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7 categories

Monsters

2646 of 2646 entries · Showing 101–150

Ancient Blue Dragon

Size

Gargantuan

Type

dragon

Alignment

lawful evil

Armor Class

22 (natural armor)

Hit Points

481 (26d20+208)

Speed

40 ft., burrow 40 ft., fly 80 ft.

Strength

29

Dexterity

10

Constitution

27

Intelligence

18

Wisdom

17

Charisma

21

Saving Throws

Dex +7, Con +15, Wis +10, Cha +12

Skills

Perception +17, Stealth +7

Damage Immunities

lightning

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

27

Languages

Common, Draconic

Challenge Rating

23

Traits

Source

Description

Monster Manual p. 90

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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage.

Attack

Bite|16|2d10+9+2d10

Claw

Description

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage.

Attack

Claw|16|2d6+9

Tail

Description

Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage.

Attack

Tail|16|2d8+9

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 20 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.

Lightning Breath (Recharge 5-6)

Description

The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Attack

Lightning Breath||16d10

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 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Environment

coastal, desert

Ancient Brass Dragon

Size

Gargantuan

Type

dragon

Alignment

chaotic good

Armor Class

20 (natural armor)

Hit Points

297 (17d20+119)

Speed

40 ft., burrow 40 ft., fly 80 ft.

Strength

27

Dexterity

10

Constitution

25

Intelligence

16

Wisdom

15

Charisma

19

Saving Throws

Dex +6, Con +13, Wis +8, Cha +10

Skills

History +9, Perception +14, Persuasion +10, Stealth +6

Damage Immunities

fire

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

24

Languages

Common, Draconic

Challenge Rating

20

Traits

Source

Description

Monster Manual p. 104

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: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage.

Attack

Bite|14|2d10+8

Claw

Description

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

Attack

Claw|14|2d6+8

Tail

Description

Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Attack

Tail|14|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 18 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.

Breath Weapons (Recharge 5-6)

Description

The dragon uses one of the following breath weapons:

Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Attack

Fire Breath||16d6

Change Shape

Description

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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 22 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

desert

Ancient Bronze Dragon

Size

Gargantuan

Type

dragon

Alignment

lawful good

Armor Class

22 (natural armor)

Hit Points

444 (24d20+192)

Speed

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

Strength

29

Dexterity

10

Constitution

27

Intelligence

18

Wisdom

17

Charisma

21

Saving Throws

Dex +7, Con +15, Wis +10, Cha +12

Skills

Insight +10, Perception +17, Stealth +7

Damage Immunities

lightning

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

27

Languages

Common, Draconic

Challenge Rating

22

Traits

Source

Description

Monster Manual p. 107

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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage.

Attack

Bite|16|2d10+9

Claw

Description

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage.

Attack

Claw|16|1d6+9

Tail

Description

Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage.

Attack

Tail|16|2d8+9

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 20 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.

Breath Weapons (Recharge 5-6)

Description

The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Attack

Lightning Breath||16d10

Change Shape

Description

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Environment

coastal

Ancient Copper Dragon

Size

Gargantuan

Type

dragon

Alignment

chaotic good

Armor Class

21 (natural armor)

Hit Points

350 (20d20+140)

Speed

40 ft., climb 40 ft., fly 80 ft.

Strength

27

Dexterity

12

Constitution

25

Intelligence

20

Wisdom

17

Charisma

19

Saving Throws

Dex +8, Con +14, Wis +10, Cha +11

Skills

Deception +11, Perception +17, Stealth +8

Damage Immunities

acid

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

27

Languages

Common, Draconic

Challenge Rating

21

Traits

Source

Description

Monster Manual p. 110

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.

Attack

Bite|15|2d10+8

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.

Breath Weapons (Recharge 5-6)

Description

The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Attack

Acid Breath||14d8

Change Shape

Description

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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

hill

Ancient Crystal Dragon

Size

Gargantuan

Type

dragon (gem)

Alignment

typically chaotic neutral

Armor Class

20 (natural armor)

Hit Points

222 (12d20 + 96)

Speed

40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.

Strength

25

Dexterity

12

Constitution

26

Intelligence

20

Wisdom

16

Charisma

21

Saving Throws

Dex +7, Con +14, Wis +9, Cha +11

Skills

Perception +15, Stealth +13, Survival +9

Damage Resistances

cold, radiant

Condition Immunities

frightened, prone

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

25

Languages

Common, Draconic, Telepathy 120 ft.

Challenge Rating

19

Traits

Source

Description

Fizban's Treasury of Dragons p. 170

Proficiency Bonus

Description

+6

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: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 9 (2d8) radiant damage.

Attack

Bite|13|2d10+7+2d8

Claw

Description

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Attack

Claw|13|2d6+7

Scintillating Breath (Recharge 5–6)

Description

The dragon exhales a burst of brilliant radiance in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 49 (11d8) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 25 temporary hit points by absorbing a portion of the radiant energy.

Attack

Scintillating Breath||11d8

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 19):

At will: dancing lights, guidance

1/day each: command, divination, greater restoration, hypnotic pattern, invisibility

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.

Starlight Strike (Costs 3 Actions)

Description

The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a DC 19 Dexterity saving throw or take 38 (11d6) radiant damage.

Spells

dancing lights, guidance, command, divination, greater restoration, hypnotic pattern, invisibility

Ancient Deep Crow

Size

Huge

Type

monstrosity

Alignment

unaligned

Armor Class

18 (natural armor)

Hit Points

187 (15d12+90)

Speed

20 ft., fly 80 ft.

Strength

23

Dexterity

16

Constitution

23

Intelligence

10

Wisdom

15

Charisma

19

Saving Throws

Con +11, Wis +7

Skills

Perception +7, Stealth +13

Passive Perception

17

Languages

Deep Crow

Challenge Rating

15

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Senses

blindsight 60 ft., darkvision 120 ft.

Traits

Source

Description

Acquisitions Incorporated p. 211

Magic Resistance

Description

The ancient deep crow has advantage on saving throws against spells and other magical effects.

Shadow Stealth

Description

While in dim light or darkness, the ancient deep crow can take the Hide action as a bonus action.

Actions

Multiattack

Description

The ancient deep crow makes three attacks: one with its mandibles and two with its claws.

Mandibles

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the ancient deep crow can't use its mandibles on another target.

Attack

Mandibles|11|2d10+6

Claw

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Attack

Claw|11|2d6+6

Shadow Caw

Description

The ancient deep crow releases an ear-splitting caw. Each creature within 60 feet of the crow and able to hear it must make a DC 17 Constitution saving throw. On a failure, a creature takes 10 (3d6) psychic damage.

Legendary Actions

Description

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

Detect

Description

The deep crow makes a Wisdom (Perception) check.

Shadow Caw (Costs 2 Actions)

Description

The ancient deep crow uses Shadow Caw.

Wing Attack (Costs 2 Actions)

Description

The ancient deep crow beats its wings. Each creature within 10 feet of the deep crow must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The ancient deep crow can then fly up to half its flying speed.

Regional Effects

Description

The region containing an ancient deep crow's lair is transformed by the creature's presence, which creates one or more of the following effects:

• Supernatural shadow turns all bright light to dim light in underground regions within 6 miles of the lair.

• Intermittent, echoing caws can be heard coming from all directions within 6 miles of the lair.

• Subterranean beasts within 1 mile of the ancient deep crow's lair serve as the creature's eyes and ears, alerting it to the presence of intruders and making it all but impossible to surprise the ancient deep crow. If the ancient deep crow dies, these effects fade immediately.

Ancient Deep Dragon

Size

Gargantuan

Type

dragon

Alignment

typically neutral evil

Armor Class

20 (natural armor)

Hit Points

201 (13d20 + 65)

Speed

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

Strength

23

Dexterity

16

Constitution

20

Intelligence

19

Wisdom

18

Charisma

21

Saving Throws

Dex +9, Con +11, Wis +10, Cha +11

Skills

Perception +10, Persuasion +17, Stealth +15

Damage Resistances

poison, psychic

Condition Immunities

charmed, frightened, poisoned

Senses

blindsight 60 ft., darkvision 300 ft.

Passive Perception

20

Languages

Common, Draconic, Undercommon

Challenge Rating

18

Traits

Source

Description

Fizban's Treasury of Dragons p. 173

Proficiency Bonus

Description

+6

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: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 11 (2d10) poison damage.

Attack

Bite|12|2d10+6+2d10

Claw

Description

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Attack

Claw|12|2d6+6

Tail

Description

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Attack

Tail|12|1d8+6

Change Shape

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 an action to end it.

Nightmare Breath (Recharge 5–6)

Description

The dragon exhales a cloud of spores in a 90-foot cone. Each creature in that area must make a DC 19 Wisdom saving throw. On a failed save, the creature takes 49 (9d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Nightmare Breath||9d10

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.

Commanding Spores

Description

The dragon exhales a cloud of spores in a 90-foot cone. Each creature in that area must make a DC 19 Wisdom saving throw. On a failed save, the creature takes 49 (9d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tail

Description

The dragon makes one Tail attack.

Spore Salvo (Costs 2 Actions)

Description

The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on a DC 19 Constitution saving throw or take 28 (8d6) poison damage and become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ancient Dragon Turtle

Size

Gargantuan

Type

dragon

Alignment

typically neutral

Armor Class

22 (natural armor)

Hit Points

409 (21d20 + 189)

Speed

30 ft., swim 60 ft.

Strength

28

Dexterity

12

Constitution

29

Intelligence

14

Wisdom

19

Charisma

15

Saving Throws

Dex +8, Con +16, Wis +11

Skills

Perception +11

Damage Immunities

cold, fire

Condition Immunities

charmed, frightened, poisoned

Senses

truesight 120 ft.

Passive Perception

21

Languages

Aquan, Draconic

Challenge Rating

24

Traits

Source

Description

Fizban's Treasury of Dragons p. 191

Proficiency Bonus

Description

+7

Amphibious

Description

The dragon turtle can breathe air and water

Blessing of the Sea (Recharges after a Short or Long Rest)

Description

If the dragon turtle would be reduced to 0 hit points, its current hit point total instead resets to 350 hit points, and it recharges its Steam Breath. Additionally, the dragon turtle can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 62,000 XP (124,000 XP total) for defeating the dragon turtle after its Blessing of the Sea activates.

Legendary Resistance (3/Day)

Description

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

Unusual Nature

Description

The dragon turtle doesn't require food or drink.

Actions

Multiattack

Description

The dragon turtle makes one Bite or Tail attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 (1d12 + 9) piercing damage plus 13 (2d12) lightning damage.

Attack

Bite|16|1d12+9+2d12

Claw

Description

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) slashing damage.

Attack

Claw|16|2d8+9

Tail

Description

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.

Attack

Tail|16|2d10+9

Steam Breath (Recharge 5–6)

Description

The dragon turtle exhales steam in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Attack

Steam Breath||15d8

Legendary Actions

Legendary Actions (3/Turn)

Description

The dragon turtle 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 turtle regains spent legendary actions at the start of its turn.

Attack

Description

The dragon turtle makes one Claw or Tail attack.

Move

Description

The dragon turtle moves up to its speed. If the dragon turtle is swimming, this movement doesn't provoke opportunity attacks.

Boiling Aura (Costs 3 Actions)

Description

The dragon turtle radiates intense heat. Until the start of the dragon turtle's next turn, whenever a creature starts its turn within 20 feet of the dragon turtle, that creature must succeed on a DC 24 Constitution saving throw or take 40 (9d8) fire damage. Being underwater doesn't grant resistance against this damage.

Mythic Actions

Description

If the dragon turtle's Blessing of the Sea trait has activated in the last hour, it can use the options below as legendary actions.

Bite

Description

The dragon turtle makes one Bite attack.

Armor of Storms (Costs 2 Actions)

Description

Lightning temporarily surrounds the dragon turtle, and it gains 40 temporary hit points until the start of its next turn. Until all these temporary hit points are gone, any creature that touches the dragon turtle or hits it with a melee attack takes 26 (4d12) lightning damage.

Ancient Emerald Dragon

Size

Gargantuan

Type

dragon (gem)

Alignment

typically lawful neutral

Armor Class

20 (natural armor)

Hit Points

332 (19d20 + 133)

Speed

40 ft., burrow 30 ft., fly 80 ft.

Strength

25

Dexterity

12

Constitution

25

Intelligence

20

Wisdom

18

Charisma

20

Saving Throws

Dex +4, Con +14, Wis +11, Cha +12

Skills

Arcana +12, Deception +12, Perception +18, Stealth +8

Damage Resistances

fire, psychic

Condition Immunities

frightened, prone

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

28

Languages

Common, Draconic, Telepathy 120 ft.

Challenge Rating

21

Traits

Source

Description

Fizban's Treasury of Dragons p. 195

Proficiency Bonus

Description

+7

Legendary Resistance (3/Day)

Description

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

Tunneler

Description

The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.

Warp Perception (1/Day)

Description

The dragon can cast mirage arcane, requiring no spell components and using Intelligence as the spellcasting ability.

Actions

Multiattack

Description

The dragon makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) psychic damage.

Attack

Bite|14|2d10+7+3d6

Claw

Description

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Attack

Claw|14|2d6+7

Disorienting Breath (Recharge 5–6)

Description

The dragon exhales a wave of psychic dissonance in a 90-foot cone. Each creature in that area must make a DC 22 Intelligence saving throw. On a failed save, the creature takes 56 (16d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d8 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.

Attack

Disorienting Breath||16d6

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 20):

At will: mage hand (the hand is invisible), minor illusion

1/day each: detect thoughts, dispel magic, etherealness, major image, mislead

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.

Emerald Embers (Costs 3 Actions)

Description

The dragon creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 42 (12d6) fire damage.

Spells

mirage arcane, mage hand, minor illusion, detect thoughts, dispel magic, etherealness, major image, mislead

Ancient Gold Dragon

Size

Gargantuan

Type

dragon

Alignment

lawful good

Armor Class

22 (natural armor)

Hit Points

546 (28d20+252)

Speed

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

Strength

30

Dexterity

14

Constitution

29

Intelligence

18

Wisdom

17

Charisma

28

Saving Throws

Dex +9, Con +16, Wis +10, Cha +16

Skills

Insight +10, Perception +17, Persuasion +16, Stealth +9

Damage Immunities

fire

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

27

Languages

Common, Draconic

Challenge Rating

24

Traits

Source

Description

Monster Manual p. 113

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage.

Attack

Bite|17|2d10+10

Claw

Description

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage.

Attack

Claw|17|2d6+10

Tail

Description

Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage.

Attack

Tail|17|2d8+10

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 24 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.

Breath Weapons (Recharge 5-6)

Description

The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

Attack

Fire Breath||13d10

Change Shape

Description

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Environment

forest, grassland

Ancient Green Dragon

Size

Gargantuan

Type

dragon

Alignment

lawful evil

Armor Class

21 (natural armor)

Hit Points

385 (22d20+154)

Speed

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

Strength

27

Dexterity

12

Constitution

25

Intelligence

20

Wisdom

17

Charisma

19

Saving Throws

Dex +8, Con +14, Wis +10, Cha +11

Skills

Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8

Damage Immunities

poison

Condition Immunities

poisoned

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

27

Languages

Common, Draconic

Challenge Rating

22

Traits

Source

Description

Monster Manual p. 93

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 10 (3d6) poison damage.

Attack

Bite|15|2d10+9+3d6

Claw

Description

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6+8) slashing damage.

Attack

Claw|15|4d6+8

Tail

Description

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

Attack

Tail|16|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.

Poison Breath (Recharge 5-6)

Description

The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Attack

Poison Breath||22d6

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

forest

Ancient Lunar Dragon

Size

Gargantuan

Type

dragon

Alignment

typically neutral evil

Armor Class

18 (natural armor)

Hit Points

297 (17d20 + 119)

Speed

40 ft., fly 80 ft., burrow 20 ft.

Strength

27

Dexterity

12

Constitution

24

Intelligence

12

Wisdom

15

Charisma

17

Saving Throws

wis +8, con +13

Skills

stealth +13, perception +14

Senses

darkvision 240 ft.

Passive Perception

24

Languages

Draconic

Challenge Rating

19

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 32

Proficiency Bonus

Description

+6

Legendary Resistance (3/Day)

Description

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

Tunneler

Description

The dragon can burrow through solid rock at half its burrowing speed and leaves a 20-foot-diameter tunnel in its wake.

Unusual Nature

Description

The dragon doesn't require air.

Actions

Multiattack

Description

The dragon makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 7 (2d6) cold damage.

Attack

Bite|14|2d6 + 8+2d6

Claw

Description

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Attack

Claw|14|2d6 + 8

Tail

Description

Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.

Attack

Tail|14|2d6 + 8

Cold Breath (Recharge 5-6)

Description

The dragon exhales a blast of frost in a 90-foot cone. Each creature in the cone must make a DC 21 Constitution saving throw. On a failed save, the creature takes 36 (8d8) cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced.

Phase (3/Day) (Bonus Action)

Description

The dragon becomes partially incorporeal for as long as it maintains concentration on the effect (as if concentrating on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage.

Legendary Actions

Legendary Actions (3/Turn)

Description

The Ancient Lunar Dragon 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 Ancient Lunar Dragon regains spent legendary actions at the start of its turn.

Tail Attack

Description

The dragon makes one Tail attack.

Treacherous Ice

Description

Magical ice covers the ground in a 20-foot radius centered on a point the dragon can see within 120 feet of itself. The ice, which is difficult terrain for all creatures except lunar dragons, lasts for 10 minutes or until the dragon uses this legendary action again.

Wing Attack (Costs 2 Actions)

Description

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 12 (1d8 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its speed without provoking opportunity attacks.

Ancient Moonstone Dragon

Size

Gargantuan

Type

dragon

Alignment

typically neutral

Armor Class

20 (natural armor)

Hit Points

330 (20d20 + 120)

Speed

40 ft., fly 80 ft.

Strength

22

Dexterity

18

Constitution

23

Intelligence

20

Wisdom

22

Charisma

26

Saving Throws

Int +12, Wis +13, Cha +15

Skills

Perception +13, Persuasion +15, Stealth +11

Condition Immunities

charmed

Senses

truesight 120 ft.

Passive Perception

23

Languages

All, Telepathy 120 ft.

Challenge Rating

21

Traits

Source

Description

Fizban's Treasury of Dragons p. 211

Proficiency Bonus

Description

+7

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: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 11 (2d10) radiant damage.

Attack

Bite|13|2d10+6+2d10

Claw

Description

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Attack

Claw|13|2d6+6

Tail

Description

Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Attack

Tail|13|1d8+6

Breath Weapon (Recharge 5–6)

Description

The dragon uses one of the following breath weapons:

Dream Breath. The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Moonlight Breath. The dragon exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one.

Attack

Moonlight Breath||11d10

Spellcasting

Description

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

At will: faerie fire

2/day each: calm emotions, dispel magic, invisibility, revivify

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.

Tail

Description

The dragon makes one Tail attack.

Cast a Spell (Costs 2 Actions)

Description

The dragon uses Spellcasting.

Spells

faerie fire, calm emotions, dispel magic, invisibility, revivify

Ancient Red Dragon

Size

Gargantuan

Type

dragon

Alignment

chaotic evil

Armor Class

22 (natural armor)

Hit Points

546 (28d20+252)

Speed

40 ft., climb 40 ft., fly 80 ft.

Strength

30

Dexterity

10

Constitution

29

Intelligence

18

Wisdom

15

Charisma

23

Saving Throws

Dex +7, Con +16, Wis +9, Cha +13

Skills

Perception +16, Stealth +7

Damage Immunities

fire

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

26

Languages

Common, Draconic

Challenge Rating

24

Traits

Source

Description

Monster Manual p. 97

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage plus 14 (4d6) fire damage.

Attack

Bite|17|2d10+10+4d6

Claw

Description

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage.

Attack

Claw|17|2d6+10

Tail

Description

Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage.

Attack

Tail|17|2d8+10

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 21 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.

Fire Breath (Recharge 5-6)

Description

The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Attack

Fire Breath||26d6

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 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Environment

hill, mountain

Ancient Sapphire Dragon

Size

Gargantuan

Type

dragon (gem)

Alignment

typically lawful neutral

Armor Class

20 (natural armor)

Hit Points

370 (20d20 + 160)

Speed

40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.

Strength

27

Dexterity

14

Constitution

27

Intelligence

21

Wisdom

19

Charisma

20

Saving Throws

Dex +9, Con +15, Wis +11, Cha +12

Skills

History +12, Perception +18, Persuasion +19, Stealth +9

Damage Resistances

lightning, thunder

Condition Immunities

frightened, prone

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

28

Languages

Common, Draconic, Telepathy 120 ft.

Challenge Rating

22

Traits

Source

Description

Fizban's Treasury of Dragons p. 214

Proficiency Bonus

Description

+7

Legendary Resistance (3/Day)

Description

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

Spider Climb

Description

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

Tunneler

Description

The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.

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 11 (2d10) thunder damage.

Attack

Bite|15|2d10+8+2d10

Claw

Description

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

Attack

Claw|15|2d6+8

Debilitating Breath (Recharge 5–6)

Description

The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, the creature takes 55 (10d10) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.

Attack

Debilitating Breath||10d10

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 20):

1/day each: dissonant whispers, hold monster, meld into stone, telekinesis, teleport

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.

Telekinetic Fling (Costs 3 Actions)

Description

The dragon chooses one Medium or smaller object that isn't being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 20 Dexterity saving throw or take 42 (12d6) bludgeoning damage.

Spells

dissonant whispers, hold monster, meld into stone, telekinesis, teleport

Ancient Sea Serpent

Size

Gargantuan

Type

dragon

Alignment

typically neutral

Armor Class

17 (natural armor)

Hit Points

170 (11d20 + 55)

Speed

20 ft., swim 60 ft.

Strength

24

Dexterity

15

Constitution

20

Intelligence

13

Wisdom

16

Charisma

12

Saving Throws

Str +12, Con +10

Skills

Perception +8, Stealth +7

Damage Immunities

cold

Senses

darkvision 120 ft.

Passive Perception

18

Languages

Common, Draconic

Challenge Rating

14

Traits

Source

Description

Fizban's Treasury of Dragons p. 219

Proficiency Bonus

Description

+5

Legendary Resistance (2/Day)

Description

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

Siege Monster

Description

The sea serpent deals double damage to objects and structures.

Actions

Multiattack

Description

The sea serpent makes one Bite attack and one Constrict or Tail attack.

Bite

Description

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage plus 6 (1d12) cold damage.

Attack

Bite|12|2d12+7+1d12

Constrict

Description

Melee Weapon Attack: +12 to hit, reach 20 ft., one creature. Hit: 29 (4d10 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the sea serpent can't constrict another target.

Attack

Constrict|12|4d10+7

Tail

Description

Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 13 (1d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 30 feet away from the sea serpent and knocked prone.

Attack

Tail|12|1d12+7

Rime Breath (Recharge 5–6)

Description

The sea serpent exhales a 60-foot cone of cold. Each creature in that area must make a DC 18 Constitution saving throw, taking 49 (9d10) cold damage on a failed save, or half as much damage on a successful one.

Attack

Rime Breath||9d10

Legendary Actions

Legendary Actions (3/Turn)

Description

The sea serpent 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 sea serpent regains spent legendary actions at the start of its turn.

Tail

Description

The sea serpent makes one Tail attack.

Bite (Costs 2 Actions)

Description

The sea serpent makes one Bite attack

Ancient Silver Dragon

Size

Gargantuan

Type

dragon

Alignment

lawful good

Armor Class

22 (natural armor)

Hit Points

487 (25d20+225)

Speed

40 ft., fly 80 ft.

Strength

30

Dexterity

10

Constitution

29

Intelligence

18

Wisdom

15

Charisma

23

Saving Throws

Dex +7, Con +16, Wis +9, Cha +13

Skills

Arcana +11, History +11, Perception +16, Stealth +7

Damage Immunities

cold

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

26

Languages

Common, Draconic

Challenge Rating

23

Traits

Source

Description

Monster Manual p. 116

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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage.

Attack

Bite|17|2d10+10

Claw

Description

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage.

Attack

Claw|17|2d6+10

Tail

Description

Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage.

Attack

Tail|17|2d8+10

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 21 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.

Breath Weapons (Recharge 5-6)

Description

The dragon uses one of the following breath weapons.

Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed 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.

Attack

Cold Breath||15d8

Change Shape

Description

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Environment

mountain, urban

Ancient Solar Dragon

Size

Gargantuan

Type

dragon

Alignment

typically neutral

Armor Class

18 (natural armor)

Hit Points

425 (23d20 + 184)

Speed

30 ft., fly 120 ft.(hover)

Strength

28

Dexterity

15

Constitution

26

Intelligence

17

Wisdom

18

Charisma

16

Saving Throws

wis +11, con +15, dex +9, cha +10

Skills

stealth +9, perception +18

Senses

darkvision 240 ft.

Passive Perception

28

Languages

Draconic

Challenge Rating

21

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 50

Proficiency Bonus

Description

+7

Flyby

Description

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

Legendary Resistance (3/Day)

Description

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

Nebulous Thoughts

Description

Magical attempts to read the dragon's mind or glean its thoughts fail automatically.

Siege Monster

Description

The dragon deals double damage to objects and structures.

Unusual Nature

Description

The dragon doesn't require air.

Actions

Multiattack

Description

The dragon makes one Bite attack and one Tail attack.

Bite

Description

Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) piercing damage plus 10 (3d6) radiant damage.

Attack

Bite|16|3d6 + 9+3d6

Tail

Description

Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 13 (1d8 + 9) bludgeoning damage.

Attack

Tail|16|1d8 + 9

Photonic Breath (Recharge 5-6)

Description

The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 240 feet of itself, then blossoms into a 40-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 23 Constitution saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Legendary Actions (3/Turn)

Description

The Ancient Solar Dragon 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 Ancient Solar Dragon regains spent legendary actions at the start of its turn.

Tail Attack

Description

The dragon makes one Tail attack.

Blinding Brilliance (Costs 2 Actions)

Description

The dragon emits magical light in a 30-foot-radius sphere centered on itself. Each creature in this area must succeed on a DC 23 Wisdom saving throw or be blinded until the end of its next turn.

Ancient Time Dragon

Size

Gargantuan

Type

dragon

Alignment

typically neutral

Armor Class

22 (natural armor)

Hit Points

536 (29d20 + 232)

Speed

40 ft., climb 40 ft., fly 80 ft.

Strength

28

Dexterity

14

Constitution

26

Intelligence

27

Wisdom

18

Charisma

23

Saving Throws

Wis +12, Con +16, Dex +10, Cha +14

Skills

Stealth +18, Arcana +16, History +24, Perception +20

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

30

Languages

all

Challenge Rating

26

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 48, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+8

Cycle of Rebirth

Description

If the dragon dies, its soul coalesces into a steely egg and teleports to a random plane of existence. The egg is immune to all damage and hatches into a time dragon wyrmling after 1d100 years. The dragon retains all memories and knowledge it gained in its previous life.

Legendary Resistance (5/Day)

Description

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

Reactive

Description

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

Actions

Multiattack

Description

The dragon makes three Rend attacks.

Rend

Description

Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) slashing damage plus 10 (3d6) force damage.

Attack

Rend|17|3d8 + 9+3d6

Time Breath (Recharge 5-6)

Description

The dragon exhales a wave of shimmering light in a 90-foot cone. Nonmagical objects and vegetation in that area that aren't being worn or carried crumble to dust. Each creature in that area must make a DC 24 Constitution saving throw. On a failed save, a creature takes 52 (8d12) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage, it has the poisoned condition, and other creatures have resistance to all damage it deals. On a successful save, the creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves.

Time Gate (1/Day)

Description

The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it can see within 30 feet of itself. The portal links to a precise location on any plane of existence at a point in time up to 8,000 years from the present, whether past or future. The portal lasts for 24 hours or until the dragon's concentration ends (as if concentration on a spell). The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is transported to the destination, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by the dragon from opening in the rulers' presence or anywhere within their domains.

Reactions

Reactive Rend

Description

After using Legendary Resistance or in response to being hit by an attack roll, the dragon makes one Rend attack.

Slow Time

Description

Immediately after a creature the dragon can see ends its turn, the dragon targets a creature it can see within 90 feet of itself that is weakened by its Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can't increase.

Time Slip

Description

The dragon halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then immediately teleport, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Ancient Topaz Dragon

Size

Gargantuan

Type

dragon (gem)

Alignment

typically chaotic neutral

Armor Class

20 (natural armor)

Hit Points

280 (17d20 + 102)

Speed

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

Strength

23

Dexterity

12

Constitution

23

Intelligence

20

Wisdom

19

Charisma

20

Saving Throws

Dex +7, Con +12, Wis +10, Cha +11

Skills

Intimidation +17, Perception +16, Stealth +7

Damage Resistances

cold, necrotic

Condition Immunities

frightened, prone

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

26

Languages

Common, Draconic, Telepathy 120 ft.

Challenge Rating

20

Traits

Source

Description

Fizban's Treasury of Dragons p. 220

Proficiency Bonus

Description

+6

Amphibious

Description

The dragon can breathe both air and water.

Fabricate (1/Day)

Description

The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.

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: +12 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage.

Attack

Bite|12|2d10+6+3d6

Claw

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Attack

Claw|12|2d6+6

Desiccating Breath (Recharge 5–6)

Description

The dragon exhales yellowish necrotic energy in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 49 (14d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened.

Attack

Desiccating Breath||14d6

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 19):

1/day each: antilife shell, bane, control water, create or destroy water

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.

Essential Reduction (Costs 3 Actions)

Description

The dragon targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 19 Constitution saving throw or take 40 (9d8) necrotic damage. If this damage reduces the target to 0 hit points, it crumbles to dust.

Spells

fabricate, antilife shell, bane, control water, create or destroy water

Ancient White Dragon

Size

Gargantuan

Type

dragon

Alignment

chaotic evil

Armor Class

20 (natural armor)

Hit Points

333 (18d20+144)

Speed

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

Strength

26

Dexterity

10

Constitution

26

Intelligence

10

Wisdom

13

Charisma

14

Saving Throws

Dex +6, Con +14, Wis +7, Cha +8

Skills

Perception +13, Stealth +6

Damage Immunities

cold

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

23

Languages

Common, Draconic

Challenge Rating

20

Traits

Source

Description

Monster Manual p. 100

Ice Walk

Description

The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

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: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) cold damage.

Attack

Bite|14|2d10+8+2d8

Claw

Description

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

Attack

Claw|14|2d6+8

Tail

Description

Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Attack

Tail|14|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 16 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.

Cold Breath (Recharge 5-6)

Description

The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Attack

Cold Breath||16d8

Environment

arctic

Andir Valmakos

Size

Medium

Type

humanoid (human)

Alignment

chaotic good

Armor Class

12 (leather armor)

Hit Points

11 (2d8 + 2)

Speed

30 ft.

Strength

10

Dexterity

12

Constitution

12

Intelligence

14

Wisdom

11

Charisma

10

Saving Throws

Wis +2

Skills

Arcana +4, Investigation +4, History +4, Religion +4

Passive Perception

10

Languages

Common, Draconic

Challenge Rating

0

Traits

Source

Description

Dragonlance: Shadow of the Dragon Queen p. 210

Proficiency Bonus

Description

+2

Bonus Proficiencies

Description

Andir is proficient with simple weapons and light armor.

Spellcasting

Description

Andir's spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared:

At will: light, ray of frost

• 1st level (2 slots): thunderwave

Actions

Arcane Burst

Description

Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage.

Attack

Arcane Burst|4|1d10 + 2

Quarterstaff

Description

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.

Attack

Quarterstaff|2|1d6

Quarterstaff (Two-Handed)|2|1d8

Spell Slots

2

Spells

light, ray of frost, thunderwave

Andras

Size

Medium

Type

humanoid (any race)

Alignment

any non-good alignment

Armor Class

15 (studded leather armor)

Hit Points

78 (12d8+24)

Speed

30 ft.

Strength

11

Dexterity

16

Constitution

14

Intelligence

13

Wisdom

11

Charisma

10

Saving Throws

Dex +6, Int +4

Skills

Acrobatics +6, Deception +3, Perception +3, Stealth +9

Passive Perception

13

Languages

Thieves' cant plus any two languages

Challenge Rating

8

Damage Resistances

poison

Traits

Source

Description

Infernal Machine Rebuild p. 31

Assassinate

Description

During its first turn, Andras has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Andras scores against a surprised creature is a critical hit.

Evasion

Description

If Andras is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Andras instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack (1/Turn)

Description

Andras deals an extra 14 (4d6) 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 Andras that isn't incapacitated and Andras doesn't have disadvantage on the attack roll.

Actions

Multiattack

Description

Andras makes two shortsword attacks.

Shortsword

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Attack

Shortsword|6|1d6+3

Light Crossbow

Description

Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Attack

Light Crossbow|6|1d8+3

Android

Size

Medium

Type

construct

Alignment

typically lawful neutral

Armor Class

15 (natural armor)

Hit Points

91 (14d8 + 28)

Speed

30 ft., fly 30 ft.(hover; aerialist only), swim 30 ft.(diver only)

Strength

18

Dexterity

18

Constitution

15

Intelligence

12

Wisdom

13

Charisma

10

Saving Throws

wis +4, con +5

Skills

history +4, perception +7

Damage Resistances

acid, fire

Damage Immunities

cold, poison

Condition Immunities

exhaustion, poisoned

Senses

blindsight 60 ft. (sentry only), darkvision 60 ft.

Passive Perception

17

Languages

Common plus the languages spoken by its creator

Challenge Rating

5

Traits

Source

Description

Quests from the Infinite Staircase p. 194

Proficiency Bonus

Description

+3

Design Specialization

Description

When the android is created, it gains one of six possible designs suited for its role (choose or roll a d6): 1, aerialist; 2, diplomat; 3, diver; 4, duelist; 5, medic; 6, sentry. This design determines certain traits in this stat block.

Lightning Overload

Description

When the android takes lightning damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn.

Actions

Multiattack

Description

The android makes two Force Strike attacks.

Force Strike

Description

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 40/120 ft., one target. Hit: 15 (2d10 + 4) force damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or have the prone condition.

Attack

Force Strike|7|2d10 + 4

Spellcasting (Diplomat and Medic Only)

Description

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

2/day each: Cure Wounds (as a 3rd-level spell; medic only), Identify, Tongues (diplomat only)

Reactions

Parry (Duelist Only)

Description

The android adds 3 to its AC against one melee attack roll that would hit it. To do so, the android must see the attacker.

Spells

cure wounds, identify, tongues

Androsphinx

Size

Large

Type

monstrosity

Alignment

lawful neutral

Armor Class

17 (natural armor)

Hit Points

199 (19d10+95)

Speed

40 ft., fly 60 ft.

Strength

22

Dexterity

10

Constitution

20

Intelligence

16

Wisdom

18

Charisma

23

Saving Throws

Dex +6, Con +11, Int +9, Wis +10

Skills

Arcana +9, Perception +10, Religion +15

Damage Immunities

psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, frightened

Senses

truesight 120 ft.

Passive Perception

20

Languages

Common, Sphinx

Challenge Rating

17

Traits

Source

Description

Monster Manual p. 281

Inscrutable

Description

The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.

Magic Weapons

Description

The sphinx's weapon attacks are magical.

Spellcasting

Description

The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

Cantrips (at will): sacred flame, spare the dying, thaumaturgy

• 1st level (4 slots): command, detect evil and good, detect magic

• 2nd level (3 slots): lesser restoration, zone of truth

• 3rd level (3 slots): dispel magic, tongues

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

• 5th level (2 slots): flame strike, greater restoration

• 6th level (1 slot): heroes' feast

Actions

Multiattack

Description

The sphinx makes two claw attacks.

Claw

Description

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage.

Attack

Claw|12|2d10+6

Roar (3/Day)

Description

The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.

First Roar: Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Second Roar: Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Third Roar: Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Legendary Actions

Legendary Actions (3/Turn)

Description

The androsphinx 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 androsphinx regains spent legendary actions at the start of his turn.

Claw Attack

Description

The sphinx makes one claw attack.

Teleport (Costs 2 Actions)

Description

The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Cast a Spell (Costs 3 Actions)

Description

The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

Spells

sacred flame, spare the dying, thaumaturgy, command, detect evil and good, detect magic, lesser restoration, zone of truth, dispel magic, tongues, banishment, freedom of movement, flame strike, greater restoration, heroes' feast

Spell Slots

4, 3, 3, 3, 2, 1

Environment

desert

Angry Sorrowsworn

Size

Medium

Type

monstrosity

Alignment

typically neutral evil

Armor Class

18 (natural armor)

Hit Points

255 (30d8 + 120)

Speed

30 ft.

Strength

17

Dexterity

10

Constitution

19

Intelligence

8

Wisdom

13

Charisma

6

Skills

Perception +11

Damage Resistances

bludgeoning, piercing, and slashing while in dim light or darkness

Senses

darkvision 60 ft.

Passive Perception

21

Languages

Common

Challenge Rating

13

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 222, Mordenkainen's Tome of Foes p. 231

Proficiency Bonus

Description

+5

Rising Anger

Description

If another creature deals damage to the sorrowsworn, the sorrowsworn's attack rolls have advantage until the end of its next turn, and the first time it hits with a Hook attack on its next turn, the attack's target takes an extra 19 (3d12) psychic damage.

On its turn, the sorrowsworn has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn.

Two Heads

Description

The sorrowsworn has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Actions

Multiattack

Description

The sorrowsworn makes two Hook attacks.

Hook

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.

Attack

Hook|8|2d12+3

Anhkolox

Size

Huge

Type

undead

Alignment

typically neutral evil

Armor Class

15 (natural armor)

Hit Points

157 (15d12 + 60)

Speed

50 ft.

Strength

22

Dexterity

11

Constitution

18

Intelligence

4

Wisdom

14

Charisma

2

Saving Throws

Wis +6

Skills

Perception +6

Senses

darkvision 60 ft.

Passive Perception

16

Challenge Rating

9

Traits

Source

Description

Dragonlance: Shadow of the Dragon Queen p. 192

Proficiency Bonus

Description

+4

Unusual Nature

Description

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

Actions

Multiattack

Description

The anhkolox makes two Claw attacks and one Entrapping Rend attack.

Claw

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a horizontal direction of the anhkolox's choice.

Attack

Claw|10|2d10 + 6

Entrapping Rend

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (5d6 + 6) piercing damage, and if the target is a Large or smaller creature, the target must succeed on a DC 18 Strength saving throw or be trapped in the anhkolox's rib cage and grappled (escape DC 18). Until this grapple ends, the target is restrained, and the anhkolox can't use Entrapping Rend on another target.

Attack

Entrapping Rend|10|5d6 + 6

Animated Armor

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

18 (natural armor)

Hit Points

33 (6d8+6)

Speed

25 ft.

Strength

14

Dexterity

11

Constitution

13

Intelligence

1

Wisdom

3

Charisma

1

Damage Immunities

poison, psychic

Condition Immunities

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

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

6

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 19

Antimagic Susceptibility

Description

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

False Appearance

Description

While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack

Description

The armor makes two melee attacks.

Slam

Description

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

Attack

|4|1d6+2

Animated Armor Detention Drone

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

18 (natural armor)

Hit Points

33 (6d8 + 6)

Speed

30 ft., fly 30 ft.(hover)

Strength

14

Dexterity

11

Constitution

13

Intelligence

1

Wisdom

3

Charisma

1

Damage Immunities

poison, psychic

Condition Immunities

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

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

6

Challenge Rating

1

Traits

Source

Description

The Book of Many Things p. 135

Proficiency Bonus

Description

+2

Antimagic Susceptibility

Description

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

False Appearance

Description

While the drone remains motionless, it is indistinguishable from a normal suit of drone.

Actions

Multiattack

Description

The drone makes two melee attacks.

Slam

Description

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

Attack

Slam|4|1d6 + 2

Detention Orb

Description

The drone launches a tiny orb of magical force at a creature it can see within 30 feet of itself. The creature must succeed on a DC 15 Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone creates a detention orb when it already has one active, the first orb disappears, freeing the creature inside.

Animated Ballista

Size

Large

Type

construct

Alignment

unaligned

Armor Class

15

Hit Points

50 (50d1)

Speed

30 ft.

Strength

14

Dexterity

10

Constitution

10

Intelligence

3

Wisdom

3

Charisma

1

Damage Immunities

poison

Condition Immunities

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

Senses

blindsight 120 ft. (blind beyond this radius)

Passive Perception

6

Challenge Rating

2

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 39

Actions

Magic Bolt

Description

Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage

Attack

Magic Bolt|6|3d10

Animated Breath

Size

Large

Type

elemental

Alignment

typically neutral evil

Armor Class

15 (natural armor) or 17 (cold form only)

Hit Points

95 (10d10 + 40)

Speed

30 ft., fly 30 ft. (hover)

Strength

19

Dexterity

11

Constitution

18

Intelligence

6

Wisdom

10

Charisma

5

Damage Resistances

damage of the type matching the animated breath's form (acid, cold, fire, lightning, or poison)

Condition Immunities

exhaustion, paralyzed, petrified, poisoned, restrained, unconscious

Senses

darkvision 60 ft.

Passive Perception

10

Languages

understands Draconic but can't speak

Challenge Rating

6

Traits

Source

Description

Fizban's Treasury of Dragons p. 163

Proficiency Bonus

Description

+3

Chromatic Form

Description

When created, the animated breath takes one of five forms, matching its creator's breath weapon: Acid, Cold, Fire, Lightning, or Poison. This form determines the creature's AC, damage resistance, traits, and attacks.

Fire Aura (Fire Form Only)

Description

At the start of each of the animated breath's turns, each creature within 5 feet of it takes 3 (1d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the animated breath or hits it with a melee attack takes 3 (1d6) fire damage.

Putrid Aura (Acid and Poison Forms Only)

Description

A creature that starts its turn within 5 feet of the animated breath must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. A creature that touches the animated breath or hits it with a melee attack takes 3 (1d6) acid damage.

Actions

Multiattack

Description

The animated breath makes two Slam attacks.

Slam

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 11 (2d10) damage of a type determined by the animated breath's form: acid, cold, fire, lightning, or poison.

Attack

Slam|7|2d8+4+2d10

Lightning Burst (Lightning Form Only) (Bonus Action)

Description

The animated breath magically teleports to an unoccupied space it can see within 30 feet of it. Each creature with 5 feet of the animated breath after it teleports takes 3 (1d6) lightning damage.

Animated Broom

Size

Small

Type

construct

Armor Class

15 (natural armor)

Hit Points

17 (5d6)

Speed

0 ft., fly 50 ft. (hover)

Strength

10

Dexterity

17

Constitution

10

Intelligence

1

Wisdom

5

Charisma

1

Damage Immunities

poison, psychic

Condition Immunities

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

Senses

blindsight 120 ft. (blind beyond this radius)

Passive Perception

7

Challenge Rating

1/4

Traits

Source

Description

Candlekeep Mysteries p. 20

Proficiency Bonus

Description

+2

False Object

Description

If the broom is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the broom move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the broom is animate.

Flyby

Description

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

Actions

Multiattack

Description

The broom makes two melee attacks

Broomstick

Description

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

Attack

Broomstick|5|1d4+3

Animated Chained Library

Size

Large

Type

construct

Armor Class

14 (natural armor)

Hit Points

45 (6d10 + 12)

Speed

10 ft.

Strength

15

Dexterity

8

Constitution

14

Intelligence

1

Wisdom

5

Charisma

1

Damage Immunities

poison, psychic

Condition Immunities

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

Senses

blindsight 30 ft. (blind beyond this radius)

Passive Perception

7

Challenge Rating

1

Traits

Source

Description

Candlekeep Mysteries p. 24

Proficiency Bonus

Description

+2

False Object

Description

If the library is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the library move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the library is animate.

Actions

Multiattack

Description

The library makes two attacks

Chained Book

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and if the target is a creature, it is grappled (escape DC 12).

Attack

Chained Book|4|1d8+2

Animated Glass Statue

Size

Large

Type

construct

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

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

13

Languages

understands Common but can't speak it

Challenge Rating

1

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 109

Proficiency Bonus

Description

+2

Keen Sight and Smell

Description

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

Pack Tactics

Description

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

Actions

Multiattack

Description

The statue 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

Animated Jade Serpent

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

14

Hit Points

11 (2d8 + 2)

Speed

30 ft., swim 30 ft.

Strength

10

Dexterity

18

Constitution

13

Intelligence

2

Wisdom

10

Charisma

3

Skills

perception +2

Damage Immunities

poison

Condition Immunities

poisoned

Senses

blindsight 10 ft.

Passive Perception

12

Challenge Rating

1/4

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 92

Actions

Bite

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) 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.

Attack

Bite|6|1d4 + 4+3d6

Animated Knife

Size

Tiny

Type

construct

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

12 (5d4)

Speed

0 ft., fly 50 ft.

Strength

12

Dexterity

15

Constitution

11

Intelligence

1

Wisdom

5

Charisma

1

Saving Throws

Dex +4

Passive Perception

7

Challenge Rating

1/4

Damage Immunities

poison, psychic

Condition Immunities

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

Senses

blindsight 60 ft. (blind beyond this radius)

Traits

Source

Description

Explorer's Guide to Wildemount p. 248

Antimagic Susceptibility

Description

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

False Appearance

Description

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

Actions

Longknife

Description

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

Attack

Longknife|3|1d8+1

Animated Staff

Size

Medium

Type

construct

Alignment

neutral evil

Armor Class

17 (natural armor)

Hit Points

null (null)

Speed

0 ft., fly 30 ft.(hover)

Strength

12

Dexterity

12

Constitution

10

Intelligence

18

Wisdom

14

Charisma

10

Damage Resistances

cold

Damage Immunities

poison

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

12

Languages

Common

Challenge Rating

0

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 262

Wielder Domination

Description

A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any creature that successfully grapples the staff must succeed on a DC 12 Charisma saving throw or be charmed by the staff until the staff is no longer in its grasp. While the creature is charmed, the staff can issue commands to it, which the creature does its best to obey. The creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. A creature that successfully resists the staff's control can't be charmed by it for 24 hours.

A creature holding the staff that isn't charmed by it can use an action to attempt to break the staff over a knee or against a solid surface, doing so with a successful DC 17 Strength (Athletics) check. Breaking the staff in this manner destroys it.

Actions

Staff of Frost

Description

The staff has 10 charges. It can expend 1 or more of its charges to cast one of the following spells (save DC 12): cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). It regains 1d6 + 4 expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

Staff

Description

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

Attack

Staff|5|2d6

Animated Statue of Lolth

Size

Huge

Type

construct

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

230 (20d12 + 100)

Speed

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 Abyssal but can't speak

Challenge Rating

11

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 142

Immutable Form

Description

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

Magic Resistance

Description

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

Magic Weapons

Description

The statue's weapon attacks are magical.

Spider Climb

Description

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

Actions

Multiattack

Description

The statue makes two slam attacks.

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 statue 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.

Animated Stove

Size

Large

Type

construct

Alignment

unaligned

Armor Class

17

Hit Points

50 (50d1)

Speed

30 ft.

Strength

14

Dexterity

10

Constitution

10

Intelligence

3

Wisdom

3

Charisma

1

Senses

blindsight 30 ft. (blind beyond this radius)

Passive Perception

6

Challenge Rating

3

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 186

Actions

Slam

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.

Attack

Slam|6|2d8 + 2

Belch Fire (Recharge 4-6)

Description

The stove belches fire in a 15-foot cone. Each creature in the area must make a DC 10 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Animated Table

Size

Large

Type

construct

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

39 (6d10+6)

Speed

40 ft.

Strength

18

Dexterity

8

Constitution

13

Intelligence

1

Wisdom

3

Charisma

1

Damage Immunities

poison, psychic

Condition Immunities

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

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

6

Challenge Rating

2

Traits

Source

Description

Tales from the Yawning Portal p. 230

Constructed Nature

Description

An animated table doesn't require air, food, drink, or sleep.

Antimagic Susceptibility

Description

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

False Appearance

Description

While the table remains motionless, it is indistinguishable from a normal table.

Charge

Description

If the table moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Ram

Description

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

Attack

Ram|6|2d8+4

Animated Tree

Size

Huge

Type

plant

Alignment

chaotic good

Armor Class

16 (natural armor)

Hit Points

138 (12d12+60)

Speed

30 ft.

Strength

23

Dexterity

8

Constitution

21

Intelligence

12

Wisdom

16

Charisma

12

Passive Perception

13

Languages

Common, Druidic, Elvish, Sylvan

Challenge Rating

9

Damage Resistances

bludgeoning, piercing, necrotic, radiant

Damage Vulnerabilities

fire

Traits

Source

Description

Explorer's Guide to Wildemount p. 130

False Appearance

Description

While the tree remains motionless, it is indistinguishable from a normal tree.

Siege Monster

Description

The tree deals double damage to objects and structures.

Actions

Multiattack

Description

The tree makes two slam attacks.

Slam

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Attack

Slam|10|3d6+6

Rock

Description

Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Attack

Rock|10|4d10+6

Animate Trees (1/Day)

Description

The tree magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a tree, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the tree. The tree remains animate for 1 day or until it dies; until the tree dies or is more than 120 feet from the tree; or until the tree takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

Environment

forest

Animated Wand

Size

Tiny

Type

construct

Alignment

unaligned

Armor Class

18 (natural armor)

Hit Points

null (null)

Speed

30 ft.

Strength

4

Dexterity

18

Constitution

10

Intelligence

3

Wisdom

3

Charisma

1

Senses

blindsight 30 ft. (blind beyond this radius)

Passive Perception

6

Challenge Rating

0

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 299

Animated

Description

If the wand lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the wand is securely attached to a surface or larger wand, such as a chain bolted to a wall, its speed is 0.

When the animated wand drops to 0 hit points, it reverts to its original wand form, and any remaining damage carries over to its original wand form.

The DM might rule that a specific wands slam attack inflicts slashing or piercing damage based on its form.

Actions

Wand of Wonder

Description

The animated wand can expend 1 of its charges and target a random creature with one of its wand of wonder. Any such effect that would target the wand's user targets the wand instead. If reduced to 0 hit points, the wand crumbles into dust and is destroyed.

Slam

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Attack

Slam|8|1d4 + 4

Animatronic Allosaurus

Size

Large

Type

construct

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

51 (6d10 + 18)

Speed

60 ft.

Strength

19

Dexterity

13

Constitution

17

Intelligence

2

Wisdom

12

Charisma

5

Skills

perception +5

Damage Immunities

poison, psychic

Condition Immunities

charmed, frightened, paralyzed, poisoned

Passive Perception

15

Challenge Rating

2

Traits

Source

Description

Keys from the Golden Vault p. 22

Proficiency Bonus

Description

+2

Pounce

Description

If the allosaurus moves at least 30 feet 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

Ankheg

Size

Large

Type

monstrosity

Alignment

unaligned

Armor Class

14 (natural armor, 11 while prone)

Hit Points

39 (6d10+6)

Speed

30 ft., burrow 10 ft.

Strength

17

Dexterity

11

Constitution

13

Intelligence

1

Wisdom

13

Charisma

6

Senses

darkvision 60 ft., tremorsense 60 ft.

Passive Perception

11

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 21, Dragon of Icespire Peak p. 51

Actions

Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

Attack

Bite|5|2d6+3+1d6

Acid Spray (Recharge 6)

Description

The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

Attack

Acid Spray||3d6

Environment

forest, grassland

Ankylosaurus

Size

Huge

Type

beast

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

68 (8d12+16)

Speed

30 ft.

Strength

19

Dexterity

11

Constitution

15

Intelligence

2

Wisdom

12

Charisma

5

Passive Perception

11

Challenge Rating

3

Traits

Source

Description

Monster Manual p. 79

Actions

Tail

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6+4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Attack

Tail|7|4d6+4

Environment

grassland

Ankylosaurus Zombie

Size

Huge

Type

undead

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

68 (8d12+16)

Speed

20 ft.

Strength

19

Dexterity

9

Constitution

15

Intelligence

2

Wisdom

6

Charisma

3

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Passive Perception

8

Challenge Rating

3

Traits

Source

Description

Tomb of Annihilation p. 240

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

Tail

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Attack

Tail|6|4d6+4

Annis Hag

Size

Large

Type

fey

Alignment

typically chaotic evil

Armor Class

17 (natural armor)

Hit Points

90 (12d10 + 24)

Speed

40 ft.

Strength

21

Dexterity

12

Constitution

14

Intelligence

13

Wisdom

14

Charisma

15

Saving Throws

Con +5

Skills

Deception +5, Perception +5

Damage Resistances

cold

Senses

darkvision 60 ft.

Passive Perception

15

Languages

Common, Giant, Sylvan

Challenge Rating

6

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 47, Volo's Guide to Monsters p. 159

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The annis makes one Bite attack and two Claw attacks.

Bite

Description

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

Attack

Bite|8|3d6+5

Claw

Description

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

Attack

Claw|8|3d6+5

Crushing Hug

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way.

Attack

Crushing Hug|8|9d6+5

Spellcasting

Description

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

3/day each: disguise self (including the form of a Medium Humanoid), Fog cloud

Spells

disguise self, fog cloud

Anvilwrought Raptor

Size

Tiny

Type

construct

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

18 (4d4+8)

Speed

10 ft., fly 60 ft.

Strength

12

Dexterity

16

Constitution

14

Intelligence

3

Wisdom

14

Charisma

1

Skills

Perception +4

Passive Perception

14

Languages

understands one language of its creator but can't speak

Challenge Rating

1/2

Damage Immunities

fire, poison

Condition Immunities

charmed, exhaustion, paralyzed, petrified, poisoned

Senses

darkvision 120 ft.

Traits

Source

Description

Mythic Odysseys of Theros p. 209

Keen Sight

Description

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

Recorded Mimicry

Description

The raptor can mimic any sound, including voices, it has heard in the last 24 hours. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

Actions

Multiattack

Description

The raptor makes two attacks with its beak.

Beak

Description

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

Attack

Beak|5|1d4+3

Variant: Anvilwrought Raptor Familiar

Description

Some anvilwrought raptors are created expressly to be familiars. Such creatures have the following trait.

Familiar

Description

The anvilwrought can serve another creature as a familiar, forming a magical, telepathic bond with its willing master. While the two are bonded, the master can sense what the anvilwrought senses, as long as they are within 1 mile of each other.

Ape

Size

Medium

Type

beast

Alignment

unaligned

Armor Class

12

Hit Points

19 (3d8+6)

Speed

30 ft., climb 30 ft.

Strength

16

Dexterity

14

Constitution

14

Intelligence

6

Wisdom

12

Charisma

7

Skills

Athletics +5, Perception +3

Passive Perception

13

Challenge Rating

1/2

Traits

Source

Description

Monster Manual p. 317

Actions

Multiattack

Description

The ape makes two fist attacks.

Fist

Description

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

Attack

Fist|5|1d6+3

Rock

Description

Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Attack

Rock|5|1d6+3

Environment

forest

Aphemia

Size

Medium

Type

monstrosity

Alignment

chaotic evil

Armor Class

15 (natural armor)

Hit Points

52 (8d8+16)

Speed

20 ft., fly 50 ft.

Strength

13

Dexterity

16

Constitution

15

Intelligence

13

Wisdom

14

Charisma

16

Saving Throws

Dex +6, Cha +6

Skills

Arcana +4, Intimidation +6, Perception +5

Passive Perception

15

Languages

Common

Challenge Rating

5

Damage Resistances

necrotic

Condition Immunities

charmed, frightened

Senses

darkvision 120 ft.

Traits

Source

Description

Mythic Odysseys of Theros p. 226

Legendary Resistance (2/Day)

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

Aphemia makes two attacks: one with her bite and one with her claws.

Bite

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 13 (3d8) necrotic damage.

Attack

Bite|6|2d4+3

Claws

Description

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

Attack

Claws|6|2d6+3

Discordant Song

Description

Aphemia shrieks a cacophony of magical sounds. Each humanoid within 120 feet of her must succeed on a DC 14 Wisdom saving throw or be frightened of her until the song ends. A frightened creature takes 7 (2d6) psychic damage at the start of its turn while Aphemia is singing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Aphemia's Discordant Song for the next 24 hours. Aphemia must take a bonus action on her subsequent turns to continue singing. She can stop singing at any time. The song ends if Aphemia is incapacitated or dies.

Grave Calling Song

Description

Aphemia intones a low, growling magical melody. Every undead within 300 feet of her must succeed on a DC 14 Wisdom saving throw or fall under her control until the song ends. Aphemia must take a bonus action on her subsequent turns to continue singing, and she can mentally command the undead under her control as part of the same bonus action. She can stop singing at any time. The song ends if Aphemia is incapacitated or dies.