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Monsters

2646 of 2646 entries · Showing 801–850

Evoker Wizard

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

12 (15 with mage armor)

Hit Points

121 (22d8 + 22)

Speed

30 ft.

Strength

9

Dexterity

14

Constitution

12

Intelligence

17

Wisdom

12

Charisma

11

Saving Throws

Int +7, Wis +5

Skills

Arcana +7, History +7

Passive Perception

11

Languages

any four languages

Challenge Rating

9

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 262, Volo's Guide to Monsters p. 214

Proficiency Bonus

Description

+4

Actions

Multiattack

Description

The diviner makes three Arcane Burst attacks.

Arcane Burst

Description

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

Attack

Arcane Burst|7|3d10+4

Sculpted Explosion (Recharge 4–6)

Description

The evoker unleashes a magical explosion of a particular damage type: cold, fire, lightning, or thunder. The magic erupts in a 20-foot-radius sphere centered on a point within 150 feet of the evoker. Each creature in that area must make a DC 15 Dexterity saving throw. The evoker can select up to three creatures it can see in the area to ignore the spell, as the evoker sculpts the spell's energy around them. On a failed save, a creature takes 40 (9d8) damage of the chosen type and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

Spellcasting

Description

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

At will: light, mage hand, message, prestidigitation

2/day each: ice storm, lightning bolt, mage armor

1/day: wall of ice

Spells

light, mage hand, message, prestidigitation, ice storm, lightning bolt, mage armor, wall of ice

Expeditious Messenger

Size

Tiny

Type

construct

Alignment

neutral

Armor Class

13

Hit Points

7 (2d4+2)

Speed

25 ft., fly 60 ft.

Strength

6

Dexterity

16

Constitution

13

Intelligence

8

Wisdom

12

Charisma

7

Skills

Acrobatics +5, Stealth +5

Passive Perception

11

Languages

one language spoken by its creator

Challenge Rating

1/8

Damage Immunities

poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60 ft.

Traits

Source

Description

Eberron: Rising from the Last War p. 293

Flyby

Description

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

Telepathic Bond

Description

While the messenger is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Actions

Bite

Description

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

Attack

Bite|5|1d4+3

Expert

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

14 (studded leather armor)

Hit Points

11 (2d8+2)

Speed

30 ft.

Strength

10

Dexterity

15

Constitution

12

Intelligence

13

Wisdom

10

Charisma

14

Saving Throws

Dex +4

Skills

Acrobatics +4, Performance +4, Persuasion +4, Sleight of hand +4, Stealth +4

Passive Perception

10

Languages

Common, plus one of your choice

Traits

Source

Description

Dragon of Icespire Peak p. 63

Helpful

Description

The expert can take the Help action as a bonus action.

Tools

Description

The expert has thieves' tools and a musical instrument.

Actions

Shortsword

Description

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

Attack

Shortsword|4|1d6+2

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

Shortbow

Description

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

Attack

Shortbow|4|1d8+2

Eye Monger

Size

Large

Type

aberration

Alignment

typically lawful evil

Armor Class

17 (natural armor)

Hit Points

149 (13d10 + 78)

Speed

0 ft., fly 20 ft.(hover)

Strength

21

Dexterity

6

Constitution

23

Intelligence

7

Wisdom

13

Charisma

7

Senses

darkvision 120 ft., blindsight 120 ft. while the eye monger's eye is closed

Passive Perception

11

Languages

Deep Speech

Challenge Rating

10

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 21

Proficiency Bonus

Description

+4

Antimagic Gullet

Description

Magical effects, including those produced by spells and magic items but excluding those created by artifacts or deities, are suppressed inside the eye monger's gullet. Any spell slot or charge expended by a creature in the gullet to cast a spell or activate a property of a magic item is wasted. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. No spell or magical effect that originates outside the eye monger's gullet, except one created by an artifact or a deity, can affect a creature or an object inside the gullet.

False Appearance

Description

If the eye monger is motionless and has its eye and mouth closed at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the eye monger move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the eye monger is animate.

Unusual Nature

Description

The eye monger doesn't require air.

Actions

Bite

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and if the target is a Medium or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the eye monger and deposited in the eye monger's gullet (see Antimagic Gullet). The eye monger can swallow one creature at a time. A swallowed creature is blinded and restrained, has total cover against attacks and other effects originating outside the eye monger, and takes 35 (10d6) acid damage at the start of each of its turns.

If the eye monger takes 25 damage or more on a single turn from a creature inside its gullet, the eye monger regurgitates the swallowed creature, which falls prone in a space within 10 feet of the eye monger. If the eye monger dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Attack

Bite|9|2d6 + 5

Eye of Fear and Flame

Size

Medium

Type

undead

Alignment

chaotic evil

Armor Class

15 (natural armor)

Hit Points

136 (16d8+64)

Speed

30 ft.

Strength

16

Dexterity

14

Constitution

18

Intelligence

18

Wisdom

17

Charisma

18

Saving Throws

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

Skills

Perception +7

Passive Perception

17

Languages

Common, all languages known by any creature within 30 feet of it

Challenge Rating

9

Damage Resistances

necrotic, psychic

Damage Immunities

poison

Condition Immunities

blinded, charmed, exhaustion, frightened, paralyzed, poisoned, stunned

Senses

darkvision 60 ft.

Traits

Source

Description

Mordenkainen's Fiendish Folio p. 8, Infernal Machine Rebuild

Innate Spellcasting

Description

The eye of fear and flame's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:

At will: detect evil and good, detect thoughts

1/day each: etherealness, true seeing

Turn Immunity

Description

The eye of fear and flame is immune to effects that turn undead.

Actions

Multiattack

Description

The eye of fear and flame makes two claw attacks and uses its Gemstone Eyes.

Claw

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Attack

Claw|7|1d12+3

Gemstone Eyes

Description

The eye of fear and flame shoots one of the following magical eye rays, choosing one target it can see within 90 feet of it.

Eye of FearThe target and up to four other creatures of the eye of fear and flame's choice within 10 feet of the target must each succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Eye of FlameThe target must make a DC 16 Dexterity saving throw. On a failed save, the target takes 44 (8d10) fire damage, and if it is a creature or a flammable object, it ignites. On a successful save, the target takes half as much damage and does not ignite. A target that ignites takes 5 (1d10) fire damage at the start of each of its turns until a creature takes an action to douse the fire.

Spells

detect evil and good, detect thoughts, etherealness, true seeing

Eyedrake

Size

Large

Type

aberration

Alignment

typically lawful evil

Armor Class

16 (natural armor)

Hit Points

119 (14d10 + 42)

Speed

0 ft., fly 30 ft. (hover)

Strength

16

Dexterity

10

Constitution

16

Intelligence

14

Wisdom

14

Charisma

16

Saving Throws

Con +6, Wis +5

Skills

Perception +8, Stealth +6

Condition Immunities

prone

Senses

darkvision 120 ft.

Passive Perception

18

Languages

Deep Speech, Draconic

Challenge Rating

8

Traits

Source

Description

Fizban's Treasury of Dragons p. 199

Proficiency Bonus

Description

+3

Unusual Nature

Description

The eyedrake doesn't require food or drink.

Actions

Bite

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) piercing damage.

Attack

Bite|6|3d6+3

Antimagic Breath (Recharge 6)

Description

The eyedrake emits a magic wave in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 39 (6d12) force damage on a failed save, or half as much damage on a successful one. Every spell of 3rd level or lower ends on creatures and objects of the eyedrake's choice in that area.

Attack

Antimagic Breath||6d12

Eye Rays

Description

The eyedrake shoots three of the following magical eye rays at random (reroll duplicates), each ray targeting one creature it can see within 60 feet of it:

1: Freezing Ray. The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 17 (5d6) cold damage, and its speed is halved until the end of its next turn. On a successful save, the target takes half as much damage with no additional effects.

2: Debilitating Ray. The target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) thunder damage and become incapacitated until the end of its next turn.

3: Repulsion Ray. The target must succeed on a DC 14 Strength saving throw or take 14 (4d6) force damage and be pushed up to 60 feet away from the eyedrake.

4: Fire Ray. The target must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

5: Paralyzing Ray. The target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

6: Death Ray. The target must make a DC 14 Dexterity saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. The target dies if the ray reduces it to 0 hit points.

Eyestalk of Gzemnid

Size

Gargantuan

Type

monstrosity

Alignment

unaligned

Armor Class

18 (natural armor)

Hit Points

247 (15d20 + 90)

Speed

50 ft., burrow 30 ft.

Strength

28

Dexterity

7

Constitution

22

Intelligence

1

Wisdom

8

Charisma

4

Saving Throws

Wis +4, Con +11

Senses

blindsight 30 ft., tremorsense 60 ft.

Passive Perception

9

Challenge Rating

15

Traits

Source

Description

Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel p. 88

Proficiency Bonus

Description

+5

Tunneler

Description

The eyestalk can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack

Description

The eyestalk uses Eradication Gaze, if available, and makes one Bite attack.

Bite

Description

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the eyestalk. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the eyestalk, and it takes 21 (6d6) acid damage at the start of each of the eyestalk's turns.

If the eyestalk takes 30 damage or more on a single turn from a creature inside it, the eyestalk must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the eyestalk. If the eyestalk dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Attack

Bite|14|3d8 + 9

Eradication Gaze (Recharge 5-6)

Description

The eyestalk creates an area of magical devastation in a 150-foot cone. Any creature in that area must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. If this damage reduces a creature to 0 hit points, its body becomes a pile of fine violet dust.

Ezmerelda d'Avenir

Size

Medium

Type

humanoid (human)

Alignment

chaotic good

Armor Class

17 (studded leather armor +1)

Hit Points

82 (11d8+33)

Speed

30 ft.

Strength

14

Dexterity

19

Constitution

16

Intelligence

16

Wisdom

11

Charisma

17

Saving Throws

Wis +3

Skills

Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3, Perception +6, Performance +6, Sleight of Hand +7, Stealth +7, Survival +6

Passive Perception

16

Languages

Common, Elvish

Challenge Rating

8

Traits

Source

Description

Curse of Strahd p. 231

Special Equipment

Description

In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes.

Spellcasting

Description

Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following wizard spells prepared:

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

•1st level (4 slots): protection from good and evil, magic missile, shield

•2nd level (3 slots): darkvision, knock, mirror image

•3rd level (3 slots): clairvoyance, lightning bolt, magic circle

•4th level (1 slot): greater invisibility

Actions

Multiattack

Description

Ezmerelda makes three attacks: two with her +1 rapier and one with her +1 handaxe or her silvered shortsword.

Rapier +1

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.

Attack

Rapier|8|1d8+5

Handaxe +1

Description

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6+3) slashing damage.

Attack

Hand Axe|8|1d6+3

Silvered Shortsword

Description

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

Attack

Shortsword|7|1d6+4

Curse (Recharges after a Long Rest)

Description

Ezmerelda targets one creature that she can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda's choice. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6 psychic damage.

Evil Eye (Recharges after a Short or Long Rest)

Description

Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Ezmerelda is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.

Spells

fire bolt, light, mage hand, prestidigitation, protection from evil and good, magic missile, shield, darkvision, knock, mirror image, clairvoyance, lightning bolt, magic circle, greater invisibility

Spell Slots

4, 3, 3, 1

Ezzat

Size

Medium

Type

undead

Alignment

lawful chaotic evil

Armor Class

17 (natural armor)

Hit Points

135 (18d8 + 54)

Speed

30 ft.

Strength

11

Dexterity

16

Constitution

16

Intelligence

20

Wisdom

14

Charisma

16

Saving Throws

wis +9, con +10, int +12

Skills

insight +9, arcana +19, history +12, perception +9

Damage Resistances

cold, lightning, necrotic

Damage Immunities

poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

truesight 120 ft.

Passive Perception

19

Languages

Common, Dwarvish, Draconic, Elvish, Sylvan, Undercommon

Challenge Rating

21

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 262

Special Equipment

Description

Ezzat wears an amulet of proof against detection and location.

Legendary Resistance (3/Day)

Description

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

Rejuvenation

Description

If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Turn Resistance

Description

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

Spellcasting

Description

Ezzat is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

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

• 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image

• 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

• 4th level (3 slots): blight, dimension door

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

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

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

• 8th level (1 slots): dominate monster, power word stun

• 9th level (1 slots): power word kill

Actions

Paralyzing Touch

Description

Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Paralyzing Touch|12|3d6

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Cantrip

Description

Ezzat casts a cantrip.

Paralyzing Touch (Costs 2 Actions)

Description

Ezzat uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions)

Description

Ezzat fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Ezzat's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions)

Description

Each non-undead creature within 20 feet of Ezzat must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Spell Slots

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

Spells

mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, forcecage, dominate monster, power word stun, power word kill

Faerie Dragon (Older)

Size

Tiny

Type

dragon

Alignment

chaotic good

Armor Class

15

Hit Points

14 (4d4+4)

Speed

10 ft., fly 60 ft.

Strength

3

Dexterity

20

Constitution

13

Intelligence

14

Wisdom

12

Charisma

16

Skills

Arcana +4, Perception +3, Stealth +7

Senses

darkvision 60 ft.

Passive Perception

13

Languages

Draconic, Sylvan

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 133

Proficiency Bonus

Description

+2

Superior Invisibility

Description

As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy

Description

Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

Magic Resistance

Description

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

Innate Spellcasting

Description

The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

Green, 1/day: suggestion

Blue, 1/day: major image

Indigo, 1/day: hallucinatory terrain

Violet, 1/day: polymorph

Actions

Bite

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Attack

Bite|7|1

Euphoria Breath (Recharge 5-6)

Description

The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Spells

suggestion, major image, hallucinatory terrain, polymorph

Environment

forest

Faerie Dragon (Younger)

Size

Tiny

Type

dragon

Alignment

chaotic good

Armor Class

15

Hit Points

14 (4d4+4)

Speed

10 ft., fly 60 ft.

Strength

3

Dexterity

20

Constitution

13

Intelligence

14

Wisdom

12

Charisma

16

Skills

Arcana +4, Perception +3, Stealth +7

Senses

darkvision 60 ft.

Passive Perception

13

Languages

Draconic, Sylvan

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 133

Proficiency Bonus

Description

+2

Superior Invisibility

Description

As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy

Description

Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

Magic Resistance

Description

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

Innate Spellcasting

Description

The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

Red, 1/day each: dancing lights, mage hand, minor illusion

Orange, 1/day: color spray

Yellow, 1/day: mirror image

Actions

Bite

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Attack

Bite|7|1

Euphoria Breath (Recharge 5-6)

Description

The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

Spells

dancing lights, mage hand, minor illusion, color spray, mirror image

Environment

forest

Faerl

Size

Medium

Type

humanoid (wood elf)

Alignment

neutral evil

Armor Class

15 (breastplate)

Hit Points

9 (2d8)

Speed

30 ft.

Strength

11

Dexterity

12

Constitution

11

Intelligence

12

Wisdom

14

Charisma

16

Skills

Deception +5, Insight +4, Persuasion +5

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Common, Elvish

Challenge Rating

1/8

Traits

Source

Description

Candlekeep Mysteries p. 103

Proficiency Bonus

Description

+2

Fey Ancestry

Description

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

Actions

Multiattack

Description

Faerl makes two attacks.

Rapier

Description

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

Attack

Rapier|3|1d8+1

Reactions

Parry

Description

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

Falcon the Hunter

Size

Medium

Type

humanoid (human)

Alignment

neutral good

Armor Class

14 (studded leather armor)

Hit Points

112 (15d8+45)

Speed

30 ft.

Strength

14

Dexterity

15

Constitution

16

Intelligence

11

Wisdom

16

Charisma

15

Saving Throws

Dex +4, Wis +5

Skills

Athletics +4, Perception +7, Survival +5

Passive Perception

17

Languages

Common

Challenge Rating

4

Traits

Source

Description

Dragon of Icespire Peak p. 56

Archer

Description

A longbow or shortbow deals one extra die of its damage when Falcon hits with it (included in his longbow attack).

Sharpshooter

Description

Falcon's ranged weapon attacks ignore half cover and three-quarters cover.

Actions

Multiattack

Description

Falcon makes three melee attacks or two ranged attacks.

Longsword

Description

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

Attack

Longsword|4|1d8+2

Longbow

Description

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Attack

Longbow|4|2d8+2

Faldorn

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

11 (16 with barkskin)

Hit Points

130 (20d8 + 40)

Speed

30 ft.

Strength

12

Dexterity

12

Constitution

14

Intelligence

12

Wisdom

20

Charisma

15

Saving Throws

Int +6, Wis +10

Skills

Medicine +10, Nature +11, Perception +10, Survival +15

Passive Perception

20

Languages

Common, Druidic, Elvish, Sylvan

Challenge Rating

13

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 50

Staff of the Woodlands

Description

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it and grants Faldorn a +2 bonus to spell attack rolls (already factored into Faldorn's attacks). The staff has 10 charges. It regains 1d6 + 4 expended charges daily at dawn. Faldorn can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, with a spell save DC of 14: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). Faldorn can use an action to cast the pass without trace spell without using any charges.

Spellcasting

Description

Faldorn is a 18th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +12 to hit with spell attacks). She has the following druid spells prepared:

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

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

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

• 3rd level (3 slots): conjure animals, water breathing

• 4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire

• 5th level (3 slots): commune with nature, mass cure wounds, tree stride

• 6th level (1 slot): heal, heroes' feast, sunbeam

• 7th level (1 slot): fire storm

• 8th level (1 slot): animal shapes

• 9th level (1 slot): foresight

Actions

Multiattack

Description

Faldorn makes a melee attack and casts a spell. Or she casts a spell and uses Change Shape if available.

Staff of the Woodlands

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if wielded with two hands.

Attack

Staff of the Woodlands|8|1d6+3

Staff of the Woodlands (Two-Handed)|8|1d8+3

Change Shape (2/Day)

Description

Faldorn magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. Faldorn reverts to her true form if she dies or falls unconscious. She can revert to her true form using a bonus action on her turn.

While in a new form, Faldorn retains her game statistics and ability to speak, but her AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and she gains any special senses, proficiencies, traits, actions, and reactions(except class features, legendary actions, and lair actions) that the new form has but that she lacks. She can cast her spells with verbal or somatic components in her new form. The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

Spells

animal friendship, awaken, barkskin, locate animals or plants, speak with animals, speak with plants, wall of thorns, druidcraft, poison spray, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, animal messenger, barkskin, conjure animals, water breathing, dominate beast, locate creature, stoneskin, wall of fire, commune with nature, mass cure wounds, tree stride, heal, heroes' feast, sunbeam, fire storm, animal shapes, foresight

Spell Slots

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

False Lich

Size

Medium

Type

undead

Alignment

typically neutral evil

Armor Class

18 (natural armor)

Hit Points

199 (21d8 + 105)

Speed

30 ft.

Strength

10

Dexterity

16

Constitution

20

Intelligence

25

Wisdom

19

Charisma

15

Saving Throws

wis +11, con +12, cha +9, int +14

Damage Immunities

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

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned, stunned

Senses

truesight 60 ft.

Passive Perception

14

Languages

Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon

Challenge Rating

21

Traits

Source

Description

Vecna: Eve of Ruin p. 220

Proficiency Bonus

Description

+7

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

The false lich has advantage on saving throws against spells and magical effects.

Actions

Multiattack

Description

The false lich makes two Death Rend attacks and uses Bloodcurdling Lament if available.

Death Rend

Description

Melee Spell Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) necrotic damage.

Attack

Death Rend|14|3d10 + 7

Bloodcurdling Lament (Recharge 5-6)

Description

The false lich emits a hideous shriek charged with malignant energy. Each creature within 30 feet of the false lich must succeed on a DC 22 Wisdom saving throw or have the frightened condition for 1 minute. While frightened in this way, a creature also has the unconscious condition. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting

Description

The false lich casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22):

At will: Detect Magic, Fly, Mage Hand, Prestidigitation

3/day each: Dispel Magic, Invisibility (self only)

1/day each: Globe of Invulnerability, Hold Monster

Soul Siphon (bonus action)

Description

The false lich targets one creature it can see within 120 feet of itself. The target must make a DC 22 Charisma saving throw; if the target has the unconscious condition, it has disadvantage on this saving throw. The target takes 21 (6d6) force damage on a failed save or half as much damage on a successful one. The false lich then regains a number of hit points equal to the amount of force damage taken.

If this damage reduces the target to 0 hit points, the target immediately dies, its body disappears, and its soul is trapped inside one of the soul gems within the false lich's skull. After 24 hours, the gem transfers the soul to the false lich's creator.

When the false lich is reduced to 0 hit points, it is destroyed and disintegrates, leaving behind the gems. Crushing a gem releases any souls trapped within, at which point the soul's body re-forms in an unoccupied space nearest to the gem and in the same state as it was when its soul was trapped.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Spiteful Teleport

Description

The false lich, along with anything it is wearing or carrying, teleports to an unoccupied space it can see within 60 feet of itself. It then makes one Death Rend attack if possible.

Cast a Spell (Costs 2 Actions)

Description

The false lich uses Spellcasting.

Spells

detect magic, fly, mage hand, prestidigitation, dispel magic, invisibility, globe of invulnerability, hold monster

Farastu Demodand

Size

Medium

Type

fiend

Alignment

typically neutral evil

Armor Class

17 (natural armor)

Hit Points

195 (26d8 + 78)

Speed

40 ft., climb 40 ft.

Strength

20

Dexterity

13

Constitution

16

Intelligence

8

Wisdom

12

Charisma

16

Saving Throws

Wis +5, Dex +5

Skills

Survival +5, Stealth +5, Perception +9

Damage Resistances

cold, fire

Damage Immunities

acid, poison

Condition Immunities

paralyzed, poisoned, restrained

Senses

darkvision 120 ft.

Passive Perception

19

Languages

Abyssal, Demodand, telepathy 120 ft.

Challenge Rating

11

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 26, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+4

Boundless Movement

Description

The farastu ignores difficult terrain, and magical effects can't reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself.

Magic Resistance

Description

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

Spider Climb

Description

The farastu can climb difficult surfaces, including upside down on ceilings, without an ability check.

Actions

Multiattack

Description

The farastu makes two Claw attacks and one Bite attack.

Claw

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 15, with disadvantage). The farastu has two claws, each of which can grapple one creature.

Attack

Claw|9|2d10 + 5

Bite

Description

Melee Weapon Attack: +9 to hit (with advantage against a creature the farastu is grappling), reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) acid damage.

Attack

Bite|9|2d6 + 5+7d6

Spellcasting

Description

The farastu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:

At will: invisibility (self only)

1/day each: dispel magic, fog cloud

Summon Demodand (1/Day)

Description

The farastu has a 40 percent chance of summoning 1 farastu demodand. A summoned demodand appears in an unoccupied space within 60 feet of the farastu, acts as an ally of the farastu, and can't summon other demodands. It remains for 1 minute, until it or the farastu dies, or until the farastu dismisses it as an action.

Spells

invisibility, dispel magic, fog cloud

Fastieth

Size

Medium

Type

beast

Alignment

unaligned

Armor Class

14

Hit Points

9 (2d8)

Speed

50 ft.

Strength

12

Dexterity

18

Constitution

10

Intelligence

4

Wisdom

11

Charisma

4

Passive Perception

10

Challenge Rating

1/4

Traits

Source

Description

Eberron: Rising from the Last War p. 289

Quickness (Recharge 5-6)

Description

The fastieth can take the Dodge action as a bonus action.

Actions

Bite

Description

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

Attack

Bite|6|1d8+4

Fate Hag

Size

Medium

Type

fey

Alignment

typically neutral

Armor Class

14 (natural armor)

Hit Points

71 (13d8 + 13)

Speed

30 ft.

Strength

12

Dexterity

14

Constitution

13

Intelligence

12

Wisdom

18

Charisma

15

Saving Throws

Wis +6, Con +3

Skills

Deception +6, Arcana +5, History +5, Perception +6

Condition Immunities

charmed

Senses

truesight 60 ft.

Passive Perception

16

Languages

all

Challenge Rating

4

Traits

Source

Description

The Book of Many Things p. 176

Proficiency Bonus

Description

+2

Legendary Resistance (2/Day)

Description

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

Trace the Threads (1/Day)

Description

The hag can cast the Legend Lore spell, requiring no material components and using Wisdom as the spellcasting ability.

Actions

Multiattack

Description

The hag makes two Shears attacks. It can replace one attack with a use of Spellcasting.

Shears

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage. If the target is a creature, it has disadvantage on attack rolls until the end of the hag's next turn.

Attack

Shears|6|1d8 + 4

Spellcasting

Description

While holding its shears, the hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14):

At will: Bless, Guidance, Silent Image

1/day each: Bane, Bestow Curse, Divination, Scrying (as an action)

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Destined Jaunt

Description

The hag magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself.

Tangle Threads

Description

The hag magically tangles a creature it can see within 60 feet of itself in spectral silver threads. The creature must succeed on a DC 14 Strength saving throw, or its speed is reduced to 0 until the end of its next turn.

Destiny Curse (Costs 2 Actions)

Description

The hag magically curses a creature it can see within 60 feet of itself. The creature must make a DC 14 Wisdom saving throw, and the creature has disadvantage on this save if it has damaged the hag within the last minute. On a failed save, the creature has disadvantage on ability checks, attack rolls, and saving throws until the curse ends. Once per turn, when the cursed creature fails one of those d20 rolls, it takes 7 (2d6) force damage. The curse ends after 1 minute; when the creature succeeds on a total of three ability checks, attack rolls, or saving throws in any combination; or when the hag uses this action again.

Spells

bless, guidance, silent image, bane, bestow curse, divination, scrying

Fated Shaker

Size

Small

Type

humanoid

Alignment

any alignment

Armor Class

13 (16 with mage armor)

Hit Points

76 (17d8)

Speed

30 ft.

Strength

10

Dexterity

16

Constitution

10

Intelligence

15

Wisdom

16

Charisma

15

Saving Throws

Wis +6, Int +5

Skills

Insight +6, Investigation +5, Perception +6

Passive Perception

16

Languages

Common plus two more languages

Challenge Rating

5

Traits

Source

Description

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

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The shaker makes two Golden Rod or Radiant Bolt attacks.

Golden Rod

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) radiant damage.

Attack

Golden Rod|6|1d6 + 3+2d8

Radiant Bolt

Description

Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 14 (2d10 + 3) radiant damage.

Attack

Radiant Bolt|6|2d10 + 3

Spellcasting

Description

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

At will: mage armor, mage hand

1/day each: enlarge/reduce, fly, suggestion

Commanding Words (bonus action)

Description

The shaker speaks magical words to order a creature it can see within 30 feet of itself. The target must succeed on a DC 14 Wisdom saving throw or be affected by one of the following effects (choose one or roll a d4):

1-2: Grovel. The target takes 14 (4d6) psychic damage, drops whatever it is holding, and has the prone condition.

3-4: Cower. The target takes 10 (3d6) psychic damage and has the frightened condition until the end of its next turn.

Spells

mage armor, mage hand, enlarge/reduce, fly, suggestion

Fathomer

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

10 (13 with mage armor)

Hit Points

52 (8d8+16)

Speed

30 ft.

Strength

14

Dexterity

11

Constitution

14

Intelligence

11

Wisdom

11

Charisma

15

Skills

Arcana +2, Perception +4, Stealth +4

Passive Perception

14

Languages

Aquan, Common

Challenge Rating

2

Traits

Source

Description

Princes of the Apocalypse p. 207, Ghosts of Saltmarsh p. 236

Shapechanger (2/day)

Description

The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the fathomer is knocked unconscious or dies, it also reverts to its true form.

While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison damage, as well as resistance to fire damage and bludgeoning, piercing, and slashing damage from nonmagical weapons. It also has immunity to the following conditions: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious. The serpent form can enter a hostile creature's space and stop there. In addition, if water can pass through a space, the serpent can do so without squeezing.

Olhydra's Armor (Human Form Only)

Description

The fathomer can cast mage armor at will, without expending material components.

Spellcasting (Human Form Only)

Description

The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells:

Cantrips (at will): chill touch, eldritch blast, mage hand

• 1st level: armor of Agathys, expeditious retreat, hex

• 2nd level: invisibility

• 3rd level: Vampiric touch

Actions

Constrict (Serpent Form Only)

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until the grapple ends, the target is restrained, and the fathomer can't constrict another target.

Attack

Constrict|4|2d6+2

Dagger (Human Form Only)

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

chill touch, eldritch blast, mage hand, armor of Agathys, expeditious retreat, hex, invisibility, vampiric touch

Spell Slots

, , 2

Fazrian

Size

Large

Type

celestial

Alignment

lawful evil

Armor Class

19 (natural armor)

Hit Points

200 (16d10 + 112)

Speed

40 ft., fly 120 ft.

Strength

24

Dexterity

20

Constitution

24

Intelligence

19

Wisdom

22

Charisma

25

Saving Throws

wis +11, con +12, cha +12

Skills

perception +11

Damage Resistances

radiant; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened

Senses

truesight 120 ft.

Passive Perception

21

Languages

all, telepathy 120 ft.

Challenge Rating

16

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 275

Angelic Weapons

Description

Fazrian's weapon attacks are magical. When Fazrian hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness

Description

Fazrian knows if it hears a lie.

Magic Resistance

Description

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

Innate Spellcasting

Description

Fazrian's spellcasting ability is Charisma (spell save DC 20). Fazrian can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, flame strike, raise dead

1/day each: commune, control weather, insect plague

Actions

Multiattack

Description

Fazrian makes two melee attacks.

Greatsword

Description

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Attack

Greatsword|12|4d6 + 7+5d8

Spells

detect evil and good, invisibility, blade barrier, dispel evil and good, flame strike, raise dead, commune, control weather, insect plague

Feathergale Knight

Size

Medium

Type

humanoid (human)

Alignment

lawful evil

Armor Class

16 (scale)

Hit Points

33 (6d8+6)

Speed

30 ft.

Strength

14

Dexterity

14

Constitution

12

Intelligence

11

Wisdom

10

Charisma

14

Skills

Animal Handling +2, History +2

Passive Perception

10

Languages

Auran, Common

Challenge Rating

1

Traits

Source

Description

Princes of the Apocalypse p. 189

Spellcasting

Description

The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spell:

Cantrips (at will): gust, light, message, ray of frost

• 1st level (2 slots): expeditious retreat, feather fall

Actions

Multiattack

Description

The knight makes two melee attacks.

Longsword

Description

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

Attack

Longsword|4|1d8+2

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

Spear

Description

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

Attack

Spear|4|1d6+2

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

Spells

gust, light, message, ray of frost, expeditious retreat, feather fall

Spell Slots

2

Fel Ardra

Size

Medium

Type

humanoid (tiefling)

Alignment

chaotic neutral

Armor Class

13 (leather armor)

Hit Points

33 (6d8 + 6)

Speed

30 ft.

Strength

11

Dexterity

14

Constitution

12

Intelligence

10

Wisdom

13

Charisma

14

Skills

persuasion +4, deception +4, religion +2

Damage Resistances

fire

Senses

darkvision 60 ft.

Passive Perception

11

Languages

any one language (usually Common), Infernal

Challenge Rating

2

Traits

Source

Description

Spelljammer: Adventures in Space - Light of Xaryxis p. 23

Proficiency Bonus

Description

+2

Dark Devotion

Description

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

Actions

Multiattack

Description

Fel makes two melee attacks.

Dagger

Description

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

Attack

Dagger|4|1d4 + 2

Spellcasting

Description

Fel is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). Fel has the following cleric spells prepared:

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

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

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

Spell Slots

4, 3

Spells

light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon, darkness, hellish rebuke

Fel'rekl Lafeen

Size

Medium

Type

humanoid (elf)

Alignment

neutral good

Armor Class

18 (studded leather, shield)

Hit Points

84 (13d8 + 26)

Speed

30 ft.

Strength

13

Dexterity

18

Constitution

14

Intelligence

11

Wisdom

13

Charisma

14

Saving Throws

Dex +6, Con +4, Wis +3

Skills

Perception +3, Stealth +8

Senses

darkvision 120 ft.

Passive Perception

13

Languages

Elvish, Undercommon

Challenge Rating

4

Traits

Source

Description

Waterdeep: Dragon Heist p. 202

Special Equipment

Description

In addition to his weapons, he carries four packets of smokepowder(see appendix A) and a pouch containing twenty pistol bullets.

Fey Ancestry

Description

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

Gunslinger

Description

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

Innate Spellcasting

Description

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

At will: dancing lights

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

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

The drow makes two shortsword attacks.

Shortsword

Description

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

Attack

Shortsword|6|1d6+4

Poisonous Pistol

Description

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

Attack

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

Spells

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

Felidar

Size

Large

Type

celestial

Alignment

lawful neutral

Armor Class

17 (natural armor)

Hit Points

93 (11d10+33)

Speed

40 ft.

Strength

19

Dexterity

16

Constitution

17

Intelligence

10

Wisdom

17

Charisma

14

Saving Throws

Dex +6, Wis +6, Cha +5

Skills

Insight +6, Perception +6

Passive Perception

16

Languages

understands Celestial and Common but can't speak

Challenge Rating

5

Senses

truesight 120 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 199

Bonding

Description

The felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects: The felidar and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. The felidar can sense the direction and distance to the bonded creature if they're on the same plane of existence. As an action, the felidar or the bonded creature can sense what the other sees and hears, during which time it loses its own sight and hearing. This effect lasts until the start of its next turn.

Keen Hearing and Sight

Description

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

Pounce

Description

If the felidar moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the felidar can make one claw attack against it as a bonus action.

Actions

Multiattack

Description

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

Bite

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.

Attack

Bite|7|3d8+4

Claws

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

Attack

Claws|7|3d6+4

Variant: Winged Felidars

Description

Some felidars boast huge, feathered wings. A winged felidar uses the same stat block as an ordinary felidar, with the addition of a flying speed of 40 feet.

Female Steeder

Size

Large

Type

monstrosity

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

30 (4d10 + 8)

Speed

30 ft., climb 30 ft.

Strength

15

Dexterity

16

Constitution

14

Intelligence

2

Wisdom

10

Charisma

3

Skills

Perception +4, Stealth +7

Senses

darkvision 120 ft.

Passive Perception

14

Languages

—

Challenge Rating

1

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 231, Mordenkainen's Tome of Foes p. 238, Out of the Abyss p. 231

Proficiency Bonus

Description

+2

Extraordinary Leap

Description

The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.

Spider Climb

Description

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

Actions

Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) poison damage.

Attack

Bite|5|1d8 + 3+2d8

Sticky Leg

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steeder's leg and grappled (escape DC 12). The steeder can have only one creature grappled at a time.

Attack

Sticky Leg|5|escapeDC12

Fensir Devourer

Size

Huge

Type

celestial

Alignment

typically chaotic neutral

Armor Class

17 (natural armor)

Hit Points

138 (12d12 + 60)

Speed

40 ft.

Strength

20

Dexterity

10

Constitution

21

Intelligence

10

Wisdom

14

Charisma

11

Skills

Survival +8, Perception +8

Senses

darkvision 60 ft.

Passive Perception

18

Languages

Common, Giant

Challenge Rating

8

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 135

Proficiency Bonus

Description

+3

Death Curse

Description

When the fensir starts its turn with 0 hit points and doesn't regenerate, it releases a curse on those around it. Each creature within 30 feet of the fensir when it dies must succeed on a DC 13 Charisma saving throw or be cursed for the next 24 hours.

While cursed in this way, an affected creature gains no benefit from finishing a short or long rest. At the end of every hour, the creature must succeed on a DC 13 Charisma saving throw or take 11 (2d10) psychic damage.

Regeneration

Description

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

Sunlight Hypersensitivity

Description

When the fensir starts its turn in sunlight, it must succeed on a DC 15 Constitution saving throw or have the petrified condition until the fensir is no longer in sunlight.

Actions

Multiattack

Description

The fensir makes two attacks, using Rend, Boulder, or a combination of them.

Rend

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) slashing damage.

Attack

Rend|8|3d10 + 5

Boulder

Description

Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or have the prone condition. After the fensir throws the boulder, roll a d6; on a roll of 4 or lower, the fensir has no more boulders to throw.

Attack

Boulder|8|2d12 + 5

Fensir Skirmisher

Size

Large

Type

giant

Alignment

any alignment

Armor Class

15 (chain shirt)

Hit Points

94 (9d10 + 45)

Speed

30 ft.

Strength

18

Dexterity

15

Constitution

20

Intelligence

14

Wisdom

11

Charisma

12

Saving Throws

Wis +3, Int +5

Skills

Perception +6

Senses

darkvision 60 ft.

Passive Perception

16

Languages

Common, Giant

Challenge Rating

6

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 135

Proficiency Bonus

Description

+3

Regeneration

Description

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

Sunlight Hypersensitivity

Description

When the fensir starts its turn in sunlight, it must succeed on a DC 15 Constitution saving throw or have the petrified condition until the fensir is no longer in sunlight.

Actions

Multiattack

Description

The fensir makes three Battleaxe attacks or two Magic Stone attacks.

Battleaxe

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands.

Attack

Battleaxe|7|2d8 + 4

Battleaxe (Two-Handed)|7|2d10 + 4

Magic Stone

Description

Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 13 Strength saving throw or have the prone condition.

Attack

Magic Stone|5|2d12 + 2

Mud to Stone (Recharge 6)

Description

The fensir lobs a magical mass of mud that splashes all creatures in a 30-foot-radius sphere centered on a point the fensir can see within 60 feet of itself. Each non-fensir creature in that area must succeed on a DC 13 Dexterity saving throw or take 13 (3d8) bludgeoning damage and have the restrained condition as the mud begins to turn to stone. An affected creature must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the creature. On a failed save, the creature has the petrified condition for 24 hours.

Spellcasting

Description

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

1/day each: create or destroy water, detect magic, pass without trace

Spells

create or destroy water, detect magic, pass without trace

Feonor

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

12 (15 with mage armor)

Hit Points

99 (18d8+18)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

12

Intelligence

20

Wisdom

15

Charisma

16

Saving Throws

Int +9, Wis +6

Skills

Arcana +13, History +13

Passive Perception

12

Languages

any six languages

Challenge Rating

12

Damage Resistances

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

Traits

Source

Description

Baldur's Gate: Descent Into Avernus p. 91

Magic Resistance

Description

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

Spellcasting

Description

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

At will: disguise self, invisibility

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

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

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

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

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

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

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

• 7th level (1 slots): teleport

• 8th level (1 slots): mind blank*

• 9th level (1 slots): time stop

*Feonor casts these spells on itself before combat.

Actions

Dagger

Description

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

Attack

Dagger|6|1d4+2

Spell Slots

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

Spells

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

Feral Ashenwight

Size

Medium

Type

undead

Alignment

typically neutral evil

Armor Class

16 (natural armor)

Hit Points

65 (10d8 + 20)

Speed

25 ft.

Strength

19

Dexterity

13

Constitution

15

Intelligence

4

Wisdom

14

Charisma

6

Saving Throws

Str +7, Con +5

Damage Resistances

necrotic, poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

Senses

darkvision 120 ft.

Passive Perception

12

Languages

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

Challenge Rating

5

Traits

Source

Description

Phandelver and Below: The Shattered Obelisk p. 204

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The ashenwight makes two Necrotic Shard attacks.

Necrotic Shard

Description

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d6 + 4) necrotic damage. If the target is a creature, it has disadvantage on the next attack roll it makes before the end of its next turn.

Attack

Necrotic Shard|7|1d6 + 4

Fernitha

Size

Medium

Type

fiend (devil)

Alignment

lawful evil

Armor Class

18 (plate armor)

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

wis +6, con +8, dex +7, 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

Vecna: Eve of Ruin p.

Proficiency Bonus

Description

+4

Hellish Weapons

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

Fernitha 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

Reactions

Parry

Description

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

Ferol Sal

Size

Medium

Type

undead

Alignment

neutral evil

Armor Class

14 (studded leather armor)

Hit Points

45 (6d8+18)

Speed

30 ft.

Strength

15

Dexterity

14

Constitution

16

Intelligence

16

Wisdom

13

Charisma

15

Skills

Perception +3, Stealth +4

Passive Perception

13

Languages

the languages it knew in life

Challenge Rating

3

Damage Resistances

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

Damage Immunities

poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 249

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

Ferol makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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

Attack

Life Drain|4|1d6+2

Longsword

Description

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

Attack

Longsword|4|1d8+2

Longbow

Description

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

Attack

Longbow|4|1d8+2

Environment

underdark, swamp, urban, desert

Ferrumach Rilmani

Size

Medium

Type

celestial

Alignment

typically neutral

Armor Class

18 (natural armor)

Hit Points

136 (16d8 + 64)

Speed

30 ft.

Strength

19

Dexterity

14

Constitution

18

Intelligence

15

Wisdom

14

Charisma

10

Saving Throws

Str +8, Con +8

Skills

Athletics +8, Perception +6

Damage Resistances

psychic

Senses

truesight 120 ft.

Passive Perception

16

Languages

telepathy 120 ft., any two languages

Challenge Rating

9

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 44, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+4

Bladed Edges

Description

A creature takes 10 (3d6) slashing damage if it starts its turn grappling or being grappled by the ferrumach.

Skewering Charge

Description

If the ferrumach moves at least 20 feet in a straight line toward a Large or smaller creature and ends within 5 feet of it, that creature must succeed on a DC 16 Strength saving throw or have the grappled condition (escape DC 18) and take 10 (3d6) piercing damage.

Actions

Multiattack

Description

The ferrumach makes three Sharpened Limb or Bolt attacks.

Sharpened Limb

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 11 (2d10) psychic damage.

Attack

Sharpened Limb|8|1d10 + 4+2d10

Bolt

Description

Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 11 (2d10) psychic damage.

Attack

Bolt|8|1d6 + 4+2d10

Spellcasting

Description

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

At will: detect magic

1/day each: dispel magic, ice storm

Spells

detect magic, dispel magic, ice storm

Fewmaster Gholcag

Size

Large

Type

giant

Alignment

chaotic evil

Armor Class

14 (scale mail)

Hit Points

59 (7d10 + 21)

Speed

40 ft.

Strength

19

Dexterity

8

Constitution

16

Intelligence

5

Wisdom

7

Charisma

7

Senses

darkvision 60 ft.

Passive Perception

8

Languages

Common, Giant

Challenge Rating

2

Traits

Source

Description

Dragonlance: Shadow of the Dragon Queen p. 74

Proficiency Bonus

Description

+2

Actions

Greatclub

Description

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

Attack

Greatclub|6|2d8 + 4

Javelin

Description

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Attack

Javelin|6|2d6 + 4

Fey Spirit

Size

Small

Type

fey

Armor Class

15 (natural armor)

Hit Points

30

Speed

40 ft.

Strength

13

Dexterity

16

Constitution

14

Intelligence

14

Wisdom

11

Charisma

16

Condition Immunities

charmed

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Sylvan, understands the languages you speak

Challenge Rating

2

Traits

Source

Description

Tasha's Cauldron of Everything p. 112

Armor Class

Description

12 + the level of the spell (natural armor)

Hit Points

Description

30 + 10 for each spell level above 3rd

CR

Description

Proficiency Bonus equals your bonus

Actions

Multiattack

Description

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

Shortsword

Description

Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level piercing damage+ 1d6 force damage.

Fey Step (Bonus Action)

Description

The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey's chosen mood:

Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.

Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.

Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.

Feyr

Size

Large

Type

aberration

Alignment

typically chaotic evil

Armor Class

16 (natural armor)

Hit Points

88 (16d10)

Speed

0 ft., fly 50 ft.(hover)

Strength

16

Dexterity

16

Constitution

11

Intelligence

14

Wisdom

14

Charisma

11

Saving Throws

wis +5, int +5

Skills

stealth +9, perception +5

Senses

darkvision 120 ft.

Passive Perception

15

Challenge Rating

5

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 22

Proficiency Bonus

Description

+3

Unusual Nature

Description

The feyr doesn't require air.

Actions

Multiattack

Description

The feyr makes one Frightful Bite attack and one Tentacle attack.

Frightful Bite

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage, and each creature within 10 feet of the feyr that can see it must succeed on a DC 13 Wisdom saving throw or be frightened of the feyr until the end of the feyr's next turn.

Attack

Frightful Bite|6|1d10 + 3

Tentacle

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 17 (4d6 + 3) psychic damage, and the target is grappled (escape DC 13). Until this grapple ends, the feyr can't use this tentacle against other targets. The feyr has two tentacles, each of which can grapple one creature.

Attack

Tentacle|6|4d6 + 3

Invisibility

Description

The feyr becomes invisible until it attacks, uses Nightmare Fuel, or uses a bonus action to become visible.

Nightmare Fuel (1/Day)

Description

The feyr targets one unconscious creature it can see within 10 feet of itself. The target must succeed on a DC 13 Wisdom saving throw or take 27 (5d10) psychic damage, and the feyr gains temporary hit points equal to the damage dealt.

Fhenimore (Kraken Priest Variant)

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

13 (natural armor)

Hit Points

75 (10d8 + 30)

Speed

30 ft., swim 30 ft.

Strength

13

Dexterity

10

Constitution

16

Intelligence

10

Wisdom

15

Charisma

14

Skills

Perception +5

Passive Perception

15

Languages

Aquan, Common

Challenge Rating

5

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Traits

Source

Description

Locathah Rising p. 20

Amphibious

Description

Fhenimore can breathe air and water.

Blood Frenzy

Description

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

Innate Spellcasting

Description

Fhenimore's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: command, create or destroy water

3/day each: control water, darkness, water breathing, water walk

1/day each: Evard's black tentacles, lightning bolt

Actions

Multiattack

Description

Fhenimore can attack once with her bite attack and once with Thunderous Touch.

Bite

Description

Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Attack

Bite|7|1d10+3

Thunderous Touch

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.

Attack

Thunderous Touch|5|5d10

Spells

command, create or destroy water, control water, darkness, water breathing, water walk, Evard's black tentacles, lightning bolt

Environment

coastal, underwater

Fidelio

Size

Medium

Type

undead

Alignment

any alignment

Armor Class

11

Hit Points

80 (10d8)

Speed

0 ft., fly 40 ft.(hover)

Strength

7

Dexterity

13

Constitution

10

Intelligence

10

Wisdom

12

Charisma

17

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

11

Languages

any languages it knew in life

Challenge Rating

4

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 197

Ethereal Sight

Description

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

Incorporeal Movement

Description

Fidelio 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.

Actions

Withering Touch

Description

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

Attack

Withering Touch|5|4d6 + 3

Etherealness

Description

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

Horrifying Visage

Description

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

Possession (Recharge 6)

Description

One humanoid that Fidelio can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by Fidelio; Fidelio then disappears, and the target is incapacitated and loses control of its body. Fidelio now controls the body but doesn't deprive the target of awareness. Fidelio can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

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

Fiendish Auger

Size

Huge

Type

construct

Alignment

typically neutral evil

Armor Class

15 (natural armor)

Hit Points

85 (9d12 + 27)

Speed

40 ft., burrow 30 ft.

Strength

23

Dexterity

10

Constitution

17

Intelligence

6

Wisdom

12

Charisma

5

Damage Immunities

fire, poison

Condition Immunities

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

Senses

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

Passive Perception

11

Challenge Rating

5

Traits

Source

Description

Phandelver and Below: The Shattered Obelisk p. 206

Proficiency Bonus

Description

+3

Siege Monster

Description

The auger deals double damage to objects and structures.

Tunneler

Description

The auger can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Flaming Drill

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage. If the auger moves at least 20 feet in a straight line toward the target immediately before the hit, the target takes an additional 11 (2d10) piercing damage, and if the target is a creature, it must succeed on a DC 17 Strength saving throw or have the prone condition.

Attack

Flaming Drill|9|2d10 + 6+2d6

Burst of Heat (Recharge 5-6) (bonus action)

Description

The auger releases an intense burst of heat in a 30-foot-radius sphere centered on itself. This heat spreads around corners. Each creature in this area must make a DC 17 Constitution saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one.

Fiendish Flesh Golem

Size

Large

Type

construct

Alignment

unaligned

Speed

30 ft., fly 30 ft. (Hover)

Armor Class

12 (natural armor)

Challenge Rating

8

Strength

20

Dexterity

9

Constitution

20

Wisdom

10

Intelligence

7

Charisma

5

Passive Perception

10

Hit Points

210 (20d10+100)

Damage Resistances

Cold, fire

Damage Immunities

lightning, poison, bludgeoning, piercing, and slashing from non-magical attacks that aren't adamantine or silvered

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

Darkvision 60 ft.

Languages

Understands the languages of its creator but cant speak.

Traits

Source

Description

Baldur's Gate: Descent into Avernus p. 236

Berserk

Description

Whenever the golem starts its turn with 100 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. If the golem's creator is within 60 feet of the berserk golem, the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go berserk again.

Immutable Form

Description

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

Lightning Absorption

Description

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

Magic Resistance

Description

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

Magic Weapons

Description

The golem's weapon attacks are magical.

Actions

Multiattack

Description

The golem makes two slam attacks.

Slam

Description

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

Attack

Slam|8|2d10+5

Environment

underdark

Fiendish Formian

Size

Medium

Type

fiend

Alignment

lawful evil

Armor Class

15 (natural armor)

Hit Points

45 (6d8 + 18)

Speed

40 ft.

Strength

18

Dexterity

14

Constitution

17

Intelligence

10

Wisdom

12

Charisma

11

Saving Throws

Str +6

Skills

Acrobatics +4, Stealth +4

Damage Resistances

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

Damage Immunities

cold, fire, poison

Condition Immunities

charmed, poisoned

Senses

darkvision 60 ft.

Passive Perception

11

Languages

Formian

Challenge Rating

4

Traits

Source

Description

Chains of Asmodeus p. 141

Proficiency Bonus

Description

+2

Hive Mind

Description

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

Actions

Multiattack

Description

The fiendish formian makes two Claw attacks.

Claw

Description

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

Attack

Claw|6|1d6+4

Bite

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and the target must make a DC 14 Constitution saving throw. On a failed save, the target's Strength score is reduced by 1. 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|6|1d8+4

Fiendish Orc

Size

Medium

Type

fiend (orc)

Alignment

chaotic evil

Armor Class

13 (hide armor)

Hit Points

15 (2d8 + 6)

Speed

30 ft.

Strength

16

Dexterity

12

Constitution

16

Intelligence

7

Wisdom

11

Charisma

10

Skills

Intimidation +2

Damage Immunities

fire, poison

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Abyssal, Common, Orc

Challenge Rating

1/2

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 71

Proficiency Bonus

Description

+2

Aggressive

Description

As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Actions

Greataxe

Description

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

Attack

Greataxe|5|1d12 + 3

Javelin

Description

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

Attack

Javelin|5|1d6+3

Fiendish Spirit

Size

Large

Type

fiend

Armor Class

18 (natural armor)

Hit Points

50

Speed

40 ft.; climb 40 ft. (Demon only); fly 60 ft. (Devil only)

Strength

13

Dexterity

16

Constitution

15

Intelligence

10

Wisdom

10

Charisma

16

Damage Resistances

fire

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Abyssal, Infernal, telepathy 60 ft.

Challenge Rating

5

Traits

Source

Description

Tasha's Cauldron of Everything p. 112

Armor Class

Description

12 + the level of the spell (natural armor)

Hit Points

Description

50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th

CR

Description

Proficiency Bonus equals your bonus

Death Throes (Demon Only)

Description

When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell's level fire damage on a failed save, or half as much damage on a successful one.

Devil's Sight (Devil Only)

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

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

Bite (Demon Only)

Description

Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell's level necrotic damage.

Claws (Yugoloth Only)

Description

Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell's level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.

Hurl Flame (Devil Only)

Description

Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell's level fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Fierna

Size

Medium

Type

fiend (devil)

Alignment

lawful evil

Armor Class

20 (natural armor)

Hit Points

367 (35d8 + 210)

Speed

30 ft., fly 60 ft.

Strength

17

Dexterity

25

Constitution

22

Intelligence

22

Wisdom

22

Charisma

29

Saving Throws

Dex +15, Con +14, Wis +14, Cha +17

Skills

Acrobatics +15, Deception +25, Insight +14, Intimidation +17, Perception +14, Persuasion +25

Damage Resistances

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

Damage Immunities

cold, fire, poison

Condition Immunities

charmed, poisoned

Senses

darkvision 120 ft.

Passive Perception

24

Languages

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

Challenge Rating

25

Traits

Source

Description

Chains of Asmodeus p. 225

Proficiency Bonus

Description

+8

Fear Aura

Description

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

Fiendish Regeneration

Description

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

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Princess of Hellfire

Description

Fire conjured by Fierna becomes Hellfire. It ignores resistances and immunities to fire damage, deals double damage to creatures vulnerable to fire or necrotic damage, can't be extinguished through any means, and is capable of melting stone or igniting inflammable objects.

Actions

Multiattack

Description

Fierna makes three attacks using Flame Blade, Mote of Flame, or a combination of the two.

Flame Blade

Description

Melee Spell Attack: +20 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) fire damage.

Attack

Flame Blade|20|4d6+9

Mote of Flame

Description

Fierna targets a creature she can see within 90 feet of her. The target must make a DC 25 Dexterity saving throw, taking 22 (3d8 + 9) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Wreath of Flames

Description

When hit by a melee attack and Fierna can see her attacker, she covers herself in Hellfire, and the attacker takes 13 (3d8) fire damage.

Legendary Actions

Legendary Actions (3/Turn)

Description

Fierna 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. Fierna regains spent legendary actions at the start of her turn.

Blade

Description

Fierna makes a Flame Blade attack.

Conjure Hellfire (Costs 2 Actions)

Description

Fierna chooses a point she can see within 150 feet of her. All creatures in a 20-foot-radius sphere centered on that point must make a DC 25 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Call Underling (Costs 3 Actions)

Description

Fierna summons an allied spined devil in an unoccupied space that she can see.

Figaro

Size

Medium

Type

humanoid (tiefling)

Alignment

lawful good

Armor Class

12 (15 with mage armor)

Hit Points

40 (9d8)

Speed

30 ft.

Strength

9

Dexterity

14

Constitution

11

Intelligence

17

Wisdom

12

Charisma

11

Saving Throws

wis +4, int +6

Skills

arcana +6, history +6

Damage Resistances

fire

Senses

darkvision 60 ft.

Passive Perception

11

Languages

any four languages, Infernal

Challenge Rating

6

Traits

Source

Description

Vecna: Eve of Ruin p.

Proficiency Bonus

Description

+3

Spellcasting

Description

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

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

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

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

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

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

• 5th level (1 slots): cone of cold

Actions

Dagger

Description

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

Attack

Dagger|5|1d4 + 2

Spell Slots

4, 3, 3, 3, 1

Spells

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

Firbolg Primeval Warden

Size

Medium

Type

humanoid (druid)

Alignment

any alignment

Armor Class

16 (hide armor, shield)

Hit Points

65 (10d8 + 20)

Speed

30 ft.

Strength

16

Dexterity

14

Constitution

14

Intelligence

12

Wisdom

16

Charisma

11

Saving Throws

Wis +5, Int +3

Skills

Nature +3, Medicine +5, Perception +7

Passive Perception

17

Languages

Common, Druidic, Giant

Challenge Rating

4

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 136

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The firbolg makes two Spear or Fire Lance attacks.

Spear

Description

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8) fire damage.

Attack

Spear|5|1d6 + 3+2d8

Fire Lance

Description

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

Attack

Fire Lance|5|2d10 + 3

Spellcasting

Description

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

At will: entangle, speak with animals, speak with plants

1/day each: commune with nature (as an action), detect magic, disguise self

Hidden Step (2/Day) (bonus action)

Description

The firbolg magically turns invisible until the start of its next turn, until it makes an attack roll, or until it forces someone to make a saving throw.

Spells

entangle, speak with animals, speak with plants, commune with nature, detect magic, disguise self

Firbolg Wanderer

Size

Medium

Type

humanoid (cleric)

Alignment

any alignment

Armor Class

16 (breastplate)

Hit Points

90 (12d8 + 36)

Speed

30 ft.

Strength

16

Dexterity

14

Constitution

16

Intelligence

14

Wisdom

17

Charisma

16

Saving Throws

Dex +5, Cha +6

Skills

Persuasion +6, Stealth +5, Perception +6

Passive Perception

16

Languages

Common, Giant

Challenge Rating

5

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 137

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The firbolg makes two attacks using Longsword, Bewitching Bolt, or a combination of them.

Longsword

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 9 (2d8) psychic damage.

Attack

Longsword|6|1d8 + 3+2d8

Longsword (Two-Handed)|6|1d10 + 3+2d8

Bewitching Bolt

Description

Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 10 (2d6 + 3) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or have the charmed condition until the start of the target's next turn.

Attack

Bewitching Bolt|6|2d6 + 3

Spellcasting

Description

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

At will: mage hand, minor illusion, Tasha's hideous laughter

1/day each: detect magic, disguise self, dispel magic, polymorph

Duplicitous Movement (1/Day) (bonus action)

Description

The firbolg projects an illusory duplicate of itself in an unoccupied space it can see within 30 feet of itself. The firbolg can then swap places with the illusion. The illusion vanishes after 1 minute, if the firbolg is incapacitated, or if the illusion is more than 120 feet from the firbolg.

As a bonus action on later turns, the firbolg can move the illusion up to 30 feet and can then swap places with it.

Spells

mage hand, minor illusion, tasha's hideous laughter, detect magic, disguise self, dispel magic, polymorph

Fire Elemental

Size

Large

Type

elemental

Alignment

neutral

Armor Class

13

Hit Points

102 (12d10+36)

Speed

50 ft.

Strength

10

Dexterity

17

Constitution

16

Intelligence

6

Wisdom

10

Charisma

7

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

fire, poison

Condition Immunities

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

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Ignan

Challenge Rating

5

Traits

Source

Description

Monster Manual p. 125

Fire Form

Description

The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Attack

Fire Form||1d10

Illumination

Description

The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..

Water Susceptibility

Description

For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack

Description

The elemental makes two touch attacks.

Touch

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Attack

Touch|6|2d6+3

Environment

desert

Fire Elemental Myrmidon

Size

Medium

Type

elemental

Alignment

typically neutral

Armor Class

18 (plate)

Hit Points

123 (19d8 + 38)

Speed

40 ft.

Strength

13

Dexterity

18

Constitution

15

Intelligence

9

Wisdom

10

Charisma

10

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

fire, poison

Condition Immunities

paralyzed, petrified, poisoned, prone

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Ignan, one language of its creator's choice

Challenge Rating

7

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 123, Mordenkainen's Tome of Foes p. 203

Proficiency Bonus

Description

+3

Illumination

Description

The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.

Water Susceptibility

Description

For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage.

Actions

Multiattack

Description

The myrmidon makes three Scimitar attacks.

Scimitar

Description

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

Attack

Scimitar|7|1d6+4

Fiery Strikes (Recharge 6)

Description

The myrmidon uses Multiattack. Each attack that hits deals an extra 7 (2d6) fire damage.

Fire Giant

Size

Huge

Type

giant

Alignment

lawful evil

Armor Class

18 (plate)

Hit Points

162 (13d12+78)

Speed

30 ft.

Strength

25

Dexterity

9

Constitution

23

Intelligence

10

Wisdom

14

Charisma

13

Saving Throws

Dex +3, Con +10, Cha +5

Skills

Athletics +11, Perception +6

Damage Immunities

fire

Passive Perception

16

Languages

Giant

Challenge Rating

9

Traits

Source

Description

Monster Manual p. 154

Actions

Multiattack

Description

The giant makes two greatsword attacks.

Greatsword

Description

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

Attack

|11|6d6+7

Rock

Description

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

Attack

|11|4d10+7

Environment

mountain, underdark