A reference for every adventure

Compendium

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

7 categories

Monsters

2646 of 2646 entries · Showing 851–900

Fire Giant (Variant)

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

Variant: Siege Monster

Description

The giant deals double damage to objects and structures.

Storm King's Thunder p. 246

Variant: Tackle

Description

When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone.

Storm King's Thunder p. 245

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

Fire Giant Dreadnought

Size

Huge

Type

giant

Alignment

typically lawful evil

Armor Class

21 (plate, Dual Shields)

Hit Points

187 (15d12 + 90)

Speed

30 ft.

Strength

27

Dexterity

9

Constitution

23

Intelligence

8

Wisdom

10

Charisma

11

Saving Throws

Dex +4, Con +11, Cha +5

Skills

Athletics +13, Perception +5

Damage Immunities

fire

Passive Perception

15

Languages

Giant

Challenge Rating

14

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 124, Volo's Guide to Monsters p. 147

Proficiency Bonus

Description

+5

Dual Shields

Description

The giant carries two shields, which together give the giant +3 to its AC (accounted for above).

Actions

Multiattack

Description

The giant makes two Fireshield or Rock attacks.

Fireshield

Description

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

Attack

Fireshield|13|4d6+8+2d6+2d6

Rock

Description

Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Attack

Rock|13|4d10+8

Shield Charge (Recharge 5–6)

Description

The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, that creature must succeed on a DC 21 Strength saving throw or take 36 (8d6 + 8) bludgeoning damage plus 14 (4d6) fire damage and be pushed up to 30 feet and knocked prone.

Fire Giant Forgecaller

Size

Huge

Type

giant (cleric)

Alignment

any alignment

Armor Class

18 (plate armor)

Hit Points

312 (25d12 + 150)

Speed

30 ft., fly 30 ft.(hover)

Strength

25

Dexterity

11

Constitution

23

Intelligence

16

Wisdom

21

Charisma

18

Saving Throws

Wis +11, Dex +6, Int +9

Skills

Athletics +13, Perception +11

Damage Immunities

fire

Passive Perception

21

Languages

Common, Giant

Challenge Rating

18

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 138

Proficiency Bonus

Description

+6

Fire Rune

Description

The giant has a fire rune inscribed on a medallion or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Magma Wave action and Furnace Armor bonus action.

The object bearing the rune has AC 15; 40 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a fire rune on an object in its possession when it finishes a short or long rest.

Legendary Resistance (3/Day)

Description

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

Actions

Multiattack

Description

The giant makes three Forge Hammer attacks or two Heated Rock attacks.

Forge Hammer

Description

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (5d6 + 7) bludgeoning damage. Hit or Miss: The giant can cause the hammer to emit a burst of heat in a 30-foot-radius sphere centered on the target. Metal objects in that area glow red-hot until the start of the giant's next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 19 Constitution saving throw. On a failed save, the creature takes 10 (3d6) fire damage and has disadvantage on attack rolls until the start of its next turn unless it has immunity to fire damage. The hammer can emit heat in this way only once per turn.

Attack

Forge Hammer|13|5d6 + 7+3d6

Heated Rock

Description

Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage plus 19 (3d12) fire damage. If the target is a Large or smaller creature, it must succeed on a DC 21 Strength saving throw or have the prone condition. After the giant throws the rock, roll a d6; on a roll of 3 or lower, the giant has no more rocks to throw.

Attack

Heated Rock|13|3d10 + 7+3d12

Magma Wave (Requires Fire Rune)

Description

The giant emits a wave of magma from its fire rune in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) fire damage and has the restrained condition. As an action, a creature can make a DC 19 Strength (Athletics) check, freeing itself or a creature within its reach from the rock on a success. The rock restraining each creature has AC 17; 20 hit points; and immunity to fire, poison, and psychic damage. On a successful save, a creature takes half as much damage only.

Furnace Armor (Requires Fire Rune) (bonus action)

Description

The giant causes smoke and cinders to billow from its armor, filling a 30-foot-radius sphere centered on the giant. While the armor is billowing smoke, the giant has half cover. The armor stops billowing smoke after 1 minute, when the giant dies, when the giant uses a bonus action to end the effect, or when the giant's fire rune is destroyed.

Fire Giant of Evil Fire

Size

Huge

Type

giant

Alignment

typically lawful evil

Armor Class

18 (plate armor)

Hit Points

150 (12d12 + 72)

Speed

30 ft.

Strength

25

Dexterity

9

Constitution

23

Intelligence

10

Wisdom

19

Charisma

14

Saving Throws

Wis +8, Con +10, Cha +6

Skills

Athletics +11, Perception +8

Damage Immunities

fire

Passive Perception

18

Languages

Common, Giant, Ignan

Challenge Rating

10

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 139

Proficiency Bonus

Description

+4

Shrapnel Explosion

Description

When the giant drops to 0 hit points, its armor explodes, destroying the giant's body and scattering the armor as shrapnel. Creatures within 10 feet of the giant when its armor explodes must make a DC 18 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack

Description

The giant makes two Searing Scepter attacks or two Bolt of Imix attacks.

Searing Scepter

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 9 (2d8) fire damage, and the target is magically branded. While branded in this way, the target becomes visible if it's invisible, can't become invisible, and sheds dim light in a 5-foot radius. The brand disappears after 24 hours, or it can be removed from a creature or an object by any spell that ends a curse.

Attack

Searing Scepter|11|3d6 + 7+2d8

Bolt of Imix

Description

Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 20 (3d10 + 4) fire damage, and the target must succeed on a DC 16 Wisdom saving throw or have the frightened condition until the end of the target's next turn.

Attack

Bolt of Imix|8|3d10 + 4

Fire Giant Royal Headsman

Size

Huge

Type

giant

Alignment

lawful evil

Armor Class

18 (plate armor)

Hit Points

162 (13d12 + 78)

Speed

30 ft.

Strength

25

Dexterity

9

Constitution

23

Intelligence

10

Wisdom

14

Charisma

13

Saving Throws

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

Tales from the Yawning Portal p. 201

Proficiency Bonus

Description

+4

Actions

Multiattack

Description

The giant makes two greataxe attacks.

Greataxe +2

Description

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) slashing damage.

Attack

Greataxe|13|3d12+9

Rock

Description

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

Attack

Rock|11|4d10+7

Fire Hellion

Size

Huge

Type

fiend (devil)

Alignment

typically lawful evil

Armor Class

18 (plate armor)

Hit Points

175 (14d12 + 84)

Speed

30 ft.

Strength

25

Dexterity

10

Constitution

23

Intelligence

16

Wisdom

14

Charisma

21

Saving Throws

Wis +6, Cha +9

Skills

Arcana +7, Athletics +11, Perception +6

Damage Immunities

fire

Condition Immunities

charmed, frightened

Senses

darkvision 120 ft.

Passive Perception

16

Languages

Common, Giant, Infernal

Challenge Rating

11

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 140

Proficiency Bonus

Description

+4

Magic Resistance

Description

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

Soul Taker

Description

A Giant or a Humanoid that is reduced to 0 hit points by the hellion dies, and its soul rises as a lemure (see the Monster Manual) on Avernus, one of the Nine Hells, in 1d4 hours. If the creature isn't revived before then, it can be restored to life only by a wish spell or by killing the lemure and casting true resurrection on the creature's original body.

Actions

Multiattack

Description

The hellion makes two Morningstar attacks.

Morningstar

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 11 (2d10) fire damage. If the target is a creature, it can't regain hit points until the start of the hellion's next turn.

Attack

Morningstar|11|3d8 + 7+2d10

Infernal Orb

Description

The hellion hurls a magical ball of fire that explodes in a 20-foot-radius sphere centered on a point the hellion can see within 120 feet of itself. The sphere spreads around corners. Each creature in that area must make a DC 17 Dexterity saving throw. A creature takes 18 (4d8) fire damage and 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.

Fire Kraken

Size

Gargantuan

Type

elemental

Alignment

chaotic neutral

Armor Class

16 (natural armor)

Hit Points

402 (23d20 + 161)

Speed

30 ft., swim 60 ft.

Strength

27

Dexterity

11

Constitution

24

Intelligence

10

Wisdom

20

Charisma

15

Saving Throws

Dex +7, Con +14

Skills

Athletics +15, Nature +7, Survival +12

Damage Immunities

fire; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

frightened, paralyzed

Senses

blindsight 120 ft.

Passive Perception

15

Languages

understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.

Challenge Rating

21

Traits

Source

Description

Chains of Asmodeus p. 120

Proficiency Bonus

Description

+7

Freedom of Movement

Description

The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or grapples.

Legendary Resistance (3/Day)

Description

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

Siege Monster

Description

The kraken deals double damage to objects and structures.

Actions

Multiattack

Description

The kraken makes two attacks using its Tentacle, Fling, or a combination of the two.

Bite

Description

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) piercing damage and 7 (2d6) fire damage. If the target is a Large or smaller creature grappled by the kraken, the creature is swallowed and the grapple ends. While swallowed, a creature has the blinded and restrained conditions, has total cover against attacks and other effects outside the kraken, and takes 42 (12d6) fire damage at the start of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, it must succeed on a DC 23 Constitution saving throw or regurgitate all swallowed creatures, which fall into a space within 10 feet of the kraken and now have the prone condition. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting with the prone condition.

Attack

Bite|15|3d6+8+2d6

Tentacle

Description

Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 13 (2d4 + 8) fire damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 16). While grappled, the target also has the restrained condition. Any target that starts its turn grappled by the kraken takes 5 (2d4) fire damage. The kraken has five tentacles, each of which can grapple one target.

Attack

Tentacle|15|2d4+8

Fling

Description

One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a random direction, and now has the prone condition. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at a creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked down with the prone condition.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Appendage

Description

The kraken makes a Fling attack.

Fire Breath (Costs 3 Actions)

Description

The kraken exhales fire in a 60-foot cone. Each creature in that area must make a DC

Fire Snake

Size

Medium

Type

elemental

Alignment

neutral evil

Armor Class

14 (natural armor)

Hit Points

22 (5d8)

Speed

30 ft.

Strength

12

Dexterity

14

Constitution

11

Intelligence

7

Wisdom

10

Charisma

8

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Vulnerabilities

cold

Damage Immunities

fire

Senses

darkvision 60 ft.

Passive Perception

10

Languages

understands Ignan but can't speak

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 265

Heated Body

Description

A creature that touches the snake or hits it with a melee attack while within 5 ft. of it takes 3 (1d6) fire damage.

Attack

Heated Body||1d6

Actions

Multiattack

Description

The snake makes two attacks: one with its bite and one with its tail.

Bite

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus 3 (1d6) fire damage.

Attack

Bite|3|1d4+1+1d6

Tail

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3 (1d6) fire damage.

Attack

Tail|3|1d4+1+1d6

Environment

underdark

Firefist

Size

Medium

Type

humanoid (any race)

Alignment

lawful good

Armor Class

18 (plate armor)

Hit Points

117 (18d8+36)

Speed

30 ft.

Strength

16

Dexterity

10

Constitution

14

Intelligence

11

Wisdom

17

Charisma

13

Saving Throws

Con +5, Wis +6

Skills

Intimidation +4, Religion +3

Passive Perception

13

Languages

any one language (usually Common)

Challenge Rating

7

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 231

Spellcasting

Description

The firefist is a 9th-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): fire bolt, light, sacred flame, spare the dying

• 1st level (4 slots): guiding bolt, healing word, heroism, shield of faith

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

• 3rd level (3 slots): blinding smite, crusader's mantle, revivify

• 4th level (3 slots): banishment, wall of fire

• 5th level (1 slots): flame strike

Actions

Multiattack

Description

The firefist makes two greatsword attacks.

Greatsword

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Attack

Greatsword|6|2d6+3

Reactions

Guided Attack (Recharges after a Short or Long Rest)

Description

When the firefist or one creature it can see within 30 feet of it makes an attack roll, the firefist grants a +10 bonus to that roll.

Spell Slots

4, 3, 3, 3, 1

Spells

fire bolt, light, sacred flame, spare the dying, guiding bolt, healing word, heroism, shield of faith, lesser restoration, scorching ray, blinding smite, crusader's mantle, revivify, banishment, wall of fire, flame strike

Firegaunt

Size

Huge

Type

undead

Alignment

typically lawful evil

Armor Class

15 (damaged plate)

Hit Points

175 (14d12 + 84)

Speed

40 ft.

Strength

25

Dexterity

7

Constitution

23

Intelligence

10

Wisdom

14

Charisma

13

Saving Throws

Con +10, Dex +2, Cha +5

Skills

Athletics +11, Perception +6

Damage Resistances

necrotic

Damage Immunities

fire, poison

Condition Immunities

exhaustion, petrified, poisoned

Passive Perception

16

Languages

Giant

Challenge Rating

11

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 137

Proficiency Bonus

Description

+4

Fire Blood

Description

Whenever a creature within 5 feet of the firegaunt hits the firegaunt with a melee attack that deals piercing or slashing damage, that creature takes 5 (1d10) fire damage.

Actions

Multiattack

Description

The firegaunt makes two Heated Maul attacks.

Heated Maul

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. The firegaunt can cause the maul to erupt with crimson flames, and the target must succeed on a DC 18 Dexterity saving throw or take 10 (3d6) fire damage and 10 (3d6) necrotic damage. The maul can erupt with flames in this way only once per turn.

Attack

Heated Maul|11|3d10 + 7

Crimson Rays (Recharge 5-6)

Description

The firegaunt emits beams of fire from its eyes, mouth, and wounds in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. On a success or failure, that creature catches fire. Until the burning creature or another creature that can reach it takes an action to extinguish the fire, the burning creature can't regain hit points and takes 5 (1d10) fire damage at the start of each of its turns.

Firemane Angel

Size

Medium

Type

celestial

Alignment

chaotic good

Armor Class

18 (plate armor)

Hit Points

135 (18d8+54)

Speed

40 ft., fly 120 ft.

Strength

22

Dexterity

15

Constitution

17

Intelligence

12

Wisdom

14

Charisma

23

Saving Throws

Str +10, Wis +6, Cha +10

Skills

Insight +6, Perception +6

Passive Perception

16

Languages

all

Challenge Rating

12

Damage Resistances

fire, radiant; bludgeoning, piercing, slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened

Senses

truesight 120 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 190

Flyby

Description

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

Innate Spellcasting

Description

The angel's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:

3/day each: compelled duel, guiding bolt (as a 5th-level spell)

1/day each: daylight, fireball (as a 6th-level spell)

Magic Resistance

Description

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

Relentless (Recharges after a Short or Long Rest)

Description

If the angel takes 21 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack

Description

The angel makes two melee attacks.

Longsword

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 22 (5d8) fire or radiant damage (angel's choice).

Attack

Longsword|10|1d8+6

Spells

compelled duel, guiding bolt, daylight, fireball

Firenewt Warlock Of Imix

Size

Medium

Type

elemental

Alignment

typically neutral evil

Armor Class

10

Hit Points

33 (6d8 + 6)

Speed

30 ft.

Strength

13

Dexterity

11

Constitution

12

Intelligence

9

Wisdom

11

Charisma

14

Damage Immunities

fire

Senses

darkvision 120 ft.

Passive Perception

10

Languages

Draconic, Ignan

Challenge Rating

1

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 125, Volo's Guide to Monsters p. 143

Proficiency Bonus

Description

+2

Amphibious

Description

The firenewt can breathe air and water.

Devil's Sight

Description

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

Imix's Blessing

Description

When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.

Actions

Multiattack

Description

The firenewt makes three Morningstar or Fire Ray attacks.

Morningstar

Description

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

Attack

Morningstar|3|1d8+1

Fire Ray

Description

Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d6 + 2) fire damage.

Attack

Fire Ray|4|1d6+2

Spellcasting

Description

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

At will: guidance, light, mage armor, mage hand, prestidigitation

Spells

guidance, light, mage armor, mage hand, prestidigitation

Firenewt Warrior

Size

Medium

Type

elemental

Alignment

typically neutral

Armor Class

13 (shield)

Hit Points

27 (5d8 + 5)

Speed

30 ft.

Strength

10

Dexterity

13

Constitution

12

Intelligence

7

Wisdom

11

Charisma

8

Damage Immunities

fire

Passive Perception

10

Languages

Draconic, Ignan

Challenge Rating

1/2

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 125, Volo's Guide to Monsters p. 142

Proficiency Bonus

Description

+2

Amphibious

Description

The firenewt can breathe air and water.

Actions

Multiattack

Description

The firenewt makes two Scimitar attacks.

Scimitar

Description

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

Attack

Scimitar|3|1d6+1

Spit Fire (Recharges after a Short or Long Rest)

Description

The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.

First-Year Student

Size

Medium

Type

humanoid (wizard)

Alignment

any alignment

Armor Class

11

Hit Points

33 (6d8 + 6)

Speed

30 ft.

Strength

8

Dexterity

12

Constitution

13

Intelligence

12

Wisdom

10

Charisma

11

Passive Perception

10

Languages

Common plus any two languages

Challenge Rating

1/2

Traits

Source

Description

Strixhaven: A Curriculum of Chaos p. 191

Proficiency Bonus

Description

+2

Excited to Be Here

Description

The student has advantage on initiative rolls.

Actions

Spellcasting

Description

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

At will: mage hand, prestidigitation

1/day: detect magic

Magic Flare

Description

Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage.

Attack

Magic Flare|3|1d12+1

Reactions

Beginner's Luck (2/Day)

Description

When the student fails a saving throw, it can reroll the d20. It must use the new roll.

Spells

mage hand, prestidigitation, detect magic

Fist of Bane

Size

Medium

Type

humanoid (human)

Alignment

lawful evil

Speed

30 ft.

Armor Class

18 (chain mail, shield)

Challenge Rating

1/2

Strength

16

Dexterity

11

Constitution

13

Wisdom

12

Intelligence

10

Charisma

11

Passive Perception

11

Hit Points

22 (4d8+4)

Condition Immunities

Frightened

Languages

common

Traits

Source

Description

Baldur's Gate: Descent into Avernus p. 232

Tactical Discipline

Description

The fist of Bane has advantage on all ability checks and saving throws made during combat.

Actions

Mace

Description

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

Attack

Mace|5|1d6+3

Longbow

Description

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

Attack

Longbow|2|1d8

Environment

underdark

Five-Armed Troll

Size

Large

Type

giant

Alignment

chaotic evil

Armor Class

15 (natural armor)

Hit Points

84 (8d10 + 40)

Speed

30 ft.

Strength

18

Dexterity

13

Constitution

20

Intelligence

7

Wisdom

9

Charisma

7

Skills

perception +2

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Giant

Challenge Rating

8

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 154

Keen Smell

Description

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

Regeneration

Description

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

Actions

Multiattack

Description

The troll makes six attacks: one with its bite and five with its claws.

Bite

Description

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

Attack

Bite|7|1d6 + 4

Claw

Description

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

Attack

Claw|7|2d6 + 4

Flabbergast

Size

Medium

Type

humanoid (human)

Alignment

lawful neutral

Armor Class

12 (15 with mage armor)

Hit Points

40 (9d8)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

10

Intelligence

17

Wisdom

13

Charisma

13

Saving Throws

Int +5, Wis +3

Skills

Arcana +5, Persuasion +3, History +5, Perception +3

Passive Perception

13

Languages

Common, Draconic, Elvish, Gnomish

Challenge Rating

4

Traits

Source

Description

Acquisitions Incorporated p. 200

Spellcasting

Description

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

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

• 1st level (4 slots): detect magic, mage armor, distort value*

• 2nd level (3 slots): gift of gab*, suggestion

• 3rd level (3 slots): fast friends*, lightning bolt

• 4th level (3 slots): greater invisibility

• 5th level (1 slots): cone of cold

*New spell introduced in chapter 3

Actions

Dagger

Description

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

Attack

Dagger|4|1d4+2

Spell Slots

4, 3, 3, 3, 1

Spells

fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, distort value, gift of gab, suggestion, fast friends, lightning bolt, greater invisibility, cone of cold

Flail Snail

Size

Large

Type

elemental

Alignment

unaligned

Armor Class

16 (natural armor)

Hit Points

52 (5d10 + 25)

Speed

10 ft.

Strength

17

Dexterity

5

Constitution

20

Intelligence

3

Wisdom

10

Charisma

5

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

darkvision 60 ft., tremorsense 60 ft.

Passive Perception

10

Languages

—

Challenge Rating

3

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 126, Volo's Guide to Monsters p. 144

Proficiency Bonus

Description

+2

Antimagic Shell

Description

The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll.

If the snail succeeds on its saving throw against a spell or a spell's attack roll misses it, the snail's shell converts some of the spell's energy into a burst of destructive force if the spell is of 1st level or higher; each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 3 (1d6) force damage per level of the spell on a failed save, or half as much damage on a successful one.

Actions

Multiattack

Description

The snail makes five Flail Tentacle attacks.

Flail Tentacle

Description

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

Attack

Flail Tentacle|5|1d4+3

Scintillating Shell (Recharges after a Short or Long Rest)

Description

The snail's shell emits dazzling, colored light until the end of the snail's next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends.

Shell Defense

Description

The flail snail withdraws into its shell. Until it emerges, it gains a +4 bonus to its AC and is restrained. It can emerge from its shell as a bonus action on its turn.

Flameskull

Size

Tiny

Type

undead

Alignment

neutral evil

Armor Class

13

Hit Points

40 (9d4+18)

Speed

0 ft., fly 40 ft. (hover)

Strength

1

Dexterity

17

Constitution

14

Intelligence

16

Wisdom

10

Charisma

11

Skills

Arcana +5, Perception +2

Damage Resistances

lightning, necrotic, piercing

Damage Immunities

cold, fire, poison

Condition Immunities

charmed, frightened, paralyzed, poisoned, prone

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Common

Challenge Rating

4

Traits

Source

Description

Monster Manual p. 134

Illumination

Description

The flameskull sheds either dim light in a 15- foot radius, or bright light in a 15-foot radius and dim light for an additional 15 ft.. It can switch between the options as an action.

Magic Resistance

Description

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

Rejuvenation

Description

If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.

Spellcasting

Description

The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:

Cantrips (at will): mage hand

• 1st level (3 slots): magic missile, shield

• 2nd level (2 slots): blur, flaming sphere

• 3rd level (1 slot): fireball

Actions

Multiattack

Description

The flameskull uses Fire Ray twice.

Fire Ray

Description

Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.

Attack

|5|3d6

Spells

mage hand, magic missile, shield, blur, flaming sphere, fireball

Spell Slots

3, 2, 1

Environment

underdark

Flamewrath

Size

Medium

Type

humanoid (human)

Alignment

chaotic evil

Armor Class

12 (15 with mage armor)

Hit Points

105 (14d8+42)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

16

Intelligence

11

Wisdom

10

Charisma

16

Skills

Arcana +3, Religion +3

Damage Immunities

fire

Passive Perception

10

Languages

Common, Ignan

Challenge Rating

6

Traits

Source

Description

Princes of the Apocalypse p. 201

Spellcasting

Description

The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells:

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

• 1st level (4 slots): burning hands, color spray, mage armor

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

• 3rd level (3 slots): fireball, hypnotic pattern

• 4th level (1 slot): fire shield (see Wreathed in Flame)

Wreathed in Flame

Description

For the flamewrath, the warm version of the fire shield spell has a duration of "until dispelled." The fire shield burns for 10 minutes after the flamewrath dies, consuming its body.

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

Spells

control flames, fire bolt, friends, light, minor illusion, burning hands, color spray, mage armor, scorching ray, suggestion, fireball, hypnotic pattern, fire shield

Spell Slots

4, 3, 3, 1

Flaming Skeleton

Size

Medium

Type

undead

Armor Class

12

Hit Points

19 (3d8 + 6)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

15

Intelligence

6

Wisdom

8

Charisma

5

Damage Vulnerabilities

bludgeoning

Damage Immunities

fire, poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60 ft.

Passive Perception

9

Languages

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

Challenge Rating

1/2

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 256

Proficiency Bonus

Description

+2

Heated Weapons

Description

When the skeleton hits with a metal melee weapon, the weapon deals an extra 3 (1d6) fire damage (included in the attack).

Illumination

Description

The skeleton sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Shortsword

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and 3 (1d6) fire damage.

Attack

Shortsword|4|1d6 + 2+1d6

Ignite

Description

The skeleton flings itself at a Large or smaller creature within 5 feet of it. The target must succeed on a DC 12 Dexterity saving throw or be grappled (escape DC 12). On a failed save, the target also takes 3 (1d6) fire damage at the start of each of its turns, even after the grapple ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.

Flapjack

Size

Small

Type

aberration

Alignment

lawful good

Armor Class

12

Hit Points

7 (2d6)

Speed

5 ft., fly 30 ft.

Strength

6

Dexterity

15

Constitution

10

Intelligence

14

Wisdom

14

Charisma

11

Skills

arcana +4, history +4, religion +4

Senses

darkvision 60 ft.

Passive Perception

12

Languages

understands Undercommon but can't speak, telepathy 60 ft.

Challenge Rating

1/8

Traits

Source

Description

Spelljammer: Adventures in Space - Light of Xaryxis p. 13

Proficiency Bonus

Description

+2

Advanced Telepathy

Description

Flapjack can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.

Prone Deficiency

Description

If Flapjack is knocked prone, roll a die. On an odd result, Flapjack lands upside-down and is incapacitated. At the end of each of its turns, Flapjack can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.

Telepathic Shroud

Description

Flapjack is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Actions

Tendrils

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.

Attack

Tendrils|4|1d4 + 2+1d4

Stench Spray (1/Day)

Description

Each creature in a 15-foot cone originating from Flapjack must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

Spellcasting

Description

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

At will: mage hand, minor illusion

1/day each: magic missile, unseen servant

Spells

mage hand, minor illusion, magic missile, unseen servant

Fleecemane Lion

Size

Large

Type

monstrosity

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

45 (6d10+12)

Speed

50 ft.

Strength

19

Dexterity

16

Constitution

14

Intelligence

6

Wisdom

14

Charisma

10

Saving Throws

Str +6, Con +4

Skills

Perception +4, Stealth +5

Passive Perception

14

Challenge Rating

3

Traits

Source

Description

Mythic Odysseys of Theros p. 223

Keen Smell

Description

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

Pounce

Description

If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

Running Leap

Description

With a 10-foot running start, the lion can long jump up to 25 feet.

Spell Turning

Description

The lion has advantage on saving throws against any spell that targets only the lion (not an area). If the lion's saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the lion and instead targets the caster.

Actions

Multiattack

Description

The lion makes two attacks: one with its bite and one with its claw.

Bite

Description

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

Attack

Bite|6|1d8+4

Claw

Description

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

Attack

Claw|6|1d6+4

Legendary Actions

Legendary Actions (2/Turn)

Description

The lion can take 2 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 lion regains spent legendary actions at the start of its turn.

Claw

Description

The lion makes one claw attack.

Roar (Costs 2 Actions)

Description

The lion emits a magical roar. Each creature within 60 feet of the lion that can hear the roar must succeed on a DC 12 Wisdom saving throw or be frightened of the lion until the end of the lion's next turn.

Flesh Colossus

Size

Gargantuan

Type

construct

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

280 (16d20 + 112)

Speed

60 ft.

Strength

24

Dexterity

9

Constitution

24

Intelligence

6

Wisdom

10

Charisma

5

Damage Immunities

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

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 120 ft.

Passive Perception

10

Languages

understands Giant but can't speak

Challenge Rating

20

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 141

Proficiency Bonus

Berserk

Description

If the core inside the colossus is destroyed, the colossus goes berserk. On each of its turns while berserk, the colossus attacks the nearest creature it can see. If no creature is near enough to move to and attack, the colossus attacks an object. Once the colossus goes berserk, it remains berserk until it is destroyed.

Immutable Form

Description

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

Magic Resistance

Description

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

Siege Monster

Description

The colossus deals double damage to objects and structures.

Actions

Multiattack

Description

The colossus makes two Fist attacks.

Fist

Description

Melee Weapon Attack: +13 to hit (with advantage if the colossus is berserk), reach 20 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage. If the target is a Large or smaller creature, it is pulled up to 15 feet toward the colossus, it has the grappled condition (escape DC 17), and it has the restrained condition until this grapple ends. The colossus can have up to two creatures grappled this way at a time.

Attack

Fist|13|3d6 + 7

Elemental Breath (Recharge 5-6)

Description

The colossus exhales a cloud swirling with elemental energy in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 40 (9d8) damage of a type of the colossus's choosing: acid, cold, fire, or lightning. On a successful save, a creature takes half as much damage.

At the same time as the colossus releases this exhalation, creatures inside the colossus's chest cavity take 40 (9d8) force damage from churning elemental energy.

Bite (bonus action)

Description

Melee Weapon Attack: +13 to hit, reach 5 ft., one Large or smaller creature grappled by the colossus. Hit: 20 (3d8 + 7) bludgeoning damage, and the creature is swallowed. A swallowed creature has the restrained condition, has total cover against attacks and other effects outside the colossus, and takes 10 (3d6) force damage at the start of each of the colossus's turns.

The colossus's chest cavity can hold up to two creatures at a time. Inside its chest cavity is its core, which is a Large object with AC 16 that is immune to lightning, poison, and psychic damage. It has 140 hit points and sheds dim light in a 10-foot radius. If the core is destroyed, the colossus regurgitates all swallowed creatures, each of which falls in a space within 10 feet of the colossus and has the prone condition, and the colossus can no longer swallow a creature. If the colossus dies, any swallowed creature no longer has the restrained condition and can escape from the corpse using 10 feet of movement, exiting with the prone condition.

Attack

Bite|13|3d8 + 7+3d6

Flesh Golem

Size

Medium

Type

construct

Alignment

neutral

Armor Class

9

Hit Points

93 (11d8+44)

Speed

30 ft.

Strength

19

Dexterity

9

Constitution

18

Intelligence

6

Wisdom

10

Charisma

5

Damage Immunities

lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

10

Languages

understands the languages of its creator but can't speak

Challenge Rating

5

Traits

Source

Description

Monster Manual p. 169

Berserk

Description

Whenever the golem starts its turn with 40 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.

The golem's creator, if within 60 feet of the berserk golem, 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 40 hit points or fewer, the golem might go berserk again.

Aversion of Fire

Description

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

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

Attack

|7|2d8+4

Flesh Meld

Size

Huge

Type

aberration

Alignment

typically chaotic evil

Armor Class

12

Hit Points

95 (10d12 + 30)

Speed

30 ft., climb 30 ft.

Strength

21

Dexterity

14

Constitution

17

Intelligence

7

Wisdom

13

Charisma

5

Saving Throws

Str +8, Dex +5

Condition Immunities

blinded, prone

Senses

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

Passive Perception

11

Languages

understands all but can't speak

Challenge Rating

7

Traits

Source

Description

Phandelver and Below: The Shattered Obelisk p. 207

Proficiency Bonus

Description

+3

Amorphous

Description

The flesh meld can move through a space as narrow as 1 inch without squeezing.

Aura of Death

Description

At the start of each of the flesh meld's turns, each creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 3 (1d6) necrotic damage and have the poisoned condition until the start of the flesh meld's next turn.

Magic Resistance

Description

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

Spider Climb

Description

The flesh meld can climb difficult surfaces, including ceilings, without needing to make an ability check.

Actions

Multiattack

Description

The flesh meld makes two Bite attacks.

Bite

Description

Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and if the target is a Large or smaller creature, it has the grappled condition (escape DC 15) and is pulled up to 15 feet toward the flesh meld.

Attack

Bite|8|2d10 + 5

Consume Creature (bonus action)

Description

The flesh meld targets one Large or smaller creature within 5 feet of itself that it's grappling. The target must succeed on a DC 15 Dexterity saving throw or be swallowed by the flesh meld. The flesh meld can have one creature swallowed at a time.

A swallowed creature no longer has the grappled condition. While swallowed, it has the blinded and restrained conditions, has total cover against attacks and other effects outside the flesh meld, and takes 10 (3d6) necrotic damage at the start of each of the flesh meld's turns. If this damage reduces a swallowed creature to 0 hit points, the creature dies, and the flesh meld consumes its body.

If the flesh meld takes 30 damage or more on a single turn from the swallowed creature, the flesh meld must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls with the prone condition in a space within 5 feet of the flesh meld. If the flesh meld dies, the swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting with the prone condition.

Flimp Shagglecran

Size

Small

Type

humanoid (gnome)

Alignment

lawful neutral

Armor Class

21 (plate +2, ring of protection)

Hit Points

77 (14d6 + 28)

Speed

25 ft., fly 25 ft., swim 60 ft.

Strength

14

Dexterity

10

Constitution

14

Intelligence

18

Wisdom

12

Charisma

11

Saving Throws

Con +6, Int +8

Skills

Arcana +8, History +8, Medicine +5

Senses

darkvision 60 ft.

Passive Perception

11

Languages

Common, Dwarvish, Giant, Gnomish

Challenge Rating

9

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 32

Infused Magical Items

Description

Flimp is wearing a cloak of the manta ray, a ring of protection, plate armor +2, and winged boots. Flimp wields a warhammer +2. These items vanish 4 days after Flimp dies.

Gnome Cunning

Description

Flimp has advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic.

Battle Smith

Description

Flimp uses his Intelligence modifier for attack and damage rolls with his weapons.

Spellcasting

Description

Flimp is a 14th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Flimp has the following artificer spells prepared:

Cantrips (at will): acid splash, fire bolt, guidance, light

• 1st level (4 slots): cure wounds, feather fall, shield

• 2nd level (3 slots): aid, blur, warding bond

• 3rd level (3 slots): aura of vitality, blink, elemental weapon

• 4th level (1 slot): fire shield

Actions

Multiattack

Description

Flimp makes two weapon attacks.

Warhammer, +2

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 3 (1d6) force damage.

Attack

Warhammer|10|1d8+6+1d6

Summon Steel Defender (1/Day)

Description

Flimp summons a metallic panther to aid him in combat. The panther has maximum Hit Points (24) and is immune to poison and being charmed.

Reactions

Flash of Genius

Description

When Flimp or another creature he can see within 30 feet of him makes an ability check or a saving throw, Flimp can use his reaction to add +4 to the roll.

Spell Slots

4, 3, 3, 1

Spells

acid splash, fire bolt, guidance, light, cure wounds, feather fall, shield, aid, blur, warding bond, aura of vitality, blink, elemental weapon, fire shield

Flind

Size

Medium

Type

fiend (gnoll)

Alignment

typically chaotic evil

Armor Class

16 (breastplate)

Hit Points

127 (15d8 + 60)

Speed

30 ft.

Strength

20

Dexterity

14

Constitution

19

Intelligence

11

Wisdom

13

Charisma

12

Saving Throws

Con +8, Wis +5

Skills

Intimidation +5, Perception +5

Senses

darkvision 60 ft.

Passive Perception

15

Languages

Gnoll, Abyssal

Challenge Rating

9

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 127, Volo's Guide to Monsters p. 153

Proficiency Bonus

Description

+4

Aura of Blood Thirst

Description

If the flind isn't incapacitated, any creature with the Rampage trait can make a Bite attack as a bonus action while within 10 feet of the flind.

Actions

Multiattack

Description

The flind makes one Flail of Chaos attack, one Flail of Pain attack, and one Flail of Paralysis attack, or it makes three Longbow attacks.

Flail of Chaos

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must use its reaction, if available, to make one melee attack against a random creature, other than the flind, within its reach. If there's no creature within reach, the target instead moves half its speed in a random direction.

Attack

Flail of Chaos|9|1d10+5

Flail of Pain

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 16 (3d10) psychic damage.

Attack

Flail of Pain|9|1d10+5+3d10

Aura of Blood Thirst

Description

If the flind isn't incapacitated, any creature with the Rampage trait can make a Bite attack as a bonus action while within 10 feet of the flind.

Flail of Paralysis

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.

Attack

Flail of Paralysis|9|1d10+5

Longbow

Description

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

Attack

Longbow|6|1d8+2

Flitterstep Eidolon

Size

Medium

Type

undead

Alignment

any alignment

Armor Class

14

Hit Points

44 (8d8+8)

Speed

40 ft.

Strength

8

Dexterity

18

Constitution

13

Intelligence

11

Wisdom

12

Charisma

10

Skills

Perception +3, Stealth +8

Passive Perception

13

Languages

the languages it knew in life

Challenge Rating

3

Damage Resistances

necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

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

Traits

Source

Description

Mythic Odysseys of Theros p. 222

Blurred Form

Description

Attack rolls against the eidolon are made with disadvantage unless the eidolon is incapacitated.

Evasion

Description

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

Incorporeal Movement

Description

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

Turn Resistance

Description

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

Actions

Multiattack

Description

The eidolon makes two melee attacks. Immediately before or after one of its attacks, it can use Flitterstep if it is available.

Flickering Dagger

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 3 (1d6) psychic damage.

Attack

Flickering Dagger|6|1d4+4

Flitterstep (Recharge 5-6)

Description

The eidolon magically teleports to an unoccupied space it can see within 30 feet of it. If it makes an attack immediately after teleporting, it has advantage on the attack roll.

Floon Blagmaar

Size

Medium

Type

humanoid (human)

Alignment

chaotic good

Armor Class

10

Hit Points

4 (1d8)

Speed

30 ft.

Strength

10

Dexterity

10

Constitution

10

Intelligence

7

Wisdom

10

Charisma

13

Passive Perception

10

Languages

Common

Challenge Rating

0

Traits

Source

Description

Waterdeep: Dragon Heist p. 202

Actions

Club

Description

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

Attack

|2|1d4

Flumph

Size

Small

Type

aberration

Alignment

lawful good

Armor Class

12

Hit Points

7 (2d6)

Speed

5 ft., fly 30 ft.

Strength

6

Dexterity

15

Constitution

10

Intelligence

14

Wisdom

14

Charisma

11

Skills

Arcana +4, History +4, Religion +4

Damage Vulnerabilities

psychic

Senses

darkvision 60 ft.

Passive Perception

12

Languages

understands Undercommon but can't speak, telepathy 60 ft.

Challenge Rating

1/8

Traits

Source

Description

Monster Manual p. 135

Advanced Telepathy

Description

The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.

Prone Deficiency

Description

If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.

Telepathic Shroud

Description

The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Actions

Tendrils

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.

Attack

Tendrils|4|1d4+2+1d4

Stench Spray (1/Day)

Description

Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

Environment

underdark

Flux Blastseeker

Size

Medium

Type

humanoid (any race)

Alignment

chaotic neutral

Armor Class

12 (15 with mage armor)

Hit Points

55 (10d8+10)

Speed

30 ft.

Strength

10

Dexterity

15

Constitution

12

Intelligence

20

Wisdom

9

Charisma

14

Saving Throws

Dex +5, Int +8

Skills

Arcana +8, Perception +2

Passive Perception

12

Languages

Common plus any one language

Challenge Rating

5

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 242

Fluxbending Overcast (Recharge 5-6)

Description

The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: 1-3. The blastseeker teleports, swapping places with a creature it can see within 30 feet of it. 4-6. The blastseeker and each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) thunder damage.

Innate Spellcasting

Description

The blastseeker's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:

3/day each: mage armor (self only), scorching ray

1/day each: banishment, cone of cold, dimension door, fireball, ice storm

Actions

Quarterstaff

Description

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

Attack

Quarterstaff|3|1d6

Spells

mage armor, scorching ray, banishment, cone of cold, dimension door, fireball, ice storm

Fluxcharger

Size

Large

Type

elemental

Alignment

chaotic neutral

Armor Class

16 (natural armor)

Hit Points

60 (8d10+16)

Speed

0 ft., fly 60 ft.

Strength

15

Dexterity

18

Constitution

15

Intelligence

6

Wisdom

10

Charisma

7

Passive Perception

10

Languages

Draconic

Challenge Rating

7

Damage Resistances

thunder; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

lightning, poison

Condition Immunities

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

Senses

darkvision 60 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 208

Amplify Lightning

Description

Whenever a spell that deals lightning damage includes one or more fluxchargers in its area, the spell deals an extra 9 (2d8) lightning damage.

Actions

Multiattack

Description

The fluxcharger makes two slam attacks or uses Arc Lightning twice.

Slam

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage.

Attack

Slam|7|2d8+4

Arc Lightning

Description

Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 16 (3d10) lightning damage, and lightning jumps from the target to one creature of the fluxcharger's choice that it can see within 30 feet of the target. That second creature must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) lightning damage. Hit or Miss: The fluxcharger takes 5 (1d10) force damage after resolving the attack.

Attack

Arc Lightning|7|3d10

Flying Dagger

Size

Tiny

Type

construct

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

7 (3d4)

Speed

0 ft., fly 50 ft.

Strength

12

Dexterity

15

Constitution

11

Intelligence

1

Wisdom

5

Charisma

1

Saving Throws

Dex +4

Passive Perception

7

Challenge Rating

1/4

Damage Immunities

poison, psychic

Condition Immunities

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

Senses

blindsight 60 ft. (blind beyond this radius)

Traits

Source

Description

Baldur's Gate: Descent Into Avernus p. 30

Antimagic Susceptibility

Description

The dagger is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the dagger must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance

Description

While the dagger remains motionless and isn't flying, it is indistinguishable from a normal dagger.

Actions

Longdagger

Description

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

Attack

Longdagger|3|1d8+1

Flying Horror

Size

Medium

Type

aberration

Alignment

lawful evil

Armor Class

16 (natural armor)

Hit Points

49 (9d8+9)

Speed

30 ft., fly 60 ft.

Strength

9

Dexterity

20

Constitution

12

Intelligence

2

Wisdom

15

Charisma

16

Skills

Perception +4, Stealth +7

Passive Perception

14

Challenge Rating

3

Damage Vulnerabilities

radiant

Condition Immunities

frightened

Senses

darkvision 120 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 203

Fear Frenzy

Description

The horror has advantage on attack rolls against frightened creatures.

Sunlight Sensitivity

Description

While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

Claws

Description

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

Attack

Claws|7|1d6+5

Frightening Screech (Recharge 5-6)

Description

The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the horror's Frightening Screech for the next 24 hours.

Flying Monkey

Size

Small

Type

beast

Alignment

unaligned

Armor Class

12

Hit Points

3 (1d6)

Speed

30 ft., climb 20 ft., fly 30 ft.

Strength

8

Dexterity

14

Constitution

11

Intelligence

5

Wisdom

12

Charisma

6

Passive Perception

11

Challenge Rating

0

Traits

Source

Description

Tomb of Annihilation p. 220

Pack Tactics

Description

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

Actions

Bite

Description

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

Attack

Bite|1|1d4-1

Flying Rocking Horse

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

22 (4d8 + 4)

Speed

0 ft., fly 40 ft. (only while mounted; hover)

Strength

10

Dexterity

10

Constitution

13

Intelligence

1

Wisdom

3

Charisma

1

Damage Immunities

poison, psychic

Condition Immunities

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

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

6

Challenge Rating

1/8

Traits

Source

Description

The Wild Beyond the Witchlight p. 121

Proficiency Bonus

Description

+2

False Appearance

Description

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

Flying Mount

Description

The rocking horse can serve as a mount for a Medium or smaller creature and can fly only while mounted.

Unusual Nature

Description

The rocking horse doesn't require air, food, drink, or sleep, and it regains no hit points or Hit Dice at the end of a long rest.

Actions

Head Butt

Description

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

Attack

Head Butt|2|1d6

Flying Shield

Size

Small

Type

construct

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

17 (5d6)

Speed

0 ft., fly 50 ft. (hover)

Strength

12

Dexterity

15

Constitution

11

Intelligence

1

Wisdom

5

Charisma

1

Saving Throws

Dex +4

Damage Immunities

poison, psychic

Condition Immunities

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

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

7

Languages

—

Challenge Rating

1/4

Traits

Source

Description

Tales from the Yawning Portal p. 224

Proficiency Bonus

Description

+2

Antimagic Susceptibility

Description

The shield is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the shield must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance

Description

While the shield remains motionless and isn't flying, it is indistinguishable from a normal shield.

Flying Snake

Size

Tiny

Type

beast

Alignment

unaligned

Armor Class

14

Hit Points

5 (2d4)

Speed

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

Strength

4

Dexterity

18

Constitution

11

Intelligence

2

Wisdom

12

Charisma

5

Senses

blindsight 10 ft.

Passive Perception

11

Challenge Rating

1/8

Traits

Source

Description

Monster Manual p. 322

Flyby

Description

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

Actions

Bite

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.

Attack

Bite|6|1

Environment

desert, forest, grassland, urban

Flying Sword

Size

Small

Type

construct

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

17 (5d6)

Speed

0 ft., fly 50 ft. (hover)

Strength

12

Dexterity

15

Constitution

11

Intelligence

1

Wisdom

5

Charisma

1

Saving Throws

Dex +4

Damage Immunities

poison, psychic

Condition Immunities

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

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

7

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 20

Antimagic Susceptibility

Description

The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance

Description

While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

Actions

Longsword

Description

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

Attack

|3|1d8+1

Flying Trident

Size

Small

Type

construct

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

17 (5d6)

Speed

0 ft., fly 50 ft.(hover)

Strength

12

Dexterity

15

Constitution

11

Intelligence

1

Wisdom

5

Charisma

1

Saving Throws

dex +4

Damage Immunities

poison, psychic

Condition Immunities

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

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

7

Challenge Rating

1/4

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 106

Antimagic Susceptibility

Description

The trident is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the trident must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance

Description

While the trident remains motionless and isn't flying, it is indistinguishable from a normal trident.

Actions

Trident

Description

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

Attack

Trident|3|1d8 + 1

Fog Giant

Size

Huge

Type

giant

Alignment

neutral evil

Armor Class

16 (chain mail)

Hit Points

200 (16d12+96)

Speed

40 ft.

Strength

27

Dexterity

10

Constitution

22

Intelligence

12

Wisdom

16

Charisma

16

Saving Throws

Con +10, Wis +7, Cha +7

Skills

Insight +7, Perception +7, Persuasion +7

Passive Perception

17

Languages

Common, Giant

Challenge Rating

11

Traits

Source

Description

Mordenkainen's Fiendish Folio p. 10

Denizen of the Mist

Description

During its turn, the fog giant ignores the effects of fog cloud spells cast by it or other allied fog giants.

Keen Smell

Description

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

Innate Spellcasting

Description

The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light

3/day each: feather fall, misty step

Actions

Multiattack

Description

The giant makes two greatsword attacks and casts fog cloud.

Greatsword

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) slashing damage.

Attack

Greatsword|12|6d6+8

Rock

Description

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

Attack

Rock|12|4d10+8

Petty Tyrant (Recharge 6)

Description

The fog giant shouts bloodcurdling threats at the creatures that serve it. Each medium or smaller ally of the giant within 120 feet of it that can see or hear it can use its reaction to make a melee attack.

Spells

detect magic, fog cloud, light, feather fall, misty step

Foghome

Size

Medium

Type

humanoid (firbolg)

Alignment

neutral good

Armor Class

13 (chain shirt)

Hit Points

27 (5d8 + 5)

Speed

30 ft.

Strength

10

Dexterity

10

Constitution

12

Intelligence

13

Wisdom

16

Charisma

13

Skills

Medicine +7, Persuasion +3, Religion +5

Passive Perception

13

Languages

Elvish, Giant

Challenge Rating

2

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 58

Proficiency Bonus

Description

+2

Divine Eminence

Description

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

Innate Spellcasting

Description

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

1/rest each: detect magic, disguise self (can seem up to 3 feet shorter than normal)

Spellcasting

Description

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

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

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

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

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

Actions

Mace

Description

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

Attack

Mace|2|1d6

Spells

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

Spell Slots

4, 3, 2

Fomorian

Size

Huge

Type

giant

Alignment

chaotic evil

Armor Class

14 (natural armor)

Hit Points

149 (13d12+65)

Speed

30 ft.

Strength

23

Dexterity

10

Constitution

20

Intelligence

9

Wisdom

14

Charisma

6

Skills

Perception +8, Stealth +3

Senses

darkvision 120 ft.

Passive Perception

18

Languages

Giant, Undercommon

Challenge Rating

8

Traits

Source

Description

Monster Manual p. 136

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once.

Greatclub

Description

Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Attack

Greatclub|9|3d8+6

Evil Eye

Description

The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one.

Attack

Evil Eye||6d8

Curse of the Evil Eye (Recharges after a Short or Long Rest)

Description

With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.

The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.

Environment

underdark

Fomorian Deep Crawler

Size

Huge

Type

giant

Alignment

any alignment

Armor Class

14 (natural armor)

Hit Points

184 (16d12 + 80)

Speed

30 ft., climb 30 ft.

Strength

23

Dexterity

15

Constitution

20

Intelligence

9

Wisdom

17

Charisma

6

Skills

Stealth +6, Perception +7

Senses

darkvision 120 ft.

Passive Perception

17

Languages

Giant, Undercommon

Challenge Rating

10

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 142

Proficiency Bonus

Description

+4

Contortionist

Description

The fomorian can enter a space large enough for a Large creature without squeezing.

Crawling Stance

Description

While the fomorian has the prone condition, crawling does not cost it extra movement. In addition, the prone condition does not grant advantage on attack rolls against the fomorian.

Spider Climb

Description

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

Actions

Multiattack

Description

The fomorian makes two Slam attacks and uses Crawling Hex if it is available.

Slam

Description

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

Attack

Slam|10|3d10 + 6

Crawling Hex (Recharge 4-6)

Description

The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a DC 15 Wisdom saving throw or take 31 (7d8) psychic damage, have the prone condition, and become cursed for 1 hour. While cursed this way, the target can't stand up and end the prone condition on itself.

Fomorian Noble

Size

Huge

Type

giant (wizard)

Alignment

typically chaotic evil

Armor Class

14 (17 with mage armor)

Hit Points

253 (22d12 + 110)

Speed

30 ft.

Strength

23

Dexterity

18

Constitution

20

Intelligence

19

Wisdom

14

Charisma

16

Saving Throws

Wis +7, Cha +8, Int +9

Skills

Stealth +9, Arcana +14, Perception +7

Condition Immunities

charmed

Passive Perception

17

Languages

Giant plus any three languages

Challenge Rating

15

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 143

Proficiency Bonus

Description

+5

Actions

Multiattack

Description

The fomorian makes three Rod attacks.

Rod

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 11 (2d10) force damage.

Attack

Rod|11|3d6 + 6+2d10

Spellcasting

Description

The fomorian casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):

At will: mage armor (self only), mage hand, prestidigitation

1/day each: chain lightning, cone of cold (6th-level version), fireball (6th-level version), fly, plane shift (self only)

Beguiling Presence (bonus action)

Description

The fomorian targets a creature it can see within 60 feet of itself. The target must succeed on a DC 17 Wisdom saving throw or have the charmed condition for 1 minute. An affected target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all fomorians' Beguiling Presence for the next 24 hours.

Spells

mage armor, mage hand, prestidigitation, chain lightning, cone of cold, fireball, fly, plane shift

Fomorian Warlock of the Dark

Size

Huge

Type

giant

Alignment

any alignment

Armor Class

15 (natural armor)

Hit Points

207 (18d12 + 90)

Speed

30 ft.

Strength

23

Dexterity

13

Constitution

20

Intelligence

9

Wisdom

14

Charisma

18

Saving Throws

Wis +6, Cha +8

Skills

Stealth +5, Arcana +3, Perception +6

Senses

darkvision 120 ft.

Passive Perception

16

Languages

Giant, Undercommon

Challenge Rating

12

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 144

Proficiency Bonus

Description

+4

Blood Rune

Description

The fomorian has a blood rune inscribed on an effigy or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex action and Poisoning Rebuke reaction.

The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the fomorian dies. If the rune is destroyed, the fomorian can inscribe a blood rune on an object in its possession when it finishes a short or long rest.

Devil's Sight

Description

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

Legendary Resistance (3/Day)

Description

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

Actions

Multiattack

Description

The fomorian makes three Greatclub attacks. If the fomorian has its blood rune, it can replace one of these attacks with a use of Corrupting Hex.

Greatclub

Description

Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 7 (2d6) necrotic damage.

Attack

Greatclub|10|3d8 + 6+2d6

Corrupting Hex (Requires Blood Rune)

Description

The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a DC 16 Charisma saving throw or take 27 (6d8) necrotic damage and become cursed for 24 hours. While cursed this way, the target's speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 16 Intelligence check or the spell fails and is wasted.

Eldritch Burst

Description

Magical energy explodes in a 20-foot-radius sphere centered on a point the fomorian can see within 120 feet of itself. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 32 (5d12) force damage and has the prone condition. On a successful save, a creature takes half as much damage only.

Spellcasting

Description

The fomorian casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):

At will: detect magic, levitate, mage hand, prestidigitation

1/day each: detect thoughts, suggestion, telekinesis

Creeping Gloom (Recharge 6) (bonus action)

Description

The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in that area must succeed on a DC 16 Constitution saving throw or take 11 (2d10) necrotic damage and have the blinded condition until the end of its next turn.

Reactions

Poisoning Rebuke (Requires Blood Rune)

Description

In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make a DC 16 Constitution saving throw; on a failed save, the creature has the poisoned condition until the end of its next turn.

Spells

detect magic, levitate, mage hand, prestidigitation, detect thoughts, suggestion, telekinesis

Forge Fitzwilliam

Size

Medium

Type

humanoid

Alignment

neutral evil

Armor Class

17 (Disarming Charm)

Hit Points

110 (20d8 + 20)

Speed

30 ft.

Strength

11

Dexterity

14

Constitution

13

Intelligence

15

Wisdom

17

Charisma

20

Saving Throws

Dex +5, Int +5

Skills

Acrobatics +5, Deception +11, Investigation +8, Persuasion +11, Sleight of Hand +5, Stealth +8

Passive Perception

13

Languages

Common, Thieves Cant

Challenge Rating

8

Traits

Source

Description

Thieve's Gallery (DnD Beyond)

Proficiency Bonus

Description

+3

Disarming Charm

Description

While Forge isn't wearing armor, his AC includes his Charisma modifier.

Double-Cross

Description

If Forge hits a creature friendly to him with an attack roll, the attack is automatically a critical hit.

Evasion

Description

If Forge is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he takes no damage if he succeeds on the saving throw, and only half damage if he fails, provided he isn't incapacitated.

Actions

Multiattack

Description

Forge makes two Dagger attacks, two Heavy Crossbow attacks, or one of each.

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 plus 24 (7d6) poison damage, and the target is poisoned until the end of its next turn.

Attack

Dagger|5|1d4+2+7d6

Heavy Crossbow

Description

Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 24 (7d6) poison damage. Hit or Miss: If the target is a creature, it has disadvantage on the next attack roll it makes before the start of Forge's next turn.

Attack

Heavy Crossbow|5|1d10+2+7d6

Cunning (bonus action)

Description

Forge takes the Dash, Disengage, or Hide action, or he gives himself advantage on the next attack roll he makes before the end of this turn.

Reactions

Uncanny Dodge

Description

Forge halves the damage he takes from an attack that hits him. He must be able to see the attacker.

Forge Guardian

Size

Gargantuan

Type

construct

Armor Class

24 (natural armor)

Hit Points

420 (24d20 + 168)

Speed

50 ft.

Strength

30

Dexterity

10

Constitution

24

Intelligence

3

Wisdom

11

Charisma

1

Saving Throws

Str +18, Con +15

Damage Immunities

fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

truesight 120 ft.

Passive Perception

10

Languages

—

Challenge Rating

27

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 241

Proficiency Bonus

Description

+8

Fire Absorption

Description

Whenever the guardian is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Immutable Form

Description

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

Magic Resistance

Description

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

Magic Weapons

Description

The guardian's weapon attacks are magical.

Actions

Multiattack

Description

The guardian makes two melee attacks.

Runeblade

Description

Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) slashing damage, and the target must succeed on a DC 23 Constitution saving throw or be blinded until it deals damage to the guardian.

Attack

Runeblade|18|4d12+10

Kick

Description

Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage, and the target is pushed up to 15 feet away from the guardian and knocked prone.

Attack

Kick|18|2d12+10

Bladestorm (Recharge 5–6)

Description

The guardian makes a Runeblade attack against every creature within 15 feet of it. On a hit, a target is also pushed up to 15 feet away from the guardian and knocked prone.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Runeblade

Description

The guardian makes one Runeblade attack.

Kick

Description

The guardian makes one Kick attack.

Trample (Costs 2 Actions)

Description

The guardian moves up to 50 feet without triggering opportunity attacks, and can pass through other creature's spaces. Each creature whose space the guardian passes through must make a DC 23 Dexterity saving throw. On a failure, the creature takes 23 (2d12 + 10) bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage and isn't knocked prone. Any creature that shares the guardian's space when it stops this movement is pushed out of its space into the nearest unoccupied space.

Forlarren

Size

Medium

Type

fey

Alignment

chaotic neutral

Armor Class

16 (natural armor)

Hit Points

45 (6d8+18)

Speed

40 ft.

Strength

14

Dexterity

16

Constitution

17

Intelligence

12

Wisdom

11

Charisma

18

Skills

Acrobatics +5, Deception +8, Stealth +5

Passive Perception

10

Languages

Common, Sylvan

Challenge Rating

3

Traits

Source

Description

Mordenkainen's Fiendish Folio p. 9

Magic Resistance

Description

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

Innate Spellcasting

Description

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

At will: expeditious retreat, false life, minor illusion, prestidigitation

3/day each: aid, misty step, Tasha's hideous laughter

1/day each: heal, heat metal, mirror image

Actions

Multiattack

Description

The forlarren makes two claw attacks and one gore attack, or it makes three chromatic ray attacks.

Claw

Description

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

Attack

Claw|5|1d6+3

Gore

Description

Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Attack

Gore|5|1d8+3

Chromatic Ray

Description

Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 3 (1d6) lightning damage plus 3 (1d6) fire damage plus 3 (1d6) cold damage.

Attack

Chromatic Ray|6|1d6

Spells

expeditious retreat, false life, minor illusion, prestidigitation, aid, misty step, Tasha's hideous laughter, heal, heat metal, mirror image