A reference for every adventure

Compendium

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

7 categories

Monsters

2646 of 2646 entries · Showing 1001–1050

Giant Space Hamster

Size

Large

Type

beast

Alignment

unaligned

Armor Class

11

Hit Points

22 (4d10)

Speed

30 ft., burrow 10 ft.

Strength

14

Dexterity

12

Constitution

10

Intelligence

2

Wisdom

12

Charisma

4

Passive Perception

11

Challenge Rating

1/4

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 56

Proficiency Bonus

Description

+2

Actions

Bite

Description

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

Attack

Bite|4|2d4 + 2

Giant Spider

Size

Large

Type

beast

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

26 (4d10+4)

Speed

30 ft., climb 30 ft.

Strength

14

Dexterity

16

Constitution

12

Intelligence

2

Wisdom

11

Charisma

4

Skills

Stealth +7

Senses

blindsight 10 ft., darkvision 60 ft.

Passive Perception

10

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 328, Player's Handbook p. 306, Dragon of Icespire Peak p. 58

Spider Climb

Description

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

Web Sense

Description

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

Web Walker

Description

The spider ignores movement restrictions caused by webbing.

Actions

Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Attack

Bite|5|1d8+3

Web (Recharge 5-6)

Description

Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Attack

Web|5|0

Environment

desert, forest, swamp, underdark, urban

Giant Strider

Size

Large

Type

elemental

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

22 (3d10 + 6)

Speed

50 ft.

Strength

18

Dexterity

13

Constitution

14

Intelligence

4

Wisdom

12

Charisma

6

Damage Immunities

fire

Passive Perception

11

Languages

—

Challenge Rating

1

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 137, Volo's Guide to Monsters p. 143

Proficiency Bonus

Description

+2

Fire Absorption

Description

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

Actions

Bite

Description

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

Attack

Bite|6|1d8 + 4

Fire Burst (Recharge 5–6)

Description

The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried

Giant Subterranean Lizard

Size

Huge

Type

beast

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

66 (7d12+21)

Speed

30 ft., swim 50 ft.

Strength

21

Dexterity

9

Constitution

17

Intelligence

2

Wisdom

10

Charisma

7

Skills

Stealth +3

Passive Perception

10

Challenge Rating

4

Traits

Source

Description

Tales from the Yawning Portal p. 236

Actions

Multiattack

Description

The lizard makes two attacks: one with its bite and one with its tail. One attack can be replaced by Swallow.

Bite

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lizard can't bite another target.

Attack

Bite|7|2d10+5

Tail

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one target not grappled by the lizard. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Attack

Tail|7|2d6+5

Swallow

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature the lizard is grappling. Hit: 16 (2d10 + 5) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the lizard, and it takes 10 (3d6) acid damage at the start of each of the lizard's turns. The lizard can have only one target swallowed at a time.

If the lizard dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

Attack

Swallow|7|2d10+5

Giant Swan

Size

Large

Type

beast

Alignment

neutral good

Armor Class

13

Hit Points

26 (4d10 + 4)

Speed

10 ft., fly 80 ft.

Strength

16

Dexterity

17

Constitution

13

Intelligence

8

Wisdom

14

Charisma

10

Skills

Perception +4

Passive Perception

14

Languages

Auran, Common

Challenge Rating

1

Traits

Source

Description

The Wild Beyond the Witchlight p. 38

Proficiency Bonus

Description

+2

Keen Sight

Description

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

Actions

Multiattack

Description

The swan makes two attacks with its beak.

Beak

Description

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

Attack

Beak|5|1d6+3

Giant Tick

Size

Medium

Type

monstrosity

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

52 (7d8 + 21)

Speed

30 ft.

Strength

16

Dexterity

10

Constitution

16

Intelligence

2

Wisdom

10

Charisma

2

Passive Perception

10

Challenge Rating

2

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 153

Proficiency Bonus

Description

+2

Actions

Proboscis

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the tick attaches to the target. While attached, the tick can't make Proboscis attacks. The tick can detach itself by spending 5 feet of its movement. As an action, a creature within reach of the tick can try to detach the tick, doing so with a successful DC 13 Strength check.

Attack

Proboscis|5|2d6 + 3

Blood Drain

Description

The tick deals 10 (2d6 + 3) necrotic damage to one creature it is physically attached to, provided that creature isn't a Construct or an Undead, or 17 (4d6 + 3) necrotic damage if the creature is a Giant. The tick regains hit points equal to the damage dealt.

Giant Toad

Size

Large

Type

beast

Alignment

unaligned

Armor Class

11

Hit Points

39 (6d10+6)

Speed

20 ft., swim 40 ft.

Strength

15

Dexterity

13

Constitution

13

Intelligence

2

Wisdom

10

Charisma

3

Senses

darkvision 30 ft.

Passive Perception

10

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 329

Amphibious

Description

The toad can breathe air and water

Standing Leap

Description

The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

Actions

Bite

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

Attack

Bite|4|1d10+2

Swallow

Description

The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.

If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Environment

coastal, desert, forest, swamp, underdark

Giant Vulture

Size

Large

Type

beast

Alignment

neutral evil

Armor Class

10

Hit Points

22 (3d10+6)

Speed

10 ft., fly 60 ft.

Strength

15

Dexterity

10

Constitution

15

Intelligence

6

Wisdom

12

Charisma

7

Skills

Perception +3

Passive Perception

13

Languages

understands Common but can't speak

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 329

Keen Sight and Smell

Description

The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics

Description

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

Actions

Multiattack

Description

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

Beak

Description

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

Attack

Beak|4|2d4+2

Talons

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.

Attack

Talons|4|2d6+2

Environment

desert, grassland

Giant Walrus

Size

Huge

Type

beast

Alignment

unaligned

Armor Class

9

Hit Points

85 (9d12 + 27)

Speed

20 ft., swim 40 ft.

Strength

22

Dexterity

9

Constitution

16

Intelligence

3

Wisdom

11

Charisma

4

Senses

darkvision 60 ft.

Passive Perception

10

Challenge Rating

4

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 312

Hold Breath

Description

The walrus can hold its breath for 30 minutes.

Actions

Multiattack

Description

The walrus makes two attacks: one with its body flop and one with its tusks.

Body Flop

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Attack

Body Flop|8|2d8+6

Tusks

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage.

Attack

Tusks|8|3d6+6

Environment

arctic, underwater

Giant Wasp

Size

Medium

Type

beast

Alignment

unaligned

Armor Class

12

Hit Points

13 (3d8)

Speed

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

Strength

10

Dexterity

14

Constitution

10

Intelligence

1

Wisdom

10

Charisma

3

Passive Perception

10

Challenge Rating

1/2

Traits

Source

Description

Monster Manual p. 329

Actions

Sting

Description

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Attack

Sting|4|1d6+2

Environment

forest, grassland, urban

Giant Weasel

Size

Medium

Type

beast

Alignment

unaligned

Armor Class

13

Hit Points

9 (2d8)

Speed

40 ft.

Strength

11

Dexterity

16

Constitution

10

Intelligence

4

Wisdom

12

Charisma

5

Skills

Perception +3, Stealth +5

Senses

darkvision 60 ft.

Passive Perception

13

Challenge Rating

1/8

Traits

Source

Description

Monster Manual p. 329

Keen Hearing and Smell

Description

The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite

Description

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

Attack

Bite|5|1d4+3

Environment

forest, grassland, hill

Giant Wolf Spider

Size

Medium

Type

beast

Alignment

unaligned

Armor Class

13

Hit Points

11 (2d8+2)

Speed

40 ft., climb 40 ft.

Strength

12

Dexterity

16

Constitution

13

Intelligence

3

Wisdom

12

Charisma

4

Skills

Perception +3, Stealth +7

Senses

blindsight 10 ft., darkvision 60 ft.

Passive Perception

13

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 330

Spider Climb

Description

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

Web Sense

Description

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

Web Walker

Description

The spider ignores movement restrictions caused by webbing.

Actions

Bite

Description

Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Attack

Bite|3|1d6+1

Environment

coastal, desert, forest, grassland, hill

Gibbering Mouther

Size

Medium

Type

aberration

Alignment

neutral

Armor Class

9

Hit Points

67 (9d8+27)

Speed

10 ft., swim 10 ft.

Strength

10

Dexterity

8

Constitution

16

Intelligence

3

Wisdom

10

Charisma

6

Condition Immunities

prone

Senses

darkvision 60 ft.

Passive Perception

10

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 157, Lost Laboratory of Kwalish p. 42

Aberrant Ground

Description

The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Gibbering

Description

The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Actions

Multiattack

Description

The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

Bites

Description

Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

Attack

Bites|2|5d6

Blinding Spittle (Recharge 5-6)

Description

The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.

Environment

underdark

Gibberling

Size

Small

Type

aberration

Alignment

chaotic neutral

Armor Class

12

Hit Points

7 (2d6)

Speed

25 ft.

Strength

10

Dexterity

15

Constitution

10

Intelligence

6

Wisdom

8

Charisma

8

Skills

Stealth +4

Damage Resistances

psychic

Condition Immunities

charmed, frightened

Senses

darkvision 60 ft.

Passive Perception

9

Languages

—

Challenge Rating

1/4

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 141

Reckless

Description

At the start of its turn, the gibberling can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Light Sensitivity

Description

While in bright light, gibberlings have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Burrow

Description

A gibberling gains advantage on stealth checks if it uses an action to burrow into dirt.

Actions

Dagger

Description

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

Attack

Dagger|4|1d4+2

Swarm

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. The target is grappled (escape DC 10). All gibberlings within 5 ft. of the target can use a reaction to make a dagger attack with advantage on the attack roll.

Gibberling

Size

Small

Type

fiend (demon)

Alignment

typically chaotic evil

Armor Class

12

Hit Points

7 (2d6)

Speed

30 ft.

Strength

13

Dexterity

14

Constitution

11

Intelligence

5

Wisdom

7

Charisma

5

Condition Immunities

charmed

Senses

darkvision 120 ft.

Passive Perception

8

Languages

Gibberling

Challenge Rating

0

Traits

Source

Description

Quests from the Infinite Staircase p. 202

Proficiency Bonus

Description

+2

Aversion to Fire

Description

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

Incessant Gibberish

Description

Any non-gibberling that is within 30 feet of the gibberling and doesn't have the deafened condition has disadvantage on Constitution saving throws to maintain concentration on spells and similar effects.

Actions

Bite

Description

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

Attack

Bite|3|1d4 + 1

Gideon Lightward

Size

Medium

Type

undead

Alignment

lawful evil

Armor Class

11

Hit Points

136 (16d8+64)

Speed

30 ft.

Strength

18

Dexterity

13

Constitution

18

Intelligence

10

Wisdom

18

Charisma

13

Saving Throws

Dex +4, Con +7, Wis +7

Skills

Insight +7, Religion +6

Passive Perception

14

Languages

Common

Challenge Rating

6

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

necrotic, poison

Damage Vulnerabilities

radiant

Condition Immunities

exhaustion, paralyzed, poisoned

Senses

darkvision 60 ft.

Traits

Source

Description

Baldur's Gate: Descent Into Avernus p. 65

Regeneration

Description

Gideon regains 10 hit points at the start of each of his turns. If he takes radiant damage, this trait doesn't function at the start of his next turn. Gideon is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack

Description

Gideon attacks twice with his fists.

Fist

Description

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

Attack

Fist|7|2d6+4

Withering Gaze

Description

Gideon targets one creature he can see within 60 feet of him. The target must make a DC 15 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.

Giff

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

16 (breastplate)

Hit Points

60 (8d8 + 24)

Speed

30 ft.

Strength

18

Dexterity

14

Constitution

17

Intelligence

11

Wisdom

12

Charisma

12

Passive Perception

11

Languages

Common

Challenge Rating

3

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 138, Mordenkainen's Tome of Foes p. 204

Proficiency Bonus

Description

+2

Firearms Knowledge

Description

The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols.

Headfirst Charge

Description

The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line and ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone.

Actions

Multiattack

Description

The giff makes two Longsword, Musket, or Pistol attacks.

Longsword

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Attack

Longsword|6|1d8+4

Longsword (Two-Handed)|6|1d10+4

Musket

Description

Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage.

Attack

Musket|4|1d12+2

Pistol

Description

Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Attack

Pistol|4|1d10+2

Fragmentation Grenade (1/Day)

Description

The giff throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.

Giff Shipmate

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

12

Hit Points

75 (10d8 + 30)

Speed

30 ft., swim 30 ft.

Strength

18

Dexterity

14

Constitution

17

Intelligence

11

Wisdom

12

Charisma

12

Passive Perception

11

Languages

Common

Challenge Rating

3

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 24

Proficiency Bonus

Description

+2

Firearms Knowledge

Description

The giff's mastery of its weapons enables it to ignore the loading property of any firearm.

Steady as She Goes

Description

On the deck of a ship, the giff has advantage on ability checks and saving throws made against effects that would knock it prone or shove it overboard.

Actions

Multiattack

Description

The giff makes two Longsword or Musket attacks.

Longsword

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Attack

Longsword|6|1d8 + 4

Longsword (Two-Handed)|6|1d10 + 4

Musket

Description

Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage.

Attack

Musket|4|1d12 + 2

Force Grenade

Description

The giff throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) force damage on a failed save, or half as much damage on a successful one. After the giff throws the grenade, roll a d6; on a roll of 4 or lower, the giff has no more grenades to throw.

Giff Shock Trooper

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

18 (plate armor)

Hit Points

93 (11d8 + 44)

Speed

30 ft., swim 30 ft.

Strength

20

Dexterity

14

Constitution

18

Intelligence

11

Wisdom

12

Charisma

13

Saving Throws

str +8, wis +4, con +7

Skills

athletics +8, intimidation +7, perception +4

Passive Perception

14

Languages

Common

Challenge Rating

6

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 25

Proficiency Bonus

Description

+3

Firearms Knowledge

Description

The giff's mastery of its weapons enables it to ignore the loading property of any firearm.

Headfirst Charge

Description

If the giff moves at least 20 feet in a straight line and ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 16 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone.

Siege Monster

Description

The giff deals double damage to objects and structures.

Actions

Multiattack

Description

The giff makes two Greatsword or Musket attacks.

Greatsword

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Attack

Greatsword|8|3d6 + 5

Musket

Description

Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 15 (2d12 + 2) piercing damage.

Attack

Musket|5|2d12 + 2

Thunder Bomb

Description

The giff lights a grapefruit-sized bomb and throws it at a point up to 60 feet away, where it explodes. Each creature within a 10-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 18 (4d8) thunder damage on a failed save, or half as much damage on a successful one. After the giff throws the bomb, roll a d6; on a roll of 4 or lower, the giff has no more bombs to throw.

Giff Warlord

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

17 (half plate armor)

Hit Points

178 (21d8 + 84)

Speed

30 ft., swim 30 ft.

Strength

22

Dexterity

15

Constitution

18

Intelligence

14

Wisdom

14

Charisma

18

Saving Throws

str +10, wis +6, con +8, dex +6

Skills

insight +6, athletics +10, intimidation +12

Passive Perception

12

Languages

Common

Challenge Rating

10

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 25

Proficiency Bonus

Description

+4

Firearms Knowledge

Description

The giff's mastery of its weapons enables it to ignore the loading property of any firearm.

Legendary Resistance (2/Day)

Description

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

Actions

Multiattack

Description

The giff makes two Morningstar attacks.

Morningstar

Description

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

Attack

Morningstar|10|2d8 + 5

Double-Barreled Musket

Description

Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 28 (4d12 + 2) piercing damage.

Attack

Double-Barreled Musket|6|4d12 + 2

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Move

Description

The giff moves up to its speed without provoking opportunity attacks.

Rallying Cry

Description

The giff ends the frightened condition on itself and each creature of its choice that it can see within 30 feet of it.

Weapon of Choice (2 Actions)

Description

The giff makes two Morningstar attacks or one Double-Barreled Musket attack.

Gigant

Size

Gargantuan

Type

monstrosity

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

325 (21d20 + 105)

Speed

50 ft., fly 80 ft., burrow 50 ft.

Strength

24

Dexterity

14

Constitution

21

Intelligence

3

Wisdom

14

Charisma

11

Saving Throws

Wis +8, Dex +8

Skills

Perception +8

Senses

darkvision 120 ft.

Passive Perception

18

Challenge Rating

20

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 154

Proficiency Bonus

Description

+6

Spell-Resistant Carapace

Description

The gigant has advantage on saving throws against spells, and any creature that makes a spell attack against the gigant has disadvantage on the attack roll.

Actions

Multiattack

Description

The gigant makes one Mandibles attack and two Talons attacks.

Mandibles

Description

Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) slashing damage, and the target has the grappled condition (escape DC 17). Until the grapple ends, the target takes 21 (4d6 + 7) slashing damage at the start of each of the gigant's turns. While the gigant is grappling a target, it can't use Mandibles against other targets.

Attack

Mandibles|13|4d6 + 7

Talons

Description

Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target is pulled 10 feet straight toward the gigant.

Attack

Talons|13|3d6 + 7

Scale Dust (Recharge 5-6)

Description

The gigant releases magical dust from its wings in a 30-foot cube. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. On a success or failure, the creature has the poisoned condition for 1 hour. While poisoned this way, the creature can't regain hit points.

Drone (bonus action)

Description

The gigant produces a horrid droning sound by rapidly beating its wings. Each creature within 10 feet of the gigant must succeed on a DC 19 Constitution saving throw or take 10 (3d6) thunder damage and have the incapacitated condition until the end of its next turn. The gigant can then fly up to half its flying speed.

Gingwatzim

Size

Small

Type

aberration (shapechanger)

Armor Class

12

Hit Points

39 (6d6 + 18)

Speed

30 ft., fly 30 ft. (hover) in its true form only

Strength

3

Dexterity

15

Constitution

16

Intelligence

4

Wisdom

11

Charisma

6

Damage Immunities

poison

Condition Immunities

poisoned

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

10

Languages

telepathy 60 ft.

Challenge Rating

2

Traits

Source

Description

Candlekeep Mysteries p. 27

Proficiency Bonus

Description

+2

Alternate Forms

Description

The gingwatzim has two alternate forms, both of which are chosen by its creator when the gingwatzim comes into being. One form is an exact duplicate of a Tiny nonmagical object (such as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are chosen, they can't be changed.

Actions

Energy Drain (True Form Only)

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) necrotic damage, and the target must succeed on a DC 12 Constitution saving throw or gain 1 level of exhaustion. When the target finishes a short or long rest, the target loses every level of exhaustion gained from this attack.

Attack

Energy Drain|4|4d6+2

Change Shape

Description

The gingwatzim changes from its true form—a 3-foot-diameter sphere of luminous ectoplasm—into one of its two alternate forms, or from one of those forms back into its true form. In object form, it can't move or make attacks but otherwise retains its statistics, and it is indistinguishable from the thing it is imitating. In beast form, it retains its hit points but otherwise uses the stat block of the beast it is imitating. When it dies, the gingwatzim reverts to its true form and then vanishes.

Girallon

Size

Large

Type

monstrosity

Alignment

unaligned

Armor Class

13

Hit Points

59 (7d10 + 21)

Speed

40 ft., climb 40 ft.

Strength

18

Dexterity

16

Constitution

16

Intelligence

5

Wisdom

12

Charisma

7

Skills

Perception +5, Stealth +5

Senses

darkvision 60 ft.

Passive Perception

15

Languages

—

Challenge Rating

4

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 139, Volo's Guide to Monsters p. 152

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The girallon makes one Bite attack and four Claw attacks.

Bite

Description

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

Attack

Bite|6|1d6+4

Claw

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Attack

Claw|6|1d6+4

Aggressive (bonus action)

Description

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

Girallon Zombie

Size

Large

Type

undead

Alignment

chaotic evil

Armor Class

11 (natural armor)

Hit Points

59 (7d10+21)

Speed

30 ft., climb 30 ft.

Strength

18

Dexterity

12

Constitution

16

Intelligence

3

Wisdom

7

Charisma

5

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Passive Perception

8

Challenge Rating

3

Traits

Source

Description

Tomb of Annihilation p. 222

Aggressive

Description

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

Undead Fortitude

Description

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

Actions

Multiattack

Description

The zombie makes five attacks: one with its bite and four with its claws.

Bite

Description

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

Attack

Bite|6|1d6+4

Claw

Description

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

Attack

Claw|6|1d4+4

Githyanki Buccaneer

Size

Medium

Type

humanoid (gith)

Alignment

any alignment

Armor Class

16 (breastplate)

Hit Points

58 (9d8 + 18)

Speed

30 ft.

Strength

16

Dexterity

14

Constitution

14

Intelligence

16

Wisdom

13

Charisma

13

Saving Throws

wis +3, con +4, int +5

Skills

deception +3, survival +3, athletics +5, perception +3

Passive Perception

13

Languages

Common, Gith

Challenge Rating

3

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 27

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The githyanki makes two Greatsword or Telekinetic Bolt attacks.

Greatsword

Description

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

Attack

Greatsword|5|2d6 + 3+1d6

Telekinetic Bolt

Description

Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 13 (3d6 + 3) force damage.

Attack

Telekinetic Bolt|5|3d6 + 3

Spellcasting (Psionics)

Description

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

At will: light, mage hand (the hand is invisible)

1/day each: plane shift, telekinesis

Astral Step (Recharge 4-6) (Bonus Action)

Description

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

Spells

light, mage hand, plane shift, telekinesis

Githyanki Gish

Size

Medium

Type

humanoid (gith, wizard)

Alignment

any alignment

Armor Class

17 (half plate)

Hit Points

130 (20d8 + 40)

Speed

30 ft.

Strength

17

Dexterity

15

Constitution

14

Intelligence

16

Wisdom

15

Charisma

16

Saving Throws

Con +6, Int +7, Wis +6

Skills

Insight +6, Perception +6, Stealth +6

Passive Perception

16

Languages

Gith

Challenge Rating

10

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 140, Mordenkainen's Tome of Foes p. 205

Proficiency Bonus

Description

+4

Actions

Multiattack

Description

The githyanki makes three Longsword or Telekinetic Bolt attacks, or it makes one of those attacks and uses Spellcasting.

Longsword

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 22 (5d8) psychic damage.

Attack

Longsword|7|1d8+3+5d8

Longsword (Two-Handed)|7|1d10+3+5d8

Telekinetic Bolt

Description

Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage.

Attack

Telekinetic Bolt|7|8d6

Spellcasting (Psionics)

Description

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

At will: light, mage hand (the hand is invisible), message

3/day each: fireball, invisibility, nondetection (self only)

1/day each: dimension door, plane shift, telekinesis

Astral Step (Recharge 4–6) (bonus action)

Description

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

Spells

light, mage hand, message, fireball, invisibility, nondetection, dimension door, plane shift, telekinesis

Githyanki Kith'rak

Size

Medium

Type

humanoid (gith)

Alignment

any alignment

Armor Class

18 (plate)

Hit Points

180 (24d8 + 72)

Speed

30 ft.

Strength

18

Dexterity

16

Constitution

17

Intelligence

16

Wisdom

15

Charisma

17

Saving Throws

Con +7, Int +7, Wis +6

Skills

Intimidation +7, Perception +6

Passive Perception

16

Languages

Gith

Challenge Rating

12

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 140, Mordenkainen's Tome of Foes p. 205

Proficiency Bonus

Description

+4

Actions

Multiattack

Description

The githyanki makes three Greatsword attacks.

Greatsword

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) psychic damage.

Attack

Greatsword|8|2d6+4+5d6

Spellcasting (Psionics)

Description

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

At will: mage hand (the hand is invisible)

3/day each: blur, nondetection (self only)

1/day each: plane shift, telekinesis

Astral Step (Recharge 4–6) (bonus action)

Description

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

Rally the Troops (bonus action)

Description

The githyanki magically ends the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.

Reactions

Parry

Description

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

Spells

mage hand, blur, nondetection, plane shift, telekinesis

Githyanki Knight

Size

Medium

Type

humanoid (gith)

Alignment

lawful evil

Armor Class

18 (plate)

Hit Points

91 (14d8+28)

Speed

30 ft.

Strength

16

Dexterity

14

Constitution

15

Intelligence

14

Wisdom

14

Charisma

15

Saving Throws

Con +5, Int +5, Wis +5

Passive Perception

12

Languages

Gith

Challenge Rating

8

Traits

Source

Description

Monster Manual p. 160

Innate Spellcasting (Psionics)

Description

The githyanki'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

The githyanki 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), the githyanki 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

Githyanki Star Seer

Size

Medium

Type

humanoid (gith, warlock)

Alignment

any alignment

Armor Class

13 (mage armor)

Hit Points

110 (17d8 + 34)

Speed

30 ft.

Strength

11

Dexterity

11

Constitution

14

Intelligence

19

Wisdom

16

Charisma

14

Saving Throws

wis +6, con +5, int +7

Skills

arcana +10, history +10

Damage Resistances

radiant

Passive Perception

13

Languages

Common, Gith

Challenge Rating

7

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 27

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The githyanki makes three Astral Bolt attacks.

Astral Bolt

Description

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

Attack

Astral Bolt|7|3d10 + 4

Spellcasting (Psionics)

Description

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

At will: light, mage hand (the hand is invisible)

2/day each: detect magic, invisibility (self only), mage armor (self only), tongues

1/day each: contact other plane (as an action), plane shift, telekinesis

Astral Step (Recharge 4-6) (Bonus Action)

Description

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

Spells

light, mage hand, detect magic, invisibility, mage armor, tongues, contact other plane, plane shift, telekinesis

Githyanki Supreme Commander

Size

Medium

Type

humanoid (gith)

Alignment

any alignment

Armor Class

18 (plate)

Hit Points

187 (22d8 + 88)

Speed

30 ft.

Strength

19

Dexterity

17

Constitution

18

Intelligence

16

Wisdom

16

Charisma

18

Saving Throws

Con +9, Int +8, Wis +8

Skills

Intimidation +9, Perception +8

Passive Perception

18

Languages

Gith

Challenge Rating

14

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 141, Mordenkainen's Tome of Foes p. 206

Proficiency Bonus

Description

+5

Legendary Resistance (3/Day)

Description

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

Actions

Multiattack

Description

The githyanki makes two Silver Greatsword attacks.

Silver Greatsword

Description

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

Attack

Silver Greatsword|12|2d6+7+5d6

Spellcasting (Psionics)

Description

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

At will: mage hand (the hand is invisible)

3/day each: levitate (self only), nondetection (self only)

1/day each: Bigby's hand, mass suggestion, plane shift, telekinesis

Astral Step (bonus action)

Description

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

Reactions

Parry

Description

The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.

Legendary Actions

Legendary Actions (3/Day)

Description

The githyanki supreme commander 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 githyanki supreme commander regains spent legendary actions at the start of its turn.

Command Ally

Description

The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction, if available, and has advantage on the attack roll.

Attack (2 Actions)

Description

The githyanki makes one Silver Greatsword attack.

Spells

mage hand, levitate, nondetection, Bigby's hand, mass suggestion, plane shift, telekinesis

Githyanki Warrior

Size

Medium

Type

humanoid (gith)

Alignment

lawful evil

Armor Class

17 (half plate)

Hit Points

49 (9d8+9)

Speed

30 ft.

Strength

15

Dexterity

14

Constitution

12

Intelligence

13

Wisdom

13

Charisma

10

Saving Throws

Con +3, Int +3, Wis +3

Passive Perception

11

Languages

Gith

Challenge Rating

3

Traits

Source

Description

Monster Manual p. 160

Innate Spellcasting (Psionics)

Description

The githyanki's innate spellcasting ability is Intelligence. 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)

Actions

Multiattack

Description

The githyanki makes two greatsword attacks.

Greatsword

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage plus 7 (2d6) psychic damage.

Attack

Greatsword|4|2d6+2+2d6

Spells

mage hand, jump, misty step, nondetection

Githyanki Xenomancer

Size

Medium

Type

humanoid (druid, gith)

Alignment

any alignment

Armor Class

14

Hit Points

157 (21d8 + 63)

Speed

30 ft.

Strength

14

Dexterity

18

Constitution

17

Intelligence

15

Wisdom

18

Charisma

13

Saving Throws

wis +8, con +7, dex +8

Skills

nature +6, survival +8, animal handling +8, perception +8

Passive Perception

18

Languages

Gith plus any four languages

Challenge Rating

9

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 27

Proficiency Bonus

Description

+4

Actions

Multiattack

Description

The githyanki makes three Staff attacks, three Telekinetic Bolt attacks, or a combination thereof.

Staff

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands, plus 14 (4d6) psychic damage.

Attack

Staff|6|1d6 + 2+4d6

Staff (Two-Handed)|6|1d8 + 2+4d6

Telekinetic Bolt

Description

Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 20 (3d10 + 4) force damage.

Attack

Telekinetic Bolt|8|3d10 + 4

Spellcasting (Psionics)

Description

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

At will: druidcraft, light, mage hand (the hand is invisible)

2/day each: invisibility (self only), pass without trace (self only)

1/day each: dominate monster, forcecage, plane shift, telekinesis

Astral Step (Recharge 4-6) (Bonus Action)

Description

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

Spells

druidcraft, light, mage hand, invisibility, pass without trace, dominate monster, forcecage, plane shift, telekinesis

Githzerai Anarch

Size

Medium

Type

humanoid (gith)

Alignment

any alignment

Armor Class

20 (psychic defense)

Hit Points

144 (17d8 + 68)

Speed

30 ft., fly 40 ft. (hover)

Strength

16

Dexterity

21

Constitution

18

Intelligence

18

Wisdom

20

Charisma

14

Saving Throws

Str +8, Dex +10, Int +9, Wis +10

Skills

Arcana +9, Insight +10, Perception +10

Passive Perception

20

Languages

Gith

Challenge Rating

16

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 142, Mordenkainen's Tome of Foes p. 207

Proficiency Bonus

Description

+5

Legendary Resistance (3/Day)

Description

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

Psychic Defense

Description

While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack

Description

The githzerai makes three Unarmed Strike attacks.

Unarmed Strike

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage.

Attack

Unarmed Strike|10|1d8+5+4d8

Spellcasting (Psionics)

Description

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

At will: mage hand (the hand is invisible)

3/day each: see invisibility, telekinesis

1/day each: globe of invulnerability, plane shift, wall of force

Lair Actions

Description

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

Create Object. The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, the anarch's concentration breaks.

Move Object. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger.

Psionic Bolt. The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Strike

Description

The githzerai makes one Unarmed Strike attack.

Teleport

Description

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

Change Gravity (Costs 3 Actions)

Description

The githzerai casts the reverse gravity spell, using Wisdom as the spellcasting ability. The spell has the normal effect, except that the githzerai can orient the area in any direction and creatures and objects fall toward the end of the area.

Spells

mage hand, see invisibility, telekinesis, globe of invulnerability, plane shift, wall of force

Githzerai Enlightened

Size

Medium

Type

humanoid (gith)

Alignment

any alignment

Armor Class

18 (psychic defense)

Hit Points

112 (15d8 + 45)

Speed

40 ft.

Strength

14

Dexterity

19

Constitution

16

Intelligence

17

Wisdom

19

Charisma

13

Saving Throws

Str +6, Dex +8, Int +7, Wis +8

Skills

Arcana +7, Insight +8, Perception +8

Passive Perception

18

Languages

Gith

Challenge Rating

10

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 143, Mordenkainen's Tome of Foes p. 208

Proficiency Bonus

Description

+4

Psychic Defense

Description

While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack

Description

The githzerai makes three Unarmed Strike attacks.

Unarmed Strike

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 18 (4d8) psychic damage.

Attack

Unarmed Strike|8|2d8+4+4d8

Temporal Strike (Recharge 6)

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied.

Attack

Temporal Strike|8|2d8+4+8d12

Spellcasting (Psionics)

Description

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

At will: mage hand (the hand is invisible)

3/day: see invisibility

1/day each: plane shift, teleport

Reactions

Slow Fall

Description

When the githzerai falls, it reduces any falling damage it takes by 50.

Spells

mage hand, see invisibility, plane shift, teleport

Githzerai Futurist

Size

Medium

Type

aberration (gith)

Alignment

any alignment

Armor Class

16 (psychic defense)

Hit Points

149 (23d8 + 46)

Speed

40 ft.

Strength

14

Dexterity

17

Constitution

15

Intelligence

17

Wisdom

17

Charisma

13

Saving Throws

Str +6, Wis +7, Dex +7, Int +7

Skills

Insight +7, Arcana +7, Perception +7

Senses

truesight 30 ft.

Passive Perception

17

Languages

Common, Gith

Challenge Rating

9

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 30, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+4

Psychic Defense

Description

While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack

Description

The githzerai makes three Unarmed Strike or Psychic Bolt attacks.

Unarmed Strike

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 11 (2d10) psychic damage.

Attack

Unarmed Strike|7|2d8 + 3+2d10

Psychic Bolt

Description

Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 21 (4d8 + 3) psychic damage.

Attack

Psychic Bolt|7|4d8 + 3

Spellcasting (Psionics)

Description

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

At will: dispel magic, levitate (self only), mage hand (the hand is invisible), see invisibility

1/day each: plane shift (self only), scrying (as an action), slow, telekinesis

Reactions

Future Insight (3/Day)

Description

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

Spells

dispel magic, levitate, mage hand, see invisibility, plane shift, scrying, slow, telekinesis

Githzerai Monk

Size

Medium

Type

humanoid (gith)

Alignment

lawful neutral

Armor Class

14

Hit Points

38 (7d8+7)

Speed

30 ft.

Strength

12

Dexterity

15

Constitution

12

Intelligence

13

Wisdom

14

Charisma

10

Saving Throws

Str +3, Dex +4, Int +3, Wis +4

Skills

Insight +4, Perception +4

Passive Perception

14

Languages

Gith

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 161

Innate Spellcasting (Psionics)

Description

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

At will: mage hand (the hand is invisible)

3/day each: feather fall, jump, see invisibility, shield

Psychic Defense

Description

While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack

Description

The githzerai makes two unarmed strikes.

Unarmed Strike

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack.

Attack

Unarmed Strike|4|1d8+2+2d8

Spells

mage hand, feather fall, jump, see invisibility, shield

Githzerai Traveler

Size

Medium

Type

aberration (gith)

Alignment

any alignment

Armor Class

15 (psychic defense)

Hit Points

44 (8d8 + 8)

Speed

30 ft.

Strength

12

Dexterity

15

Constitution

12

Intelligence

14

Wisdom

16

Charisma

10

Saving Throws

Str +3, Wis +5, Dex +4, Int +4

Skills

Survival +5, Perception +5

Passive Perception

15

Languages

Common, Gith

Challenge Rating

3

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 31, Planescape: Adventures in the Multiverse - Sigil and the Outlands

Proficiency Bonus

Description

+2

Psychic Defense

Description

While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack

Description

The githzerai makes three Unarmed Strike attacks.

Unarmed Strike

Description

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

Attack

Unarmed Strike|4|1d8 + 2+1d8

Spellcasting (Psionics)

Description

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

At will: mage hand (the hand is invisible)

1/day each: jump, plane shift (self only), see invisibility

Matter Manipulation (Recharge 4-6) (bonus action)

Description

The githzerai manipulates the energy of the plane of existence it's on to produce one of the following effects (choose one or roll a d6):

1-2: Astral Step. The githzerai can teleport, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. In addition, its walking speed increases to 40 feet until the start of its next turn.

3-4: Growth. Flowers and vines grow around the githzerai until the start of its next turn, then vanish; the ground within 15 feet of the githzerai is difficult terrain for other creatures while the flowers and vines are present.

5-6: Retaliating Light. Multicolored lights surround the githzerai until the start of its next turn. For the effect's duration, whenever a creature within 5 feet of the githzerai hits it with a melee attack roll, that creature takes 3 (1d6) force damage, as magic lashes out in retribution.

Spells

mage hand, jump, plane shift, see invisibility

Githzerai Uniter

Size

Medium

Type

aberration (gith)

Alignment

any alignment

Armor Class

16 (psychic defense)

Hit Points

123 (19d8 + 38)

Speed

40 ft.

Strength

13

Dexterity

17

Constitution

15

Intelligence

15

Wisdom

17

Charisma

16

Saving Throws

Str +4, Wis +6, Dex +6, Int +5

Skills

Insight +6, Perception +6

Passive Perception

16

Languages

Common, Gith

Challenge Rating

7

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 31, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+3

Psychic Defense

Description

While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack

Description

The githzerai makes three Unarmed Strike or Psychic Bolt attacks. It can replace any of these attacks with one use of its Pacifying Touch.

Unarmed Strike

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 10 (3d6) psychic damage.

Attack

Unarmed Strike|6|1d8 + 3+3d6

Psychic Bolt

Description

Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 17 (5d6) psychic damage.

Attack

Psychic Bolt|6|5d6

Pacifying Touch

Description

The githzerai touches one creature it can see within 5 feet of itself. The target must succeed on a DC 14 Intelligence saving throw, or the githzerai chooses an action for that target: Attack, Cast a Spell, or Dash. The affected target can't take that action for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a successful save. A target that succeeds on the saving throw becomes immune to this githzerai's Pacifying Touch for 24 hours.

Spellcasting (Psionics)

Description

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

At will: mage hand (the hand is invisible), see invisibility

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

Spells

mage hand, see invisibility, plane shift, telekinesis

Githzerai Zerth

Size

Medium

Type

humanoid (gith)

Alignment

lawful neutral

Armor Class

17

Hit Points

84 (13d8+26)

Speed

30 ft.

Strength

13

Dexterity

18

Constitution

15

Intelligence

16

Wisdom

17

Charisma

12

Saving Throws

Str +4, Dex +7, Int +6, Wis +6

Skills

Arcana +6, Insight +6, Perception +6

Passive Perception

16

Languages

Gith

Challenge Rating

6

Traits

Source

Description

Monster Manual p. 161

Innate Spellcasting (Psionics)

Description

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

At will: mage hand (the hand is invisible)

3/day each: feather fall, jump, see invisibility, shield

Psychic Defense

Description

While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack

Description

The githzerai makes two unarmed strikes.

Unarmed Strike

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage plus 13 (3d8) psychic damage. This is a magic weapon attack.

Attack

Unarmed Strike|7|2d6+4+3d8

Spells

mage hand, feather fall, jump, see invisibility, shield

Glabrezu

Size

Large

Type

fiend (demon)

Alignment

chaotic evil

Armor Class

17 (natural armor)

Hit Points

157 (15d10+75)

Speed

40 ft.

Strength

20

Dexterity

15

Constitution

21

Intelligence

19

Wisdom

17

Charisma

16

Saving Throws

Str +9, Con +9, Wis +7, Cha +7

Damage Resistances

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

Damage Immunities

poison

Condition Immunities

poisoned

Senses

truesight 120 ft.

Passive Perception

13

Languages

Abyssal, telepathy 120 ft.

Challenge Rating

9

Traits

Source

Description

Monster Manual p. 58

Innate Spellcasting

Description

The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:

At will: darkness, detect magic, dispel magic

1/day each: confusion, fly, power word stun

Magic Resistance

Description

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

Actions

Multiattack

Description

The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.

Pincer

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.

Attack

Pincer|9|2d10+5

Fist

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage.

Attack

Fist|9|2d4+2

Variant: Summon Demon (1/Day)

Description

The demon chooses what to summon and attempts a magical summoning.

A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Spells

darkness, detect magic, dispel magic, confusion, fly, power word stun

Gladiator

Size

Medium

Type

humanoid (any race)

Alignment

any alignment

Armor Class

16 (studded leather, shield)

Hit Points

112 (15d8+45)

Speed

30 ft.

Strength

18

Dexterity

15

Constitution

16

Intelligence

10

Wisdom

12

Charisma

15

Saving Throws

Str +7, Dex +5, Con +6

Skills

Athletics +10, Intimidation +5

Passive Perception

11

Languages

any one language (usually Common)

Challenge Rating

5

Traits

Source

Description

Monster Manual p. 346

Brave

Description

The gladiator has advantage on saving throws against being frightened.

Brute

Description

A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

Actions

Multiattack

Description

The gladiator makes three melee attacks or two ranged attacks.

Spear

Description

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack.

Attack

Spear|7|2d6+4

Spear (Two-Handed)|7|2d8+4

Shield Bash

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Attack

Shield Bash|7|2d4+4

Reactions

Parry

Description

The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

Environment

urban

Glaive

Size

Medium

Type

construct (warforged)

Alignment

chaotic evil

Armor Class

16 (natural armor)

Hit Points

187 (22d8 + 88)

Speed

30 ft.(50 ft. with overdrive)

Strength

20

Dexterity

16

Constitution

19

Intelligence

11

Wisdom

16

Charisma

9

Saving Throws

str +9, wis +7, dex +7

Skills

survival +7, stealth +7, athletics +9, perception +7

Damage Resistances

poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Passive Perception

17

Languages

Common

Challenge Rating

11

Traits

Source

Description

Vecna: Eve of Ruin p. 81

Proficiency Bonus

Description

+4

Heatsink

Description

When Glaive takes cold damage, her Overdrive immediately recharges.

Pack Tactics

Description

Glaive has advantage on attack rolls if at least one ally is within 5 feet of the creature she's attacking and the ally doesn't have the incapacitated condition.

Actions

Multiattack

Description

Glaive makes two Spiked Glaive attacks and two Serrated Bolt attacks.

Spiked Glaive

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing or slashing damage, or 14 (1d10 + 9) piercing or slashing damage if Glaive is in overdrive.

Attack

Spiked Glaive|9|1d10 + 5

Spiked Glaive (Overdrive)|9|1d10 + 9

Serrated Bolt

Description

Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 13 (3d6 + 3) piercing damage. If Glaive has advantage on the attack roll, the serrated bolt lodges in the target, and the target's speed is reduced by 10 feet until the serrated bolt is removed. A target's speed can be reduced by only one serrated bolt at a time. A creature can use its action to remove a serrated bolt lodged in itself or another creature within its reach; when the bolt is removed from a creature, that creature takes 5 (2d4) slashing damage.

Attack

Serrated Bolt|7|3d6 + 3

Overdrive (Recharges after Finishing a Short or Long Rest) (bonus action)

Description

Glaive enters a state of overdrive that lasts for 1 minute or until she has the incapacitated condition. While in overdrive, Glaive gains the following benefits:

• Glaive has advantage on Strength checks and Strength saving throws.

• Glaive makes a melee weapon attack, she gains a +4 bonus to the damage roll.

• Glaive's speed increases to 50 feet.

Reactions

Self-Preservation

Description

In response to being hit by a weapon attack, Glaive reduces the damage by 11 (2d10).

Glass Pegasus

Size

Large

Type

construct

Alignment

chaotic good

Armor Class

15 (while animated and ac 13 otherwise)

Hit Points

59 (7d10 + 21)

Speed

60 ft., fly 90 ft.

Strength

18

Dexterity

15

Constitution

16

Intelligence

10

Wisdom

15

Charisma

13

Saving Throws

Dex +4, Wis +4, Cha +3

Skills

Perception +6

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified

Passive Perception

16

Languages

Celestial, Common, Elvish and Sylvan but can't speak

Challenge Rating

2

Traits

Source

Description

The Wild Beyond the Witchlight p. 181

Proficiency Bonus

Description

+2

Actions

Hooves

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Attack

Hooves|6|2d6+4

Glasswork Golem

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

36 (8d8)

Speed

30 ft.

Strength

13

Dexterity

10

Constitution

10

Intelligence

1

Wisdom

10

Charisma

1

Saving Throws

Dex +2, Con +2, Wis +2

Damage Immunities

poison, psychic

Condition Immunities

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

Senses

blindsight 60 ft. (blind beyond this radius), passive perception 10

Challenge Rating

2

Traits

Source

Description

The Wild Beyond the Witchlight p. 193

Proficiency Bonus

Description

+2

False Appearance

Description

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

Immutable Form

Description

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

Regeneration

Description

The golem regains 10 hit points at the start of its turn. If the golem takes bludgeoning or thunder damage, this trait doesn't function at the start of the golem's next turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

Unusual Nature

Description

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

Actions

Multiattack

Description

The golem makes two Glass Sword attacks.

Glass Sword

Description

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

Attack

Glass Sword|3|1d8+1

Dazzling Light (Bonus Action) (Recharge 5–6)

Description

Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be blinded 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.

Glasya

Size

Medium

Type

fiend (devil)

Alignment

lawful evil

Armor Class

21 (natural armor)

Hit Points

380 (40d8 + 200)

Speed

40 ft., fly 80 ft.

Strength

22

Dexterity

28

Constitution

20

Intelligence

21

Wisdom

25

Charisma

28

Saving Throws

Dex +17, Int +13, Wis +15, Cha +17

Skills

Deception +25, Intimidation +17, Perception +15, Persuasion +17, Stealth +25, Survival +15

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

charmed, poisoned

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

25

Languages

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

Challenge Rating

25

Traits

Source

Description

Chains of Asmodeus p. 226

Proficiency Bonus

Description

+8

Charm Aura

Description

When a creature moves to be within 120 feet of Glasya, they must succeed on a DC 23 Wisdom saving throw or have the charmed condition, treating Glasya as an ally, until they leave the aura. A creature that succeeds the saving throw is immune to this effect for 1 hour. Whenever a charmed creature takes damage, they may repeat the saving throw, ending the effect on a success.

Dominating Presence

Description

Glasya deals an additional 13 (2d12) psychic damage when attacking a charmed creature, and her attacks don't break charms.

Fiendish Regeneration

Description

Glasya regains 20 hit points at the start of her turn. If she takes radiant damage this trait doesn't function at the start of her next turn. Glasya dies only if she starts her turn with 0 hit points and is unable to regenerate. If Glasya is killed, her body slowly regenerates, returning to life 9 (2d8) weeks later.

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

Glasya makes four attacks using Scourge of Shadow, Necrotic Grasp, or a combination of the two. She can replace one of the attacks with Mesmerizing Gaze.

Scourge of Shadow

Description

Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 19 (3d4 + 12) slashing damage, plus 5 (2d4) necrotic damage. This attack scores a critical on a roll of 18, 19, or 20.

Attack

Scourge of Shadow|20|3d4+12+2d4

Necrotic Grasp

Description

Glasya summons necrotic hands to grope and claw at a creature she can see within 90 feet of her. The target must make a DC 25 Constitution saving throw, taking 20 (2d10 + 9) necrotic damage on a failed save, or half as much damage on a successful one.

Mesmerizing Gaze

Description

Glasya focuses her gaze in a 60-foot cone in front of her. Each creature of her choice within the cone must make a DC 23 Charisma saving throw or have the charmed condition until the end of their next turn. While charmed, creatures automatically fail saving throws from abilities used by Glasya and move to be as close to her as possible.

Deathly Exclamation (1/Day)

Description

Glasya targets a creature she can see within 60 feet of her. The target must make a DC 25 Constitution saving throw, taking 61 (7d8 + 30) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this ability rises at the start of Glasya's next turn as a zombie permanently under her command.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Whip

Description

Glasya makes a Scourge of Shadow attack.

Disorient (Costs 2 Actions)

Description

Glasya casts Confusion (30-foot-radius, spell save DC 25), but only lasting until the end of Glasya's next turn.

Call Underling (Costs 3 Actions)

Description

Glasya summons an allied erinyes in an unoccupied space that she can see.

Gloam

Size

Tiny

Type

undead

Alignment

unaligned

Armor Class

12

Hit Points

2 (1d4)

Speed

40 ft., climb 30 ft.

Strength

3

Dexterity

15

Constitution

10

Intelligence

3

Wisdom

12

Charisma

7

Skills

Perception +3, Stealth +4

Damage Immunities

poison

Condition Immunities

exhaustion, poisoned

Passive Perception

13

Challenge Rating

0

Traits

Source

Description

The Wild Beyond the Witchlight p. 93

Proficiency Bonus

Description

+2

Keen Smell

Description

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

Actions

Claws

Description

Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Attack

Claws|0|1

Cloud of Dust

Description

On its first turn in combat or when it is reduced to 0 hit points, the cat expels a cloud of dust that acts as dust of sneezing and choking

Gloamwing

Size

Large

Type

undead

Alignment

lawful evil

Armor Class

16 (natural armor)

Hit Points

136 (16d10+48)

Speed

30 ft., fly 60 ft.

Strength

20

Dexterity

16

Constitution

17

Intelligence

2

Wisdom

11

Charisma

6

Saving Throws

Str +8, Dex +6

Skills

Perception +3, Stealth +6

Passive Perception

13

Languages

understands Common

Challenge Rating

8

Damage Resistances

necrotic; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

darkvision 120 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 215

Death Link

Description

If its specter rider is reduced to 0 hit points, the gloamwing is destroyed.

Flyby

Description

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

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

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

Bite

Description

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

Attack

Bite|8|3d8+5

Claws

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Attack

Claws|8|3d6+5

Gloine Nathair-Nathair

Size

Medium

Type

monstrosity

Alignment

lawful evil

Armor Class

15 (natural armor)

Hit Points

127 (17d8+51)

Speed

30 ft.

Strength

10

Dexterity

15

Constitution

16

Intelligence

12

Wisdom

13

Charisma

15

Skills

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

Passive Perception

14

Languages

Common

Challenge Rating

6

Senses

darkvision 60 ft.

Traits

Source

Description

Infernal Machine Rebuild p. 23

Petrifying Gaze

Description

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

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

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

Actions

Multiattack

Description

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

Snake Hair

Description

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

Attack

Snake Hair|5|1d4+2

Shortsword

Description

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

Attack

Shortsword|5|1d6+2

Longbow

Description

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

Attack

Longbow|5|1d8+2

Environment

desert

Gloom Weaver

Size

Medium

Type

humanoid (elf)

Alignment

neutral

Armor Class

14 (17 with mage armor)

Hit Points

104 (16d8+32)

Speed

30 ft.

Strength

11

Dexterity

18

Constitution

14

Intelligence

15

Wisdom

12

Charisma

18

Saving Throws

Dex +8, Con +6

Damage Immunities

necrotic

Condition Immunities

charmed, exhaustion

Senses

darkvision 60 ft.

Passive Perception

11

Languages

Common, Elvish

Challenge Rating

9

Traits

Source

Description

Mordenkainen's Tome of Foes p. 224

Burden of Time

Description

Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver.

Fey Ancestry

Description

The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep.

Innate Spellcasting

Description

The gloom weaver's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: arcane eye, mage armor, speak with dead

1/day each: arcane gate, bane, compulsion, confusion, true seeing.

Spellcasting

Description

The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): chill touch (3d8 damage), eldritch blast (3 beams, +4 bonus to each damage roll), minor illusion, prestidigitation

1st-5th level (3 5th-level slots): armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt

Actions

Multiattack

Description

The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast.

Shadow Spear

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands, plus 26 (4d12) necrotic damage.

Attack

Shadow Spear|8|1d6+4

Reactions

Misty Escape (Recharges after a Short or Long Rest)

Description

When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell.

Spells

arcane eye, mage armor, speak with dead, arcane gate, bane, compulsion, confusion, true seeing, chill touch, eldritch blast, minor illusion, prestidigitation, armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt

Spell Slots

0,0,0,0,3

Gloomstalker

Size

Large

Type

monstrosity

Alignment

neutral evil

Armor Class

15 (natural armor)

Hit Points

90 (12d10+24)

Speed

40 ft., fly 80 ft.

Strength

22

Dexterity

16

Constitution

14

Intelligence

5

Wisdom

17

Charisma

14

Saving Throws

Str +9, Dex +6

Skills

Athletics +9, Intimidation +5, Perception +6, Stealth +6

Passive Perception

16

Languages

understands Common but can't speak

Challenge Rating

6

Damage Vulnerabilities

radiant

Senses

darkvision 240 ft

Traits

Source

Description

Explorer's Guide to Wildemount p. 291

Shadowstep

Description

As a bonus action, the gloomstalker can teleport up to 40 feet to an unoccupied space it can see.

Sunlight Sensitivity

Description

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

Actions

Multiattack

Description

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

Bite

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage.

Attack

Bite|9|2d8+6

Claws

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage.

Attack

Claws|9|2d6+6

Snatch

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 17). While grappled in this way, the target is restrained.

Attack

Snatch|9|2d6+6

Shriek (Recharge 6)

Description

The gloomstalker emits a terrible shriek. Each enemy within 60 feet of the gloomstalker that can hear it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of the enemy's next turn.