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7 categories

Monsters

2646 of 2646 entries · Showing 901–950

Four-Armed Gargoyle

Size

Medium

Type

elemental

Alignment

chaotic evil

Armor Class

15 (natural armor)

Hit Points

63 (7d8 + 21)

Speed

30 ft., fly 60 ft.

Strength

15

Dexterity

11

Constitution

16

Intelligence

6

Wisdom

11

Charisma

7

Damage Resistances

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

Damage Immunities

poison

Condition Immunities

exhaustion, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Terran

Challenge Rating

2

Traits

Source

Description

Tales from the Yawning Portal p. 129

Proficiency Bonus

Description

+2

False Appearance

Description

While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Actions

Multiattack

Description

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

Bite

Description

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

Attack

Bite|4|1d6+2

Claws

Description

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

Attack

Claws|4|1d6+2

Fox

Size

Tiny

Type

beast

Alignment

unaligned

Armor Class

13

Hit Points

2 (1d4)

Speed

30 ft., burrow 5 ft.

Strength

2

Dexterity

16

Constitution

11

Intelligence

3

Wisdom

12

Charisma

6

Skills

Perception +3, Stealth +5

Senses

darkvision 60 ft.

Passive Perception

13

Challenge Rating

0

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 288

Keen Hearing

Description

The fox has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite

Description

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

Attack

Bite|5|1

Environment

arctic

Fractal Mascot

Size

Small

Type

construct

Alignment

typically neutral

Armor Class

12

Hit Points

27 (6d6 + 6)

Speed

30 ft.

Strength

12

Dexterity

14

Constitution

13

Intelligence

7

Wisdom

10

Charisma

5

Damage Immunities

poison

Condition Immunities

poisoned

Passive Perception

10

Languages

understands the languages of its creator but can't speak

Challenge Rating

1/4

Traits

Source

Description

Strixhaven: A Curriculum of Chaos p. 192

Proficiency Bonus

Description

+2

Relative Density

Description

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

Actions

Quantum Strike

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) force damage, or 6 (2d4 + 1) force damage if the fractal is Medium or bigger.

Attack

Quantum Strike|3|1d4+1

Quantum Strike (Medium)|3|2d4+1

Augment (bonus action)

Description

The fractal's size increases by one category. While the fractal is Medium or bigger, it makes Strength checks and Strength saving throws with advantage. The fractal can become no larger than Huge via this bonus action.

Diminish (bonus action)

Description

The fractal's size decreases by one category. While the fractal is Tiny, it makes attack rolls, Dexterity checks, and Dexterity saving throws with advantage. The fractal can become no smaller than 1 foot in height via this bonus action.

Fragment of Krokulmar

Size

Tiny

Type

aberration

Alignment

chaotic evil

Armor Class

13

Hit Points

10 (3d4 + 3)

Speed

0 ft.

Strength

4

Dexterity

16

Constitution

12

Intelligence

16

Wisdom

16

Charisma

16

Skills

persuasion +7, stealth +7, arcana +7, history +7

Damage Immunities

psychic

Senses

darkvision 60 ft.

Passive Perception

13

Languages

Deep Speech, telepathy 60 ft.

Challenge Rating

0

Traits

Source

Description

Keys from the Golden Vault p. 53

Proficiency Bonus

Description

+2

Actions

Psionic Revitalization

Description

The fragment touches one creature that has 0 hit points in the fragment's space. The target regains 10 hit points, and each creature within 10 feet of the healed creature takes 3 (1d6) psychic damage.

Squirming Dodge

Description

Until the start of the fragment's next turn, any attack roll made against the fragment has disadvantage, and the fragment makes saving throws with advantage.

Fraternity of Order Law Bender

Size

Small

Type

humanoid

Alignment

any alignment

Armor Class

12 (15 with mage armor)

Hit Points

137 (25d8 + 25)

Speed

30 ft.

Strength

8

Dexterity

15

Constitution

12

Intelligence

19

Wisdom

16

Charisma

14

Saving Throws

Wis +7, Con +5

Skills

Insight +7, Perception +7

Passive Perception

17

Languages

Common plus three more languages

Challenge Rating

9

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 57, Planescape: Adventures in the Multiverse - Sigil and the Outlands

Proficiency Bonus

Description

+4

Actions

Multiattack

Description

The law bender makes three Arcane Burst attacks and uses Power of Authority or Spellcasting.

Arcane Burst

Description

Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 90 ft., one target. Hit: 17 (2d12 + 4) force damage.

Attack

Arcane Burst|8|2d12 + 4

Power of Authority

Description

The law bender targets a creature it can see within 60 feet of itself. The target must succeed on a DC 16 Intelligence saving throw or take 10 (3d6) psychic damage and have the incapacitated condition for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the incapacitated condition on itself on a success. A target that succeeds on the saving throw becomes immune to this law bender's Power of Authority for 24 hours.

Spellcasting

Description

The law bender casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:

At will: dispel magic, fly, mage armor, mage hand, prestidigitation

Spatial Loophole (bonus action)

Description

The law bender teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.

Reactions

Probability Loophole (3/Day)

Description

When the law bender or a creature it can see makes an attack roll, a saving throw, or an ability check, the law bender can cause the roll to be made with advantage or disadvantage.

Spells

dispel magic, fly, mage armor, mage hand, prestidigitation

Fraz-Urb'luu

Size

Large

Type

fiend (demon)

Alignment

chaotic evil

Armor Class

18 (natural armor)

Hit Points

337 (27d10 + 189)

Speed

40 ft., fly 40 ft.

Strength

29

Dexterity

12

Constitution

25

Intelligence

26

Wisdom

24

Charisma

26

Saving Throws

Dex +8, Con +14, Int +15, Wis +14

Skills

Deception +15, Perception +14, Stealth +8

Damage Resistances

cold, fire, lightning

Damage Immunities

poison; bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Passive Perception

24

Languages

all, telepathy 120 ft.

Challenge Rating

23

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 129, Mordenkainen's Tome of Foes p. 146

Proficiency Bonus

Description

+7

Legendary Resistance (3/Day)

Description

If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.

Magic Resistance

Description

Fraz-Urb'luu has advantage on saving throws against spells and other magical effects.

Undetectable

Description

Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or Fiends.

Actions

Multiattack

Description

Fraz-Urb'luu makes one Bite attack and two Fist attacks, and he uses Phantasmal Terror.

Bite

Description

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) force damage.

Attack

Bite|16|3d6+9

Fist

Description

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) force damage.

Attack

Fist|16|3d8+9

Phantasmal Terror

Description

Fraz-Urb'luu targets one creature he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw, or it takes 16 (3d10) psychic damage and is frightened of Fraz-Urb'luu until the end of its next turn.

Spellcasting

Description

Fraz-Urb'luu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):

At will: alter self (can become Medium when changing his appearance), detect magic, dispel magic, phantasmal force

3/day each: mislead, programmed illusion, seeming

1/day each: modify memory, project image

Lair Actions

Description

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

Conjure Walls and Doors. Fraz-Urb'luu causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none.

Psychic Anguish. Fraz-Urb'luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10) psychic damage.

Simulacrum. Fraz-Urb'luu chooses one Humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb'luu's commands and is destroyed on the next initiative count 20.

Legendary Actions

Legendary Actions (3/Turn)

Description

Fraz-Urb'luu 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. Fraz-Urb'luu regains spent legendary actions at the start of its turn.

Tail

Description

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) force damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24), and it is restrained until the grapple ends. Fraz-Urb'luu can grapple only one creature with his tail at a time.

Terror (Costs 2 Actions)

Description

Fraz-Urb'luu uses Phantasmal Terror.

Spells

alter self, detect magic, dispel magic, phantasmal force, mislead, programmed illusion, seeming, modify memory, project image

Frog

Size

Tiny

Type

beast

Alignment

unaligned

Armor Class

11

Hit Points

1 (1d4-1)

Speed

20 ft., swim 20 ft.

Strength

1

Dexterity

13

Constitution

8

Intelligence

1

Wisdom

8

Charisma

3

Skills

Perception +1, Stealth +3

Senses

darkvision 30 ft.

Passive Perception

11

Challenge Rating

0

Traits

Source

Description

Monster Manual p. 322, Player's Handbook p. 305

Amphibious

Description

The frog can breathe air and water

Standing Leap

Description

The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.

Froghemoth

Size

Huge

Type

monstrosity

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

161 (14d12 + 70)

Speed

30 ft., swim 30 ft.

Strength

23

Dexterity

13

Constitution

20

Intelligence

2

Wisdom

12

Charisma

5

Saving Throws

Con +9, Wis +5

Skills

Perception +9, Stealth +5

Damage Resistances

fire, lightning

Senses

darkvision 60 ft.

Passive Perception

19

Languages

—

Challenge Rating

10

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 130, Volo's Guide to Monsters p. 145

Proficiency Bonus

Description

+4

Amphibious

Description

The froghemoth can breathe air and water.

Shock Susceptibility

Description

If the froghemoth takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws.

Actions

Multiattack

Description

The froghemoth makes one Bite attack and two Tentacle attacks, and it can use Tongue.

Bite

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth's turns.

The froghemoth's gullet can hold up to two creatures at a time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, any swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

Attack

Bite|10|3d10+6+3d6

Tentacle

Description

Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles.

Attack

Tentacle|10|3d8+6

Tongue

Description

The froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth.

Froghemoth Elder

Size

Huge

Type

monstrosity

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

207 (18d12 + 90)

Speed

30 ft., swim 30 ft.

Strength

25

Dexterity

13

Constitution

20

Intelligence

2

Wisdom

14

Charisma

8

Saving Throws

str +12, wis +7, con +10

Skills

stealth +6, perception +12

Damage Resistances

fire, lightning

Senses

darkvision 60 ft.

Passive Perception

22

Challenge Rating

15

Traits

Source

Description

Quests from the Infinite Staircase p. 198

Proficiency Bonus

Description

+5

Amphibious

Description

The froghemoth can breathe air and water.

Legendary Resistance (3/Day)

Description

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

Shock Susceptibility

Description

If the froghemoth takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws.

Reactive

Description

The froghemoth can take up to three reactions per round but only one per turn.

Actions

Multiattack

Description

The froghemoth makes one Bite attack and two Tentacle attacks, and it can use Tongue.

Bite

Description

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature has the blinded and restrained conditions, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth's turns.

The froghemoth's gullet can hold up to three creatures at a time. If the froghemoth takes 25 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which lands in a space within 10 feet of the froghemoth and has the prone condition. If the froghemoth dies, any swallowed creatures are no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting with the prone condition.

Attack

Bite|12|3d10 + 7+3d6

Tentacle

Description

Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target has the grappled condition (escape DC 20). Until this grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles.

Attack

Tentacle|12|3d8 + 7

Tongue

Description

The froghemoth targets one Large or smaller creature that it can see within 25 feet of it. The target must make a DC 20 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth.

Reactions

Alien Gaze

Description

When a creature the froghemoth can see damages the froghemoth, the froghemoth swivels its eyestalk toward the creature and pierces the creature's mind with its otherworldly gaze. That creature must make a DC 18 Intelligence saving throw, taking 7 (2d6) psychic damage on a failed save or half as much damage on a successful one.

Leap

Description

Immediately after a creature the froghemoth can see ends its turn, the froghemoth jumps up to half its speed. Each creature within 5 feet of the froghemoth when it lands must succeed on a DC 20 Strength saving throw or have the prone condition.

Frontline Medic

Size

Medium

Type

humanoid (any race)

Alignment

lawful good

Armor Class

20 (plate armor)

Hit Points

19 (3d8+6)

Speed

30 ft.

Strength

15

Dexterity

10

Constitution

14

Intelligence

10

Wisdom

13

Charisma

12

Skills

Medicine +5, Perception +3

Passive Perception

13

Languages

any one language (usually Common)

Challenge Rating

1/4

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 231

Spellcasting

Description

The medic is a 3rd-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save DC 11). The medic has the following cleric spells prepared:

Cantrips (at will): mending, resistance, spare the dying

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

• 2nd level (2 slots): aid, lesser restoration

Actions

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

Spell Slots

4, 2

Spells

mending, resistance, spare the dying, cure wounds, sanctuary, aid, lesser restoration

Frost Druid

Size

Medium

Type

humanoid (human)

Alignment

any alignment

Armor Class

13 (hide armor)

Hit Points

67 (9d8 + 27)

Speed

30 ft., 40 ft. (wolf form only), burrow 5 ft. (fox form only), climb 30 ft. (goat form only), fly 60 ft. (owl form only)

Strength

12

Dexterity

13

Constitution

16

Intelligence

10

Wisdom

16

Charisma

9

Saving Throws

Int +3, Wis +6

Skills

Nature +3, Perception +6, Survival +6

Damage Resistances

cold

Senses

darkvision 60 ft. (beast form only)

Passive Perception

16

Languages

Common, Druidic

Challenge Rating

5

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 288

Spellcasting (Humanoid Form Only)

Description

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

Cantrips (at will): druidcraft, guidance, resistance

• 1st level (4 slots): animal friendship, fog cloud, speak with animals

• 2nd level (3 slots): animal messenger, moonbeam, pass without trace

• 3rd level (3 slots): conjure animals, sleet storm, wind wall

• 4th level (3 slots): hallucinatory terrain, ice storm

• 5th level (1 slot): awaken

Actions

Multiattack

Description

The druid makes two melee attacks.

Ice Sickle (Humanoid Form Only)

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 5 (2d4) cold damage.

Attack

Ice Sickle|4|1d4+1+2d4

Maul (Beast Form Only)

Description

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

Attack

Maul|4|1d4+1

Change Shape

Description

The druid magically polymorphs into a beast form—fox, mountain goat, owl, or wolf—or back into its humanoid form. Any equipment it is wearing or carrying is absorbed or borne by the beast form (the druid's choice). It reverts to its humanoid form when it dies. The druid's statistics are the same in each form, except where noted in this stat block.

Spells

druidcraft, guidance, resistance, animal friendship, fog cloud, speak with animals, animal messenger, moonbeam, pass without trace, conjure animals, sleet storm, wind wall, hallucinatory terrain, ice storm, awaken

Spell Slots

4, 3, 3, 3, 1

Environment

arctic

Frost Giant

Size

Huge

Type

giant

Alignment

neutral evil

Armor Class

15 (patchwork armor)

Hit Points

138 (12d12+60)

Speed

40 ft.

Strength

23

Dexterity

9

Constitution

21

Intelligence

9

Wisdom

10

Charisma

12

Saving Throws

Con +8, Wis +3, Cha +4

Skills

Athletics +9, Perception +3

Damage Immunities

cold

Passive Perception

13

Languages

Giant

Challenge Rating

8

Traits

Source

Description

Monster Manual p. 155

Actions

Multiattack

Description

The giant makes two greataxe attacks.

Greataxe

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12+6) slashing damage.

Attack

|9|3d12+6

Rock

Description

Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.

Attack

|9|4d10+6

Variant: Weighted Net

Description

Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target.

Storm King's Thunder p. 246

Attack

Net|5|

Environment

arctic, mountain

Frost Giant Everlasting One

Size

Huge

Type

giant

Alignment

typically chaotic evil

Armor Class

15 (patchwork armor)

Hit Points

189 (14d12 + 98)

Speed

40 ft.

Strength

25

Dexterity

9

Constitution

24

Intelligence

9

Wisdom

10

Charisma

12

Saving Throws

Str +11, Con +11, Wis +4

Skills

Athletics +11, Perception +4

Damage Immunities

cold

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Giant

Challenge Rating

12

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 131, Volo's Guide to Monsters p. 148

Proficiency Bonus

Description

+4

Extra Heads

Description

The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Regeneration

Description

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

Actions

Multiattack

Description

The giant makes two Greataxe or Rock attacks.

Greataxe

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging.

Attack

Greataxe|11|3d12+7

Greataxe (Raging)|11|3d12+11

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

Vaprak's Rage (Recharges after a Short or Long Rest) (bonus action)

Description

The giant enters a rage. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits:

• The giant has advantage on Strength checks and Strength saving throws.

• When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.

• The giant has resistance to bludgeoning, piercing, and slashing damage.

Frost Giant Ice Shaper

Size

Huge

Type

giant (cleric)

Alignment

any alignment

Armor Class

16 (chain mail)

Hit Points

310 (27d12 + 135)

Speed

40 ft.

Strength

23

Dexterity

10

Constitution

21

Intelligence

11

Wisdom

19

Charisma

16

Saving Throws

Str +12, Wis +10, Con +11, Cha +9

Skills

Athletics +12, Perception +10

Damage Immunities

cold

Passive Perception

20

Languages

Common, Giant

Challenge Rating

17

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 145

Proficiency Bonus

Description

+6

Frost Rune

Description

The giant has a frost rune inscribed on a chunk of ice or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Ice Wolves action and Ice Armor reaction.

The object bearing the rune has AC 16; 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 frost 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 attacks using Greataxe, Freezing Ray, or a combination of them.

Greataxe

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage plus 9 (2d8) cold damage.

Attack

Greataxe|12|3d10 + 6+2d8

Freezing Ray

Description

Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 17 (3d8 + 4) cold damage, and the target must make a DC 18 Constitution saving throw. On a failed save, the target has the restrained condition until the end of its next turn. On a successful save, the target's speed is reduced by 10 feet until the end of its next turn.

Attack

Freezing Ray|10|3d8 + 4

Ice Wolves (Requires Frost Rune)

Description

The giant magically summons 1d4 wolves made of ice (use the winter wolf stat block in the Monster Manual to represent them, but they are Elementals instead of Monstrosities). The wolves appear in unoccupied spaces the giant can see within 30 feet of itself. The wolves take their turn immediately after the giant on the same initiative count, and they obey the giant's commands. The wolves gain a +6 bonus to their attack and damage rolls while they are within 30 feet of the giant. The wolves disappear after 1 minute, when the giant dies, or when the giant uses this action again.

Reactions

Ice Armor (Requires Frost Rune)

Description

When a creature the giant can see makes an attack roll against it, the giant can form a coat of ice around itself, granting it a +6 bonus to its AC against that attack. After the attack hits or misses, the ice shatters, and each creature within 5 feet of the giant must succeed on a DC 18 Dexterity saving throw or take 13 (3d8) cold damage.

Frost Giant of Evil Water

Size

Huge

Type

giant

Alignment

typically neutral evil

Armor Class

16 (scale mail)

Hit Points

172 (15d12 + 75)

Speed

40 ft., swim 40 ft.

Strength

23

Dexterity

16

Constitution

21

Intelligence

9

Wisdom

14

Charisma

12

Saving Throws

Wis +6, Con +9, Dex +7

Skills

Acrobatics +10, Perception +6

Damage Immunities

cold

Passive Perception

16

Languages

Aquan, Common, Giant

Challenge Rating

11

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 146

Proficiency Bonus

Description

+4

Amphibious

Description

The giant can breathe air and water.

Actions

Multiattack

Description

The giant makes two Battleaxe attacks and one Harpoon attack.

Battleaxe

Description

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage, or 22 (3d10 + 6) slashing damage if used with two hands, plus 7 (2d6) cold damage.

Attack

Battleaxe|10|3d8 + 6+2d6

Battleaxe (Two-Handed)|10|3d10 + 6+2d6

Harpoon

Description

Ranged Weapon Attack: +7 to hit, range 50/200 ft., one creature. Hit: 14 (2d10 + 3) piercing damage, and the target has the grappled condition (escape DC 16). While the target is grappled this way, its speed isn't reduced, but it can't move farther from the giant. The target takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. The giant can grapple only one target at a time with its harpoon.

Attack

Harpoon|7|2d10 + 3+1d10

Reel In (bonus action)

Description

The giant pulls the target grappled by its Harpoon up to 20 feet toward itself.

Frost Giant Servant

Size

Huge

Type

giant

Alignment

chaotic evil

Armor Class

13 (natural armor)

Hit Points

105 (10d12 + 40)

Speed

40 ft.

Strength

21

Dexterity

8

Constitution

19

Intelligence

5

Wisdom

9

Charisma

6

Skills

Perception +2

Damage Immunities

cold

Passive Perception

12

Languages

Giant

Challenge Rating

5

Traits

Source

Description

Tales from the Yawning Portal p. 187

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The giant makes two greatclub attacks.

Greatclub

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Attack

Greatclub|8|3d8+5

Rock

Description

Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

Attack

Rock|8|3d10+5

Frost Giant Skeleton

Size

Huge

Type

undead

Alignment

lawful evil

Armor Class

14 (armor scraps)

Hit Points

102 (12d12 + 24)

Speed

40 ft.

Strength

23

Dexterity

9

Constitution

15

Intelligence

6

Wisdom

8

Charisma

5

Damage Vulnerabilities

bludgeoning

Damage Immunities

cold, poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60 ft.

Passive Perception

9

Languages

understands Giant but can't speak

Challenge Rating

6

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 289

Unusual Nature

Description

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

Actions

Multiattack

Description

The skeleton makes two greataxe attacks.

Greataxe

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Attack

Greataxe|9|3d12+6

Freezing Stare

Description

The skeleton targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 35 (10d6) cold damage and be paralyzed until the end of its next turn.

Attack

Freezing Stare||10d6

Environment

arctic

Frost Giant Zombie

Size

Huge

Type

undead

Alignment

neutral evil

Armor Class

15 (patchwork armor)

Hit Points

138 (12d12+60)

Speed

40 ft.

Strength

23

Dexterity

6

Constitution

21

Intelligence

3

Wisdom

6

Charisma

5

Saving Throws

Wis +2

Passive Perception

8

Languages

understands Giant but can't speak

Challenge Rating

9

Damage Immunities

cold, poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 288

Numbing Aura

Description

Any creature that starts its turn within 10 feet of the zombie must make a DC 17 Constitution saving throw. Unless the save succeeds, the creature can't make more than one attack, or take a bonus action on that turn.

Undead Fortitude

Description

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant, or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Multiattack

Description

The zombie makes two weapon attacks.

Greataxe

Description

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Attack

Greataxe|10|3d12+6

Hurl Rock

Description

Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Attack

Hurl Rock|10|4d10+6

Freezing Stare

Description

The zombie targets one creature it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 35 (10d6) cold damage and be paralyzed until the end of its next turn.

Frost Salamander

Size

Huge

Type

elemental

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

168 (16d12 + 64)

Speed

60 ft., burrow 40 ft., climb 40 ft.

Strength

20

Dexterity

12

Constitution

18

Intelligence

7

Wisdom

11

Charisma

7

Saving Throws

Con +8, Wis +4

Skills

Perception +4

Damage Vulnerabilities

fire

Damage Immunities

cold

Senses

darkvision 60 ft., tremorsense 60 ft.

Passive Perception

14

Languages

Primordial

Challenge Rating

9

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 132, Mordenkainen's Tome of Foes p. 223

Proficiency Bonus

Description

+4

Burning Fury

Description

When the salamander takes fire damage, itsFreezing Breath automatically recharges.

Actions

Multiattack

Description

The salamander makes one Bite attack and four Claw attacks.

Bite

Description

Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 5 (1d10) cold damage.

Attack

Bite|9|1d8+5+1d10

Claw

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Attack

Claw|9|1d6+5

Freezing Breath (Recharge 6)

Description

The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one.

Frost Worm

Size

Gargantuan

Type

monstrosity

Alignment

unaligned

Armor Class

18 (natural armor)

Hit Points

264 (16d20+96)

Speed

40 ft., burrow 30 ft.

Strength

28

Dexterity

8

Constitution

22

Intelligence

1

Wisdom

5

Charisma

5

Saving Throws

Con +12, Wis +3

Passive Perception

7

Challenge Rating

17

Damage Immunities

cold

Damage Vulnerabilities

fire

Senses

blindsight 30 ft., tremorsense 60 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 289

Freezing Body

Description

A creature that touches the worm or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage.

Death Burst

Description

When the worm dies, it explodes in a burst of frigid energy. Each creature within 60 feet of it must make a DC 20 Dexterity saving throw, taking 28 (8d6) cold damage on a failed save, or half as much damage on a successful one. Creatures inside the worm when it dies automatically fail this saving throw.

Tunneler

Description

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

Actions

Multiattack

Description

The worm makes two bite attacks, or uses its Trill and makes a bite attack.

Bite

Description

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage plus 10 (3d6) cold damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 10 (3d6) acid damage and 10 (3d6) cold damage at the start of each of the worm's turns.

If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 20 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 worm.

Attack

Bite|15|3d8+9

Trill

Description

The frost worm emits a haunting cry. Each creature within 60 feet of the worm that can hear it must succeed on a DC 20 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw each time it takes damage and at the end of each of its turns, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill of all frost worms for the next 24 hours. Frost worms are immune to this effect.

Frostmourn

Size

Huge

Type

undead

Alignment

typically neutral evil

Armor Class

13 (natural armor)

Hit Points

195 (17d12 + 85)

Speed

40 ft.

Strength

23

Dexterity

9

Constitution

21

Intelligence

9

Wisdom

11

Charisma

18

Saving Throws

Wis +4, Con +9

Skills

Athletics +10, Perception +4

Damage Immunities

cold, poison

Condition Immunities

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

Passive Perception

14

Languages

Giant

Challenge Rating

10

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 147

Proficiency Bonus

Description

+4

Actions

Multiattack

Description

The frostmourn makes one Freezing Touch attack and one Icy Axe attack. It can replace one of these attacks with a Polar Ray attack.

Freezing Touch

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 18 (4d8) cold damage plus 18 (4d8) necrotic damage. If this damage would reduce the target to 0 hit points, the target drops to 1 hit point instead and has the petrified condition, turning into a frozen statue.

If the statue takes bludgeoning damage, it shatters, killing the frozen creature. If the statue would take fire damage, it instead takes no damage and thaws, ending the petrification.

Attack

Freezing Touch|10|4d8+4d8

Icy Axe

Description

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

Attack

Icy Axe|10|3d8 + 6+2d6

Polar Ray

Description

Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 31 (5d10 + 4) cold damage, and the target's speed is reduced by 10 feet until the end of its next turn.

Attack

Polar Ray|8|5d10 + 4

Reactions

Blizzard Escape

Description

Immediately after a creature the frostmourn can see hits it with an attack roll, the frostmourn momentarily dissolves into a blizzard, reducing the damage to itself by half. The frostmourn can then magically teleport to an unoccupied space it can see within 30 feet of itself.

Frulam Mondath

Size

Medium

Type

humanoid (human)

Alignment

lawful evil

Armor Class

16 (chain mail)

Hit Points

44 (8d8+8)

Speed

30 ft.

Strength

14

Dexterity

10

Constitution

13

Intelligence

11

Wisdom

18

Charisma

15

Saving Throws

Wis +6, Cha +4

Skills

Deception +4, History +2, Religion +2

Passive Perception

14

Languages

Common, Draconic, Infernal

Challenge Rating

2

Traits

Source

Description

Hoard of the Dragon Queen p. 90

Spellcasting

Description

Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list:

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

• 1st level (4 slots): command, cure wounds, healing word, sanctuary

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

• 3rd level (2 slots): mass healing word, spirit guardians

Actions

Multiattack

Description

Frulam attacks twice with her halberd.

Halberd

Description

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) bludgeoning damage.

Attack

Halberd|5|1d10+2

Spells

light, sacred flame, thaumaturgy, command, cure wounds, healing word, sanctuary, calm emotions, hold person, spiritual weapon, mass healing word, spirit guardians

Spell Slots

4, 3, 2

Fume Drake

Size

Small

Type

elemental

Alignment

typically neutral

Armor Class

12

Hit Points

22 (5d6 + 5)

Speed

30 ft., fly 30 ft.

Strength

6

Dexterity

14

Constitution

12

Intelligence

6

Wisdom

10

Charisma

11

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Draconic, Ignan

Challenge Rating

1/4

Traits

Source

Description

Dragons of Stormwreck Isle p. 41

Proficiency Bonus

Description

+2

Death Burst

Description

When the fume drake dies, it explodes in a cloud of noxious fumes. Each creature within 5 feet of the fume drake must succeed on a DC 11 Constitution saving throw or take 4 (1d8) poison damage.

Unusual Nature

Description

The fume drake doesn't require food, drink, or sleep.

Actions

Bite

Description

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

Attack

Bite|4|1d4 + 2

Scalding Breath (Recharge 6)

Description

The fume drake exhales a 15-foot cone of scalding steam. Each creature in that area must make a DC 11 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

Fungal Servant

Size

Medium

Type

undead

Alignment

lawful evil

Armor Class

17 (natural armor)

Hit Points

97 (13d8 + 39)

Speed

20 ft.

Strength

18

Dexterity

10

Constitution

17

Intelligence

11

Wisdom

18

Charisma

16

Saving Throws

Con +8, Int +5, Wis +9, Cha +8

Skills

History +5, Religion +5

Damage Vulnerabilities

fire

Damage Immunities

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

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

darkvision 60 ft.

Passive Perception

14

Languages

The languages it knew in life

Challenge Rating

15

Traits

Source

Description

Candlekeep Mysteries p. 217

Proficiency Bonus

Description

+5

Magic Resistance

Description

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

Rejuvenation

Description

A destroyed fungal servant gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the fungal servant's heart.

Spellcasting

Description

The fungal servant is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The fungal servant has the following cleric spells prepared:

Cantrips (at will): sacred flame, thaumaturgy

• 1st level (4 slots): command, guiding bolt, shield of faith

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

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

• 4th level (3 slots): divination, guardian of faith

• 5th level (2 slots): contagion, insect plague

• 6th level (1 slot): harm

Actions

Multiattack

Description

The fungal servant can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to spores. The curse lasts until removed by the remove curse spell or other magic.

Attack

Rotting Fist|9|3d6+4+6d6

Dreadful Glare

Description

The fungal servant targets one creature it can see within 60 feet of it. If the target can see the fungal servant, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the fungal servant's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all fungal servants for the next 24 hours.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Attack

Description

The fungal servant makes one attack with its rotting fist or uses its Dreadful Glare.

Blinding Spores

Description

Blinding spores swirls magically around the fungal servant. Each creature within 5 feet of the fungal servant must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.

Blasphemous Word (Costs 2 Actions)

Description

The fungal servant utters a blasphemous word. Each non-undead creature within 10 feet of the fungal servant that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the fungal servant's next turn.

Channel Negative Energy (Costs 2 Actions)

Description

The fungal servant magically unleashes negative energy. Creatures within 60 feet of the fungal servant, including ones behind barriers and around corners, can't regain hit points until the end of the fungal servant's next turn.

Whirlwind of Spores (Costs 2 Actions)

Description

The fungal servant magically transforms into a whirlwind of spores, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the fungal servant is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the fungal servant remain in its possession.

Spells

sacred flame, thaumaturgy, command, guiding bolt, shield of faith, hold person, silence, spiritual weapon, animate dead, dispel magic, divination, guardian of faith, contagion, insect plague, harm

Spell Slots

4,3,3,3,2,1

Fury of Kostchtchie

Size

Huge

Type

fiend (demon)

Alignment

typically chaotic evil

Armor Class

16 (natural armor)

Hit Points

216 (16d12 + 112)

Speed

40 ft.

Strength

26

Dexterity

10

Constitution

25

Intelligence

10

Wisdom

12

Charisma

11

Saving Throws

Wis +6, Con +12

Skills

Athletics +13, Perception +6

Damage Resistances

fire, lightning, poison

Damage Immunities

cold

Condition Immunities

charmed, frightened, poisoned

Senses

darkvision 120 ft.

Passive Perception

16

Languages

Abyssal, Giant

Challenge Rating

14

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 148

Proficiency Bonus

Description

+5

Chilling Aura

Description

A creature that starts its turn within 10 feet of the fury must succeed on a DC 20 Constitution saving throw or take 11 (2d10) cold damage.

Magic Resistance

Description

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

Actions

Multiattack

Description

The fury makes two Fist or Rock attacks.

Fist

Description

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 10 (3d6) cold damage, or 17 (5d6) cold damage if the target took damage from the fury's Chilling Aura since the end of the fury's last turn.

Attack

Fist|13|2d8 + 8+3d6+5d6

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

Charge (bonus action)

Description

The fury can move up to its speed toward an enemy it can see.

Gaj

Size

Large

Type

aberration

Alignment

typically neutral evil

Armor Class

16 (natural armor)

Hit Points

75 (10d10 + 20)

Speed

30 ft., climb 30 ft.

Strength

16

Dexterity

10

Constitution

15

Intelligence

12

Wisdom

15

Charisma

7

Skills

stealth +4, perception +6

Senses

darkvision 60 ft.

Passive Perception

16

Languages

understands all languages but can't speak

Challenge Rating

4

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 23

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The gaj makes one Mandibles attack and uses Mind-Probing Antennae or Paralyze (if available).

Mandibles

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target is grappled (escape DC 11). Until the grapple ends, the target takes 10 (2d6 + 3) slashing damage at the start of each of the gaj's turns. While it is grappling a creature, the gaj can't use its mandibles to attack other creatures.

Attack

Mandibles|5|2d6 + 3

Mind-Probing Antennae

Description

The gaj targets one creature grappled by it. The target must make a DC 12 Wisdom saving throw. On a failed save, the target takes 16 (3d10) psychic damage, and the gaj magically pulls one piece of information from the target's mind that the gaj wants to know. On a successful save, the target takes half as much damage, and the gaj learns nothing.

Paralyze (Recharge 6)

Description

The gaj magically targets one creature it can see within 60 feet of itself. The target must succeed on a DC 12 Wisdom 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.

Galazeth Prismari

Size

Gargantuan

Type

dragon (sorcerer)

Alignment

chaotic neutral

Armor Class

21 (natural armor)

Hit Points

402 (23d20 + 161)

Speed

40 ft., fly 80 ft.

Strength

26

Dexterity

14

Constitution

25

Intelligence

18

Wisdom

20

Charisma

26

Saving Throws

Dex +9, Con +14, Wis +12, Cha +15

Skills

Acrobatics +16, Arcana +18, Perception +12, Performance +22

Damage Resistances

lightning

Damage Immunities

cold, fire

Senses

blindsight 120 ft.

Passive Perception

22

Languages

Common, Draconic

Challenge Rating

23

Traits

Source

Description

Strixhaven: A Curriculum of Chaos p. 193

Proficiency Bonus

Description

+7

Legendary Resistance (3/Day)

Description

If Galazeth fails a saving throw, he can choose to succeed instead.

Actions

Multiattack

Description

Galazeth makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 13 (1d10 + 8) piercing damage plus 5 (1d10) lightning damage.

Attack

Bite|15|1d10+8+1d10

Claw

Description

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 11 (1d6 + 8) slashing damage. If the target is a Large or smaller creature, it is knocked prone.

Attack

Claw|15|1d6+8

Spellcasting

Description

Galazeth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):

1/day each: control water, gust of wind, wall of stone

Dancing Elements Breath (Recharge 5-6)

Description

Galazeth exhales a blast of flames and ice in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, gaining no benefit from cover (other than total cover) and taking 38 (7d10) fire damage and 38 (7d10) cold damage on a failed save, or half as much damage on a successful one.

Attack

Dancing Elements Breath||7d10+7d10

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Claw

Description

Galazeth makes one Claw attack.

Lightning Flash (Costs 2 Actions)

Description

Galazeth moves up to half his flying speed without provoking opportunity attacks. When he passes within 15 feet of a creature during this move, that creature must succeed on a DC 22 Dexterity saving throw or take 11 (2d10) lightning damage. A creature can take this damage no more than once during the move.

Flowing Creation (Costs 3 Actions)

Description

Galazeth magically summons 1d4 art elemental mascots in unoccupied spaces he can see within 60 feet of himself. The art elementals obey his commands and take their turns immediately after his. Any creature, other than an art elemental, takes 5 (1d10) cold, fire, or lightning damage (Galazeth's choice) if it ends its turn within 5 feet of one or more of these elementals. When one of these elementals drops to 0 hit points, Galazeth can fly up to 20 feet without provoking opportunity attacks. These elementals disappear after 10 minutes, when Galazeth dies, or when he uses this action again.

Spells

control water, gust of wind, wall of stone

Galeb Duhr

Size

Medium

Type

elemental

Alignment

neutral

Armor Class

16 (natural armor)

Hit Points

85 (9d8+45)

Speed

15 ft. (30 ft. when rolling, 60 ft. rolling downhill)

Strength

20

Dexterity

14

Constitution

20

Intelligence

11

Wisdom

12

Charisma

11

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

exhaustion, paralyzed, poisoned, petrified

Senses

darkvision 60 ft., tremorsense 60 ft.

Passive Perception

11

Languages

Terran

Challenge Rating

6

Traits

Source

Description

Monster Manual p. 139, Lost Laboratory of Kwalish p. 40

Proficiency Bonus

Description

+3

False Appearance

Description

While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.

Rolling Charge

Description

If the galeb duhr rolls at least 20 ft. straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Attack

Rolling Charge||2d6

Actions

Slam

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage.

Attack

Slam|8|2d6+5

Animate Boulders (1/Day)

Description

The galeb duhr magically animates up to two boulders it can see within 60 ft. of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell).

Environment

hill, mountain

Galeokaerda

Size

Small

Type

humanoid (elf, sorcerer)

Alignment

neutral evil

Armor Class

12

Hit Points

91 (14d8 + 28)

Speed

30 ft.

Strength

12

Dexterity

15

Constitution

14

Intelligence

16

Wisdom

15

Charisma

18

Saving Throws

Wis +5, Cha +7

Skills

Arcana +6, Deception +7, History +9, Perception +5, Stealth +8

Damage Resistances

psychic

Senses

darkvision 60 ft.

Passive Perception

15

Languages

Celestial, Common, Elvish

Challenge Rating

6

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 130

Proficiency Bonus

Description

+3

Fey Ancestry

Description

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

Actions

Multiattack

Description

The extollant makes two Crimson Bolt attacks.

Crimson Bolt

Description

Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 20 (3d10 + 4) psychic damage.

Attack

Crimson Bolt|7|3d10+4

Spellcasting

Description

The extollant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):

At will: minor illusion

1/day each: mage armor, major image, phantasmal force

Reactions

Reflect Agony

Description

When the extollant is damaged by a creature within 60 feet of it, the creature must make a DC 15 Wisdom saving throw, taking 16 (3d10) psychic damage on a failed saving throw, or half as much damage on a successful one.

Spells

minor illusion, mage armor, major image, phantasmal force

Gallows Speaker

Size

Medium

Type

undead

Armor Class

12

Hit Points

85 (19d8)

Speed

0 ft., fly 40 ft. (hover)

Strength

8

Dexterity

14

Constitution

10

Intelligence

10

Wisdom

12

Charisma

18

Saving Throws

Wis +4

Skills

Perception +7

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

necrotic, poison

Condition Immunities

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

Senses

truesight 60 ft.

Passive Perception

17

Languages

any languages its component spirits knew in life

Challenge Rating

6

Traits

Source

Description

Van Richten's Guide to Ravenloft p. 234

Divination Senses

Description

The gallows speaker can see 60 feet into the Ethereal Plane when it is on the Material Plane and vice versa.

Incorporeal Movement

Description

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

Unusual Nature

Description

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

Actions

Foretelling Touch

Description

Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage, and the target must roll a d4 and subtract the number rolled from the next attack roll or saving throw it makes before the start of the gallows speaker's next turn.

Attack

Foretelling Touch|7|2d10+4

Suffering Echoes

Description

The gallows speaker targets a creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 19 (3d12) psychic damage, and waves of painful memories leap from the target to up to three other creatures of the gallows speaker's choice that are within 30 feet of the target, each of which takes 13 (3d8) psychic damage.

Attack

Suffering Echoes||3d12

Galsariad Ardyth (Tier 1)

Size

Medium

Type

humanoid (drow, elf, wizard)

Alignment

neutral

Armor Class

12

Hit Points

49 (14d8 - 14)

Speed

30 ft.

Strength

8

Dexterity

14

Constitution

8

Intelligence

16

Wisdom

15

Charisma

12

Saving Throws

Int +5, Wis +4

Skills

Arcana +5, Investigation +5, Nature +5

Senses

darkvision 120 ft.

Passive Perception

12

Languages

Common, Draconic, Undercommon

Challenge Rating

3

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 188

Proficiency Bonus

Description

+2

Fey Ancestry

Description

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

Actions

Drain Potential

Description

Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 16 (3d10) necrotic damage, and Galsariad gains 5 temporary hit points.

Attack

Drain Potential|5|3d10

Gravity Wave (Recharge 5–6)

Description

Galsariad causes a rippling wave of magical gravity to fill a 10-foot-radius sphere centered on a point he can see within 120 feet of himself. Each creature in that area must make a DC 13 Strength saving throw. On a failed saving throw, the creature takes 17 (5d6) force damage and is pulled up to 10 feet toward the sphere's center. On a successful save, the creature takes half as much damage and isn't pulled.

Spellcasting

Description

Galsariad casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):

At will: mage armor, mage hand

1/day: longstrider

Distort Gravity (1/Day) (bonus action)

Description

Galsariad targets himself or one willing creature that he can see within 60 feet of himself, magically distorting gravity around the target. Any creature within 5 feet of the target takes 3 (1d6) force damage. In addition, the target can use a reaction to float upward, up to 20 feet, without provoking opportunity attacks. When this effect ends at the start of Galsariad's next turn, the target floats gently down up to 20 feet.

Spells

mage armor, mage hand, longstrider

Galsariad Ardyth (Tier 2)

Size

Medium

Type

humanoid (drow, elf, wizard)

Alignment

neutral

Armor Class

12

Hit Points

67 (15d8)

Speed

30 ft., fly 30 ft. (hover)

Strength

8

Dexterity

14

Constitution

10

Intelligence

18

Wisdom

15

Charisma

12

Saving Throws

Int +7, Wis +5

Skills

Arcana +7, Investigation +7, Nature +7

Senses

darkvision 120 ft.

Passive Perception

12

Languages

Common, Draconic, Undercommon

Challenge Rating

5

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 190

Proficiency Bonus

Description

+3

Fey Ancestry

Description

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

Actions

Drain Potential

Description

Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 22 (4d10) necrotic damage, and Galsariad gains 5 temporary hit points.

Attack

Drain Potential|7|4d10

Gravity Wave (Recharge 5–6)

Description

Galsariad causes a rippling wave of magical gravity to fill a 20-foot-radius sphere centered on a point he can see within 100 feet of himself. Each creature in that area must make a DC 15 Strength saving throw. On a failed saving throw, the creature takes 35 (10d6) force damage and is pulled up to 20 feet toward the sphere's center, and is knocked prone. On a successful save, the creature takes half as much damage and isn't pulled or knocked prone.

Spellcasting

Description

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

At will: mage armor, mage hand

1/day each: longstrider, scrying (as an action), slow

Distort Gravity (1/Day) (bonus action)

Description

Galsariad targets himself or one willing creature that he can see within 60 feet of himself, magically distorting gravity around the target. Any creature within 5 feet of the target takes 7 (2d6) force damage. In addition, the target can use a reaction to float upward, up to 20 feet, without provoking opportunity attacks. When this effect ends at the start of Galsariad's next turn, the target floats gently down up to 20 feet.

Spells

mage armor, mage hand, longstrider, scrying, slow

Galsariad Ardyth (Tier 3)

Size

Medium

Type

humanoid (drow, elf, wizard)

Alignment

neutral

Armor Class

17 (deflection)

Hit Points

90 (20d8)

Speed

30 ft., fly 30 ft. (hover), swim 40 ft. (ring of swimming)

Strength

8

Dexterity

14

Constitution

10

Intelligence

20

Wisdom

15

Charisma

12

Saving Throws

Int +8, Wis +5

Skills

Arcana +8, Investigation +8, Nature +8

Senses

darkvision 120 ft.

Passive Perception

12

Languages

Common, Draconic, Undercommon

Challenge Rating

8

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 193

Proficiency Bonus

Description

+3

Special Equipment

Description

Galsariad wears a ring of swimming and carries a ruidium dagger (see appendix B). If he rolls a 1 on an attack roll made with the dagger, he must succeed on a DC 20 Charisma saving throw or gain 1 level of exhaustion.

Deflection

Description

Galsariad warps gravity around himself to magically deflect incoming attacks. While Galsariad is wearing no armor and not incapacitated, his AC includes his Intelligence modifier.

Fey Ancestry

Description

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

Actions

Multiattack

Description

Galsariad makes one Drain Potential attack and one Ruidium Dagger attack.

Drain Potential

Description

Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one creature. Hit: 22 (4d10) necrotic damage, and Galsariad gains 10 temporary hit points.

Attack

Drain Potential|8|4d10

Ruidium 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 7 (2d6) psychic damage.

Attack

Ruidium Dagger|5|1d4+2+2d6

Gravity Wave (Recharge 5–6)

Description

Galsariad causes a rippling wave of magical gravity to fill a 30-foot-radius sphere centered on a point he can see within 100 feet of himself. Each creature in that area must make a DC 16 Strength saving throw. On a failed saving throw, the creature takes 42 (12d6) force damage and is restrained for 1 minute. On a successful save, the creature takes half as much damage and isn't restrained. A restrained creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Spellcasting

Description

Galsariad casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):

At will: mage hand

1/day each: longstrider, scrying (as an action), slow, telekinesis, water breathing

Distort Gravity (1/Day) (bonus action)

Description

Galsariad targets himself or one willing creature that he can see within 60 feet of himself, magically distorting gravity around the target. Any creature within 5 feet of the target takes 14 (4d6) force damage. In addition, the target can use a reaction to float upward, up to 20 feet, without provoking opportunity attacks. When this effect ends at the start of Galsariad's next turn, the target floats gently down up to 20 feet.

Spells

mage hand, longstrider, scrying, slow, telekinesis, water breathing

Galvanic Blastseeker

Size

Medium

Type

humanoid (any race)

Alignment

chaotic neutral

Armor Class

13

Hit Points

52 (8d8+16)

Speed

30 ft.

Strength

10

Dexterity

17

Constitution

14

Intelligence

19

Wisdom

10

Charisma

13

Saving Throws

Dex +6

Skills

Acrobatics +6, Arcana +7, Perception +3

Passive Perception

13

Languages

Common and Primordial, plus any one language

Challenge Rating

5

Damage Resistances

lightning, thunder

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 243

Galvanic Overcast (Recharge 5-6)

Description

When the blastseeker casts lightning bolt or thunderwave, it can roll a die. On an odd number, the blastseeker takes 9 (2d8) force damage. On an even number, the spell also deals 9 (2d8) lightning damage to each target that fails its saving throw.

Heart of the Storm

Description

When the blastseeker casts lightning bolt or thunderwave, all other creatures within 10 feet of the blastseeker each take 3 lightning damage.

Innate Spellcasting

Description

The blastseeker's innate spellcasting ability is Intelligence (spell save DC 15, +7 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:

1/day: stoneskin

3/day each: levitate, lightning bolt, thunderwave

Gust-Propelled Leap

Description

The blastseeker can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

Actions

Spear

Description

Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.

Attack

Spear|3|1d6

Spells

stoneskin, levitate, lightning bolt, thunderwave

Galvanice Weird

Size

Medium

Type

elemental

Alignment

chaotic neutral

Armor Class

12 (natural armor)

Hit Points

22 (3d8+9)

Speed

30 ft.

Strength

14

Dexterity

10

Constitution

17

Intelligence

3

Wisdom

10

Charisma

5

Passive Perception

10

Challenge Rating

1

Damage Resistances

cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

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

Senses

darkvision 60 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 209

Death Burst

Description

When the galvanice weird dies, it explodes in a burst of ice and lightning. Each creature within 10 feet of the exploding weird must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.

Actions

Slam

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 5 (2d4) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or lose the ability to use reactions until the start of the weird's next turn.

Attack

Slam|4|1d6+2

Galven Magen

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

14

Hit Points

68 (8d8 + 32)

Speed

30 ft., fly 30 ft. (hover)

Strength

10

Dexterity

18

Constitution

18

Intelligence

12

Wisdom

10

Charisma

7

Damage Immunities

lightning, poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Passive Perception

10

Languages

understands the languages of its creator but can't speak

Challenge Rating

3

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 301

Fiery End

Description

If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying.

Magic Resistance

Description

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

Unusual Nature

Description

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

Actions

Multiattack

Description

The magen makes two Shocking Touch attacks.

Shocking Touch

Description

Melee Spell Attack: +6 to hit, reach 5 ft., one target (the magen has advantage on the attack roll if the target is wearing armor made of metal). Hit: 7 (1d6 + 4) lightning damage.

Attack

Shocking Touch|6|1d6+4

Static Discharge (Recharge 5-6)

Description

The magen discharges a lightning bolt in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (with disadvantage if the creature is wearing armor made of metal), taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Attack

Static Discharge||4d10

Gammon Xungoon

Size

Small

Type

humanoid (kobold)

Alignment

chaotic good

Armor Class

10

Hit Points

4 (1d8)

Speed

30 ft.

Strength

10

Dexterity

10

Constitution

10

Intelligence

10

Wisdom

10

Charisma

10

Senses

darkvision 60 ft.

Passive Perception

10

Languages

any one language (usually Common), Draconic

Challenge Rating

0

Traits

Source

Description

Journeys through the Radiant Citadel p. 20

Proficiency Bonus

Description

+2

Sunlight Sensitivity

Description

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

Pack Tactics

Description

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

Actions

Club

Description

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

Attack

Club|2|1d4

Gar Shatterkeel

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

16 (natural armor)

Hit Points

30 (15d8+45)

Speed

30 ft., swim 30 ft.

Strength

15

Dexterity

15

Constitution

16

Intelligence

12

Wisdom

18

Charisma

13

Skills

Nature +8, Survival +8

Damage Resistances

cold

Passive Perception

14

Languages

Aquan, Common

Challenge Rating

9

Traits

Source

Description

Princes of the Apocalypse p. 208

Amphibious

Description

Gar can breathe air and water.

Legendary Resistance (2/Day)

Description

If Gar fails a saving throw, he can choose to succeed instead.

Spellcasting

Description

Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following druid spells prepared:

Cantrips (at will): mending, resistance, shape water

• 1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave

• 2nd level (3 slots): darkvision, hold person, protection from poison

• 3rd level (3 slots): call lightning, sleet storm, tidal wave

• 4th level (3 slots): control water, ice storm

• 5th level (1 slot): scrying

Water Walk

Description

Gar can stand and move on liquid surfaces as if they were solid ground.

Watery Fall

Description

When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing or carrying is left behind.

Actions

Multiattack

Description

Gar makes two melee attacks, one with his claw and one with Drown.

Claw

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and the target is grappled (escape DC 13). Until the grapple ends, Gar can't attack other creatures with his claw.

Attack

Claw|6|2d6+2

Drown

Description

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage plus 4 (1d8) cold damage.

Attack

Drown|7|1d6+3+1d8

Drown (Two-Handed)|7|1d8+3+1d8

Spells

mending, resistance, shape water, create or destroy water, cure wounds, fog cloud, thunderwave, darkvision, hold person, protection from poison, call lightning, sleet storm, tidal wave, control water, ice storm, scrying

Spell Slots

4, 3, 3, 3, 1

Gar Shatterkeel–Locathah Rising

Size

Medium

Type

humanoid

Alignment

neutral evil

Armor Class

17 (natural armor)

Hit Points

144 (17d8+68)

Speed

30 ft., swim 30 ft.

Strength

16

Dexterity

16

Constitution

18

Intelligence

12

Wisdom

20

Charisma

14

Skills

Nature +11, Perception +10, Survival +10

Passive Perception

20

Languages

Aquan, Common

Challenge Rating

15

Damage Resistances

cold

Traits

Source

Description

Locathah Rising p. 18

Amphibious

Description

Gar can breathe air and water.

Spellcasting

Description

Gar is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). He has the following druid spells prepared:

Cantrips (at will): frostbite, mending, resistance, shape water, thunderclap*

• 1st level (4 slots): create or destroy water, charm person, cure wounds, thunderwave

• 2nd level (3 slots): darkvision, hold person, mirror image*, misty step*, pass without trace, protection from poison

• 3rd level (3 slots): conjure animals, dispel magic, tidal wave, water breathing*, water walk*

• 4th level (3 slots): charm monster, control water*, dominate beast, freedom of movement*, watery sphere

• 5th level (2 slots): conjure elemental*, maelstrom, scrying*, tree stride

• 6th level (1 slots): heal

• 7th level (1 slots): plane shift

scrying*, tree stride

*Circle spells don't count against spells prepared.

Legendary Resistance (3/Day)

Description

If Gar fails a saving throw, he can choose to succeed instead.

Water Walk

Description

Gar can stand and move on liquid surfaces as if they were solid ground.

Watery Fall

Description

When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Except for Wave and his claw, anything he was wearing or carrying is left behind.

Actions

Multiattack

Description

Gar makes two melee attacks, one with his claw and one with Wave.

Claw

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, Gar can't attack other creatures with his claw.

Attack

Claw|8|2d6+3

Wave

Description

Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d6 + 6) piercing damage or 10 (1d8 + 6) piercing damage when used with two hands. If Gar scores a critical hit with this weapon, the target takes extra necrotic damage equal to half its hit point maximum.

Attack

Wave|11|1d6+6

Umberlee's Wake (Recharge 5-6)

Description

Power ripples out in a 60-foot radius sphere from a point within range (150 ft.) as the will of Umberlee affects all in her watery embrace. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. This only affects targets that are submerged or floating in water. Gar Shatterkeel and any undead serving him are immune to this effect.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Move

Description

Gar moves up to his speed without provoking opportunity attacks.

Claw

Description

Gar makes one attack with his claw.

Wave (Costs 2 Actions)

Description

Gar makes one attack with Wave with advantage.

Lair Actions

Description

Gar can employ lair actions while he's within the coral mountain.

On initiative count 20 (losing initiative ties), Gar Shatterkeel takes a lair action to cause one of the following effects; Gar can't use the same effect two rounds in a row.

• Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with him.

• The coral in a 60-foot radius grows rapidly around creatures inside the coral mountain. Each creature must succeed on a DC 18 Strength saving throw or become restrained. Restrained creatures can take an action on their turn to make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check to free themselves. This effect lasts for 1 minute unless dispelled (it counts as a 6th level spell), and doesn't require Gar to maintain concentration. Gar Shatterkeel and any creatures he designates are immune to this effect.

• Up to five corpses that Gar can see within 60 feet rise up as drowned blade and attack anyone Gar directs them to on his turn.

Spell Slots

4, 3, 3, 3, 2, 1, 1

Spells

frostbite, mending, resistance, shape water, thunderclap, create or destroy water, charm person, cure wounds, thunderwave, darkvision, hold person, mirror image, misty step, pass without trace, protection from poison, conjure animals, dispel magic, tidal wave, water breathing, water walk, charm monster, control water, dominate beast, freedom of movement, watery sphere, conjure elemental, maelstrom, scrying, tree stride, heal, plane shift

Gargantua

Size

Gargantuan

Type

aberration

Alignment

typically chaotic neutral

Armor Class

17 (natural armor)

Hit Points

388 (21d20 + 168)

Speed

60 ft.

Strength

27

Dexterity

10

Constitution

26

Intelligence

9

Wisdom

16

Charisma

18

Saving Throws

Wis +10, Dex +7, Int +6

Damage Resistances

force, psychic

Condition Immunities

frightened

Senses

darkvision 120 ft.

Passive Perception

13

Languages

Giant

Challenge Rating

21

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 149

Proficiency Bonus

Description

+7

Weird Aura

Description

At the start of each of the gargantua's turns, each creature of the gargantua's choice within 30 feet of it must make a DC 19 Wisdom saving throw. On a failed save, a target sees the gargantua as a manifestation of the target's worst fears; it takes 17 (5d6) psychic damage and has the frightened condition until the start of the target's next turn. On a successful save, a target is immune to this gargantua's Weird Aura for 24 hours.

Actions

Multiattack

Description

The gargantua makes two Slam or Rock attacks.

Slam

Description

Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage.

Attack

Slam|15|3d12 + 8

Rock

Description

Ranged Weapon Attack: +15 to hit, range 120/480 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

Attack

Rock|15|3d10 + 8

Baleful Hex (bonus action)

Description

The gargantua curses one creature it can see within 120 feet of itself. The target must succeed on a DC 19 Wisdom saving throw or have the incapacitated condition until the end of its next turn.

Teleport (bonus action)

Description

The gargantua teleports, along with any equipment it is wearing or carrying, to an unoccupied space that it can see within 120 feet of itself.

Reactions

Flick

Description

Immediately after the gargantua takes damage from a Large or smaller creature it can see within 20 feet of itself, it attempts to flick the creature away. The target must succeed on a DC 23 Strength saving throw, or the target takes 18 (3d6 + 8) bludgeoning damage, is pushed horizontally up to 100 feet away from the gargantua, and has the prone condition.

Spell Mimicry (1/Day)

Description

Immediately after a creature the gargantua can see casts a spell of 5th level or lower, the gargantua tries to copy the spell. That creature must succeed on a DC 19 Charisma saving throw, or the gargantua immediately casts the same spell at the same level (+11 to hit with spell attacks, spell save DC 19), requiring no material components and choosing the spell's targets.

Gargoyle

Size

Medium

Type

elemental

Alignment

chaotic evil

Armor Class

15 (natural armor)

Hit Points

52 (7d8+21)

Speed

30 ft., fly 60 ft.

Strength

15

Dexterity

11

Constitution

16

Intelligence

6

Wisdom

11

Charisma

7

Damage Resistances

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

Damage Immunities

poison

Condition Immunities

exhaustion, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Terran

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 140

False Appearance

Description

While the gargoyle remains motion less, it is indistinguishable from an inanimate statue.

Actions

Multiattack

Description

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

Bite

Description

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

Attack

Bite|4|1d6+2

Claws

Description

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

Attack

Claws|4|1d6+2

Environment

underdark, urban

Garra

Size

Large

Type

giant

Alignment

any chaotic alignment

Armor Class

12 (hide armor)

Hit Points

30 (4d10+8)

Speed

30 ft.

Strength

17

Dexterity

10

Constitution

14

Intelligence

7

Wisdom

9

Charisma

10

Passive Perception

9

Languages

Common, Giant

Challenge Rating

1

Senses

darkvision 60 ft.

Traits

Source

Description

Eberron: Rising from the Last War p. 272

Actions

Battleaxe

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.

Attack

Battleaxe|5|2d8+3

Javelin

Description

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Attack

Javelin|5|2d6+3

Environment

underdark, mountain, forest, hill, urban, desert, arctic

Garret Levistusson

Size

Medium

Type

humanoid

Alignment

chaotic neutral

Armor Class

14 (natural armor)

Hit Points

44 (8d8+8)

Speed

30 ft.

Strength

11

Dexterity

14

Constitution

12

Intelligence

11

Wisdom

12

Charisma

17

Skills

Deception +7, Investigation +4, Performance +5, Persuasion +5

Passive Perception

11

Languages

Abyssal, Common, Infernal, Thieves' cant

Challenge Rating

2

Traits

Source

Description

Lost Laboratory of Kwalish p. 41

Special Equipment

Description

Garret wears a Ring of Warmth (included in his statistics) and wields a Gambler's Blade longsword.

Spellcasting

Description

Garret is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following bard spells prepared:

Cantrips (at will): blade ward, vicious mockery

• 1st level (3 slots): charm person, detect magic, disguise self, identify, Tasha's hideous laughter

Bardic Inspiration (3/Day)

Description

As a bonus action, Garret can give one chosen creature (other than him) a d6 inspiration die. The chosen creature must be within 60 feet of Garret and able to hear him. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can use the inspiration die after the roll is made but before the DM says whether it succeeds or fails. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time.

Cunning Action

Description

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

Sneak Attack (1/Turn)

Description

Garret deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Garret that isn't incapacitated and Garret doesn't have disadvantage on the attack roll.

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

Spell Slots

3

Spells

blade ward, vicious mockery, charm person, detect magic, disguise self, identify, Tasha's hideous laughter

Gas Spore

Size

Large

Type

plant

Alignment

unaligned

Armor Class

5

Hit Points

1 (1d10-4)

Speed

0 ft., fly 10 ft. (hover)

Strength

5

Dexterity

1

Constitution

3

Intelligence

1

Wisdom

1

Charisma

1

Damage Immunities

poison

Condition Immunities

blinded, deafened, frightened, paralyzed, poisoned, prone

Senses

blindsight 30 ft. (blind beyond this radius)

Passive Perception

5

Challenge Rating

1/2

Traits

Source

Description

Monster Manual p. 138

Death Burst

Description

The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease.

Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12+the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.

Attack

Death Burst||3d6

Eerie Resemblance

Description

The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful DC 15 Intelligence (Nature) check.

Actions

Touch

Description

Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait.

Attack

Touch||1

Environment

underdark

Gauth

Size

Medium

Type

aberration (beholder)

Alignment

typically lawful evil

Armor Class

15 (natural armor)

Hit Points

52 (7d8 + 21)

Speed

0 ft., fly 20 ft. (hover)

Strength

10

Dexterity

14

Constitution

16

Intelligence

15

Wisdom

15

Charisma

13

Saving Throws

Int +5, Wis +5, Cha +4

Skills

Perception +5

Condition Immunities

prone

Senses

darkvision 120 ft.

Passive Perception

15

Languages

Deep Speech, Undercommon

Challenge Rating

6

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 133, Volo's Guide to Monsters p. 125

Proficiency Bonus

Description

+3

Death Throes

Description

When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.

Stunning Gaze

Description

When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn.

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

Actions

Bite

Description

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

Attack

Bite|3|2d8

Eye Rays

Description

The gauth shoots three of the following magical eye rays at random (roll three d6s, and reroll duplicates), targeting one to three creatures it can see within 120 feet of it:

1: Devour Magic Ray The target must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.

2: Enervation Ray The target must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.

3: Fire Ray The target must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage.

4: 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.

5: Pushing Ray The target must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet away from the gauth and have its speed halved until the start of the gauth's next turn.

6: Sleep Ray The target must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on Constructs and Undead.

Gazer

Size

Tiny

Type

aberration (beholder)

Alignment

typically neutral evil

Armor Class

13

Hit Points

13 (3d4 + 6)

Speed

0 ft., fly 30 ft. (hover)

Strength

3

Dexterity

17

Constitution

14

Intelligence

3

Wisdom

10

Charisma

7

Saving Throws

Wis +2

Skills

Perception +4, Stealth +5

Condition Immunities

prone

Senses

darkvision 60 ft.

Passive Perception

14

Languages

—

Challenge Rating

1/2

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 134, Volo's Guide to Monsters p. 126

Proficiency Bonus

Description

+2

Mimicry

Description

The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Bite

Description

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

Attack

Bite|5|

Eye Rays

Description

The gazer shoots two of the following magical eye rays at random (roll two d4s, and reroll duplicates), choosing one or two targets it can see within 60 feet of it:

1: Dazing Ray The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.

2: Fear Ray The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn.

3: Frost Ray The target must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.

4: Telekinetic Ray If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is a Tiny object that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.

Aggressive (bonus action)

Description

The gazer moves up to its speed toward a hostile creature that it can see.

Gearkeeper Construct

Size

Large

Type

construct

Alignment

unaligned

Armor Class

18 (natural armor)

Hit Points

161 (17d10+68)

Speed

60 ft.

Strength

20

Dexterity

16

Constitution

18

Intelligence

3

Wisdom

11

Charisma

1

Passive Perception

10

Languages

understands the languages of its creator but can't speak

Challenge Rating

10

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

fire, poison, psychic

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

blindsight 120 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 290

Immutable Form

Description

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

Rapid Shifting

Description

Opportunity attacks made against the gearkeeper have disadvantage.

Whirling Blades

Description

Any creature that starts its turn within 5 feet of the gearkeeper takes 4 (1d8) slashing damage.

Actions

Multiattack

Description

The gearkeeper makes two Arm Blade attacks, or one Arm Blade attack and one Spear Launcher attack.

Arm Blade

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.

Attack

Arm Blade|9|3d8+5

Spear Launcher

Description

Ranged Weapon Attack: +9 to hit, range 90 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target is knocked prone.

Attack

Spear Launcher|9|2d6+5

Shrapnel Blast (Recharge 6)

Description

The gearkeeper jettisons a spray of jagged metal in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.

Gelatinous Cube

Size

Large

Type

ooze

Alignment

unaligned

Armor Class

6

Hit Points

84 (8d10+40)

Speed

15 ft.

Strength

14

Dexterity

3

Constitution

20

Intelligence

1

Wisdom

6

Charisma

1

Condition Immunities

blinded, charmed, deafened, exhaustion, frightened, prone

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

8

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 242, Lost Laboratory of Kwalish p. 41

Ooze Cube

Description

The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.

Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.

The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Transparent

Description

Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Actions

Pseudopod

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.

Attack

Pseudopod|4|3d6

Engulf

Description

The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Environment

underdark

Gem Stalker

Size

Large

Type

monstrosity

Alignment

typically neutral

Armor Class

17 (natural armor)

Hit Points

67 (9d10 + 18)

Speed

40 ft., climb 40 ft.

Strength

17

Dexterity

15

Constitution

14

Intelligence

15

Wisdom

10

Charisma

6

Saving Throws

Dex +5, Int +5

Skills

Perception +3, Stealth +5

Damage Resistances

psychic

Senses

darkvision 120 ft.

Passive Perception

13

Languages

Telepathy 60 ft. understands Draconic but can't speak

Challenge Rating

5

Traits

Source

Description

Fizban's Treasury of Dragons p. 202

Proficiency Bonus

Description

+3

Spider Climb

Description

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

Unusual Nature

Description

The gem stalker doesn't require food or drink.

Actions

Multiattack

Description

The gem stalker makes four Claw attacks.

Claw

Description

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

Attack

Claw|6|2d6+3

Crystal Dart (Bonus Action)

Description

Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 7 (1d10 + 2) force damage, and one of the following effects occurs, determined by the kind of dragon that created the gem stalker:

Amethyst. The gem stalker can teleport to an unoccupied space it can see within 30 feet of it.

Crystal. The gem stalker gains a number of temporary hit points equal to the damage dealt.

Emerald. The target must roll a d4 and subtract the number rolled from the next attack roll it makes before the start of the gem stalker's next turn.

Sapphire. The target must succeed on a DC 13 Strength saving throw or be pushed horizontally up to 10 feet away from the gem stalker and be knocked prone.

Topaz. The target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the gem stalker's next turn.

Reactions

Protective Link

Description

When another creature the gem stalker can see within 30 feet of it is about to take damage, the gem stalker reduces that damage by 10 (3d6). The gem stalker then takes damage equal to that amount.

Geonid

Size

Small

Type

elemental

Alignment

neutral

Armor Class

17 (natural)

Hit Points

26 (4d6+12)

Speed

30 ft.

Strength

12

Dexterity

10

Constitution

16

Intelligence

9

Wisdom

14

Charisma

11

Skills

Perception +4, Stealth +2

Senses

darkvision 60 ft., tremorsense 30 ft.

Passive Perception

14

Languages

Terran

Challenge Rating

1/4

Traits

Source

Description

The Tortle Package p. 22

Boulder Guise

Description

While fully withdrawn into its shell, the geonid can't see and is indistinguishable from a small boulder.

Actions

Multiattack

Description

The decapus makes two attacks: one with its bite and one with its tentacles.

Club

Description

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

Attack

Club|3|1d4+1

Stone Tell

Description

The geonid touches a stone object or surface and knows what types of creatures have been within 10 feet of that stone in the past 24 hours. The geonid can also determine the number of creatures of each type, but not their identities