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7 categories

Monsters

2646 of 2646 entries · Showing 51–100

Aeshma

Size

Medium

Type

humanoid (tiefling)

Alignment

chaotic neutral

Armor Class

15 (Bracers of Defense)

Hit Points

45 (7d8 + 14)

Speed

30 ft.

Strength

10

Dexterity

16

Constitution

14

Intelligence

14

Wisdom

14

Charisma

16

Saving Throws

Dex +5, Cha +5

Skills

Deception +7, Insight +4, Performance +7, Persuasion +7, Sleight of Hand +7, Stealth +5

Passive Perception

12

Languages

Common, Infernal

Challenge Rating

2

Traits

Source

Description

Chains of Asmodeus p. 261

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

Aeshma makes two attacks using his Shortsword, Hand Crossbow, or a combination of the two.

Shortsword

Description

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

Attack

Shortsword|5|1d6+3

Hand Crossbow

Description

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

Attack

Hand Crossbow|5|1d6+3

Cunning (bonus action)

Description

Aeshma takes the Dash, Disengage, or Hide action.

Affliction Devil (kocrachon)

Size

Medium

Type

fiend (devil)

Alignment

lawful evil

Armor Class

20 (natural armor)

Hit Points

104 (16d8 + 32)

Speed

30 ft., fly 60 ft. (hover)

Strength

16

Dexterity

19

Constitution

15

Intelligence

17

Wisdom

12

Charisma

14

Saving Throws

Dex +8, Int +7

Skills

Deception +6, Intimidation +6, Perception +5, Stealth +8

Damage Resistances

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

Damage Immunities

cold, fire, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Passive Perception

15

Languages

Infernal, telepathy 120 ft.

Challenge Rating

10

Traits

Source

Description

Chains of Asmodeus p. 236

Proficiency Bonus

Description

+4

Devil's Sight

Description

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

Infernal Rot

Description

A creature afflicted with this disease has the poisoned condition until the disease ends. While diseased, creatures gain no benefits from a long rest, gaining exhaustion when necessary. If a creature dies while afflicted with Infernal Rot, its corpse transforms into a newborn kocrachon after 4 (1d8) days.

Magic Resistance

Description

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

Sadism

Description

The kocrachon gains a +1 bonus to attack and damage rolls for each different creature it damaged on its previous turn.

Actions

Multiattack

Description

The kocrachon makes three Claw attacks. It can replace one of the attacks with a Proboscis attack.

Claw

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Proboscis

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage plus 14 (4d6) poison damage. Creatures damaged by this attack must succeed on a DC 16 Constitution saving throw or suffer the Infernal Rot disease.

Afsoun Ghorbani

Size

Medium

Type

humanoid (elf)

Alignment

chaotic good

Armor Class

12 (15 with mage armor)

Hit Points

99 (18d8 + 18)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

12

Intelligence

20

Wisdom

15

Charisma

16

Saving Throws

wis +6, int +9

Skills

arcana +13, history +13, perception +6

Damage Resistances

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

Senses

darkvision 60 ft.

Passive Perception

12

Languages

any six languages, Elvish

Challenge Rating

12

Traits

Source

Description

Journeys through the Radiant Citadel p. 152

Proficiency Bonus

Description

+4

Magic Resistance

Description

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

Fey Ancestry

Description

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

Spellcasting

Description

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

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

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

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

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

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

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

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

• 7th level (1 slots): teleport

• 8th level (1 slots): mind blank*

• 9th level (1 slots): time stop

*Afsoun casts these spells on itself before combat.

Actions

Dagger

Description

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

Attack

Dagger|6|1d4 + 2

Spell Slots

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

Spells

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

Agathe Silverspoon

Size

Medium

Type

humanoid (orc)

Alignment

chaotic good

Armor Class

13 (hide armor)

Hit Points

15 (2d8 + 6)

Speed

30 ft.

Strength

16

Dexterity

12

Constitution

16

Intelligence

7

Wisdom

11

Charisma

10

Skills

Intimidation +2

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Common, Orc

Challenge Rating

1/2

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 21

Proficiency Bonus

Description

+2

Aggressive

Description

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

Actions

Greataxe

Description

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

Attack

Greataxe|5|1d12 + 3

Javelin

Description

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

Attack

Javelin|5|1d6+3

Agdon Longscarf

Size

Medium

Type

fey (harengon)

Alignment

chaotic evil

Armor Class

19 (studded leather, shield)

Hit Points

36 (8d8)

Speed

35 ft., or 70 ft. while wearing his scarf

Strength

11

Dexterity

20

Constitution

11

Intelligence

11

Wisdom

14

Charisma

16

Saving Throws

Dex +7, Wis +4

Skills

Acrobatics +7, Perception +6, Sleight of Hand +7, Stealth +7

Passive Perception

16

Languages

Common, Sylvan

Challenge Rating

2

Traits

Source

Description

The Wild Beyond the Witchlight p. 73

Proficiency Bonus

Description

+2

Evasion

Description

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

Standing Leap

Description

Agdon's long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start.

Actions

Multiattack

Description

Agdon makes two Branding Iron or Dagger attacks.

Branding Iron

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (3d6) fire damage, and the target is magically branded. Agdon is invisible to creatures branded in this way. The brand disappears after 24 hours, or it can be removed from a creature or object by any spell that ends a curse.

Attack

Branding Iron|7|3d6

Dagger

Description

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

Attack

Dagger|7|1d4+5

Quick Fingers (Bonus Action)

Description

Agdon targets one creature within 5 feet of him that he can see and makes a Dexterity (Sleight of Hand) check, with a DC equal to 1 + the target's passive Wisdom (Perception) score. On a successful check, Agdon pilfers one object weighing 1 pound or less that the target has in its possession but not in its grasp, without the target noticing the theft.

Reactions

Uncanny Dodge

Description

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

Agony

Size

Medium

Type

undead

Alignment

any alignment

Armor Class

11

Hit Points

45 (10d8)

Speed

0 ft., fly 40 ft.(hover)

Strength

7

Dexterity

13

Constitution

10

Intelligence

10

Wisdom

12

Charisma

17

Damage Resistances

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

Condition Immunities

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

Senses

darkvision 60 ft.

Passive Perception

11

Languages

any languages it knew in life

Challenge Rating

4

Traits

Source

Description

Spelljammer: Adventures in Space - Light of Xaryxis p. 34

Proficiency Bonus

Description

+2

Ethereal Sight

Description

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

Incorporeal Movement

Description

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

Actions

Withering Touch

Description

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

Attack

Withering Touch|5|4d6 + 3

Etherealness

Description

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

Horrifying Visage

Description

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

Possession (Recharge 6)

Description

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

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

Ahmaergo

Size

Medium

Type

humanoid (dwarf)

Alignment

lawful evil

Armor Class

18 (plate)

Hit Points

143 (22d8 + 44)

Speed

25 ft.

Strength

20

Dexterity

15

Constitution

14

Intelligence

15

Wisdom

14

Charisma

12

Saving Throws

Str +9, Con +6

Skills

Athletics +9, Intimidation +5, Perception +6

Damage Resistances

poison

Senses

darkvision 60 ft.

Passive Perception

16

Languages

Common, Dwarvish, Undercommon

Challenge Rating

9

Traits

Source

Description

Waterdeep: Dragon Heist p. 193

Dwarven Resilience

Description

Ahmaergo has advantage on saving throws against being poisoned.

Indomitable (2/Day)

Description

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

Second Wind (Recharges after a Short or Long Rest)

Description

As a bonus action, Ahmaergo can regain 20 hit points.

Actions

Multiattack

Description

Ahmaergo makes three attacks with his greataxe.

Greataxe

Description

Melee Weapon Attack: +9 to hit, reach S ft., one target. Hit: 11 (1d12 + 5) slashing damage, plus 7 (2d6) slashing damage if Ahmaergo has more than half his hit points remaining.

Attack

Greataxe|9|1d12+5+2d6

Heavy Crossbow

Description

Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Attack

Heavy Crossbow|6|1d10+2

Air Elemental

Size

Large

Type

elemental

Alignment

neutral

Armor Class

15

Hit Points

90 (12d10+24)

Speed

fly 90 ft. (hover)

Strength

14

Dexterity

20

Constitution

14

Intelligence

6

Wisdom

10

Charisma

6

Damage Resistances

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

Damage Immunities

poison

Condition Immunities

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

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Auran

Challenge Rating

5

Traits

Source

Description

Monster Manual p. 124

Air Form

Description

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

Actions

Multiattack

Description

The elemental makes two slam attacks.

Slam

Description

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

Attack

Slam|8|2d8+5

Whirlwind (Recharge 4-6)

Description

Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Environment

desert, mountain

Air Elemental Myrmidon

Size

Medium

Type

elemental

Alignment

typically neutral

Armor Class

18 (plate)

Hit Points

117 (18d8 + 36)

Speed

30 ft., fly 30 ft. (hover)

Strength

18

Dexterity

14

Constitution

14

Intelligence

9

Wisdom

10

Charisma

10

Damage Resistances

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

Damage Immunities

poison

Condition Immunities

paralyzed, petrified, poisoned, prone

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Auran, one language of its creator's choice

Challenge Rating

7

Traits

Source

Description

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

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The myrmidon makes three Flail attacks.

Flail

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage.

Attack

Flail|7|1d8+4

Lightning Strike (Recharge 6)

Description

The myrmidon makes one Flail attack. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the myrmidon's next turn.

Akroan Hoplite

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

18 (breastplate, shield)

Hit Points

52 (8d8+16)

Speed

30 ft.

Strength

16

Dexterity

16

Constitution

14

Intelligence

11

Wisdom

14

Charisma

13

Saving Throws

Str +5, Dex +5

Passive Perception

12

Languages

Common

Challenge Rating

3

Traits

Source

Description

Mythic Odysseys of Theros p. 228

Hold the Line

Description

While the hoplite is holding a spear, other creatures provoke an opportunity attack from the hoplite when they move within 5 feet of it. When the hoplite hits a creature with an opportunity attack using its spear, the creature takes an extra 4 (1d8) piercing damage, and the creature's speed becomes 0 for the rest of the turn.

Actions

Multiattack

Description

The hoplite makes three melee attacks or two ranged attacks.

Spear

Description

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Attack

Spear|5|1d6+3

Shield Bash

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Attack

Shield Bash|5|1d4+3

Al'chaia

Size

Medium

Type

humanoid (gith)

Alignment

lawful evil

Armor Class

18 (plate armor)

Hit Points

91 (14d8 + 28)

Speed

30 ft.

Strength

16

Dexterity

14

Constitution

15

Intelligence

14

Wisdom

14

Charisma

15

Saving Throws

wis +5, con +5, int +5

Passive Perception

12

Languages

Gith

Challenge Rating

8

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 218

Innate Spellcasting (Psionics)

Description

Al'chaia's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)

3/day each: jump, misty step, nondetection (self only), tongues

1/day each: plane shift, telekinesis

Actions

Multiattack

Description

Al'chaia makes two silver greatsword attacks.

Silver Greatsword

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), Al'chaia can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

Attack

Silver Greatsword|9|2d6 + 6+3d6

Spells

mage hand, jump, misty step, nondetection, tongues, plane shift, telekinesis

Alagarthas

Size

Medium

Type

humanoid (elf)

Alignment

chaotic good

Armor Class

10 (unarmored)

Hit Points

52 (8d8 + 16)

Speed

30 ft.

Strength

16

Dexterity

11

Constitution

14

Intelligence

11

Wisdom

11

Charisma

15

Saving Throws

Con +4, Wis +2

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Common, Elvish

Challenge Rating

3

Traits

Source

Description

The Wild Beyond the Witchlight p. 144

Proficiency Bonus

Description

+2

Brave

Description

Alagarthas has advantage on saving throws against being frightened.

Fey Ancestry

Description

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

Actions

Multiattack

Description

Alagarthas makes two melee attacks.

Unarmed Strike

Description

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

Attack

Unarmed Strike|5|4

Leadership (Recharges after a Short or Long Rest)

Description

For 1 minute, Alagarthas can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand him. A creature can benefit from only one Leadership die at a time. This effect ends if Alagarthas is incapacitated.

Albino Dwarf Spirit Warrior

Size

Medium

Type

humanoid (dwarf)

Alignment

any alignment

Armor Class

13 (hide armor)

Hit Points

30 (4d8+12)

Speed

25 ft.

Strength

13

Dexterity

13

Constitution

17

Intelligence

12

Wisdom

14

Charisma

11

Skills

Perception +4, Stealth +3, Survival +4

Damage Resistances

poison

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Common, Dwarvish

Challenge Rating

1

Traits

Source

Description

Tomb of Annihilation p. 210

Dwarven Resilience

Description

The dwarf has advantage on saving throws against poison.

Innate Spellcasting

Description

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

1/day each: hunter's mark, jump, pass without trace, speak with animals, speak with plant

Actions

Handaxe

Description

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

Attack

Handaxe|3|1d6+1

Spells

hunter's mark, jump, pass without trace, speak with animals, speak with plants

Albino Dwarf Warrior

Size

Medium

Type

humanoid (dwarf)

Alignment

any alignment

Armor Class

13 (hide armor)

Hit Points

30 (4d8+12)

Speed

25 ft.

Strength

13

Dexterity

13

Constitution

17

Intelligence

12

Wisdom

14

Charisma

11

Skills

Perception +4, Stealth +3, Survival +4

Damage Resistances

poison

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Common, Dwarvish

Challenge Rating

1/4

Traits

Source

Description

Tomb of Annihilation p. 210

Dwarven Resilience

Description

The dwarf has advantage on saving throws against poison.

Actions

Handaxe

Description

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

Attack

Handaxe|3|1d6+1

Aldani (Lobsterfolk)

Size

Medium

Type

monstrosity

Alignment

lawful neutral

Armor Class

14 (natural armor)

Hit Points

49 (9d8+9)

Speed

20 ft., swim 30 ft.

Strength

13

Dexterity

8

Constitution

12

Intelligence

10

Wisdom

14

Charisma

10

Skills

Perception +4, Survival +4

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Common

Challenge Rating

1

Traits

Source

Description

Tomb of Annihilation p. 210

Amphibious

Description

The aldani can breathe air and water.

Actions

Multiattack

Description

The aldani makes two attacks with its claws.

Claw

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, and the target is grappled (escape DC 11). The aldani has two claws, each of which can grapple only one target.

Attack

Claw|3|1d8+1

Alhoon

Size

Medium

Type

undead (mind flayer, wizard)

Alignment

typically neutral evil

Armor Class

15 (natural armor)

Hit Points

150 (20d8 + 60)

Speed

30 ft., fly 15 ft. (hover)

Strength

11

Dexterity

12

Constitution

16

Intelligence

19

Wisdom

17

Charisma

17

Saving Throws

Con +7, Int +8, Wis +7, Cha +7

Skills

Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5

Damage Resistances

cold, lightning, necrotic

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

truesight 120 ft.

Passive Perception

17

Languages

Deep Speech, Undercommon, telepathy 120 ft.

Challenge Rating

10

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 43, Volo's Guide to Monsters p. 172

Proficiency Bonus

Description

+4

Magic Resistance

Description

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

Turn Resistance

Description

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

Actions

Multiattack

Description

The alhoon makes two Chilling Grasp or ArcaneBolt attacks.

Chilling Grasp

Description

Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and the alhoon regains 14 hit points.

Attack

Chilling Grasp|8|4d6

Arcane Bolt

Description

Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage.

Attack

Arcane Bolt|8|8d6

Mind Blast (Recharge 5–6)

Description

The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting

Description

The alhoon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):

At will: dancing lights, detect magic, detect thoughts, disguise self, mage hand, prestidigitation

1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of force

Reactions

Negate Spell (3/Day)

Description

The alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.

Spells

dancing lights, detect magic, detect thoughts, disguise self, mage hand, prestidigitation, dominate monster, globe of invulnerability, invisibility, modify memory, plane shift, wall of force

Alkilith

Size

Medium

Type

fiend (demon)

Alignment

typically chaotic evil

Armor Class

17 (natural armor)

Hit Points

168 (16d8 + 96)

Speed

40 ft., climb 40 ft.

Strength

12

Dexterity

19

Constitution

22

Intelligence

6

Wisdom

11

Charisma

7

Saving Throws

Dex +8, Con +10

Skills

Stealth +8

Damage Resistances

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

Damage Immunities

poison

Condition Immunities

charmed, frightened, poisoned

Senses

darkvision 120 ft.

Passive Perception

10

Languages

understands Abyssal but can't speak

Challenge Rating

11

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 44, Mordenkainen's Tome of Foes p. 130

Proficiency Bonus

Description

+4

Abyssal Rift

Description

If the alkilith surrounds a door, window, or similar opening continuously for 6d6 days, the opening becomes a permanent portal to a random layer of the Abyss.

Amorphous

Description

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

False Appearance

Description

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

Foment Confusion

Description

Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.

If the saving throw against Foment Confusion fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Confusion.

Magic Resistance

Description

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

Spider Climb

Description

The alkilith can climb difficult surfaces, such as upside down on ceilings, without making an ability check.

Unusual Nature

Description

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

Actions

Multiattack

Description

The alkilith makes three Tentacle attacks.

Tentacle

Description

Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage.

Attack

Tentacle|8|4d6+4

Allip

Size

Medium

Type

undead

Alignment

typically neutral evil

Armor Class

13

Hit Points

40 (9d8)

Speed

0 ft., fly 40 ft. (hover)

Strength

6

Dexterity

17

Constitution

10

Intelligence

17

Wisdom

15

Charisma

16

Saving Throws

Int +6, Wis +5

Skills

Perception +5, Stealth +6

Damage Resistances

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

Damage Immunities

cold, necrotic, poison

Condition Immunities

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

Senses

darkvision 60 ft.

Passive Perception

15

Languages

the languages it knew in life

Challenge Rating

5

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 45, Mordenkainen's Tome of Foes p. 116

Proficiency Bonus

Description

+3

Incorporeal Movement

Description

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

Unusual Nature

Description

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

Actions

Maddening Touch

Description

Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.

Attack

Maddening Touch|6|4d6 + 3

Howling Babble (Recharge 6)

Description

Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and Undead are immune to this effect.

Whispers of Compulsion

Description

The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 12 (2d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and Undead are immune to this effect.

Allosaurus

Size

Large

Type

beast

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

60 (6d10+18)

Speed

60 ft.

Strength

19

Dexterity

13

Constitution

17

Intelligence

2

Wisdom

12

Charisma

5

Skills

Perception +5

Passive Perception

15

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 79

Pounce

Description

If the allosaurus moves at least 30 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.

Actions

Bite

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.

Attack

Bite|6|2d10+4

Claw

Description

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

Attack

Claw|6|1d8+4

Environment

grassland

Allowak Abominable Yeti

Size

Huge

Type

monstrosity

Alignment

chaotic evil

Armor Class

15 (natural armor)

Hit Points

137 (11d12+66)

Speed

40 ft., climb 40 ft.

Strength

24

Dexterity

10

Constitution

22

Intelligence

9

Wisdom

13

Charisma

9

Skills

Perception +5, Stealth +4

Passive Perception

15

Languages

Yeti

Challenge Rating

9

Damage Immunities

cold

Senses

darkvision 60 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 126

Fear of Fire

Description

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

Keen Smell

Description

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

Snow Camouflage

Description

The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack

Description

The yeti can use its Chilling Gaze and makes two claw attacks.

Claw

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.

Attack

Claw|11|2d6+7

Chilling Gaze

Description

The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour.

Cold Breath (Recharge 6)

Description

The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Environment

arctic

Allowak Yeti

Size

Large

Type

monstrosity

Alignment

chaotic evil

Armor Class

12 (natural armor)

Hit Points

51 (6d10+18)

Speed

40 ft., climb 40 ft.

Strength

18

Dexterity

13

Constitution

16

Intelligence

8

Wisdom

12

Charisma

7

Skills

Perception +3, Stealth +3

Passive Perception

13

Languages

Yeti

Challenge Rating

3

Damage Immunities

cold

Senses

darkvision 60 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 126

Fear of Fire

Description

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

Keen Smell

Description

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

Snow Camouflage

Description

The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack

Description

The yeti can use its Chilling Gaze and makes two claw attacks.

Claw

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.

Attack

Claw|6|1d6+4

Chilling Gaze

Description

The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.

Environment

arctic

Almiraj

Size

Small

Type

beast

Alignment

unaligned

Armor Class

13

Hit Points

3 (1d6)

Speed

50 ft.

Strength

2

Dexterity

16

Constitution

10

Intelligence

2

Wisdom

14

Charisma

10

Passive Perception

12

Challenge Rating

0

Traits

Source

Description

Tomb of Annihilation p. 211

Keen Senses

Description

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

Actions

Horn

Description

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

Attack

Horn|5|1d4+3

Aloysia Telfan

Size

Medium

Type

humanoid (elf, sorcerer)

Alignment

lawful evil

Armor Class

12

Hit Points

66 (12d8 + 12)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

12

Intelligence

14

Wisdom

10

Charisma

16

Skills

Arcana +6, Deception +5, History +4, Perception +2

Passive Perception

12

Languages

Common plus one other language

Challenge Rating

2

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 61

Proficiency Bonus

Description

+2

Actions

Shortsword

Description

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

Attack

Shortsword|4|1d6 + 2+2d6

Arcane Blast (Recharge 5–6)

Description

Aloysia creates an explosion of magical force in a 20-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in that area must make a DC 13 Dexterity saving throw. On a failed saving throw, the creature takes 10 (3d6) force damage and is pushed 10 feet away from the center of the area. On a successful save, it takes half as much damage and isn't pushed.

Spellcasting

Description

Aloysia casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):

At will: light, mage hand

1/day each: detect magic, levitate

Spells

light, mage hand, detect magic, levitate

Alseid

Size

Medium

Type

fey

Alignment

chaotic good

Armor Class

15 (natural armor)

Hit Points

22 (4d8+4)

Speed

30 ft.

Strength

15

Dexterity

10

Constitution

12

Intelligence

13

Wisdom

14

Charisma

18

Skills

Persuasion +6

Passive Perception

12

Languages

Common, Sylvan

Challenge Rating

1

Damage Resistances

radiant

Damage Immunities

poison

Condition Immunities

charmed, frightened, poisoned

Traits

Source

Description

Mythic Odysseys of Theros p. 235

Hide in Plain Sight

Description

The alseid has advantage on Dexterity (Stealth) checks made to hide while it is in grassland.

Innate Spellcasting

Description

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

3/day each: cure wounds, charm person, sleep

1/day each: calm emotions, lesser restoration, plant growth

Magic Resistance

Description

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

Actions

Multiattack

Description

The alseid makes two radiant touch attacks.

Radiant Touch

Description

Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) radiant damage.

Attack

Radiant Touch|6|1d10+4

Spells

cure wounds, charm person, sleep, calm emotions, lesser restoration, plant growth

Altisaur

Size

Gargantuan

Type

monstrosity (dinosaur)

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

198 (12d20 + 72)

Speed

40 ft.

Strength

28

Dexterity

6

Constitution

23

Intelligence

3

Wisdom

12

Charisma

7

Skills

Perception +11

Passive Perception

21

Challenge Rating

13

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 129

Proficiency Bonus

Description

+5

Magic Resistance

Description

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

Actions

Multiattack

Description

The altisaur makes one Stomp attack and one Tail attack. The altisaur can't make both attacks against the same target.

Stomp

Description

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 33 (7d6 + 9) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 22 Strength saving throw or have the prone condition.

Attack

Stomp|14|7d6 + 9

Tail

Description

Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 45 (8d8 + 9) bludgeoning damage, and the target is pushed up to 20 feet horizontally from the altisaur.

Attack

Tail|14|8d8 + 9

Alustriel Silverhand

Size

Medium

Type

humanoid (human, wizard)

Alignment

chaotic good

Armor Class

15 (18 with mage armor)

Hit Points

272 (32d8 + 128)

Speed

30 ft.

Strength

12

Dexterity

20

Constitution

18

Intelligence

24

Wisdom

23

Charisma

22

Saving Throws

wis +13, con +11, int +14

Skills

insight +13, arcana +14, history +14, religion +14

Damage Resistances

radiant

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, poisoned

Passive Perception

16

Languages

Common, Draconic, Elvish

Challenge Rating

21

Traits

Source

Description

Vecna: Eve of Ruin p. 242

Proficiency Bonus

Description

+7

Special Equipment

Description

Alustriel carries a magic staff known as the Staff of Silverymoon. In the hands of anyone other than Alustriel, the Staff of Silverymoon is a Staff of Power.

Ear of the Chosen

Description

Whenever a creature on the same plane of existence as Alustriel speaks Alustriel's name, Alustriel hears her name and the next nine words the speaker utters.

Legendary Resistance (3/Day)

Description

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

Actions

Multiattack

Description

Alustriel makes three Staff of Silverymoon attacks or two Reproving Ray attacks.

Staff of Silverymoon

Description

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 38 (7d10) radiant damage.

Attack

Staff of Silverymoon|12|2d8 + 5+7d10

Reproving Ray

Description

Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 65 (9d12 + 7) force damage, and if the target is a creature, it must make a DC 22 Charisma saving throw. On a failed save, the target has the incapacitated condition until the start of Alustriel's next turn. On a successful save, the target's speed is reduced by 10 feet until the start of Alustriel's next turn.

Attack

Reproving Ray|14|9d12 + 7

Argent Blaze (Requires Silver Fire)

Description

Alustriel summons a 60- foot cone of silver fire. Each creature in that area must make a DC 22 Dexterity saving throw, taking 77 (14d10) radiant damage on a failed save or half as much damage on a successful one. Additionally, Alustriel or one creature of her choice within 60 feet of her then regains 10 (3d6) hit points.

Spellcasting

Description

Alustriel casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 22):

At will: Dancing Lights, Detect Magic, Mage Armor (self only), Mage Hand

2/day each: Detect Thoughts, Dispel Magic, Tongues

1/day each: Telepathy, Teleport, Time Stop

Silver Fire (2/Day) (bonus action)

Description

Brilliant silver fire harmlessly wreathes Alustriel and empowers her. The silver fire lasts for 1 hour or until she has the incapacitated condition or uses another bonus action to quench it. While wreathed in silver fire, Alustriel gains truesight within 30 feet and can use her Argent Blaze action. In addition, Alustriel is unaffected by magic that would ascertain her alignment, creature type, thoughts, or truthfulness.

Reactions

Shining Counterspell

Description

Alustriel interrupts a creature she can see within 60 feet of herself that is casting a spell. If the spell is 5th level or lower, it fails and has no effect. If the spell is 6th level or higher, Alustriel makes an Intelligence check (DC 10 plus the spell's level). On a successful check, the spell fails and has no effect. Whatever the spell's level, the caster takes 11 (2d10) radiant damage if the spell fails.

Spells

dancing lights, detect magic, mage armor, mage hand, detect thoughts, dispel magic, tongues, telepathy, teleport, time stop

Alyxian Aboleth

Size

Large

Type

aberration

Alignment

lawful evil

Armor Class

17 (natural armor)

Hit Points

135 (18d10 + 36)

Speed

10 ft., swim 30 ft.

Strength

21

Dexterity

9

Constitution

15

Intelligence

18

Wisdom

18

Charisma

18

Saving Throws

Con +6, Int +8, Wis +8

Skills

History +12, Perception +12

Senses

darkvision 120 ft.

Passive Perception

22

Languages

Deep Speech, telepathy 120 ft.

Challenge Rating

12

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 195

Proficiency Bonus

Description

+4

Amphibious

Description

The aboleth can breathe air and water.

Mucous Cloud

Description

While underwater, the aboleth is surrounded by a cloud of sticky mucus. A creature that touches the aboleth or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Strength saving throw or be restrained until the end of the aboleth's next turn.

Probing Telepathy

Description

If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires.

Actions

Multiattack

Description

The aboleth makes two Tentacle attacks.

Tentacle

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 3 (1d6) psychic damage.

Attack

Tentacle|9|2d6+5+1d6

Tail

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Attack

Tail|9|2d8+5

Enslave (Recharge 4-6) (bonus action)

Description

The aboleth targets one creature it can see within 30 feet of itself. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.

The charmed target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. No more than once every 24 hours, the target can repeat the saving throw when it is at least 1 mile away from the aboleth.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Tail Swipe

Description

The aboleth makes one Tail attack.

Psychic Drain (Costs 2 Actions)

Description

One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage dealt.

Alyxian the Absolved

Size

Medium

Type

humanoid (human)

Alignment

lawful good

Armor Class

15 (leather armor, shield)

Hit Points

161 (19d8 + 76)

Speed

30 ft.

Strength

19

Dexterity

15

Constitution

18

Intelligence

13

Wisdom

14

Charisma

19

Saving Throws

Str +9, Con +9, Wis +7

Skills

Athletics +9, Insight +7, Perception +7, Persuasion +9

Senses

darkvision 120 ft.

Passive Perception

17

Languages

Common, Elvish

Challenge Rating

14

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 182

Proficiency Bonus

Description

+5

Divinely Blessed

Description

Alyxian can't be surprised and can't be changed into another form against his will.

Legendary Resistance (2/Day)

Description

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

Actions

Multiattack

Description

Alyxian makes two Spear attacks.

Spear

Description

Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used with two hands to make a melee attack, plus 9 (2d8) radiant damage.

Attack

Spear|9|1d6+4+2d8

Spear (Two-Handed)|9|1d8+4+2d8

Force Wave (1/Day)

Description

Alyxian strikes the ground, creating a burst of energy that ripples outward. Each creature he chooses within a 30-foot-radius sphere centered on himself must succeed on a DC 17 Constitution saving throw or take 35 (10d6) force damage and be knocked prone. A creature that succeeds on the saving throw takes half as much damage and isn't knocked prone.

Spellcasting

Description

Alyxian casts one of the following spells, requiring no material components and using Charisma as the spellcasting modifier (spell save DC 17):

At will: guidance, light

1/day each: lesser restoration, remove curse, water breathing

Reactions

Parry

Description

Alyxian adds 3 to his AC against one attack roll that would hit him. To do so, Alyxian must see the attacker and be wielding a melee weapon.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Arch Heart's Strike

Description

Alyxian makes one Spear attack, and all damage from this attack is radiant.

Change Bringer's Dance

Description

Alyxian moves up to his speed. This movement doesn't provoke opportunity attacks.

Moon Weaver's Veil (Costs 2 Actions)

Description

Alyxian becomes invisible until the end of his next turn. Any equipment he is wearing or carrying becomes invisible with him.

Spells

guidance, light, lesser restoration, remove curse, water breathing

Alyxian the Callous

Size

Large

Type

celestial

Alignment

lawful evil

Armor Class

17 (half plate)

Hit Points

157 (15d10 + 75)

Speed

30 ft., fly 90 ft.

Strength

23

Dexterity

18

Constitution

21

Intelligence

15

Wisdom

16

Charisma

20

Saving Throws

Str +10, Con +9, Wis +7

Skills

Deception +9, Insight +7, Perception +7

Damage Immunities

radiant

Condition Immunities

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

Senses

truesight 120 ft.

Passive Perception

17

Languages

Celestial, Common, Elvish, telepathy 120 ft.

Challenge Rating

12

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 179

Proficiency Bonus

Description

+4

Apotheonic Rejuvenation

Description

When Alyxian the Callous drops to 0 hit points, his body dies and sheds its wings, and he rises to his feet in his third form, Alyxian the Dispossessed. His initiative count doesn't change.

Divinely Blessed

Description

Alyxian can't be surprised and can't be changed into another form against his will.

Legendary Resistance (2/Day)

Description

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

Actions

Multiattack

Description

Alyxian makes two Radiant Spear attacks. He can replace one of these attacks with Blinding Teleport.

Radiant Spear

Description

Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 120 ft., one target. Hit: 15 (2d8 + 6) radiant damage.

Attack

Radiant Spear|10|2d8+6

Blinding Teleport

Description

Alyxian teleports, along with any equipment he is wearing or carrying, to an unoccupied space he can see within 120 feet of himself. Each creature within 5 feet of his new location must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.

Heavenly Destruction (1/Day)

Description

Alyxian releases divine energy in a 60-foot cone. Each creature of his choice in that area must make a DC 17 Constitution saving throw. On a failed saving throw, the creature takes 31 (7d8) radiant damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Attack

Description

Alyxian makes one Radiant Spear attack.

Celestial Chains

Description

Alyxian targets one creature he can see within 120 feet of himself. The target must succeed on a DC 17 Strength saving throw or be restrained by magical chains for 1 minute. While restrained in this way, the target can't leave the space by any means. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Flare (Costs 2 Actions)

Description

Alyxian targets one creature he can see within 30 feet of himself. Light flares around the target, dealing 17 (5d6) radiant damage to it and creatures within 10 feet of it.

Alyxian the Dispossessed

Size

Medium

Type

humanoid (human)

Alignment

lawful evil

Armor Class

15 (leather armor, shield)

Hit Points

153 (18d8 + 72)

Speed

30 ft.

Strength

19

Dexterity

15

Constitution

18

Intelligence

13

Wisdom

14

Charisma

20

Saving Throws

Str +9, Con +9, Wis +7

Skills

Insight +7, Perception +7, Persuasion +10

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, stunned

Senses

darkvision 120 ft.

Passive Perception

17

Languages

Celestial, Common, Elvish, telepathy 120 ft.

Challenge Rating

13

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 180

Proficiency Bonus

Description

+5

Special Equipment

Description

Alyxian carries a magic dagger that he uses to make Stoneheart Dagger attacks. In the hands of creatures other than Alyxian, the dagger is nonmagical and has no special properties.

Divinely Blessed

Description

Alyxian can't be surprised and can't be changed into another form against his will.

Legendary Resistance (2/Day)

Description

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

Actions

Multiattack

Description

Alyxian makes two Spear attacks.

Spear

Description

Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used with two hands to make a melee attack, plus 9 (2d8) radiant damage.

Attack

Spear|9|1d6+4+2d8

Spear (Two-Handed)|9|1d8+4+2d8

Stoneheart Dagger

Description

Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (3d4 + 4) force damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw or become petrified as the dagger lodges itself in the target's body. While the dagger is lodged in the target, magic can't end the petrified condition on it and Alyxian can't make Stoneheart Dagger attacks. A creature within reach of the petrified target can use an action to try to remove the dagger, doing so with a successful DC 17 Strength check.

Attack

Stoneheart Dagger|9|3d4+4

Summon Dagger (bonus action)

Description

Alyxian's Stoneheart Dagger teleports into his free hand, provided he has one.

Reactions

Parry

Description

Alyxian adds 3 to his AC against one attack roll that would hit him. To do so, Alyxian must see the attacker and be wielding a melee weapon.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Attack

Description

Alyxian makes one Spear or Stoneheart Dagger attack.

Warrior's Stride

Description

Alyxian moves up to his speed. This movement doesn't provoke opportunity attacks.

Ruidium Shard (Costs 2 Actions)

Description

A gem-sized shard of ruidium appears at a point Alyxian can see within 120 feet of himself and explodes. Each creature, other than Alyxian, in a 10-foot-radius sphere centered on that point must succeed on a DC 18 Charisma saving throw or gain 1 level of exhaustion. If a creature isn't suffering from ruidium corruption, it becomes corrupted when it fails the saving throw.

Alyxian the Hunter

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

178 (17d10 + 85)

Speed

30 ft., swim 30 ft.

Strength

22

Dexterity

9

Constitution

20

Intelligence

3

Wisdom

11

Charisma

1

Damage Immunities

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

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 120 ft.

Passive Perception

10

Languages

understands the languages of its creator but can't speak

Challenge Rating

10

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 160

Proficiency Bonus

Description

+4

Immutable Form

Description

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

Magic Resistance

Description

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

Magic Weapons

Description

The golem's weapon attacks are magical.

Actions

Multiattack

Description

The golem makes two slam attacks.

Ruidium Dart

Description

The golem can conjure a magic dart made of ruidium and hurl it at another creature it can see within 120 feet of itself. The dart strikes the target unerringly and vanishes on contact. The target must make a DC 17 Charisma saving throw. On a failed saving throw, the target takes 24 (7d6) psychic damage and gains 1 level of exhaustion. In addition, if the target is not already suffering from ruidium corruption, it becomes corrupted when it fails the saving throw. On a successful saving throw, the target takes half as much damage and suffers no other effects.

Slam

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Attack

Slam|10|3d8+6

Slow (Recharge 5–6)

Description

The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Alyxian the Tormented

Size

Huge

Type

aberration

Alignment

lawful evil

Armor Class

16 (natural armor)

Hit Points

150 (12d12 + 72)

Speed

40 ft., swim 40 ft.

Strength

21

Dexterity

18

Constitution

22

Intelligence

15

Wisdom

16

Charisma

20

Saving Throws

Str +9, Con +10, Wis +7

Skills

Deception +9, Insight +7, Perception +7

Damage Immunities

necrotic

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, stunned

Senses

blindsight 120 ft.

Passive Perception

17

Languages

Celestial, Common, Elvish, telepathy 120 ft.

Challenge Rating

11

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 178

Proficiency Bonus

Description

+4

Apotheonic Rejuvenation

Description

When Alyxian drops to 0 hit points, his body dies and cracks open like a cocoon. Alyxian instantly emerges from the cocoon in his second form, Alyxian the Callous, in the space where his previous form died. His initiative count doesn't change.

Divinely Blessed

Description

Alyxian can't be surprised and can't be changed into another form against his will.

Legendary Resistance (2/Day)

Description

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

Actions

Multiattack

Description

Alyxian makes two Grasping Hand attacks.

Grasping Hand

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) force damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 15). Alyxian has six hands, each of which can grapple one target.

Attack

Grasping Hand|9|3d6+5

Void Eyes (Recharge 5–6)

Description

Alyxian targets up to two creatures he can see within 120 feet of himself. Each target must make a DC 17 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Attack

Description

Alyxian makes one Grasping Hand attack.

Weapons of Yore (Costs 2 Actions)

Description

Ancient weapons embedded in Alyxian's hide detach from Alyxian and fly about in a 10-foot-radius sphere centered on a point Alyxian can see within 60 feet of himself. A creature takes 18 (4d8) slashing damage when it enters that area for the first time on a turn or starts its turn there. The effect lasts until the end of Alyxian's next turn, when the weapons return to Alyxian and embed themselves in his hide once again (causing him no harm).

Amanisha Manivarshi

Size

Medium

Type

humanoid (human)

Alignment

neutral good

Armor Class

12

Hit Points

27 (6d8)

Speed

30 ft.

Strength

10

Dexterity

15

Constitution

10

Intelligence

12

Wisdom

14

Charisma

16

Skills

persuasion +5, insight +4, deception +5, stealth +4, investigation +5, sleight of hand +4, perception +6

Passive Perception

16

Languages

any two languages

Challenge Rating

1

Traits

Source

Description

Journeys through the Radiant Citadel p. 127

Proficiency Bonus

Description

+2

Cunning Action

Description

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

Sneak Attack (1/Turn)

Description

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

Actions

Multiattack

Description

Amanisha makes two melee attacks.

Shortsword

Description

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

Attack

Shortsword|4|1d6 + 2

Hand Crossbow

Description

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

Attack

Hand Crossbow|4|1d6 + 2

Ambitious Assassin

Size

Medium

Type

humanoid

Alignment

typically neutral evil

Armor Class

16 (studded leather armor)

Hit Points

91 (14d8 + 28)

Speed

40 ft., climb 40 ft.

Strength

10

Dexterity

18

Constitution

15

Intelligence

18

Wisdom

14

Charisma

16

Saving Throws

Dex +7, Int +7

Skills

Deception +9, Stealth +10, Perception +5

Condition Immunities

charmed, frightened

Senses

blindsight 10 ft.

Passive Perception

15

Languages

Common, thieves' cant, plus any one language

Challenge Rating

5

Traits

Source

Description

The Book of Many Things p. 45

Proficiency Bonus

Description

+3

Legendary Resistance (2/Day)

Description

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

Actions

Multiattack

Description

The assassin makes two Poison Blade attacks.

Poison Blade

Description

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 5 (1d10) poison damage.

Attack

Poison Blade|7|1d4 + 4+1d10

Reactions

Uncanny Dodge

Description

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

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Cunning

Description

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

Stab (Costs 2 Actions)

Description

The assassin makes one Poison Blade attack.

Vanishing Escape (Costs 3 Actions)

Description

The assassin creates a sudden distraction, such as a cloud of disorienting smoke or flash of dazzling light, filling a 10-foot cube within 5 feet of the assassin. Each creature of the assassin's choice in that area takes 9 (2d8) psychic damage, and the assassin has the invisible condition. This invisibility lasts until the end of the assassin's next turn.

Amble

Size

Medium

Type

humanoid (tortle)

Alignment

lawful good

Armor Class

18 (natural armor)

Hit Points

90 (12d8+36)

Speed

30 ft.

Strength

14

Dexterity

10

Constitution

16

Intelligence

10

Wisdom

18

Charisma

14

Saving Throws

Str +6, Dex +4, Con +7, Int +4, Wis +8, Cha +6

Skills

Animal handling +8, Insight +8, Medicine +8, Perception +8, Survival +8

Passive Perception

18

Languages

Aquan, Common, Druidic

Challenge Rating

10

Traits

Source

Description

Locathah Rising p. 15

Hearth of Moonlight and Shadow

Description

At the start of a short or long rest, Amble can touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn't visible outside it.

The sphere vanishes at the end of the rest or when Amble leaves the sphere.

Hold Breath

Description

Amble can hold their breath for up to 1 hour at a time.

Spellcasting

Description

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

Cantrips (at will): guidance, mending, shape water, shillelagh

• 1st level (4 slots): absorb elements, cure wounds, entangle, speak with animals

• 2nd level (3 slots): darkvision, hold person, lesser restoration, moonbeam

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

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

• 5th level (2 slots): greater restoration, mass cure wounds

• 6th level (1 slots): conjure fey

Balm of the Summer Court (12d6)

Description

(As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6 of their die pool. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. Amble regains all expended dice when they finish a long rest.

Hidden Paths (4/Day)

Description

(As a Bonus Action) Amble may teleport up to 60 feet to an unoccupied space they can see.

Actions

Change Shape (2/Day)

Description

Amble magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 6 hours. Amble's equipment melds with their new form. Amble reverts to their true form if they die or fall unconscious. Amble can revert to their true form using a bonus action on their turn.

Amble's game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. Amble also retains all their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as Amble and the bonus in its stat block is higher, use the creature's bonus instead of Amble's.

When Amble transforms, they assume the beast's hit points and Hit Dice. When Amble reverts to their normal form, they return to the number of hit points they had before they transformed. However, if Amble reverts as a result of dropping to 0 hit points, any excess damage carries over their normal form.

Amble can't cast spells, and their ability to speak or take any action that requires hands is limited to the capabilities of their beast form. Transforming doesn't break Amble's concentration on a spell they've already cast however, or prevent them from taking actions that are part of a spell.

Claws

Description

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

Attack

Claws|6|1d4+2

Club

Description

Melee Weapon Attack: +6 to hit (+8 to hit with shillelagh), reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.

Attack

Club|6|1d6+2

Spell Slots

4, 3, 3, 3, 2, 1

Spells

guidance, mending, shape water, shillelagh, absorb elements, cure wounds, entangle, speak with animals, darkvision, hold person, lesser restoration, moonbeam, conjure animals, dispel magic, water breathing, charm monster, freedom of movement, greater restoration, mass cure wounds, conjure fey

Ambush Drake

Size

Medium

Type

dragon

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

22 (4d6+8)

Speed

30 ft.

Strength

13

Dexterity

15

Constitution

14

Intelligence

4

Wisdom

11

Charisma

6

Skills

Perception +4, Stealth +4

Damage Resistances

poison

Senses

darkvision 60 ft.

Passive Perception

14

Languages

understands Draconic but can't speak it

Challenge Rating

1/2

Traits

Source

Description

Hoard of the Dragon Queen p. 88

Pack Tactics

Description

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

Surprise Attack

Description

If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Attack

Surprise Attack||2d6

Actions

Bite

Description

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

Attack

Bite|4|1d6+1

Amethyst Dragon Wyrmling

Size

Medium

Type

dragon (gem)

Alignment

typically neutral

Armor Class

17 (natural armor)

Hit Points

75 (10d8 + 30)

Speed

30 ft., fly 60 ft. (hover), swim 30 ft.

Strength

19

Dexterity

10

Constitution

17

Intelligence

16

Wisdom

13

Charisma

17

Saving Throws

Dex +2, Con +5, Wis +3, Cha +5

Skills

Arcana +7, Perception +5, Persuasion +5, Stealth +2

Damage Resistances

force, psychic

Condition Immunities

frightened, prone

Senses

blindsight 10 ft., darkvision 120 ft.

Passive Perception

15

Languages

Draconic, Telepathy 120 ft.

Challenge Rating

4

Traits

Source

Description

Fizban's Treasury of Dragons p. 162

Proficiency Bonus

Description

+2

Amphibious

Description

The dragon can breathe both air and water.

Actions

Bite

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage plus 4 (1d8) force damage.

Attack

Bite|6|1d10+4+1d8

Singularity Breath (Recharge 5–6)

Description

The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 15-foot cone. Each creature in that area must make a DC 13 Strength saving throw. On a failed save, the creature takes 22 (5d8) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.

Attack

Singularity Breath||5d8

Spellcasting (Psionics)

Description

The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):

1/day each: protection from evil and good, Tenser's floating disk, unseen servant

Spells

protection from evil and good, Tenser's floating disk, unseen servant

Amethyst Greatwyrm

Size

Gargantuan

Type

dragon (gem)

Alignment

typically neutral

Armor Class

21 (natural armor)

Hit Points

507 (26d20 + 234)

Speed

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

Strength

28

Dexterity

14

Constitution

29

Intelligence

30

Wisdom

24

Charisma

25

Saving Throws

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

Skills

Arcana +26, History +18, Perception +15

Damage Immunities

force

Condition Immunities

charmed, frightened, poisoned, prone

Senses

truesight 120 ft.

Passive Perception

25

Languages

Common, Draconic

Challenge Rating

26

Traits

Source

Description

Fizban's Treasury of Dragons p. 201

Proficiency Bonus

Description

+8

Gem Awakening (Recharges after a Short or Long Rest)

Description

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

Legendary Resistance (4/Day)

Description

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

Unusual Nature

Description

The greatwyrm doesn't require food or drink.

Actions

Multiattack

Description

The greatwyrm makes one Bite attack and two Claw attacks.

Bite

Description

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

Attack

Bite|17|2d10+9+3d10

Claw

Description

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

Attack

Claw|17|2d8+9

Breath Weapon (Recharge 5–6)

Description

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

Attack

Breath Weapon||11d12

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

Description

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

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

Spellcasting (Psionics)

Description

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

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

Change Shape (Bonus Action)

Description

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

Psychic Step (Bonus Action)

Description

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

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Claw

Description

The greatwyrm makes one Claw attack.

Psionics (Costs 2 Actions)

Description

The greatwyrm uses Psychic Step or Spellcasting.

Psychic Beam (Costs 3 Actions)

Description

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

Spells

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

Ameyali

Size

Medium

Type

humanoid (human)

Alignment

neutral good

Armor Class

13 (chain shirt)

Hit Points

27 (5d8 + 5)

Speed

30 ft.

Strength

10

Dexterity

10

Constitution

12

Intelligence

13

Wisdom

16

Charisma

13

Skills

persuasion +3, medicine +7, religion +5

Passive Perception

13

Languages

any two languages

Challenge Rating

2

Traits

Source

Description

Journeys through the Radiant Citadel p. 108

Proficiency Bonus

Description

+2

Divine Eminence

Description

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

Spellcasting

Description

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

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

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

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

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

Actions

Mace

Description

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

Attack

Mace|2|1d6

Spell Slots

4, 3, 2

Spells

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

Amidor the Dandelion

Size

Small

Type

plant

Alignment

neutral good

Armor Class

12

Hit Points

28 (8d6)

Speed

30 ft.

Strength

6

Dexterity

15

Constitution

10

Intelligence

13

Wisdom

12

Charisma

17

Saving Throws

Str +0, Dex +4, Con +2, Wis +3

Skills

Perception +3, Persuasion +5, Stealth +4

Passive Perception

13

Languages

Common, Sylvan

Challenge Rating

1/2

Traits

Source

Description

The Wild Beyond the Witchlight p. 135

Proficiency Bonus

Description

+2

Speak with Beasts and Plants

Description

Amidor can communicate with Beasts and Plants as if it shared a language with them.

Actions

Rapier

Description

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

Attack

Rapier|4|1d8+2

Seed Sling

Description

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Attack

Seed Sling|4|1d4+2

Reactions

Parry

Description

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

Ammalia Cassalanter

Size

Medium

Type

humanoid (human)

Alignment

lawful evil

Armor Class

12 (15 with mage armor}

Hit Points

45 (10d8)

Speed

30 ft.

Strength

9

Dexterity

14

Constitution

11

Intelligence

17

Wisdom

12

Charisma

15

Saving Throws

Int +6, Wis +4

Skills

Arcana +6, History +6, Insight +4, Persuasion +5

Damage Immunities

poison

Condition Immunities

poisoned

Passive Perception

11

Languages

Common, Draconic, Elvish, Infernal

Challenge Rating

5

Traits

Source

Description

Waterdeep: Dragon Heist p. 193

Spellcasting

Description

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

Cantrips (at will): friends, mage hand, mending, message

• 1st level (4 slots): charm person, mage armor, magic missile

• 2nd level (3 slots): hold person, invisibility, suggestion

• 3rd level (3 slots): fireball, haste, tongues

• 4th level (3 slots): confusion, stoneskin

• 5th level (1 slot): hold monster

Actions

Quarterstaff

Description

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

Attack

Quarterstaff|2|1d6-1

Quarterstaff (Two-Handed)|2|1d8-1

Spells

friends, mage hand, mending, message, charm person, mage armor, magic missile, hold person, invisibility, suggestion, fireball, haste, tongues, confusion, stoneskin, hold monster

Spell Slots

4, 3, 3, 3, 1

Amnizu

Size

Medium

Type

fiend (devil)

Alignment

typically lawful evil

Armor Class

21 (natural armor)

Hit Points

202 (27d8 + 81)

Speed

30 ft., fly 40 ft.

Strength

11

Dexterity

13

Constitution

16

Intelligence

20

Wisdom

12

Charisma

18

Saving Throws

Dex +7, Con +9, Wis +7, Cha +10

Skills

Perception +7

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

charmed, poisoned

Senses

darkvision 120 ft.

Passive Perception

17

Languages

Common, Infernal, telepathy 1,000 ft.

Challenge Rating

18

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 46, Mordenkainen's Tome of Foes p. 164

Proficiency Bonus

Description

+6

Devil's Sight

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

The amnizu uses Blinding Rot or Forgetfulness, if available. It also makes two Taskmaster Whip attacks.

Taskmaster Whip

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 16 (3d10) force damage.

Attack

Taskmaster Whip|11|1d8+5+3d10

Blinding Rot

Description

The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the start of the amnizu's next turn.

Forgetfulness (Recharge 6)

Description

The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or take 26 (4d12) psychic damage and become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours.

Spellcasting

Description

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

At will: command

3/day: dominate monster

1/day: feeblemind

Reactions

Instinctive Charm

Description

When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours.

Spells

command, dominate monster, feeblemind

Amphisbaena

Size

Medium

Type

monstrosity

Alignment

unaligned

Armor Class

14

Hit Points

11 (2d8+2)

Speed

30 ft., swim 30 ft.

Strength

14

Dexterity

18

Constitution

12

Intelligence

3

Wisdom

10

Charisma

3

Skills

Perception +2

Senses

blindsight 10 ft.

Passive Perception

13

Challenge Rating

1/2

Traits

Source

Description

Ghosts of Saltmarsh p. 230, Tales from the Yawning Portal p. 84, Mythic Odysseys of Theros p. 208

Two Heads

Description

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

Actions

Multiattack

Description

The amphisbaena makes two bite attacks

Bite

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.

Attack

Bite|6|1d4+4+1d6

Environment

underwater

Amrik Vanthampur

Size

Medium

Type

humanoid (human)

Alignment

lawful evil

Armor Class

17 (leather armor, charisma modifier)

Hit Points

66 (12d8+12)

Speed

30 ft.

Strength

12

Dexterity

18

Constitution

12

Intelligence

14

Wisdom

14

Charisma

15

Skills

Acrobatics +6, Athletics +3, Deception +6, Insight +6

Passive Perception

12

Languages

Common, Infernal

Challenge Rating

3

Traits

Source

Description

Baldur's Gate: Descent Into Avernus p. 30

Suave Defense

Description

While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.

Actions

Multiattack

Description

Amrik makes three dagger attacks.

Dagger

Description

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

Attack

Dagger|6|1d4+4

Smoke Bomb (1/Day)

Description

Amrik hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of Amrik's next turn.

Anacreda

Size

Large

Type

fey

Alignment

neutral evil

Armor Class

19 (natural armor)

Hit Points

253 (22d10 + 132)

Speed

40 ft., fly 40 ft.

Strength

25

Dexterity

16

Constitution

22

Intelligence

15

Wisdom

16

Charisma

19

Saving Throws

Con +12, Cha +10

Skills

Deception +10, Perception +9

Damage Immunities

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

Senses

darkvision 120 ft., truesight 10 ft.

Passive Perception

19

Languages

Common, Giant, Infernal, Sylvan

Challenge Rating

17

Traits

Source

Description

Chains of Asmodeus p. 146

Proficiency Bonus

Description

+6

Actions

Multiattack

Description

Anacreda makes two Claw attacks. She can replace one of the attacks with a Crushing Hug attack.

Claw

Description

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Attack

Claw|13|2d8+7

Crushing Hug

Description

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 51 (8d10 + 7) bludgeoning damage, and if the target is a Large or smaller creature, Anacreda grabs it with both arms. The target has the grappled condition (escape DC 18). Until the grapple ends, the target takes 73 (12d10 + 7) necrotic damage at the start of each of Anacreda's turns. Anacreda can't make attacks while grappling a creature in this way.

Attack

Crushing Hug|13|8d10+7

Spinewall

Description

Anacreda causes a 50-foot-long, 5-foot-wide row of bones to pierce the earth at a point within 120 feet of her. She chooses the direction of the line. The bones rise 10 feet into the air and form a solid wall. A 5-foot section of bone has an AC of 20 and 10 hit points.

Shattering Shriek (1/Day)

Description

Anacreda shrieks loud enough to shatter stone and bone alike. Each creature within a 50-foot-radius sphere centered on Anacreda must make aDC 18 Constitution saving throw. A creature takes 55 (10d10)thunder damage on a failed save, or half as much damageon a successful one. Unworked stone, exposed bone, andsimilar materials in the radius are shattered and turned intodifficult terrain.

Anagwendol

Size

Medium

Type

celestial

Alignment

lawful good

Armor Class

17 (natural armor)

Hit Points

190 (20d8 + 100)

Speed

30 ft., fly 90 ft.

Strength

20

Dexterity

18

Constitution

20

Intelligence

18

Wisdom

20

Charisma

22

Saving Throws

Int +9, Wis +10, Cha +11

Skills

Perception +10

Damage Resistances

radiant; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened

Senses

truesight 120 ft.

Passive Perception

20

Languages

all, telepathy 120 ft.

Challenge Rating

16

Traits

Source

Description

Chains of Asmodeus p. 262

Proficiency Bonus

Description

+5

Magic Resistance

Description

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

Actions

Multiattack

Description

Anagwendol makes two attacks using her Defending Greatsword, Longbow, or a combination of the two.

Defending Greatsword

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 22 (5d8) radiant damage.

Attack

Defending Greatsword|10|4d6+5+5d8

Longbow

Description

Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage damage plus 22 (5d8) radiant damage.

Attack

Longbow|9|1d8+4+5d8

Healing Touch (2/Day)

Description

Anagwendol touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Defensive Swordwork (bonus action)

Description

Anagwendol can forgo attacking with her Defending Greatsword on this turn and gain a +3 to her armor class. She can still attack with her Longbow.

Anarch

Size

Medium

Type

humanoid (any race)

Alignment

chaotic neutral

Armor Class

13 (hide armor)

Hit Points

11 (2d8+2)

Speed

30 ft.

Strength

14

Dexterity

13

Constitution

12

Intelligence

9

Wisdom

11

Charisma

10

Skills

Perception +2, Survival +2

Passive Perception

12

Languages

any one language (usually Common)

Challenge Rating

1/4

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 239

Aggressive

Description

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

Siege Monster

Description

The anarch deals double damage to objects and structures.

Actions

Spiked Club

Description

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

Attack

Spiked Club|4|1d8+2

Anchorite of Talos

Size

Medium

Type

humanoid (half-orc, shapechanger)

Alignment

neutral evil

Armor Class

13 (hide armor)

Hit Points

58 (9d8+18)

Speed

30 ft.

Strength

16

Dexterity

13

Constitution

14

Intelligence

9

Wisdom

15

Charisma

12

Skills

Nature +1, Stealth +3, Survival +4

Passive Perception

12

Languages

Common, Orc

Challenge Rating

3

Senses

darkvision 60 ft.

Traits

Source

Description

Dragon of Icespire Peak p. 51

Innate Spellcasting

Description

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

3/day: thunderwave (2d8 damage)

1/day each: augury, bless, lightning bolt (8d6 damage), revivify

Shapechanger

Description

The anchorite can use its action to polymorph into a boar or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Clawed Gauntlet (Humanoid Form Only)

Description

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

Attack

Clawed Gauntlet (Humanoid Form Only)|5|1d4+3

Tusk (Boar Form Only)

Description

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

Attack

Tusk (Boar Form Only)|5|1d6+3

Spells

thunderwave, augury, bless, lightning bolt, revivify

Ancient Amethyst Dragon

Size

Gargantuan

Type

dragon (gem)

Alignment

typically neutral

Armor Class

20 (natural armor)

Hit Points

444 (24d20 + 192)

Speed

40 ft., fly 80 ft. (hover), swim 40 ft.

Strength

26

Dexterity

14

Constitution

27

Intelligence

26

Wisdom

19

Charisma

23

Saving Throws

Dex +9, Con +15, Wis +11, Cha +13

Skills

Arcana +22, Perception +18, Persuasion +13, Stealth +9

Damage Resistances

force, psychic

Condition Immunities

frightened, prone

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

28

Languages

Common, Draconic, Telepathy 120 ft.

Challenge Rating

23

Traits

Source

Description

Fizban's Treasury of Dragons p. 160

Proficiency Bonus

Description

+7

Amphibious

Description

The dragon can breathe both air and water.

Legendary Resistance (3/Day)

Description

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

Actions

Multiattack

Description

The dragon makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 13 (3d8) force damage.

Attack

Bite|15|2d10+8+3d8

Claw

Description

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

Attack

Claw|15|2d6+8

Singularity Breath (Recharge 5–6)

Description

The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 90-foot cone. Each creature in that area must make a DC 23 Strength saving throw. On a failed save, the creature takes 63 (14d8) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.

Attack

Singularity Breath||14d8

Spellcasting (Psionics)

Description

The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):

1/day each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sending

Change Shape (Bonus Action)

Description

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

Psychic Step (Bonus Action)

Description

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

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Claw

Description

The dragon makes one claw attack.

Psionics (Costs 2 Actions)

Description

The dragon uses Psychic Step or Spellcasting.

Explosive Crystal (Costs 3 Actions)

Description

The dragon spits an amethyst that that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8) force damage and be knocked prone.

Spells

blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sending

Ancient Black Dragon

Size

Gargantuan

Type

dragon

Alignment

chaotic evil

Armor Class

22 (natural armor)

Hit Points

367 (21d20+147)

Speed

40 ft., fly 80 ft., swim 40 ft.

Strength

27

Dexterity

14

Constitution

25

Intelligence

16

Wisdom

15

Charisma

19

Saving Throws

Dex +9, Con +14, Wis +9, Cha +11

Skills

Perception +16, Stealth +9

Damage Immunities

acid

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

26

Languages

Common, Draconic

Challenge Rating

21

Traits

Source

Description

Monster Manual p. 87

Amphibious

Description

The dragon can breathe air and water.

Legendary Resistance (3/Day)

Description

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

Actions

Multiattack

Description

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite

Description

Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) acid damage.

Attack

Bite|15|2d10+8+2d8

Claw

Description

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

Attack

Claw|15|2d6+8

Tail

Description

Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Attack

Tail|15|2d8+8

Frightful Presence

Description

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6)

Description

The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Detect

Description

The dragon makes a Wisdom (Perception) check.

Tail Attack

Description

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions)

Description

The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Environment

swamp