|5|1d6+3+4d8

Reactions

Split

Description

When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.

Elder Brain

Size

Large

Type

aberration (mind flayer)

Alignment

typically lawful evil

Armor Class

10

Hit Points

210 (20d10 + 100)

Speed

5 ft., swim 10 ft.

Strength

15

Dexterity

10

Constitution

20

Intelligence

21

Wisdom

19

Charisma

24

Saving Throws

Int +10, Wis +9, Cha +12

Skills

Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12

Senses

blindsight 120 ft.

Passive Perception

14

Languages

understands Common, Deep Speech, and Undercommon but can't speak, telepathy 5 miles

Challenge Rating

14

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 120, Volo's Guide to Monsters p. 173

Proficiency Bonus

Description

+5

Creature Sense

Description

The elder brain is aware of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Telepathic Hub

Description

The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.

Actions

Tentacle

Description

Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.

Attack

Tentacle|7|4d8 + 2

Mind Blast (Recharge 5–6)

Description

Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting (Psionics)

Description

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

At will: detect thoughts, levitate

3/day: modify memory

1/day each: dominate monster, plane shift (self only)

Psychic Link (bonus action)

Description

The elder brain targets one incapacitated creature it senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The link also ends if the target and the elder brain are more than 5 miles apart. The elder brain can form psychic links with up to ten creatures at a time.

Sense Thoughts (bonus action)

Description

The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's emotional state and foremost thoughts (including worries, loves, and hates).

Lair Actions

Description

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

Force Wall. The elder brain casts wall of force.

Psionic Anchor. The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must make a DC 18 Charisma saving throw. On a failed save, its speed is reduced to 0, and it can't teleport. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psychic Inspiration. The elder brain targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Break Concentration

Description

The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's concentration on a spell it has cast. The creature also takes 2 (1d4) psychic damage per level of the spell.

Psychic Pulse

Description

The elder brain targets one creature within 120 feet of it with which it has a psychic link. The target and enemies of the elder brain within 30 feet of target take 10 (3d6) psychic damage.

Sever Psychic Link

Description

The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.

Tentacle (Costs 2 Actions)

Description

The elder brain makes one Tentacle attack.

Spells

detect thoughts, levitate, modify memory, dominate monster, plane shift

Elder Brain Dragon

Size

Gargantuan

Type

aberration

Alignment

typically lawful evil

Armor Class

17 (natural armor)

Hit Points

350 (20d20 + 140)

Speed

40 ft., fly 80 ft. (hover)

Strength

27

Dexterity

13

Constitution

25

Intelligence

21

Wisdom

19

Charisma

24

Saving Throws

Con +14, Int +12, Wis +11, Cha +14

Skills

Arcana +12, Insight +18, Perception +18

Damage Immunities

psychic

Condition Immunities

charmed, frightened

Senses

blindsight 120 ft.

Passive Perception

28

Languages

Deep Speech, Draconic, Telepathy 5 miles

Challenge Rating

22

Traits

Source

Description

Fizban's Treasury of Dragons p. 194

Proficiency Bonus

Description

+7

Legendary Resistance (4/Day)

Description

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

Siege Monster

Description

The dragon deals double damage to objects and structures.

Unusual Nature

Description

The dragon doesn't require air or sleep.

Actions

Multiattack

Description

The dragon makes one Bite attack, two Claw attacks, and one Tentacle attack.

Bite

Description

Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 11 (2d10) psychic damage.

Attack

Bite|15|2d10+8+2d10

Claw

Description

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 11 (1d6 + 8) slashing damage.

Attack

Claw|15|1d6+8

Tentacle

Description

Melee Weapon Attack: +15 to hit, reach 15 ft., one creature. Hit: 12 (1d8 + 8) psychic damage. If the target is Huge or smaller, it is grappled (escape DC 18). The dragon can have up to four targets grappled at a time.

Attack

Tentacle|15|1d8+8

Tadpole Brine Breath (Recharge 5–6)

Description

The dragon exhales brine in a 120-foot line that is 15 feet wide. Each creature in that area must make a DC 22 Constitution saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one. On a success or failure, if the creature isn't a Construct or an Undead, it becomes infested with illithid tadpoles.

While infested, the creature takes 16 (3d10) psychic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves. If the creature is targeted by magic that ends a curse or restores 40 hit points or more, the tadpoles infesting the creature are killed instantly, ending the effect on the creature.

If a Humanoid is reduced to 0 hit points while infested, the creature is stable but remains unconscious for 6d12 hours. When the period of unconsciousness ends, the creature transforms into a mind flayer (see the Monster Manual) with all its hit points. Casting a wish spell on the unconscious creature rids it of the infestation and prevents it from turning into a mind flayer.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Tentacle

Description

The dragon makes one Tentacle attack.

Shatter Concentration (Costs 2 Actions)

Description

The dragon targets a creature it is grappling. The target's concentration on a spell it has cast or an ability it is maintaining ends, and the target takes 19 (3d12) psychic damage.

Elder Oblex

Size

Huge

Type

ooze

Alignment

typically lawful evil

Armor Class

16

Hit Points

115 (10d12 + 50)

Speed

20 ft.

Strength

15

Dexterity

16

Constitution

21

Intelligence

22

Wisdom

13

Charisma

18

Saving Throws

Int +10, Cha +8

Skills

Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10

Condition Immunities

blinded, charmed, deafened, exhaustion, prone

Senses

blindsight 60 ft. (blind beyond this distance)

Passive Perception

15

Languages

Common plus six more languages

Challenge Rating

10

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 199, Mordenkainen's Tome of Foes p. 219

Proficiency Bonus

Description

+4

Amorphous

Description

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

Aversion to Fire

Description

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

Unusual Nature

Description

The oblex doesn't require sleep.

Actions

Multiattack

Description

The elder oblex makes two Pseudopod attacks, and it uses Eat Memories.

Pseudopod

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 14 (4d6) psychic damage.

Attack

Pseudopod|7|4d6+3+4d6

Eat Memories

Description

The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, Oozes, Plants, and Undead succeed on the save automatically.

While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.

The oblex learns all the languages a memory-drained target knows and gains all its skill proficiencies.

Spellcasting (Psionics)

Description

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

At will: charm person (as 5th-level spell), detect thoughts

3/day each: dimension door, dominate person, hypnotic pattern, telekinesis

Sulfurous Impersonation (bonus action)

Description

The oblex extrudes a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 2d6 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. The simulacrum is an extension of the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex and the simulacrum. The simulacrum disappears if the tether is severed.

Spells

charm person, detect thoughts, dimension door, dominate person, hypnotic pattern, telekinesis

Elder Tempest

Size

Gargantuan

Type

elemental

Alignment

typically neutral

Armor Class

19

Hit Points

264 (16d20 + 96)

Speed

0 ft., fly 120 ft. (hover)

Strength

23

Dexterity

28

Constitution

23

Intelligence

2

Wisdom

21

Charisma

18

Saving Throws

Wis +12, Cha +11

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

lightning, poison, thunder

Condition Immunities

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

Senses

darkvision 60 ft.

Passive Perception

15

Languages

—

Challenge Rating

23

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 121, Mordenkainen's Tome of Foes p. 200

Proficiency Bonus

Description

+7

Air Form

Description

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

Flyby

Description

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

Legendary Resistance (3/Day)

Description

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

Living Storm

Description

The tempest is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. They also extinguish open flames and disperse fog.

Siege Monster

Description

The tempest deals double damage to objects and structures.

Actions

Multiattack

Description

The tempest makes two Thunderous Slam attacks.

Thunderous Slam

Description

Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) thunder damage.

Attack

Thunderous Slam|16|4d6+9

Lightning Storm (Recharge 6)

Description

Each creature within 120 feet of the tempest must make a DC 21 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Move

Description

The tempest moves up to its speed.

Lightning Strike (Costs 2 Actions)

Description

The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 21 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

Screaming Cale (Costs 3 Actions)

Description

The tempest releases a blast of thunder and wind in a line that is 300 feet long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object (such as a wall or floor) or another creature, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target collides with another creature, that other creature must succeed on a DC 19 Dexterity saving throw or take the same impact damage and be knocked prone.

Eldon Keyward

Size

Medium

Type

humanoid (any race)

Alignment

any alignment

Armor Class

13 (chain shirt)

Hit Points

27 (5d8 + 5)

Speed

30 ft.

Strength

10

Dexterity

10

Constitution

12

Intelligence

13

Wisdom

16

Charisma

13

Skills

persuasion +3, medicine +7, religion +5

Passive Perception

13

Languages

any two languages

Challenge Rating

2

Traits

Source

Description

Vecna: Eve of Ruin p.

Proficiency Bonus

Description

+2

Divine Eminence

Description

As a bonus action, Eldon can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Eldon expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Actions

Mace

Description

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

Attack

Mace|2|1d6

Spellcasting

Description

Eldon is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Eldon has the following cleric spells prepared:

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

• 1st level (4 slots): cure wounds, guiding bolt, sanctuary

• 2nd level (3 slots): lesser restoration, spiritual weapon

• 3rd level (2 slots): dispel magic, spirit guardians

Spell Slots

4, 3, 2

Spells

light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians

Eldritch Horror Hatchling

Size

Large

Type

monstrosity

Alignment

unaligned

Armor Class

14 (natural armor)11 while prone)

Hit Points

39 (6d10 + 6)

Speed

30 ft., burrow 10 ft.

Strength

17

Dexterity

11

Constitution

13

Intelligence

1

Wisdom

13

Charisma

6

Senses

darkvision 60 ft., tremorsense 60 ft.

Passive Perception

11

Challenge Rating

2

Traits

Source

Description

Keys from the Golden Vault p. 24

Proficiency Bonus

Description

+2

Actions

Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) poison damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the eldritch horror hatchling can bite only the grappled creature and has advantage on attack rolls to do so.

Attack

Bite|5|2d6 + 3+1d6

Acid Spray (Recharge 6)

Description

The eldritch horror hatchling spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

Elemental Spirit

Size

Medium

Type

elemental

Armor Class

15 (natural armor)

Hit Points

50

Speed

40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)

Strength

18

Dexterity

15

Constitution

17

Intelligence

4

Wisdom

10

Charisma

16

Damage Resistances

acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)

Damage Immunities

poison; fire (Fire only)

Condition Immunities

exhaustion, paralyzed, petrified, poisoned, unconscious

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Primordial, understands the languages you speak

Challenge Rating

2

Traits

Source

Description

Tasha's Cauldron of Everything p. 111

Armor Class

Description

11 + the level of the spell (natural armor)

Hit Points

Description

50 + 10 for each spell level above 4th

CR

Description

Proficiency Bonus equals your bonus

Amorphous Form (Air, Fire, and Water Only)

Description

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

Actions

Multiattack

Description

The elemental makes a number of attacks equal to half this spell's level (rounded down).

Slam

Description

Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell's level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).

Elephant

Size

Huge

Type

beast

Alignment

unaligned

Armor Class

12 (natural armor)

Hit Points

76 (8d12+24)

Speed

40 ft.

Strength

22

Dexterity

9

Constitution

17

Intelligence

3

Wisdom

11

Charisma

6

Passive Perception

10

Challenge Rating

4

Traits

Source

Description

Monster Manual p. 322

Trampling Charge

Description

If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

Actions

Gore

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage.

Attack

Gore|8|3d8+6

Stomp

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) bludgeoning damage.

Attack

Stomp|8|3d10+6

Environment

grassland

Eliphas Adulare

Size

Medium

Type

humanoid (human, shapechanger)

Alignment

neutral good

Armor Class

10 (in humanoid form)11 in bear and hybrid form)

Hit Points

135 (18d8 + 54)

Speed

30 ft.

Strength

19

Dexterity

10

Constitution

17

Intelligence

18

Wisdom

12

Charisma

12

Skills

perception +7

Damage Immunities

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

Passive Perception

17

Languages

Common (can't speak in bear form)

Challenge Rating

5

Traits

Source

Description

Keys from the Golden Vault p. 188

Proficiency Bonus

Description

+3

Shapechanger

Description

Eliphas can use his action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into his true form, which is humanoid. His statistics, other than his size and AC, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.

Keen Smell

Description

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

Spellcasting (Humanoid or Hybrid Form Only)

Description

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

At will: light, minor illusion, prestidigitation

2/day each: detect magic, fog cloud

1/day each: phantasmal force, shatter

Actions

Multiattack

Description

In bear form, Eliphas makes two claw attacks. In humanoid form, he makes two greataxe attacks. In hybrid form, he can attack like a bear or a humanoid.

Bite (Bear or Hybrid Form Only)

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.

Attack

Bite|7|2d10 + 4

Claw (Bear or Hybrid Form Only)

Description

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

Attack

Claw|7|2d8 + 4

Greataxe (Humanoid or Hybrid Form Only)

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Attack

Greataxe|7|1d12 + 4

Spells

light, minor illusion, prestidigitation, detect magic, fog cloud, phantasmal force, shatter

Elise

Size

Medium

Type

construct

Alignment

neutral

Armor Class

9

Hit Points

93 (11d8 + 44)

Speed

30 ft.

Strength

19

Dexterity

9

Constitution

18

Intelligence

6

Wisdom

10

Charisma

5

Damage Immunities

Cold, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine

Condition Immunities

Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses

Darkvision 60 ft.

Passive Perception

10Understands the languages of its creator but can't speak

Challenge Rating

5

Traits

Source

Description

Van Richten's Guide to Ravenloft p. 143

Immutable Form

Description

Elise is immune to any spell or effect that would alter her form.

Lightning Absorption

Description

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

Magic Resistance

Description

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

Magic Weapons

Description

Elise's weapon attacks are magical.

Actions

Multiattack

Description

Elise makes two slam attacks.

Slam

Description

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

Attack

Slam|7|2d8+4

Elizar Dryflagon

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

14 (hide)

Hit Points

71 (11d8+22)

Speed

30 ft.

Strength

13

Dexterity

15

Constitution

14

Intelligence

11

Wisdom

18

Charisma

10

Skills

Arcana +3, Deception +3

Passive Perception

14

Languages

Common, Druidic

Challenge Rating

5

Traits

Source

Description

Princes of the Apocalypse p. 202

Spellcasting

Description

Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the following druid spells prepared:

Cantrips (at will): druidcraft, guidance, poison spray, produce flame

• 1st level (4 slots): animal friendship, faerie fire, healing word, jump, thunderwave

• 2nd level (3 slots): flame blade, spike growth

• 3rd level (3 slots): dispel magic, stinking cloud

• 4th level (2 slots): blight, wall of fire

Summon Mephits (Recharges after a Long Rest)

Description

By puffing on his pipe, Elizar can use an action to cast conjure minor elementals. If he does so, he summons four smoke mephits.

Actions

Dagger +1

Description

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

Attack

Dagger +1|6|1d4+3

Spells

druidcraft, guidance, poison spray, produce flame, animal friendship, faerie fire, healing word, jump, thunderwave, flame blade, spike growth, dispel magic, stinking cloud, blight, wall of fire

Spell Slots

4, 3, 3, 2

Elk

Size

Large

Type

beast

Alignment

unaligned

Armor Class

10

Hit Points

13 (2d10+2)

Speed

50 ft.

Strength

16

Dexterity

10

Constitution

12

Intelligence

2

Wisdom

10

Charisma

6

Passive Perception

10

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 322

Charge

Description

If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Attack

Charge||2d6

Actions

Ram

Description

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

Attack

Ram|5|1d6+3

Hooves

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4+3) bludgeoning damage.

Attack

Hooves|5|2d4+3

Environment

forest, grassland, hill

Elkhorn

Size

Medium

Type

humanoid (dwarf)

Alignment

lawful good

Armor Class

18 (chain mail, shield)

Hit Points

52 (7d8 + 21)

Speed

25 ft.

Strength

9

Dexterity

13

Constitution

16

Intelligence

9

Wisdom

10

Charisma

11

Saving Throws

Str +1, Con +5

Skills

Perception +2, Survival +2

Damage Resistances

poison

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Common, Dwarvish

Challenge Rating

2

Traits

Source

Description

The Wild Beyond the Witchlight p. 224

Proficiency Bonus

Description

+2

Special Equipment

Description

Elkhorn wields a +1 longsword.

Actions

Multiattack

Description

Elkhorn makes two Dagger or +1 Longsword attacks.

Dagger

Description

Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. If the target is a creature that is Large or bigger, it takes an extra 5 (1d10) piercing damage.

Attack

Dagger|3|1d4+1

+1 Longsword

Description

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage when used with two hands. If the target is a creature that is Large or bigger, it takes an extra 5 (1d10) slashing damage.

Attack

+1 Longsword|2|1d8

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

Feint (Bonus Action) (Recharge 5–6)

Description

Elkhorn targets one creature that he can see within 5 feet of him. Elkhorn has advantage on the next attack roll he makes against that target before the end of his turn. If that attack hits, the target takes an extra 7 (2d6) damage of the weapon's type.

Second Wind (Bonus Action) (Recharges after a Short or Long Rest)

Description

Elkhorn regains 12 hit points.

Elliach

Size

Medium

Type

humanoid (human)

Alignment

lawful evil

Armor Class

12 (15 with mage armor)

Hit Points

40 (9d8)

Speed

30 ft.

Strength

9

Dexterity

14

Constitution

11

Intelligence

17

Wisdom

12

Charisma

11

Saving Throws

Int +6, Wis +4

Skills

Arcana +6, History +6

Passive Perception

11

Languages

any four languages

Challenge Rating

6

Traits

Source

Description

Baldur's Gate: Descent Into Avernus p. 130

Demon Ichor Exposure

Description

Elliach's arms have become tentacles with fingers at the ends, increasing his reach by 5 feet.

Deafness

Description

Elliach's ears sprouted wings and flew away. Consequently, he is deaf. He relies on lip-reading and hand gestures.

Spellcasting

Description

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

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

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

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

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

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

• 5th level (1 slots): cone of cold

Actions

Dagger

Description

Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.

Attack

Dagger|5|1d4+2

Spell Slots

4, 3, 3, 3, 1

Spells

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

Ember Roc

Size

Gargantuan

Type

monstrosity

Armor Class

14 (natural armor)

Hit Points

232 (16d20 + 64)

Speed

20 ft., fly 120 ft.

Strength

26

Dexterity

10

Constitution

18

Intelligence

4

Wisdom

11

Charisma

9

Saving Throws

Dex +5, Con +9, Wis +5, Cha +4

Skills

Perception +5

Damage Immunities

fire

Passive Perception

15

Languages

understands Ignan but can't speak

Challenge Rating

14

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 238

Proficiency Bonus

Description

+5

Keen Sight

Description

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

Searing Presence

Description

Any creature that starts its turn within 5 feet of the roc takes 7 (2d6) fire damage.

Illumination

Description

The roc sheds bright light in a 40-foot radius and dim light for an additional 40 feet.

Actions

Multiattack

Description

The roc makes two attacks: one with its beak and one with its talons.

Beak

Description

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage and 7 (2d6) fire damage.

Attack

Beak|13|4d8+8+2d6

Talons

Description

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage and 7 (2d6) fire damage.

Attack

Talons|13|4d6+8+2d6

Inferno (Recharge 5–6)

Description

The roc beats its wings, creating a swirling conflagration. Each creature within 30 feet of the roc must succeed on a DC 18 Dexterity saving throw or take 21 (6d6) fire damage.

Emberosa

Size

Huge

Type

giant

Alignment

lawful evil

Armor Class

18 (plate armor)

Hit Points

162 (13d12 + 78)

Speed

30 ft.

Strength

25

Dexterity

9

Constitution

23

Intelligence

10

Wisdom

14

Charisma

13

Saving Throws

con +10, dex +3, cha +5

Skills

athletics +11, perception +6

Damage Immunities

fire

Passive Perception

16

Languages

Giant

Challenge Rating

9

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 185

Actions

Multiattack

Description

Emberosa makes two greatsword attacks.

Greatsword

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.

Attack

Greatsword|11|6d6 + 7

Hurl Fire

Description

Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) fire damage.

Attack

Hurl Fire|11|4d10 + 7

Emerald Dragon Wyrmling

Size

Medium

Type

dragon (gem)

Alignment

typically lawful neutral

Armor Class

16 (natural armor)

Hit Points

39 (6d8 + 12)

Speed

30 ft., burrow 20 ft., fly 60 ft.

Strength

15

Dexterity

12

Constitution

15

Intelligence

14

Wisdom

12

Charisma

14

Saving Throws

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

Skills

Arcana +4, Deception +4, Perception +5, Stealth +3

Damage Resistances

fire, psychic

Senses

blindsight 10 ft., darkvision 60 ft.

Passive Perception

15

Languages

Common, Draconic, Telepathy 120 ft.

Challenge Rating

2

Traits

Source

Description

Fizban's Treasury of Dragons p. 197

Proficiency Bonus

Description

+2

Tunneler

Description

The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its wake.

Actions

Bite

Description

Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) psychic damage.

Attack

Bite|4|1d10+2+1d6

Disorienting Breath (Recharge 5–6)

Description

The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a DC 12 Intelligence saving throw. On a failed save, the creature takes 17 (5d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d4 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.

Attack

Disorienting Breath||5d6

Spellcasting (Psionics)

Description

The dragon 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 (the hand is invisible), minor illusion

Spells

mage hand, minor illusion

Emerald Greatwyrm

Size

Gargantuan

Type

dragon (gem)

Alignment

typically neutral

Armor Class

21 (natural armor)

Hit Points

507 (26d20 + 234)

Speed

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

Strength

28

Dexterity

14

Constitution

29

Intelligence

30

Wisdom

24

Charisma

25

Saving Throws

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

Skills

Arcana +26, History +18, Perception +15

Damage Immunities

psychic

Condition Immunities

charmed, frightened, poisoned, prone

Senses

truesight 120 ft.

Passive Perception

25

Languages

Common, Draconic

Challenge Rating

26

Traits

Source

Description

Fizban's Treasury of Dragons p. 201

Proficiency Bonus

Description

+8

Gem Awakening (Recharges after a Short or Long Rest)

Description

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

Legendary Resistance (4/Day)

Description

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

Unusual Nature

Description

The greatwyrm doesn't require food or drink.

Actions

Multiattack

Description

The greatwyrm makes one Bite attack and two Claw attacks.

Bite

Description

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

Attack

Bite|17|2d10+9+3d10

Claw

Description

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

Attack

Claw|17|2d8+9

Breath Weapon (Recharge 5–6)

Description

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

Attack

Breath Weapon||11d12

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

Description

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

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

Spellcasting (Psionics)

Description

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

1/day each: dispel magic, forcecage, plane shift, reverse gravity, time stop

Change Shape (Bonus Action)

Description

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

Psychic Step (Bonus Action)

Description

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

Legendary Actions

Legendary Actions (3/Turn)

Description

The greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The greatwyrm regains spent legendary actions at the start of its turn.

Claw

Description

The greatwyrm makes one Claw attack.

Psionics (Costs 2 Actions)

Description

The greatwyrm uses Psychic Step or Spellcasting.

Psychic Beam (Costs 3 Actions)

Description

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

Spells

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

Empyrean

Size

Huge

Type

celestial (titan)

Alignment

chaotic good (75%) or neutral evil (25%)

Armor Class

22 (natural armor)

Hit Points

313 (19d12+190)

Speed

50 ft., fly 50 ft., swim 50 ft.

Strength

30

Dexterity

21

Constitution

30

Intelligence

21

Wisdom

22

Charisma

27

Saving Throws

Str +17, Int +12, Wis +13, Cha +15

Skills

Insight +13, Persuasion +15

Damage Immunities

bludgeoning, piercing, and slashing from nonmagical attacks

Senses

truesight 120 ft.

Passive Perception

16

Languages

all

Challenge Rating

23

Traits

Source

Description

Monster Manual p. 130

Innate Spellcasting

Description

The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: greater restoration, pass without trace, water breathing, water walk

1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Magic Weapons

Description

The empyrean's weapon attacks are magical.

Actions

Maul

Description

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean's next turn.

Attack

Maul|17|6d6+10

Bolt

Description

Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder.

Attack

Bolt|15|7d6

Legendary Actions

Legendary Actions (3/Turn)

Description

The empyrean can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The empyrean regains spent legendary actions at the start of its turn.

Attack

Description

The empyrean makes one attack.

Bolster

Description

The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn.

Trembling Strike (Costs 2 Actions)

Description

The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.

Spells

greater restoration, pass without trace, water breathing, water walk, commune, dispel evil and good, earthquake, fire storm, plane shift

Encephalon Cluster

Size

Large

Type

aberration

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

110 (17d10 + 17)

Speed

20 ft.

Strength

23

Dexterity

10

Constitution

13

Intelligence

5

Wisdom

17

Charisma

7

Damage Resistances

psychic

Condition Immunities

blinded

Senses

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

Passive Perception

13

Challenge Rating

10

Traits

Source

Description

Phandelver and Below: The Shattered Obelisk p. 205

Proficiency Bonus

Description

+4

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

The cluster makes two Slam attacks. It can replace one of these attacks with Spawn Progeny if available.

Slam

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 10 (3d6) psychic damage, and if the target is a creature, the target must succeed on a DC 18 Strength saving throw or have the prone condition. If this attack reduces the target to 0 hit points, the target immediately dies and is consumed by the cluster.

Attack

Slam|10|2d10 + 6+3d6

Spawn Progeny (Recharges after a Short or Long Rest)

Description

The cluster bulges and spews 1d4 mature eggs. Each egg lands in an unoccupied space of the cluster's choice within 30 feet of itself and immediately transforms into an encephalon gemmule. The gemmules obey the cluster's commands and take their turns immediately after it.

Reactions

Aggressive Hunger

Description

Immediately after being hit by an attack, the cluster moves up to its speed toward the attacker. This movement doesn't provoke opportunity attacks. If the cluster ends this movement within 5 feet of the attacker, it then makes one Slam attack against that attacker.

Encephalon Gemmule

Size

Tiny

Type

aberration

Alignment

unaligned

Armor Class

14

Hit Points

54 (12d4 + 24)

Speed

40 ft.

Strength

1

Dexterity

18

Constitution

14

Intelligence

5

Wisdom

12

Charisma

7

Damage Resistances

psychic

Condition Immunities

blinded

Senses

blindsight 30 ft. (can't see beyond this radius)

Passive Perception

11

Challenge Rating

3

Traits

Source

Description

Phandelver and Below: The Shattered Obelisk p. 206

Proficiency Bonus

Description

+2

Encephalon Progeny

Description

The gemmule matures into an encephalon cluster if not killed within 30 (4d12 + 4) days of its creation.

Magic Resistance

Description

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

Actions

Psychic Slam

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d10) psychic damage.

Attack

Psychic Slam|6|3d10

Leech (bonus action)

Description

The gemmule targets one creature within 5 feet of itself and forces the target to make a DC 14 Dexterity saving throw. On a failed save, the gemmule enters the target's space and attaches to the target. While the gemmule is attached, the target takes 7 (3d4) piercing damage at the start of each of its turns, and the gemmule can't use Leech again until it detaches. It can detach itself by spending 5 feet of its movement. As an action, the target or a creature within 5 feet of the target can detach the gemmule by succeeding on a DC 15 Strength check.

Enchanter Wizard

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

12 (15 with mage armor)

Hit Points

49 (11d8)

Speed

30 ft.

Strength

9

Dexterity

14

Constitution

11

Intelligence

17

Wisdom

12

Charisma

11

Saving Throws

Int +6, Wis +4

Skills

Arcana +6, History +6

Passive Perception

11

Languages

any four languages

Challenge Rating

5

Traits

Source

Description

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

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The enchanter makes three Arcane Burst attacks.

Arcane Burst

Description

Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) psychic damage.

Attack

Arcane Burst|6|3d10+3

Spellcasting

Description

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

At will: friends, mage hand, message

2/day each: charm person, mage armor, hold person, invisibility, suggestion, tongues

Reactions

Instinctive Charm (Recharge 4–6)

Description

When a visible creature within 30 feet of the enchanter makes an attack roll against it, the enchanter forces the attacker to make a DC 14 Wisdom saving throw. On a failed save, the attacker redirects the attack roll to the creature closest to it, other than the enchanter or itself. If multiple eligible creatures are closest, the attacker chooses which one to target.

Spells

friends, mage hand, message, charm person, mage armor, hold person, invisibility, suggestion, tongues

Enchanting Infiltrator

Size

Medium

Type

fey

Alignment

typically neutral evil

Armor Class

18 (veiled presence)

Hit Points

156 (24d8 + 48)

Speed

40 ft.

Strength

10

Dexterity

20

Constitution

15

Intelligence

20

Wisdom

16

Charisma

18

Saving Throws

Dex +9, Int +9

Skills

Deception +12, Stealth +13, Perception +7

Condition Immunities

charmed, frightened

Senses

blindsight 30 ft.

Passive Perception

17

Languages

Common, thieves' cant, plus any one language

Challenge Rating

11

Traits

Source

Description

The Book of Many Things p. 46

Proficiency Bonus

Description

+4

Legendary Resistance (3/Day)

Description

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

Veiled Presence

Description

The infiltrator's AC includes its Wisdom modifier, and the infiltrator can't be targeted by divination magic or features that would read its mind or determine its creature type.

Actions

Multiattack

Description

The infiltrator makes two Poison Blade attacks and can use Beguiling Whisper.

Poison Blade

Description

Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 11 (2d10) poison damage.

Attack

Poison Blade|9|1d4 + 5+2d10

Beguiling Whisper

Description

The infiltrator magically whispers to a creature it can see within 30 feet of itself. The target must succeed on a DC 17 Wisdom saving throw or have the stunned condition due to fear or delight (the infiltrator's choice) until the end of the target's next turn, after which the target is immune to this Beguiling Whisper for 24 hours.

Reactions

Uncanny Dodge

Description

When an attacker the infiltrator can see hits the infiltrator with an attack, the infiltrator halves the attack's damage against it.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Cunning

Description

The infiltrator escapes nonmagical restraints and ends the grappled condition on itself, then moves up to its speed without provoking opportunity attacks.

Stab (Costs 2 Actions)

Description

The infiltrator makes one Poison Blade attack.

Misdirecting Escape (Costs 3 Actions)

Description

The infiltrator magically has the invisible condition and creates an illusory duplicate of itself in its space, then teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of itself. The image flings illusory blades at two creatures of the infiltrator's choice within 20 feet of the image. Each target must make a DC 17 Wisdom saving throw, taking 13 (3d8) psychic damage on a failed save, or half as much damage on a successful one. The invisibility lasts until the end of the infiltrator's next turn.

Endelyn Moongrave

Size

Medium

Type

fey (hag)

Alignment

neutral evil

Armor Class

17 (natural armor)

Hit Points

114 (12d8 + 60)

Speed

30 ft., climb 30 ft.

Strength

20

Dexterity

13

Constitution

20

Intelligence

13

Wisdom

10

Charisma

17

Saving Throws

Con +8, Int +4, Wis +3, Cha +6

Skills

Arcana +7, Deception +6, Perception +3, Stealth +4

Senses

truesight 60 ft.

Passive Perception

13

Languages

Common, Elvish, Sylvan

Challenge Rating

6

Traits

Source

Description

The Wild Beyond the Witchlight p. 217

Proficiency Bonus

Description

+3

Boon of Immortality

Description

Endelyn is immune to any effect that would age her, and she can't die from old age.

Eclipsed Doom

Description

Endelyn can be killed only if she is reduced to 0 hit points during a solar eclipse or while she is within 60 feet of a symbolic representation of one. Otherwise, Endelyn disappears in a cloud of inky smoke when she drops to 0 hit points, along with anything she was wearing or carrying, and reappears 24 hours later in the same location or the nearest unoccupied space.

Uncanny Awareness

Description

Endelyn can't be surprised.

Shared Spells Of The Hourglass Coven

Description

On the rare occasions when all three hags of the Hourglass Coven are within 30 feet of one another, any one of them can use an action to cast one of the following spells, requiring no material components (spell save DC 14):

detect thoughts, dispel magic, finger of death, glibness, locate creature, mass suggestion.

Once a spell from this list has been cast, no member of the coven can cast that shared spell again until the next dawn, when the coven regains all of its shared spells.

Actions

Multiattack

Description

Endelyn makes two Puppeteer's Lash attacks

Puppeteer's Lash

Description

Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 17 (4d6 + 3) psychic damage, and if the target is Large or smaller, Endelyn telekinetically moves it up to 10 feet in any direction horizontally.

Attack

Puppeteer's Lash|6|4d6+3

Spellcasting

Description

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

At will: detect magic, mage hand

2/day each: augury, polymorph

1/day: plane shift (self only)

Spells

detect magic, mage hand, augury, polymorph, plane shift, detect thoughts, dispel magic, finger of death, glibness, locate creature, mass suggestion

Enhanced Medusa

Size

Medium

Type

monstrosity

Alignment

lawful evil

Armor Class

15 (natural armor)

Hit Points

127 (17d8+51)

Speed

30 ft.

Strength

10

Dexterity

15

Constitution

16

Intelligence

12

Wisdom

13

Charisma

15

Skills

Deception +5, Insight +4, Perception +4, Stealth +5

Passive Perception

14

Languages

Common

Challenge Rating

6

Senses

darkvision 60 ft.

Traits

Source

Description

Infernal Machine Rebuild p. 47

Petrifying Gaze

Description

When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

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

If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

Actions

Multiattack

Description

The medusa makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow.

Snake Hair

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.

Attack

Snake Hair|5|1d4+2

Shortsword

Description

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

Attack

Shortsword|5|1d6+2

Longbow

Description

Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.

Attack

Longbow|5|1d8+2

Environment

desert

Envy

Size

Large

Type

monstrosity

Alignment

unaligned

Armor Class

19 (natural armor)

Hit Points

114 (12d10 + 48)

Speed

40 ft.

Strength

20

Dexterity

11

Constitution

18

Intelligence

2

Wisdom

12

Charisma

7

Skills

Perception +4

Condition Immunities

petrified

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Common, Sylvan

Challenge Rating

5

Traits

Source

Description

The Wild Beyond the Witchlight p. 178

Proficiency Bonus

Description

+3

Trampling Charge

Description

If Envy moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, Envy can make one attack with its claws against it as a bonus action.

Actions

Bite

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.

Attack

Bite|8|2d12+5

Claws

Description

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

Attack

Claws|8|2d10+5

Petrifying Breath (Recharge 5–6)

Description

Envy exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

Eo Ashmajiir

Size

Medium

Type

humanoid (tiefling)

Alignment

chaotic neutral

Armor Class

16 (natural armor)

Hit Points

81 (18d8)

Speed

30 ft., fly 30 ft.

Strength

10

Dexterity

16

Constitution

10

Intelligence

12

Wisdom

14

Charisma

20

Saving Throws

Con +4, Cha +9

Skills

Arcana +9, Deception +9, Persuasion +9

Damage Resistances

lightning

Passive Perception

12

Languages

Abyssal, Celestial, Common, Draconic, Infernal, Undercommon

Challenge Rating

11

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 116

Lightning Affinity

Description

When Eo Ashmajiir casts a spell that deals lightning damage, that spell deals an additional 5 damage. When Eo casts a spell that deals a type of damage from the following list, she can change that damage type to lightning: acid, cold, fire, poison, thunder.

Spellcasting

Description

Eo Ashmajiir is an 18th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Eo can cast the following spells:

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

• 1st level (4 slots): chromatic orb*, detect magic, magic missile, shield

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

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

• 4th level (3 slots): banishment*, greater invisibility*, polymorph*

• 5th level (3 slots): dominate person*, scrying, wall of force

• 6th level (1 slot): chain lightning, disintegrate*

• 7th level (1 slot): finger of death*, teleport

• 8th level (1 slot): power word stun*

• 9th level (1 slot): wish**

* Eo can cast these spells with the Twinned Spell action.

** Eo uses Wish to ensure she has a simulacrum of herself at all times.

Actions

Dagger

Description

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

Attack

Dagger|7|1d4+3

Twinned Spell

Description

Eo Ashmajiir casts a spell from her spell list that targets only one creature and doesn't have a range of self. This spell targets a second creature in range. Eo cannot use this action in conjunction with her Lightning Affinity ability.

Spells

fire bolt, light, mage hand, prestidigitation, shocking grasp, chromatic orb, detect magic, magic missile, shield, detect thoughts, mirror image, misty step, counterspell, fireball, lightning bolt, banishment, greater invisibility, polymorph, dominate person, scrying, wall of force, chain lightning, disintegrate, finger of death, teleport, power word stun, wish

Spell Slots

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

Equinal Guardinal

Size

Large

Type

celestial

Alignment

typically neutral good

Armor Class

15 (natural armor)

Hit Points

93 (11d10 + 33)

Speed

50 ft.

Strength

23

Dexterity

16

Constitution

17

Intelligence

15

Wisdom

14

Charisma

12

Saving Throws

Str +9, Con +6

Skills

Athletics +9, Perception +5, Religion +5

Damage Resistances

radiant

Condition Immunities

charmed, frightened

Passive Perception

15

Languages

Celestial, Common

Challenge Rating

6

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 33, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+3

Headfirst Charge

Description

If the equinal moves at least 30 feet in a straight line toward a creature and ends within 5 feet of it, that creature must succeed on a DC 17 Strength saving throw or take 14 (4d6) bludgeoning damage and have the prone condition.

Actions

Multiattack

Description

The equinal makes two Fist attacks.

Fist

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 3 (1d6) radiant damage.

Attack

Fist|9|2d6 + 6+1d6

Rock

Description

Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or have the prone condition.

Attack

Rock|9|3d10 + 6

Shout (Recharge 6)

Description

The equinal lets out a booming shout. Each creature within 30 feet of the equinal must succeed on a DC 14 Constitution saving throw or have the stunned condition until the end of the equinal's next turn.

Eriflamme

Size

Gargantuan

Type

elemental

Alignment

unaligned

Armor Class

19 (natural armor)

Hit Points

518 (28d20 + 224)

Speed

40 ft.

Strength

30

Dexterity

11

Constitution

26

Intelligence

5

Wisdom

10

Charisma

10

Saving Throws

Int +5, Wis +8, Cha +8

Skills

Arcana +5, Athletics +18

Damage Immunities

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

Condition Immunities

charmed, frightened, paralyzed, poisoned

Senses

blindsight 120 ft.

Passive Perception

10

Languages

—

Challenge Rating

28

Traits

Source

Description

Chains of Asmodeus p. 121

Proficiency Bonus

Description

+8

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

The Eriflamme makes four Claw attacks. It can replace one of the attacks with a Bite attack.

Claw

Description

Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (3d6 + 10) slashing damage plus 7 (2d6) fire damage.

Attack

Claw|18|3d6+10+2d6

Bite

Description

Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) piercing damage plus 33 (6d10) fire damage.

Attack

Bite|18|4d6+10+6d10

Reform

Description

All the Eriflamme's fire elementals vanish and the Eriflamme reappears in one of their spaces. The Eriflamme's hit points are equivalent to the combined hit points of the fire elementals.

Reactions

Split (2/Day)

Description

As a reaction to taking damage, the Eriflamme can split into fire elementals and reduce the damage to 0. The Eriflamme can form up to 10 fire elementals, splitting its remaining hit points between them. The fire elementals appear in spaces adjacent to or within the Eriflamme's old location, and all act on the Eriflamme's initiative. They gain a +5 bonus to attack rolls and have the Eriflamme's Reform action.

Legendary Actions

Legendary Actions (3/Turn)

Description

The Eriflamme can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Eriflamme regains spent legendary actions at the start of its turn.

Slam

Description

The Eriflamme makes a Claw attack, which deals force damage instead of slashing damage if it hits.

Fireglide

Description

The Eriflamme moves up to half its speed. It can fly during this movement.

Chomp (Costs 2 Actions)

Description

The Eriflamme makes a Bite attack with advantage.

Erinyes

Size

Medium

Type

fiend (devil)

Alignment

lawful evil

Armor Class

18 (plate)

Hit Points

153 (18d8+72)

Speed

30 ft., fly 60 ft.

Strength

18

Dexterity

16

Constitution

18

Intelligence

14

Wisdom

14

Charisma

18

Saving Throws

Dex +7, Con +8, Wis +6, Cha +8

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

truesight 120 ft.

Passive Perception

12

Languages

Infernal, telepathy 120 ft.

Challenge Rating

12

Traits

Source

Description

Monster Manual p. 73

Hellish Weapons

Description

The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

Magic Resistance

Description

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

Actions

Multiattack

Description

The erinyes makes three attacks

Longsword

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 13 (3d8) poison damage.

Attack

Longsword|8|1d8+4+3d8

Longsword (Two-Handed)|8|1d10+4+3d8

Longbow

Description

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.

Attack

Longbow|7|1d8+3+3d8

Variant: Rope of Entanglement

Description

Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks.

Reactions

Parry

Description

The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.

Erky Timbers

Size

Medium

Type

humanoid (gnome)

Alignment

any alignment

Armor Class

10

Hit Points

17 (5d6)

Speed

30 ft.

Strength

10

Dexterity

10

Constitution

10

Intelligence

10

Wisdom

14

Charisma

11

Skills

Medicine +4, Religion +2

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Common, Draconic, Gnomish, Goblin

Challenge Rating

1/4

Traits

Source

Description

Tales from the Yawning Portal p. 22

Proficiency Bonus

Description

+2

Spellcasting

Description

The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

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

• 1st level (3 slots): bless, cure wounds, sanctuary

Actions

Club

Description

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

Attack

Club|2|1d4

Channel Divinity: Turn Undead (1/Short Rest)

Description

Erky presents his holy Symbol and speaks a prayer censuring the Undead. Each Undead that can see or hear Erky within 30 feet of him must make a DC 12 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from Erky as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Spells

light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary

Spell Slots

3

Esthetic

Size

Gargantuan

Type

aberration

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

217 (14d20 + 70)

Speed

0 ft., fly 60 ft.(hover)

Strength

24

Dexterity

8

Constitution

20

Intelligence

1

Wisdom

10

Charisma

1

Senses

blindsight 300 ft. (blind beyond this radius)

Passive Perception

12

Challenge Rating

12

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 20

Proficiency Bonus

Description

+4

Bioluminescence

Description

While it has at least 1 hit point, the esthetic sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and its interior compartments are dimly lit.

Spelljamming

Description

The esthetic has the properties of a spelljamming helm (see the Astral Adventurer's Guide), but only its reigar creator can attune to it.

Unusual Nature

Description

The esthetic doesn't require air, food, or drink.

Actions

Multiattack

Description

The esthetic makes two Tentacle attacks.

Tentacle

Description

Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 17 (3d6 + 7) force damage, and if the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the creature takes 18 (4d8) acid damage at the start of each of its turns, and the esthetic can't use this tentacle against other targets. The esthetic has 1d4 × 2 tentacles, each of which can grapple one target.

Attack

Tentacle|11|3d6 + 7

Jammerscream (Recharge 6) (Bonus Action)

Description

The esthetic targets one spelljamming ship within 300 feet of itself, magically suppressing the properties of the ship's spelljamming helm for 2d10 days. If the ship has more than one helm aboard it, randomly determine which helm is affected. A creature attuned to that helm can choose to make a DC 17 Charisma saving throw. On a failed save, the creature takes 42 (12d6) psychic damage, and the helm is suppressed for 2d10 hours instead of 2d10 days. On a successful save, the creature takes half as much damage, and the helm is suppressed for 2d10 minutes instead of 2d10 days.

Estia

Size

Huge

Type

giant

Alignment

neutral good (50%) or neutral evil (50%)

Armor Class

14 (natural armor)

Hit Points

200 (16d12 + 96)

Speed

40 ft.

Strength

27

Dexterity

10

Constitution

22

Intelligence

12

Wisdom

16

Charisma

16

Saving Throws

Con +10, Wis +7, Cha +7

Skills

Insight +7, Perception +7

Damage Immunities

cold

Passive Perception

17

Languages

Common, Giant

Challenge Rating

9

Traits

Source

Description

Tales from the Yawning Portal p. 189

Proficiency Bonus

Description

+4

Actions

Multiattack

Description

Estia makes two morningstar attacks.

Morningstar +2

Description

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) piercing damage.

Attack

Morningstar|14|3d8+10

Rock

Description

Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Attack

Rock|12|4d10+8

Eternal Flame Guardian

Size

Medium

Type

humanoid (human)

Alignment

chaotic evil

Armor Class

17 (breastplate, shield; 15 while using a crossbow)

Hit Points

45 (7d8+14)

Speed

30 ft.

Strength

15

Dexterity

13

Constitution

14

Intelligence

8

Wisdom

11

Charisma

13

Skills

Intimidation +3, Perception +2

Damage Resistances

fire

Passive Perception

12

Languages

Common

Challenge Rating

2

Traits

Source

Description

Princes of the Apocalypse p. 200

Flaming Weapon (Recharges after a Short or Long Rest)

Description

As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end of the guard's next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit.

Attack

Flaming Weapon||1d6

Actions

Multiattack

Description

The guard makes two melee attacks.

Longsword

Description

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

Attack

Longsword|4|1d8+2

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

Heavy Crossbow

Description

Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.

Attack

Heavy Crossbow|3|1d10+1

Eternal Flame Priest

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

12 (15 with mage armor)

Hit Points

52 (8d8+16)

Speed

30 ft.

Strength

12

Dexterity

15

Constitution

14

Intelligence

10

Wisdom

11

Charisma

16

Skills

Deception +5, Intimidation +5, Religion +2

Damage Resistances

fire

Passive Perception

10

Languages

Common, Ignan

Challenge Rating

3

Traits

Source

Description

Princes of the Apocalypse p. 200

Spellcasting

Description

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

Cantrips (at will): control flames, create bonfire, fire bolt, light, minor illusion

• 1st level (4 slots): burning hands, expeditious retreat, mage armor

• 2nd level (3 slots): blur, scorching ray

• 3rd level (2 slots): fireball

Actions

Dagger

Description

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

Attack

Dagger|4|1d4+2

Spells

control flames, create bonfire, fire bolt, light, minor illusion, burning hands, expeditious retreat, mage armor, blur, scorching ray, fireball

Spell Slots

4, 3, 2

Ettercap

Size

Medium

Type

monstrosity

Alignment

neutral evil

Armor Class

13 (natural armor)

Hit Points

44 (8d8+8)

Speed

30 ft., climb 30 ft.

Strength

14

Dexterity

15

Constitution

13

Intelligence

7

Wisdom

12

Charisma

8

Skills

Perception +3, Stealth +4, Survival +3

Senses

darkvision 60 ft.

Passive Perception

13

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 131

Spider Climb

Description

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

Web Sense

Description

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

Web Walker

Description

The ettercap ignores movement restrictions caused by webbing.

Actions

Multiattack

Description

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

Bite

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

|4|1d8+2

Claws

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage.

Attack

|4|2d4+2

Web (Recharge 5-6)

Description

Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.

Attack

Web|4|

Variant: Web Garrote

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4+2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it.

Attack

Garrote|4|1d4+2

Environment

forest

Ettin

Size

Large

Type

giant

Alignment

chaotic evil

Armor Class

12 (natural armor)

Hit Points

85 (10d10+30)

Speed

40 ft.

Strength

21

Dexterity

8

Constitution

17

Intelligence

6

Wisdom

10

Charisma

8

Skills

Perception +4

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Giant, Orc

Challenge Rating

4

Traits

Source

Description

Monster Manual p. 132

Two Heads

Description

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

Wakeful

Description

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

Actions

Multiattack

Description

The ettin makes two attacks: one with its battleaxe and one with its morningstar.

Battleaxe

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.

Attack

Battleaxe|7|2d8+5

Morningstar

Description

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

Attack

Morningstar|7|2d8+5

Environment

hill, mountain, underdark

Ettin Ceremorph

Size

Large

Type

aberration

Alignment

typically lawful evil

Armor Class

15 (natural armor)

Hit Points

104 (11d10 + 44)

Speed

40 ft.

Strength

18

Dexterity

14

Constitution

18

Intelligence

18

Wisdom

15

Charisma

14

Saving Throws

Wis +5, Int +7

Skills

Perception +8

Damage Resistances

psychic

Condition Immunities

charmed, frightened, stunned, unconscious

Senses

darkvision 120 ft.

Passive Perception

18

Languages

Deep Speech, Giant, telepathy 60 ft., Undercommon

Challenge Rating

8

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 133

Proficiency Bonus

Description

+3

Magic Resistance

Description

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

Actions

Multiattack

Description

The ceremorph makes one Slam attack and one Tentacles attack. The ceremorph can replace one of the attacks with a Mind Bolt attack, if available.

Slam

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.

Attack

Slam|7|4d8 + 4

Tentacles

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If 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 this grapple ends.

Attack

Tentacles|7|2d10 + 4

Extract Brain

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated Humanoid grappled by the ceremorph. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ceremorph kills the target by extracting and devouring its brain.

Attack

Extract Brain|7|10d10

Mind Bolt (3/Day)

Description

Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 17 (2d12 + 4) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or have the stunned condition until the end of its next turn.

Attack

Mind Bolt|7|2d12 + 4

Euryale

Size

Medium

Type

monstrosity (druid, medusa)

Alignment

neutral good

Armor Class

17 (natural armor)

Hit Points

297 (35d8 + 140)

Speed

30 ft., 50 ft. in serpent form, climb 50 ft. in serpent form

Strength

21

Dexterity

16

Constitution

18

Intelligence

12

Wisdom

20

Charisma

15

Saving Throws

Wis +11, Con +10, Dex +9, Int +7

Skills

Insight +17, Nature +13, Animal Handling +11, Medicine +11, Perception +11

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

charmed, frightened, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

21

Languages

Common, Druidic

Challenge Rating

18

Traits

Source

Description

The Book of Many Things p. 189

Proficiency Bonus

Description

+6

Special Equipment

Description

Euryale carries one half of a pair of Sending Stones; the other half of the pair is held by Asteria.

Legendary Resistance (3/Day)

Description

If Euryale fails a saving throw, she can choose to succeed instead.

Actions

Multiattack

Description

Euryale makes three attacks. If she is in serpent form, only one of these attacks can be Constrict.

Constrict (Serpent Form Only)

Description

Melee Weapon Attack: +11 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (2d10 + 5) bludgeoning damage, and the target has the grappled condition (escape DC 19). Until this grapple ends, the target takes 11 (2d10) bludgeoning damage at the start of each of its turns, and Euryale can't constrict another target.

Attack

Constrict|11|2d10 + 5

Snake Bite

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or have the poisoned condition until the start of Euryale's next turn.

Attack

Snake Bite|11|2d6 + 5

Verdant Bolt (Medusa Form Only)

Description

Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 18 (4d8) acid damage.

Attack

Verdant Bolt|11|4d8

Spellcasting (Medusa Form Only)

Description

Euryale casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 19):

At will: Druidcraft, Pass without Trace

2/day each: Goodberry, Lesser Restoration, Locate Creature, Move Earth, Transport via Plants

Change Shape (bonus action)

Description

Euryale changes shape into her Huge serpent form or back into her Medium medusa form. Euryale's game statistics are the same in each form except where noted in this stat block. Any equipment she is wearing or carrying isn't transformed. Euryale reverts to her medusa form if she dies.

Petrifying Gaze (Recharge 4-6) (bonus action)

Description

Euryale unleashes petrifying magic from her eyes in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw if it doesn't have the blinded condition. If the saving throw fails by 5 or more, the creature has the petrified condition. Otherwise, on a failed save, the creature takes 14 (4d6) force damage, begins to turn to stone, and has the restrained condition. The restrained creature must repeat the saving throw at the end of its next turn. On a failed save, it has the petrified condition, and on a successful save, the effect ends on it, The petrification lasts until the creature is freed by the Greater Restoration spell or other magic A creature can use its reaction, if available, to shut its eyes to avoid the saving throw. If the creature does so, it has the blinded condition until the end of its next turn.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Move

Description

Euryale moves up to her speed.

Venomous Strike (Costs 2 Actions)

Description

Euryale makes one Snake Bite attack. If the target has the poisoned condition, the attack deals an extra 16 (3d10) poison damage.

Spells

druidcraft, pass without trace, goodberry, lesser restoration, locate creature, move earth, transport via plants

Evil Mage

Size

Medium

Type

humanoid (human)

Alignment

lawful evil

Armor Class

12

Hit Points

22 (5d8)

Speed

30 ft.

Strength

9

Dexterity

14

Constitution

11

Intelligence

17

Wisdom

12

Charisma

11

Saving Throws

Int +5, Wis +3

Skills

Arcana +5, History +5

Passive Perception

11

Languages

Common, Draconic, Dwarvish, Elvish

Challenge Rating

1

Traits

Source

Description

Lost Mines of Phandelver p. 57

Spellcasting

Description

The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list:

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

• 1st Level (4 slots): charm person, magic missile

• 2nd Level (3 slots): hold person, misty step

Actions

Quarterstaff

Description

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

Attack

Quarterstaff|1|1d6-1

Quarterstaff (Two-Handed)|1|1d8-1

Spells

light, mage hand, shocking grasp, charm person, magic missile, hold person, misty step

Spell Slots

4, 3