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7 categories

Monsters

2646 of 2646 entries · Showing 151–200

Apprentice

Size

Medium

Type

humanoid

Armor Class

10

Hit Points

7 (2d8 − 2)

Speed

30 ft.

Strength

8

Dexterity

10

Constitution

9

Intelligence

13

Wisdom

11

Charisma

12

Saving Throws

Int +3

Skills

Arcana +3, History +3

Passive Perception

10

Languages

any one language (usually Common)

Traits

Source

Description

Van Richten's Guide to Ravenloft p. 201

Spellcasting

Description

You cast one of the following wizard spells (spell save DC 11), using Intelligence as the spellcasting ability:

At will: minor illusion

2/day: grease

Actions

Quarterstaff

Description

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

Attack

Quarterstaff|1|1d6-1

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

Burning Hands (1st-Level Spell; 2/Day)

Description

You shoot forth a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw. A creature takes 10 (3d6) fire damage on a failed save, or half as much damage on a successful one The fire ignites any flammable objects in the area that aren't being worn or carried.

Fire Bolt (Cantrip)

Description

Ranged Spell Attack: Ranged Spell Attack: +3 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Spells

minor illusion, fire bolt, burning hands, grease

Apprentice Wizard

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

10 (13 with mage armor)

Hit Points

13 (3d8)

Speed

30 ft.

Strength

10

Dexterity

10

Constitution

10

Intelligence

14

Wisdom

10

Charisma

11

Skills

Arcana +4, History +4

Passive Perception

10

Languages

any one language (usually Common)

Challenge Rating

1/4

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 259, Volo's Guide to Monsters p. 209

Proficiency Bonus

Description

+2

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

Spellcasting

Description

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

At will: mage hand, prestidigitation

1/day each: burning hands, disguise self, mage armor

Spells

mage hand, prestidigitation, burning hands, disguise self, mage armor

Aradrine the Owl

Size

Medium

Type

humanoid (goliath, sorcerer)

Alignment

lawful neutral

Armor Class

12

Hit Points

66 (12d8 + 12)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

12

Intelligence

14

Wisdom

10

Charisma

16

Skills

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

Damage Resistances

cold

Passive Perception

12

Languages

Common plus one other language, Giant

Challenge Rating

2

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 82

Proficiency Bonus

Description

+2

Powerful Build

Description

Aradrine counts as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.

Actions

Shortsword

Description

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

Attack

Shortsword|4|1d6 + 2+2d6

Arcane Blast (Recharge 5–6)

Description

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

Spellcasting

Description

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

At will: light, mage hand

1/day each: detect magic, levitate

Spells

light, mage hand, detect magic, levitate

Arasta

Size

Huge

Type

monstrosity

Alignment

neutral evil

Armor Class

19 (natural armor)

Hit Points

300 (24d12+144)

Speed

40 ft., climb 40 ft.

Strength

24

Dexterity

16

Constitution

23

Intelligence

15

Wisdom

22

Charisma

17

Saving Throws

Dex +10, Con +13, Wis +13

Skills

Arcana +9, Deception +10, Intimidation +10, Nature +9, Perception +13, Stealth +10

Passive Perception

23

Languages

Celestial, Common, Sylvan

Challenge Rating

21

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

acid, poison

Condition Immunities

poisoned

Senses

blindsight 60 ft., darkvision 120 ft.

Traits

Source

Description

Mythic Odysseys of Theros p. 248

Armor of Spiders (Mythic Trait; Recharges after a Short or Long Rest)

Description

If Arasta is reduced to 0 hit points, she doesn't die or fall unconscious. Instead, she regains 200 hit points. In addition, Arasta's children immediately swarm over her body to protect her, granting her 100 temporary hit points.

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Spider Climb

Description

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

Web Walker

Description

Arasta ignores movement restrictions caused by webbing.

Actions

Multiattack

Description

Arasta makes three attacks: one with her bite and two with her claws.

Bite

Description

Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 20 (3d8 + 7) piercing damage, and the target must make a DC 21 Constitution saving throw, taking 32 (5d12) poison damage on a failed save, or half as much damage on a successful one. If the damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Attack

Bite|14|3d8+7

Claws

Description

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage.

Attack

Claws|14|3d6+7

Web of Hair (Recharge 4-6)

Description

Arasta unleashes her hair in the form of webbing that fills a 30-foot cube next to her. The web is difficult terrain, its area is lightly obscured, and it lasts for 1 minute. Any creature that moves into the web or that starts its turn there must make a DC 21 Dexterity saving throw. On a failed save, the creature is restrained while in the web. A creature can use an action to make a DC 21 Strength check. On a success, it can free itself or a creature within 5 feet of it that is restrained by the web. This webbing is immune to all damage except magical fire. A 5-foot cube of the web is destroyed if it takes at least 20 fire damage from a spell or other magical source on a single turn.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Claws

Description

Arasta makes one attack with her claws.

Swarm (Costs 2 Actions)

Description

Arasta causes two swarms of spiders (see the Monster Manual) to appear in unoccupied spaces within 5 feet of her.

Toxic Web (Costs 3 Actions)

Description

Each creature restrained by Arasta's Web of Hair takes 18 (4d8) poison damage.

Mythic Actions

Description

If Arasta's mythic trait is active, she can use the options below as legendary actions, as long as she has temporary hit points from her Armor of Spiders.

Swipe

Description

Arasta makes two attacks with her claws.

Web of Hair (Costs 2 Actions)

Description

Arasta recharges Web of Hair and uses it.

Nyx Weave (Costs 2 Actions)

Description

Each creature restrained by Arasta's Web of Hair must succeed on a DC 21 Constitution saving throw, or the creature takes 26 (4d12) force damage and any spell of 6th level or lower on it ends.

Arcanaloth

Size

Medium

Type

fiend (yugoloth)

Alignment

neutral evil

Armor Class

17 (natural armor)

Hit Points

104 (16d8+32)

Speed

30 ft., fly 30 ft.

Strength

17

Dexterity

12

Constitution

14

Intelligence

20

Wisdom

16

Charisma

17

Saving Throws

Dex +5, Int +9, Wis +7, Cha +7

Skills

Arcana +13, Deception +9, Insight +9, Perception +7

Damage Resistances

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

Damage Immunities

acid, poison

Condition Immunities

charmed, poisoned

Senses

truesight 120 ft.

Passive Perception

17

Languages

all, telepathy 120 ft.

Challenge Rating

12

Traits

Source

Description

Monster Manual p. 313

Innate Spellcasting

Description

The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components:

At will: alter self, darkness, heat metal, invisibility (self only), magic missile

Magic Resistance

Description

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

Magic Weapons

Description

The arcanaloth's weapon attacks are magical.

Spellcasting

Description

The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared:

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

• 1st level (4 slots): detect magic, identify, shield, Tenser's floating disk

• 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion

• 3rd level (3 slots): counterspell, fear, fireball

• 4th level (3 slots): banishment, dimension door

• 5th level (2 slots): contact other plane, hold monster

• 6th level (1 slot): chain lightning

• 7th level (1 slot): finger of death

• 8th level (1 slot): mind blank

Actions

Claws

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Attack

Claws|7|2d4+3

Teleport

Description

The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Variant: Summon Yugoloth (1/Day)

Description

The yugoloth attempts a magical summoning.

An arcanaloth has a 40 percent chance of summoning one arcanaloth.

A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.

Spells

alter self, darkness, heat metal, invisibility, magic missile, fire bolt, mage hand, minor illusion, prestidigitation, detect magic, identify, shield, Tenser's floating disk, detect thoughts, mirror image, phantasmal force, suggestion, counterspell, fear, fireball, banishment, dimension door, contact other plane, hold monster, chain lightning, finger of death, mind blank

Spell Slots

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

Archaic

Size

Gargantuan

Type

celestial

Alignment

typically neutral

Armor Class

20 (natural armor)

Hit Points

245 (14d20 + 98)

Speed

40 ft.

Strength

25

Dexterity

10

Constitution

24

Intelligence

27

Wisdom

24

Charisma

20

Saving Throws

Dex +6, Int +14, Wis +13, Cha +11

Skills

Arcana +20, Deception +11, History +20, Perception +13

Damage Resistances

force

Damage Immunities

poison, psychic

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned

Senses

truesight 120 ft.

Passive Perception

23

Languages

all

Challenge Rating

18

Traits

Source

Description

Strixhaven: A Curriculum of Chaos p. 184

Proficiency Bonus

Description

+6

Enigmatic Mind

Description

The archaic's mind can't be read, creatures can communicate telepathically with the archaic only if it allows, and magic can't determine whether the archaic is lying.

Legendary Resistance (3/Day)

Description

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

Unusual Nature

Description

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

Actions

Multiattack

Description

The archaic makes two Force Strike attacks. It can also use Gravity Shift, if available.

Force Strike

Description

Melee or Ranged Spell Attack: +14 to hit, reach 15 ft. or range 120 ft., one target. Hit: 19 (2d10 + 8) force damage, and the target is pulled up to 10 feet toward the archaic or pushed 10 feet away from it, as the archaic chooses.

Attack

Force Strike|14|2d10+8

Gravity Shift (Recharge 5-6)

Description

The archaic reverses gravity for one creature it can see within 100 feet of itself. The creature must succeed on a DC 22 Wisdom saving throw or fall 100 feet upward. If the falling creature encounters a solid object (such as a ceiling) in this fall, it strikes the object just as it would during a downward fall. If the creature reaches the top of the area without striking anything, it hovers there until the start of the archaic's next turn, at which time gravity returns to normal and the creature falls.

Spellcasting

Description

The archaic casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22):

At will: detect magic, divination, sending

1/day each: banishment, forcecage

Teleport

Description

The archaic teleports to an unoccupied space that it can see within 120 feet of itself.

Reactions

Spell Mimicry (1/Day)

Description

Immediately after a creature the archaic can see casts a spell of 5th level or lower, that creature must succeed on a DC 22 Charisma saving throw, or the archaic immediately casts the same spell at the same level (+14 to hit with spell attacks, spell save DC 22), requiring no material components and choosing the spell's targets.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Strike

Description

The archaic makes one Force Strike attack.

Teleport

Description

The archaic uses Teleport.

Unravel Magic (Costs 2 Actions)

Description

The archaic targets one creature it can see within 120 feet of itself. The target must succeed on a DC 22 Constitution saving throw or take 35 (10d6) force damage, and each spell of 5th level or lower on the target ends.

Spells

detect magic, divination, sending, banishment, forcecage

Archdruid

Size

Medium

Type

humanoid (druid)

Alignment

any alignment

Armor Class

14 (hide armor)

Hit Points

154 (28d8 + 28)

Speed

30 ft.

Strength

14

Dexterity

14

Constitution

12

Intelligence

12

Wisdom

20

Charisma

11

Saving Throws

Int +5, Wis +9

Skills

Medicine +9, Nature +5, Perception +9

Passive Perception

19

Languages

Druidic plus any two languages

Challenge Rating

12

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 48, Volo's Guide to Monsters p. 210

Proficiency Bonus

Description

+4

Actions

Multiattack

Description

The archdruid makes three Staff or Wildfire attacks. It can replace one attack with a use of Spellcasting.

Staff

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 21 (6d6) poison damage.

Attack

Staff|6|1d6+2+6d6

Wildfire

Description

Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 26 (6d6 + 5) fire damage, and the target is blinded until the start of the druid's next turn.

Attack

Wildfire|9|6d6+5

Spellcasting

Description

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

At will: beast sense, entangle, speak with animals

3/day each: animal messenger, dominate beast, faerie fire, tree stride

1/day each: commune with nature (as an action), mass cure wounds

Change Shape (2/Day) (bonus action)

Description

The archdruid magically transforms into a Beast or an Elemental with a challenge rating of 6 or less and can remain in that form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action.

While in a new form, the archdruid's stat block is replaced by the stat block of that form, except the archdruid keeps its current hit points, its hit point maximum, this bonus action, its languages and ability to speak, and its Spellcasting action.

The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

Spells

beast sense, entangle, speak with animals, animal messenger, dominate beast, faerie fire, tree stride, commune with nature, mass cure wounds

Archduke Zariel of Avernus

Size

Large

Type

fiend (devil)

Alignment

lawful evil

Armor Class

21 (natural armor)

Hit Points

580 (40d10+360)

Speed

50 ft., fly 150 ft.

Strength

27

Dexterity

24

Constitution

28

Intelligence

26

Wisdom

27

Charisma

30

Saving Throws

Int +16, Wis +16, Cha +18

Skills

Intimidation +18, Perception +16

Passive Perception

26

Languages

all, telepathy 120 ft.

Challenge Rating

26

Damage Resistances

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

Damage Immunities

necrotic, poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

darkvision 120 ft.

Traits

Source

Description

Baldur's Gate: Descent Into Avernus p. 243

Devil's Sight

Description

Magical darkness doesn't impede Zariel's darkvision.

Fiery Weapons

Description

Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below).

Innate Spellcasting

Description

Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire

3/day each: blade barrier, dispel evil and good, finger of death

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Regeneration

Description

Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.

Actions

Multiattack

Description

Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks.

Longsword

Description

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 17 (2d8 + 8) slashing damage plus 36 (8d8) fire damage, or 19 (2d10 + 8) slashing damage plus 36 (8d8) fire damage if used with two hands.

Attack

Longsword|16|2d8+8

Javelin

Description

Melee or Ranged Weapon Attack: +16 to hit, range 30/120 ft., one target. 15 (2d6 + 8) piercing damage plus 36 (8d8) fire damage.

Attack

Javelin|16|2d6+8

Horrid Touch (Recharge 5-6)

Description

Zariel touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Teleport

Description

Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.

Legendary Actions

Legendary Actions (2/Turn)

Description

Zariel can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zariel regains spent legendary actions at the start of its turn.

Immolating Gaze (Costs 2 Actions)

Description

Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.

Teleport

Description

Zariel uses her Teleport action.

Lair Actions

Description

On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:

• Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion 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.

• Zariel casts her innate fireball spell.

Regional Effects

Description

The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects:

• The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.

• Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round.

• The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away.

If Zariel dies, these effects fade over the course of 1d10 days.

Spells

alter self, detect evil and good, fireball, invisibility, wall of fire, blade barrier, dispel evil and good, finger of death

Archer

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

16 (studded leather)

Hit Points

75 (10d8 + 30)

Speed

30 ft.

Strength

11

Dexterity

18

Constitution

16

Intelligence

11

Wisdom

13

Charisma

10

Skills

Acrobatics +6, Perception +5

Passive Perception

15

Languages

any one language (usually Common)

Challenge Rating

3

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 49, Volo's Guide to Monsters p. 210

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The archer makes two Shortsword or Longbow attacks.

Shortsword

Description

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

Attack

Shortsword|6|1d6+4

Longbow

Description

Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Attack

Longbow|6|1d8+4

Archer's Eye (3/Day) (bonus action)

Description

Immediately after making an attack roll or a damage roll with a ranged weapon, the archer can roll a d10 and add the number rolled to the total.

Archmage

Size

Medium

Type

humanoid (any race)

Alignment

any alignment

Armor Class

12 (15 with mage armor)

Hit Points

99 (18d8+18)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

12

Intelligence

20

Wisdom

15

Charisma

16

Saving Throws

Int +9, Wis +6

Skills

Arcana +13, History +13

Damage Resistances

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

Passive Perception

12

Languages

any six languages

Challenge Rating

12

Traits

Source

Description

Monster Manual p. 342

Magic Resistance

Description

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

Spellcasting

Description

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

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

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

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

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

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

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

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

• 7th level (1 slot): teleport

• 8th level (1 slot): mind blank*

• 9th level (1 slot): time stop

* The archmage casts these spells on itself before combat.

Actions

Dagger

Description

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

Attack

Dagger|6|1d4+2

Spells

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

Spell Slots

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

Environment

urban

Archon of Falling Stars

Size

Medium

Type

celestial

Alignment

lawful good

Armor Class

18 (plate armor)

Hit Points

144 (17d8+68)

Speed

30 ft.

Strength

20

Dexterity

15

Constitution

19

Intelligence

15

Wisdom

21

Charisma

19

Saving Throws

Str +9, Con +8, Wis +9, Cha +8

Skills

Arcana +6, History +6, Insight +9, Perception +9

Passive Perception

19

Languages

all

Challenge Rating

12

Damage Immunities

radiant

Condition Immunities

charmed, exhaustion, frightened

Senses

truesight 120 ft.

Traits

Innate Spellcasting

Description

The archon's spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:

At will: command, guiding bolt, spare the dying

1/day each: crusader's mantle, spirit guardians

Source

Description

Mythic Odysseys of Theros p. 212

Magic Resistance

Description

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

Mount

Description

If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount, along with any equipment it is wearing or carrying. While mounted and not incapacitated, the archon can't be surprised, and both it and its mount have advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.

Radiant Rebirth (Recharges after a Long Rest)

Description

If the archon is reduced to 0 hit points, it regains 30 hit points and springs back to its feet with a burst of radiance. Each creature of the archon's choice within 30 feet of it must succeed on a DC 16 Constitution saving throw, or the creature takes 13 (3d8) radiant damage and is blinded until the start of the archon's turn.

Actions

Multiattack

Description

The archon makes two attacks with its radiant spear.

Radiant Spear

Description

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

Attack

Radiant Spear|9|2d6+5

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Attack

Description

The archon makes a radiant spear attack or casts guiding bolt.

Coordinated Assault (Costs 2 Actions)

Description

The archon makes a radiant spear attack, and then its mount can use its reaction to make a melee weapon attack.

Return to Nyx (Costs 3 Actions)

Description

The archon causes a corpse it can see within 30 feet of it to burst into a shower of radiant stars leaving no trace of it behind. Everything it is wearing or carrying remains. Each creature within 10 feet of the corpse when it bursts must succeed on a DC 16 Dexterity saving throw or take 22 (4d10) radiant damage.

Spells

command, guiding bolt, spare the dying, crusader's mantle, spirit guardians

Archon of the Triumvirate

Size

Medium

Type

celestial

Alignment

lawful neutral

Armor Class

18 (plate armor)

Hit Points

144 (17d8+68)

Speed

30 ft.

Strength

20

Dexterity

15

Constitution

19

Intelligence

15

Wisdom

21

Charisma

18

Saving Throws

Con +9, Wis +10, Cha +9

Skills

Insight +10, Perception +10

Passive Perception

20

Languages

All

Challenge Rating

14

Damage Resistances

bludgeoning, piercing, slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened

Senses

darkvision 120 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 192

Eye of the Law

Description

As a bonus action, the archon can target a creature it can see within 120 feet of it and determine which laws that creature has broken in the last 24 hours.

Innate Spellcasting

Description

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

At will: calm emotions, command, compelled duel

Mount

Description

If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount along with any equipment it is wearing or carrying. While mounted and not incapacitated, the archon can't be surprised, and both it and its mount gain advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.

Actions

Multiattack

Description

The archon makes two Hammer of Justice attacks.

Hammer of Justice

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 18 (4d8) force damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Attack

Hammer of Justice|10|2d6+5

Pacifying Presence

Description

Each creature of the archon's choice that the archon can see within 120 feet of it must succeed on a DC 18 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed 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 archon's Pacifying Presence for the next 24 hours.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Rejoin Mount

Description

If the archon isn't mounted, it magically teleports to its steed and mounts it as long as the archon and its steed are on the same plane of existence.

Smite (Costs 2 Actions)

Description

The archon makes a Hammer of Justice attack, and then its mount can use its reaction to make a melee weapon attack.

Detention (Costs 3 Actions)

Description

The archon targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw or be magically teleported to a harmless demiplane until the end of the archon's next turn, whereupon the target reappears in the space it left or the nearest unoccupied space if that space is occupied.

Spells

calm emotions, command, compelled duel

Arclight Phoenix

Size

Medium

Type

elemental

Alignment

chaotic neutral

Armor Class

16

Hit Points

142 (19d8+57)

Speed

0 ft., fly 120 ft.

Strength

15

Dexterity

22

Constitution

17

Intelligence

5

Wisdom

12

Charisma

7

Saving Throws

Dex +10

Passive Perception

11

Challenge Rating

12

Damage Resistances

thunder; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

lightning, poison

Condition Immunities

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

Senses

darkvision 60 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 193

Flyby

Description

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

Grounded Lightning

Description

The first time on a turn that the arclight phoenix touches the ground, it takes 11 (2d10) force damage.

Illumination

Description

The arclight phoenix sheds bright light in a 15-foot radius and dim light for an additional 15 feet.

Lightning Form

Description

The arclight phoenix can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 9 (2d8) lightning damage. In addition, the arclight phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 9 (2d8) lightning damage.

Crackling Death

Description

When the arclight phoenix dies, it explodes. Each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. The explosion destroys the phoenix but leaves behind a Tiny, warm egg with a mizzium shell. The egg contains the embryo of a new arclight phoenix. It hatches when it is in the area of a spell that deals lightning damage, or if a creature touches the egg and expends spell slots whose combined levels equal 13 or more. When it hatches, the egg releases a new arclight phoenix that appears in the egg's space.

Actions

Arclight Touch

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage, and lightning jumps from the target to one creature of the phoenix's choice that it can see within 30 feet of the target. That second creature must succeed on a DC 18 Dexterity saving throw or take 27 (6d8) lightning damage.

Attack

Arclight Touch|10|6d8

Arcturia

Size

Medium

Type

undead

Alignment

lawful chaotic evil

Armor Class

17 (natural armor)

Hit Points

135 (18d8 + 54)

Speed

30 ft., fly 60 ft.(hover)

Strength

11

Dexterity

16

Constitution

16

Intelligence

20

Wisdom

14

Charisma

16

Saving Throws

wis +9, con +10, int +12

Skills

insight +9, arcana +19, history +12, perception +9

Damage Resistances

cold, lightning, necrotic

Damage Immunities

poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

truesight 120 ft.

Passive Perception

19

Languages

Common plus up to five other languages

Challenge Rating

21

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 296

Legendary Resistance (3/Day)

Description

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

Rejuvenation

Description

If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Turn Resistance

Description

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

Spellcasting

Description

Arcturia is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Arcturia can cast alter self at will and has the following wizard spells prepared:

At will: alter self

Cantrips (at will): mage hand, prestidigitation, ray of frost

• 1st level (4 slots): detect magic, magic missile, shield, thunderwave

• 2nd level (3 slots): detect thoughts, enlarge\/reduce, Melf's acid arrow, mirror image

• 3rd level (3 slots): counterspell, dispel magic, fireball, slow

• 4th level (3 slots): blight, polymorph

• 5th level (3 slots): animate objects, telekinesis

• 6th level (1 slots): disintegrate, flesh to stone

• 7th level (1 slots): reverse gravity, teleport

• 8th level (1 slots): feeblemind, maze

• 9th level (1 slots): true polymorph

Actions

Paralyzing Touch

Description

Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Paralyzing Touch|12|3d6

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Cantrip

Description

Arcturia casts a cantrip.

Paralyzing Touch (Costs 2 Actions)

Description

Arcturia uses its Paralyzing Touch.

Frightening Gaze (Costs 2 Actions)

Description

Arcturia fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Arcturia's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions)

Description

Each non-undead creature within 20 feet of Arcturia must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Spell Slots

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

Spells

alter self, mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, enlarge/reduce, melf's acid arrow, mirror image, counterspell, dispel magic, fireball, slow, blight, polymorph, animate objects, telekinesis, disintegrate, flesh to stone, reverse gravity, teleport, feeblemind, maze, true polymorph

Argentia Skywright

Size

Medium

Type

humanoid (human, shapechanger)

Alignment

neutral good

Armor Class

11 (in humanoid form, 12 natural armor in wolf or hybrid form)

Hit Points

58 (9d8 + 18)

Speed

30 ft.(40 ft. in wolf form)

Strength

15

Dexterity

13

Constitution

14

Intelligence

10

Wisdom

11

Charisma

10

Skills

stealth +3, perception +4

Damage Immunities

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

Passive Perception

14

Languages

Common (can't speak in wolf form)

Challenge Rating

3

Traits

Source

Description

Vecna: Eve of Ruin p.

Proficiency Bonus

Description

+2

Shapechanger

Description

Argentia can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell

Description

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

Actions

Multiattack (Humanoid or Hybrid Form Only)

Description

Argentia makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).

Bite (Wolf or Hybrid Form Only)

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Attack

Bite|4|1d8 + 2

Claws (Hybrid Form Only)

Description

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

Attack

Claws|4|2d4 + 2

Spear (Humanoid Form Only)

Description

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Attack

Spear|4|1d6 + 2

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

Aribeth De Tylmarande

Size

Medium

Type

undead

Alignment

neutral evil

Armor Class

17 (half plate)

Hit Points

120 (16d8 + 48)

Speed

30 ft.

Strength

16

Dexterity

14

Constitution

16

Intelligence

10

Wisdom

13

Charisma

16

Skills

Perception +5, Religion +4

Damage Immunities

necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Passive Perception

15

Languages

Common, Elvish, Infernal

Challenge Rating

10

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 108

Sunlight Sensitivity

Description

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

Magic Resistance

Description

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

Regeneration

Description

Aribeth regains 20 hit points at the start of her turn. If Aribeth takes radiant damage, this trait doesn't function at the start of Aribeth's next turn. Aribeth's body is destroyed only if she starts her turn with 0 hit points and doesn't regenerate.

Infernal Tracker

Description

Aribeth knows the distance to and direction of any creature that has broken a pact with Mephistopheles, even if the creature and Aribeth are on different planes of existence.

Spellcasting

Description

Aribeth is a 11th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Aribeth has the following paladin spells prepared:

• 1st level (4 slots): command, searing smite, shield of faith

• 2nd level (3 slots): aid, magic weapon

• 3rd level (3 slots): dispel magic

Nightmare

Description

Aribeth is accompanied by a nightmare. The nightmare allows Aribeth to use it as a mount.

Shadows

Description

3 shadows hide within the saddle of Aribeth's nightmare. These shadows only come out if there is a creature within 30 feet that is at 0 hit points. When that happens, 1 shadow will emerge and attack the creature in order to make it fail a death saving throw. It continues to do so until the creature is dead.

Actions

Multiattack

Description

Aribeth makes three longsword attacks or three attacks with her sword called Void.

Longsword

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands, plus 9 (3d6) necrotic damage.

Attack

Longsword|7|1d8+3+3d6

Longsword (Two-Handed)|7|1d10+3+3d6

Void

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands, plus 9 (3d6) necrotic damage. A creature reduced to 0 hit points from damage dealt by the sword Void dies and can't be revived by any means short of a wish spell.

Attack

Void|7|1d8+3+3d6

Void (Two-Handed)|7|1d10+3+3d6

Reactions

Parry

Description

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

Spells

command, searing smite, shield of faith, aid, magic weapon, dispel magic

Spell Slots

4, 3, 3

Arkhan the Cruel

Size

Medium

Type

humanoid (dragonborn)

Alignment

lawful evil

Armor Class

23 (obsidian flint dragon plate, shield)

Hit Points

221 (26d8+104)

Speed

40 ft.

Strength

20

Dexterity

12

Constitution

18

Intelligence

10

Wisdom

10

Charisma

18

Saving Throws

Wis +5, Cha +9

Skills

Athletics +10, Deception +9, Intimidation +9

Passive Perception

10

Languages

Common, Draconic

Challenge Rating

16

Damage Resistances

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

Condition Immunities

frightened

Senses

darkvision 60 ft. (can see invisible creatures out to the same range)

Traits

Source

Description

Baldur's Gate: Descent Into Avernus p. 111

Aura of Hate

Description

While Arkhan isn't incapacitated, he and all fiends and undead within 30 feet of him deal 4 extra damage whenever they hit with a melee weapon attack (already factored into Arkhan's attacks). This extra damage is of the same type as the weapon's damage type.

Hand of Vecna

Description

The Hand of Vecna has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): finger of death (5 charges), sleep (1 charge), slow (2 charges), and teleport (3 charges).

Innate Spellcasting

Description

Arkhan's spellcasting ability is Charisma (spell save DC 17). He can cast the following spells, requiring no material components:

3/day each: animate dead, branding smite (at 4th level), revivify

1/day each: geas, raise dead

Special Equipment

Description

Arkhan wields Fane-Eater and wears a suit of Obsidian Flint Dragon Plate. The armor gives Arkhan advantage on ability checks and saving throws made to avoid or end the grappled condition on him.

Actions

Multiattack

Description

Arkhan makes three weapon attacks.

Fane-Eater (Battleaxe)

Description

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 16 (1d8 + 12) slashing damage, or 17 (1d10 + 12) slashing damage when used with two hands, plus 9 (2d8) cold damage. If the target is a creature and Arkhan rolls a 20 on the attack roll, the creature takes an extra 9 (2d8) necrotic damage, and Arkhan regains an amount of hit points equal to the necrotic damage dealt.

Attack

Fane-Eater (Battleaxe)|13|1d8+12

Javelin

Description

Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/120 ft., one target. 8 (1d6 + 5) piercing damage, plus 4 piercing damage and 9 (2d8) cold damage if the javelin was used to make a melee

Attack

Javelin|10|1d6+5

Spells

animate dead, branding smite, revivify, geas, raise dead

Armanite

Size

Large

Type

fiend (demon)

Alignment

typically chaotic evil

Armor Class

16 (natural armor)

Hit Points

94 (9d10 + 45)

Speed

60 ft.

Strength

21

Dexterity

18

Constitution

21

Intelligence

8

Wisdom

12

Charisma

13

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Passive Perception

11

Languages

Abyssal, telepathy 120 ft.

Challenge Rating

7

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 50, Mordenkainen's Tome of Foes p. 131

Proficiency Bonus

Description

+3

Magic Resistance

Description

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

Actions

Multiattack

Description

The armanite makes one Claw attack, one Hooves attack, and one Serrated Tail attack.

Claw

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 9 (2d8) lightning damage.

Attack

Claw|8|2d4+5+2d8

Hooves

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Attack

Hooves|8|2d6+5

Serrated Tail

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Attack

Serrated Tail|8|2d10+5

Lightning Lance (Recharge 5–6)

Description

The armanite looses a bolt of lightning in a line that is 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one.

Arrant Quill

Size

Medium

Type

humanoid (human)

Armor Class

14

Hit Points

135(18d8+54)

Speed

30 ft.

Strength

10

Dexterity

18

Constitution

16

Intelligence

16

Wisdom

15

Charisma

20

Saving Throws

Int +7, Wis +6, Cha +9

Skills

Arcana +11, Deception +9, History +7, Performance +13

Passive Perception

12

Languages

Common, Draconic, Elvish, Undercommon

Challenge Rating

11

Traits

Source

Description

Candlekeep Mysteries p. 157

Proficiency Bonus

Description

+4

Actions

Multiattack

Description

Quill makes two attacks with his dagger and uses Supreme Mockery.

Dagger

Description

Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Attack

Dagger|8|1d4+4

Quill's Fable (Recharge 6)

Description

Quill utters a short fable while targeting up to five creatures within 30 feet of him that he can see. Each target that can hear Quill's magical fable must make a DC 17 Wisdom saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much damage on a successful one.

Attack

Quill's Fable||8d8

Spellcasting

Description

Quill casts one of the following spells using Charisma as the spellcasting ability (save DC 17) :

At will: light, mage hand, prestidigitation

3/day each: detect magic, dispel magic.faerie fire, hold monster

1/day each: mind blank, teleport

Supreme Mockery

Description

Quill hurls a string of insults laced with enchantments at a creature he can see within 60 feet of him . If the creature can hear Quill (though it need not understand him), it must succeed on a DC 17 Wisdom saving throw or take 66 (12d10) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Spells

light, mage hand, prestidigitation, detect magic, dispel magic.faerie fire, hold monster, mind blank, teleport

Art Elemental Mascot

Size

Small

Type

elemental

Alignment

typically neutral

Armor Class

11

Hit Points

18 (4d6 + 4)

Speed

30 ft.

Strength

6

Dexterity

13

Constitution

12

Intelligence

8

Wisdom

11

Charisma

15

Skills

Performance +4

Damage Resistances

cold, fire

Damage Immunities

poison

Condition Immunities

poisoned

Passive Perception

10

Languages

understands the languages of its creator but can't speak

Challenge Rating

1/4

Traits

Source

Description

Strixhaven: A Curriculum of Chaos p. 185

Proficiency Bonus

Description

+2

Death Burst

Description

When the elemental dies, it explodes in a burst of colored light. Each creature within 5 feet of the elemental must succeed on a DC 11 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Actions

Joyful Flare

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) fire damage.

Attack

Joyful Flare|3|2d4 + 1

Melancholic Bolt

Description

Ranged Weapon Attack: +3 to hit, range 30 ft., one target. Hit: 6 (2d4 + 1) cold damage.

Attack

Melancholic Bolt|3|2d4+1

Captivating Artistry (1/Day)

Description

The elemental targets one creature it can see within 30 feet of itself. The target must succeed on a DC 12 Charisma saving throw or be charmed for 1 minute. The charmed target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Artus Cimber

Size

Medium

Type

humanoid (human)

Alignment

neutral good

Armor Class

14 (studded leather)

Hit Points

82 (15d8+15)

Speed

30 ft.

Strength

10

Dexterity

15

Constitution

13

Intelligence

17

Wisdom

16

Charisma

18

Saving Throws

Dex +5, Cha +7

Skills

Deception +7, History +9, Insight +6, Survival +9

Damage Immunities

cold (while wearing the Ring of Winter)

Passive Perception

13

Languages

Common, Draconic, Dwarvish, Goblin

Challenge Rating

7

Traits

Source

Description

Tomb of Annihilation p. 212

Special Equipment

Description

Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or perceived through magical scrying sensors. While attuned to and wearing the ring, Artus ceases to age and is immune to cold damage and the effects of extreme cold.

Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the following properties while attuned to the dagger, provided he has the weapon drawn:

• Cause a blue gem set into the dagger's pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.

• Turn the dagger into a compass that, while resting on Artus's palm, points north.

• Cast dimension door from the dagger. Once this property is used, it can't be used again until the next dawn.

• Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but the spell targets only spiders that are beasts. Once this property is used, it can't be used again until the next dawn.

Actions

Multiattack

Description

Artus makes three attacks with [magic item]Bookmark[magic item] or his longbow.

Bookmark (+3 Dagger)

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) piercing damage.

Attack

Bookmark|8|1d4+5

Longbow

Description

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

Attack

Longbow|5|1d8+2

Ring of Winter

Description

The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties:

• Artus can expend 1 charge and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute.

• Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke's freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2 charges).

• Artus can expend the necessary number of charges and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can't have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (Artus's choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator's commands. The ice object or creature appears in an unoccupied space within 60 feet of Artus. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master's Guide to determine the hit points of an inanimate object if they become necessary.

Ash Zombie

Size

Medium

Type

undead

Alignment

neutral evil

Armor Class

8

Hit Points

22 (3d8 + 9)

Speed

20 ft.

Strength

13

Dexterity

6

Constitution

16

Intelligence

3

Wisdom

6

Charisma

5

Saving Throws

Wis +0

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Passive Perception

8

Languages

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

Challenge Rating

1/4

Traits

Source

Description

Lost Mines of Phandelver p. 31, Phandelver and Below: The Shattered Obelisk p.

Proficiency Bonus

Description

+2

Ash Cloud

Description

When the zombie dies, it leaves a cloud of ash that lasts for 5 minutes but does not obscure vision.

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

Slam

Description

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

Attack

Slam|3|1d6 + 1

Ashann

Size

Small

Type

humanoid (gnome, sorcerer)

Alignment

chaotic neutral

Armor Class

12

Hit Points

66 (12d8 + 12)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

12

Intelligence

14

Wisdom

10

Charisma

16

Skills

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

Passive Perception

12

Languages

Common plus one other language

Challenge Rating

2

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 115

Proficiency Bonus

Description

+2

Actions

Shortsword

Description

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

Attack

Shortsword|4|1d6 + 2+2d6

Arcane Blast (Recharge 5–6)

Description

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

Spellcasting

Description

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

At will: light, mage hand

1/day each: detect magic, levitate

Spells

light, mage hand, detect magic, levitate

Ashari Firetamer

Size

Medium

Type

humanoid (any)

Armor Class

17 (red dragon scale mail)

Hit Points

92 (16d8 + 20)

Speed

30 ft.

Strength

8

Dexterity

15

Constitution

14

Intelligence

12

Wisdom

18

Charisma

11

Skills

Arcana +4, Nature +7

Damage Resistances

fire

Passive Perception

14

Languages

Common, Druidic, Ignan

Challenge Rating

7

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 226

Proficiency Bonus

Description

+3

Spellcasting

Description

The firetamer is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, mending, produce flame (2d8)

• 1st level (4 slots): cure wounds, faerie fire, jump

• 2nd level (3 slots): flame blade, heat metal, lesser restoration

• 3rd level (3 slots): daylight, dispel magic, protection from energy

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

• 5th level (1 slot): conjure elemental

Actions

Scimitar

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 14 (4d6) fire damage.

Attack

Scimitar|5|1d6+2+4d6

Flamecharm (Recharges after a Short or Long Rest)

Description

The firetamer can cast the dominate monster spell (save DC 15) on a fire elemental or other elemental fire creature. If the creature has 150 or more hit points, it has advantage on the saving throw.

Flameform (Recharges after a Short or Long Rest) (bonus action)

Description

The firetamer can transform into a fire elemental. Its game statistics are replaced by the statistics of the elemental, but the firetamer retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores, and all of its skill and saving throw proficiencies. While in this form, the firetamer can't cast spells. When the firetamer is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in flameform for up to 5 hours or until it reverts to its humanoid form as a bonus action.

Druidic Recovery (bonus action)

Description

If the firetamer is in fire elemental form using Flameform, it can expend a spell slot to regain 1d8 hit points per level of the spell slot expended.

Spell Slots

4, 3, 3, 3, 1

Spells

druidcraft, mending, produce flame, cure wounds, faerie fire, jump, flame blade, heat metal, lesser restoration, daylight, dispel magic, protection from energy, freedom of movement, wall of fire, conjure elemental

Ashari Skydancer

Size

Medium

Type

humanoid (any)

Armor Class

14

Hit Points

63 (14d8)

Speed

30 ft., fly 60 ft. (with skysail)

Strength

10

Dexterity

18

Constitution

10

Intelligence

12

Wisdom

16

Charisma

11

Saving Throws

Dex +7

Skills

Acrobatics +7, Perception +6

Passive Perception

16

Languages

Auran, Common, Druidic

Challenge Rating

5

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 227

Proficiency Bonus

Description

+3

Evasion

Description

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

Flyby

Description

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

Skysail

Description

The skydancer flies with a special Ashari magic item called a skysail (see page 199). While the skysail's wings are extended, the skydancer can glide through the air at a speed of 60 feet, but must descend by at least 10 feet at the end of its turn and can't gain altitude.

Spellcasting

Description

The skydancer is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): guidance, shillelagh

• 1st level (4 slots): entangle, fog cloud, jump

• 2nd level (2 slots): gust of wind, pass without trace

Actions

Multiattack

Description

The skydancer makes two skysail staff attacks.

Skysail Staff

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the skydancer makes this attack while flying, the target must make a DC 14 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one.

Attack

Skysail Staff|7|1d6 + 4

Fly (1/Day)

Description

The skydancer uses its skysail to cast fly on itself for up to 1 minute (no concentration required).

Reactions

Slow Fall

Description

When the skydancer takes falling damage, it can reduce the damage by half.

Spell Slots

4, 2

Spells

guidance, shillelagh, entangle, fog cloud, jump, gust of wind, pass without trace

Ashari Stoneguard

Size

Medium

Type

humanoid (any)

Armor Class

15 (granite half plate)

Hit Points

152 (16d8 + 80)

Speed

30 ft.

Strength

18

Dexterity

10

Constitution

20

Intelligence

10

Wisdom

14

Charisma

9

Saving Throws

Str +7, Con +8, Wis +5

Skills

Athletics +7, Intimidation +2

Condition Immunities

petrified

Senses

tremorsense 30 ft.

Passive Perception

12

Languages

Common, Druidic, Terran

Challenge Rating

7

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 229

Proficiency Bonus

Description

+3

Spellcasting

Description

The stoneguard is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, resistance

• 1st level (4 slots): goodberry, speak with animals, thunderwave

• 2nd level (2 slots): hold person, spike growth

Actions

Multiattack

Description

The stoneguard makes three granite maul attacks.

Granite Maul

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the attack hits, the stoneguard can also immediately cast thunderwave as a bonus action. This casting uses a spell slot but requires no components.

Attack

Granite Maul|7|2d6+4

Reactions

Sentinel

Description

When a creature within 5 feet of the stoneguard attacks a target other than the stoneguard, the stoneguard can make one attack against that creature.

Skin to Stone

Description

When the stoneguard is attacked, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the end of the attacker's turn.

Spell Slots

4, 2

Spells

druidcraft, resistance, goodberry, speak with animals, thunderwave, hold person, spike growth

Ashari Waverider

Size

Medium

Type

humanoid (any)

Armor Class

14 (hide armor of cold resistance)

Hit Points

77 (14d8 + 14)

Speed

30 ft.

Strength

15

Dexterity

14

Constitution

12

Intelligence

10

Wisdom

16

Charisma

13

Saving Throws

Con +4, Wis +6

Skills

Athletics +8, Nature +3

Damage Resistances

cold

Passive Perception

13

Languages

Aquan, Common, Druidic

Challenge Rating

5

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 230

Proficiency Bonus

Description

+3

Healing Tides

Description

Whenever the waverider casts a spell of 1st level or higher that affects a nonhostile creature, that creature regains 3 hit points (in addition to any healing the spell may provide).

Marine Empathy

Description

The waverider can speak with and understand aquatic plants and animals.

Spellcasting

Description

The waverider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, poison spray (2d12), resistance

• 1st level (4 slots): create or destroy water, cure wounds, healing word

• 2nd level (3 slots): animal messenger, lesser restoration, moonbeam

• 3rd level (3 slots): conjure animals (aquatic beasts only), water breathing, water walk

• 4th level (1 slot): control water

Actions

Harpoon

Description

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 7 (1d10 + 2) piercing damage. If the target is a Large or smaller creature, it must succeed on a Strength contest against the waverider or be pulled up to 20 feet toward the waverider. Attacks with this weapon made while underwater do not have disadvantage.

Attack

Harpoon|5|1d10+2

Reactions

Fishform (Recharges after a Short or Long Rest)

Description

The waverider can transform into a hunter shark or a giant octopus. Its game statistics are replaced by the statistics of the chosen creature, but the waverider retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores. It also retains its skill proficiencies, in addition to gaining those of the creature it transforms into. When the waverider is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in fishform for up to 3 hours or until it reverts to its humanoid form as a bonus action.

Spell Slots

4, 3, 3, 1

Spells

druidcraft, poison spray, resistance, create or destroy water, cure wounds, healing word, animal messenger, lesser restoration, moonbeam, conjure animals, water breathing, water walk, control water

Ashen Animated Armor

Size

Medium

Type

elemental

Alignment

lawful evil

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

fire, 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

Keys from the Golden Vault p. 157

Proficiency Bonus

Description

+2

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.

Ashen Creature

Description

When the armor drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.

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

Slam|4|1d6 + 2

Ashen Flying Sword

Size

Small

Type

elemental

Alignment

lawful evil

Armor Class

17 (natural armor)

Hit Points

17 (5d6)

Speed

0 ft., fly 50 ft.

Strength

12

Dexterity

15

Constitution

11

Intelligence

1

Wisdom

5

Charisma

1

Saving Throws

dex +4

Damage Immunities

fire, poison, psychic

Condition Immunities

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

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

7

Challenge Rating

1/4

Traits

Source

Description

Keys from the Golden Vault p. 157

Proficiency Bonus

Description

+2

Antimagic Susceptibility

Description

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

Ashen Creature

Description

When the sword drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.

False Appearance

Description

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

Actions

Longsword

Description

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

Attack

Longsword|3|1d8 + 1

Ashen Heir Anarchist

Size

Medium

Type

humanoid (any race)

Alignment

any alignment

Armor Class

13 (chain shirt)

Hit Points

27 (5d8 + 5)

Speed

30 ft.

Strength

10

Dexterity

10

Constitution

12

Intelligence

13

Wisdom

16

Charisma

13

Skills

persuasion +3, medicine +7, religion +5

Passive Perception

13

Languages

any two languages

Challenge Rating

2

Traits

Source

Description

Journeys through the Radiant Citadel p. 158

Proficiency Bonus

Description

+2

Divine Eminence

Description

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

Spellcasting

Description

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

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

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

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

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

Actions

Mace

Description

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

Attack

Mace|2|1d6

Spell Slots

4, 3, 2

Spells

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

Ashen Heir Assassin

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

deception +3, stealth +9, acrobatics +6, perception +3

Damage Resistances

poison

Passive Perception

13

Languages

Thieves' cant plus any two languages

Challenge Rating

8

Traits

Source

Description

Journeys through the Radiant Citadel p. 157

Proficiency Bonus

Description

+3

Assassinate

Description

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

Evasion

Description

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

Sneak Attack (1/Turn)

Description

The assassin 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 the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions

Multiattack

Description

The assassin 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

Ashen Heir Mage

Size

Medium

Type

humanoid (any race)

Alignment

any alignment

Armor Class

12 (15 with mage armor)

Hit Points

40 (9d8)

Speed

30 ft.

Strength

9

Dexterity

14

Constitution

11

Intelligence

17

Wisdom

12

Charisma

11

Saving Throws

wis +4, int +6

Skills

arcana +6, history +6

Passive Perception

11

Languages

any four languages

Challenge Rating

6

Traits

Source

Description

Journeys through the Radiant Citadel p. 157

Proficiency Bonus

Description

+3

Spellcasting

Description

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

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

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

• 2nd level (3 slots): misty step, suggestion

• 3rd level (3 slots): counterspell, fireball, fly

• 4th level (3 slots): greater invisibility, ice storm

• 5th level (1 slots): cone of cold

Actions

Dagger

Description

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

Attack

Dagger|5|1d4 + 2

Spell Slots

4, 3, 3, 3, 1

Spells

fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold

Ashen Heir Veteran

Size

Medium

Type

humanoid (any race)

Alignment

any alignment

Armor Class

17 (splint armor)

Hit Points

58 (9d8 + 18)

Speed

30 ft.

Strength

16

Dexterity

13

Constitution

14

Intelligence

10

Wisdom

11

Charisma

10

Skills

athletics +5, perception +2

Passive Perception

12

Languages

any one language (usually Common)

Challenge Rating

3

Traits

Source

Description

Journeys through the Radiant Citadel p. 157

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

Longsword

Description

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

Attack

Longsword|5|1d8 + 3

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

Shortsword

Description

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

Attack

Shortsword|5|1d6 + 3

Heavy Crossbow

Description

Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Attack

Heavy Crossbow|3|1d10 + 1

Ashen Knight

Size

Medium

Type

elemental (any race)

Alignment

lawful evil

Armor Class

18 (plate armor)

Hit Points

52 (8d8 + 16)

Speed

30 ft.

Strength

16

Dexterity

11

Constitution

14

Intelligence

11

Wisdom

11

Charisma

15

Saving Throws

wis +2, con +4

Damage Immunities

fire

Passive Perception

10

Languages

Any one language (usually Common)

Challenge Rating

3

Traits

Source

Description

Keys from the Golden Vault p. 158

Proficiency Bonus

Description

+2

Ashen Creature

Description

When the knight drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.

Brave

Description

The knight has advantage on saving throws against being frightened.

Actions

Multiattack

Description

The knight makes two melee attacks.

Greatsword

Description

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

Attack

Greatsword|5|2d6 + 3

Heavy Crossbow

Description

Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Attack

Heavy Crossbow|2|1d10

Leadership (Recharges after a Short or Long Rest)

Description

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

Reactions

Parry

Description

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

Ashen Rider

Size

Medium

Type

celestial

Alignment

lawful evil

Armor Class

18 (plate armor)

Hit Points

178 (21d8+84)

Speed

30 ft.

Strength

20

Dexterity

16

Constitution

19

Intelligence

15

Wisdom

21

Charisma

18

Saving Throws

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

Skills

History +7, Insight +10, Perception +10

Passive Perception

20

Languages

all

Challenge Rating

16

Damage Immunities

thunder

Condition Immunities

charmed, exhaustion, frightened

Senses

truesight 120 ft.

Traits

Source

Description

Mythic Odysseys of Theros p. 213

Aura of Silence

Description

When a creature starts its turn within 30 feet of the ashen rider, the rider can force that creature to make a DC 18 Wisdom saving throw if the rider can see it. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature can't speak and is deafened until the start of its next turn.

Innate Spellcasting

Description

The ashen rider's spellcasting ability is Wisdom (spell save DC 18). The rider can innately cast the following spells, requiring no material components:

At will: command, compelled duel

1/day each: banishment, blade barrier

Mount

Description

If the ashen rider isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the ashen rider and its mount are on the same plane of existence. When it teleports, the ashen rider appears astride the mount along with any equipment it is wearing or carrying.

While mounted and not incapacitated, the ashen rider can't be surprised, and both it and its mount have advantage on Dexterity saving throws. If the ashen rider is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.

Actions

Multiattack

Description

The ashen rider makes three attacks with its ashen blade or two attacks with its bolt of ash.

Ashen Blade

Description

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 13 (2d12) radiant damage.

Attack

Ashen Blade|10|2d8+5

Bolt of Ash

Description

Ranged Spell Attack: +10 to hit, range 120 ft., one creature. Hit: 22 (4d10) necrotic damage, and the target can't regain hit points until the start of the ashen rider's next turn.

Attack

Bolt of Ash|10|4d10

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Attack

Description

The ashen rider makes an attack using its ashen blade or bolt of ash.

Coordinated Assault (Costs 2 Actions)

Description

The ashen rider makes an attack using its ashen blade or bolt of ash, and then its mount can use its reaction to make a melee weapon attack.

Reduce to Ash (Costs 3 Actions)

Description

The ashen rider targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, or it takes 27 (5d10) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. If the target's hit point maximum is reduced to 0, its body and everything it is wearing and carrying, except for magic items, are reduced to ash. A creature reduced to ash can't be revived by any means short of a wish spell.

Spells

command, compelled duel, banishment, blade barrier

Ashen Shambling Mound

Size

Large

Type

elemental

Alignment

lawful evil

Armor Class

15 (natural armor)

Hit Points

136 (16d10 + 48)

Speed

20 ft., swim 20 ft.

Strength

18

Dexterity

8

Constitution

16

Intelligence

5

Wisdom

10

Charisma

5

Skills

stealth +2

Damage Resistances

cold

Damage Immunities

fire, lightning

Condition Immunities

blinded, deafened, exhaustion

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

10

Challenge Rating

5

Traits

Source

Description

Keys from the Golden Vault p. 158

Proficiency Bonus

Description

+3

Ashen Creature

Description

When the shambling mound drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.

Lightning Absorption

Description

Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack

Description

The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.

Slam

Description

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

Attack

Slam|7|2d8 + 4

Engulf

Description

The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

Ashen Veteran

Size

Medium

Type

elemental

Alignment

lawful evil

Armor Class

17 (splint armor)

Hit Points

58 (9d8 + 18)

Speed

30 ft.

Strength

16

Dexterity

13

Constitution

14

Intelligence

10

Wisdom

11

Charisma

10

Skills

athletics +5, perception +2

Damage Immunities

fire

Passive Perception

12

Languages

Any one language (usually Common)

Challenge Rating

3

Traits

Source

Description

Keys from the Golden Vault p. 154

Proficiency Bonus

Description

+2

Ashen Creature

Description

When the veteran drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.

Actions

Multiattack

Description

The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

Longsword

Description

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

Attack

Longsword|5|1d8 + 3

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

Shortsword

Description

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

Attack

Shortsword|5|1d6 + 3

Heavy Crossbow

Description

Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Attack

Heavy Crossbow|3|1d10 + 1

Ashen Warhorse

Size

Large

Type

elemental

Alignment

lawful evil

Armor Class

11

Hit Points

19 (3d10 + 3)

Speed

60 ft.

Strength

18

Dexterity

12

Constitution

13

Intelligence

2

Wisdom

12

Charisma

7

Damage Immunities

fire

Passive Perception

11

Challenge Rating

1/2

Traits

Source

Description

Keys from the Golden Vault p. 158

Proficiency Bonus

Description

+2

Ashen Creature

Description

When the horse drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.

Trampling Charge

Description

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

Actions

Hooves

Description

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

Attack

Hooves|6|2d6 + 4

Ashtyrranthor

Size

Huge

Type

dragon

Alignment

chaotic evil

Armor Class

19 (natural armor)

Hit Points

256 (19d12 + 133)

Speed

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

Strength

27

Dexterity

10

Constitution

25

Intelligence

16

Wisdom

13

Charisma

21

Saving Throws

wis +7, con +13, dex +6, cha +11

Skills

stealth +6, perception +13

Damage Immunities

fire

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

23

Languages

Common, Draconic

Challenge Rating

17

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 210

Innate Spellcasting

Description

Ashtyrranthor's spellcasting ability is Charisma. She can innately cast the following spells, requiring no material components:

1/day each: alarm, detect magic, gaseous form, misty step, passwall, see invisibility

Legendary Resistance (3/Day)

Description

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

Actions

Multiattack

Description

Ashtyrranthor 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 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Attack

Bite|14|2d10 + 8+2d6

Claw

Description

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Attack

Claw|14|2d6 + 8

Tail

Description

Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Attack

Tail|14|2d8 + 8

Frightful Presence

Description

Each creature of Ashtyrranthor's choice that is within 120 feet of Ashtyrranthor 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 Ashtyrranthor's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6)

Description

Ashtyrranthor exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Detect

Description

Ashtyrranthor makes a Wisdom (Perception) check.

Tail Attack

Description

Ashtyrranthor makes a tail attack.

Wing Attack (Costs 2 Actions)

Description

Ashtyrranthor beats its wings. Each creature within 10 feet of Ashtyrranthor must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Ashtyrranthor can then fly up to half its flying speed.

Spells

alarm, detect magic, gaseous form, misty step, passwall, see invisibility

Asmodeus

Size

Large

Type

fiend (devil)

Alignment

lawful evil

Armor Class

22 (natural armor)

Hit Points

725 (50d10 + 450)

Speed

30 ft., fly 120 ft. (hover)

Strength

30

Dexterity

21

Constitution

28

Intelligence

25

Wisdom

30

Charisma

30

Saving Throws

Str +19, Con +18, Int +16, Cha +19

Skills

Arcana +16, Deception +28, Insight +28, Intimidation +19, Perception +19, Persuasion +19, Religion +16

Damage Resistances

cold

Damage Immunities

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

Condition Immunities

blinded, charmed, frightened, paralyzed, poisoned, stunned

Senses

darkvision 120 ft., truesight 60 ft.

Passive Perception

29

Languages

all, telepathy 120 ft.

Challenge Rating

30

Traits

Source

Description

Chains of Asmodeus p. 217

Proficiency Bonus

Description

+9

Antimagic Aura

Description

Asmodeus has advantage on saving throws against spells and other magical effects. Spells of level 4 or lower can't damage Asmodeus.

Fiendish Regeneration

Description

Asmodeus regains 40 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Asmodeus dies only if he starts his turn with 0 hit points and doesn't regenerate. If Asmodeus dies, his body regenerates, returning to life 13 (2d12) days later.

Legendary Resistance (3/Day)

Description

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

Submission Aura

Description

When a creature moves to be within 120 feet of Asmodeus, they must succeed on a DC 24 Wisdom saving throw or have the frightened condition until they leave the aura. While frightened, creatures kneel before Asmodeus, taking no actions unless he commands otherwise. If Asmodeus deals damage to a kneeling creature, the creature's frightened condition ends. A creature that succeeds the saving throw is immune to this effect for 1 hour.

Actions

Multiattack

Description

Asmodeus makes four attacks using Ruby Rod, Chilling Gaze, or a combination of the two. He can replace one of the attacks with Hellish Smite.

Ruby Rod

Description

Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 21 (2d8 + 12) necrotic damage, which also reduces the target's hit point maximum by the damage taken. This damage can't reduce a target's hit point maximum below 1. Any effect that removes a disease allows a creature's hit point maximum to return to normal.

Attack

Ruby Rod|21|2d8+12

Chilling Gaze

Description

Ranged Spell Attack: +16 to hit, range 60 ft., one target. Hit: 18 (2d10 + 7) cold damage, and the target has a –1 penalty to all attack rolls they make until the end of their next turn. This penalty can stack.

Attack

Chilling Gaze|16|2d10+7

Hellish Smite

Description

Asmodeus targets a creature he can see within 300 feet of him, calling down a bolt of hellish lightning. The target must make a DC 24 Dexterity saving throw, taking 14 (4d6) lightning damage plus 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Infernal Word: Stun (Recharge 4–6)

Description

Asmodeus targets a creature he can see within 120 feet of him. The target must make a DC 24 Intelligence saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one. A creature that failed the save is stunned for up to 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, but taking the damage again on a failed save.

Hell-Lord's Suggestion (Recharge 5–6)

Description

Asmodeus targets a creature he can see within 120 feet of him. The target must make a DC 24 Charisma saving throw, taking 44 (8d10) psychic damage on a failed save, or half as much damage on a successful one. A creature that failed the save has the charmed condition for up to 1 minute. While charmed, a creature is controlled by Asmodeus, performing only actions that he suggests. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, but taking the damage again on a failed save.

Fires of the Nine Hells (Recharge 5–6)

Description

Asmodeus chooses a point he can see within 500 feet of him, which explodes into a roaring inferno. All creatures within a 60-foot-radius sphere centered on that point must make a DC 24 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.

Spellcasting

Description

Asmodeus casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 27):

At will: Bane, Bestow Curse, Command, Cure Wounds, Darkness, Lesser Restoration, Remove Curse

1/day each: Antimagic Field, Earthquake, Flame Strike, Gate, Heal, Mass Heal, Wish

Reactions

Ruby Absorption

Description

As a reaction to being the sole target of a spell, Asmodeus can attempt to absorb the spell into the Ruby Rod. Asmodeus rolls (1d20 + 2), and if the result is higher than (10 + spell level), the spell is absorbed into the rod and has no effect.

Legendary Actions

Legendary Actions (3/Turn)

Description

Asmodeus 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. Asmodeus regains spent legendary actions at the start of his turn.

Channel Ruby Rod

Description

The Ruby Rod has 66 charges. Asmodeus may spend its charges to cast one of the following spells from it, with a spell save DC of 20: Lesser Restoration (3 charges), Wall of Force (7 charges), Greater Restoration (12 charges), Chain Lightning (15 charges), Prismatic Spray (23 charges), Globe of Invulnerability (33 charges)Strike (Costs 2 Actions). Asmodeus makes a Ruby Rod attack.

Call Underling (Costs 3 Actions)

Description

Asmodeus summons an allied pit fiend in an unoccupied space that he can see.

Spells

Bane, Bestow Curse, Command, Cure Wounds, Darkness, Lesser Restoration, Remove Curse, Antimagic Field, Earthquake, Flame Strike, Gate, Heal, Mass Heal, Wish

Aspect of Bahamut

Size

Gargantuan

Type

dragon (metallic)

Alignment

lawful good

Armor Class

23 (natural armor)

Hit Points

585 (30d20 + 270)

Speed

60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.

Strength

30

Dexterity

18

Constitution

29

Intelligence

25

Wisdom

28

Charisma

30

Saving Throws

Con +18, Int +16, Wis +18, Cha +19

Skills

Insight +18, Perception +18, Persuasion +19

Damage Immunities

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

Condition Immunities

charmed, deafened, frightened, paralyzed, stunned

Senses

truesight 120 ft.

Passive Perception

28

Languages

Common, Draconic

Challenge Rating

30

Traits

Source

Description

Fizban's Treasury of Dragons p. 165

Proficiency Bonus

Description

+9

Platinum Brilliance (Recharges after a Short or Long Rest)

Description

If the aspect would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he recharges his Breath Weapon, and he regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Bahamut after his Platinum Brilliance activates.

Legendary Resistance (5/Day)

Description

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

Actions

Multiattack

Description

The aspect makes one Bite attack, one Claw attack, and one Tail attack.

Bite

Description

Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 22 (4d10) force damage.

Attack

Bite|19|2d12+10+4d10

Claw

Description

Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The aspect can have only one creature grappled this way at a time.

Attack

Claw|19|2d10+10

Tail

Description

Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.

Attack

Tail|19|2d12+10

Breath Weapon (Recharge 5–6)

Description

The aspect uses one of the following breath weapons:

Exalting Breath. The aspect exhales the restoring winds of Mount Celestia in a 300-foot cone. Each creature in that area of the aspect's choice regains 71 (13d10) hit points, and each creature in that area of the aspect's choice that has been dead for no longer than 1 hour is restored to life with all its hit points.

Platinum Breath. The aspect exhales radiant platinum flames in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one.

Attack

Exalting Breath||13d10

Platinum Breath||12d10

Change Shape (Bonus Action)

Description

The aspect magically transforms into any Humanoid or Beast, while retaining his game statistics (other than his size). This transformation ends if the aspect is reduced to 0 hit points or if he uses a bonus action to end it.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Attack

Description

The aspect makes one Claw or Tail attack.

Furious Bite (Costs 2 Actions)

Description

The aspect makes one Bite attack. If the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw or become frightened of the aspect until the end of the target's next turn.

Mythic Actions

Description

If the aspect's Platinum Brilliance trait has activated in the last hour, he can use the options below as legendary actions.

Celestial Shield (Costs 2 Actions)

Description

The aspect manifests seven spectral ancient gold dragons around himself that protect him; he gains 77 temporary hit points until the start of his next turn.

Celestial Lances (Costs 3 Actions)

Description

The aspect conjures four enormous lances of magical force that plummet to the ground at four different points he can see within 150 feet of him and then disappear. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on each point must succeed on a DC 27 Dexterity saving throw or take 24 (7d6) force damage. A creature in the area of more than one lance is affected only once.

Aspect of Tiamat

Size

Gargantuan

Type

dragon (chromatic)

Alignment

chaotic evil

Armor Class

23 (natural armor)

Hit Points

574 (28d20 + 280)

Speed

60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.

Strength

30

Dexterity

14

Constitution

30

Intelligence

21

Wisdom

20

Charisma

26

Saving Throws

Dex +11, Con +19, Wis +14, Cha +17

Skills

Intimidation +26, Perception +23

Damage Immunities

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

Condition Immunities

blinded, charmed, deafened, frightened, poisoned, stunned

Senses

truesight 120 ft.

Passive Perception

33

Languages

Common, Draconic, Infernal

Challenge Rating

30

Traits

Source

Description

Fizban's Treasury of Dragons p. 166

Proficiency Bonus

Description

+9

Chromatic Wrath (Recharges after a Short or Long Rest)

Description

If the aspect would be reduced to 0 hit points, her current hit point total instead resets to 500 hit points, she recharges her Chromatic Flames, and she regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Tiamat after her Chromatic Wrath activates.

Legendary Resistance (5/Day)

Description

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

Actions

Multiattack

Description

The aspect makes one Bite attack, one Claw attack, and one Tail attack.

Bite

Description

Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 19 (3d12) force damage.

Attack

Bite|19|2d12+10+3d12

Claw

Description

Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The aspect can have only one creature grappled this way at a time.

Attack

Claw|19|2d10+10

Tail

Description

Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.

Attack

Tail|19|2d12+10

Chromatic Flames (Recharge 5–6)

Description

The aspect exhales multicolored flames in a 300-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) damage of a type of the aspect's choosing: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.

Attack

Chromatic Flames||11d12

Legendary Actions

Legendary Actions (3/Turn)

Description

The aspect 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 aspect regains spent legendary actions at the start of her turn.

Attack

Description

The aspect makes one Claw or Tail attack.

Furious Bite (Costs 2 Actions)

Description

The aspect makes one Bite attack. If the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw or become frightened of the aspect until the end of its next turn.

Mythic Actions

Description

If the aspect's Chromatic Wrath trait has activated in the last hour, she can use the options below as legendary actions.

Hurl Through Avernus (Costs 2 Actions)

Description

The aspect targets a creature she is grappling. The creature must succeed on a DC 25 Charisma saving throw or take 44 (8d10) psychic damage and be banished to Avernus (the first layer of the Nine Hells). At the start of the aspect's next turn, the creature reappears in an unoccupied space within 10 feet of the aspect.

Chromatic Flare (Costs 3 Actions)

Description

The aspect flares with elemental energy. Each creature of the aspect's choice in a 60-foot-radius sphere centered on her must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) damage of a type chosen by the aspect: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.

Aspirant of the Comet

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

11

Hit Points

27 (5d8 + 5)

Speed

30 ft.

Strength

13

Dexterity

12

Constitution

12

Intelligence

11

Wisdom

10

Charisma

13

Passive Perception

10

Languages

Common plus any one language

Challenge Rating

1/2

Traits

Source

Description

The Book of Many Things p. 91

Proficiency Bonus

Description

+2

Hunger of the Void

Description

When the aspirant is reduced to 0 hit points, its body and everything it is wearing or carrying, except for magic items, are sucked into a void and destroyed. Creatures in a 15-foot-radius sphere centered on the aspirant must make a DC 11 Strength saving throw. On a failed save, a creature takes 10 (3d6) necrotic damage and is pulled 10 feet straight toward the aspirant's space. On a successful save, a creature takes half as much damage only.

Sinister Devotion

Description

The aspirant has advantage on saving throws against the charmed and frightened conditions.

Actions

Spear

Description

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

Attack

Spear|3|1d6 + 1

Spear (Two-Handed)|3|1d8 + 1

Assassin

Size

Medium

Type

humanoid (any race)

Alignment

any non-good alignment

Armor Class

15 (studded leather)

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

Damage Resistances

poison

Passive Perception

13

Languages

Thieves' cant plus any two languages

Challenge Rating

8

Traits

Source

Description

Monster Manual p. 343

Assassinate

Description

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

Evasion

Description

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

Sneak Attack (1/Turn)

Description

The assassin 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 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Attack

Sneak Attack||4d6

Actions

Multiattack

Description

The assassin 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

|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

|6|1d8+3

Environment

urban

Assassin Bug

Size

Medium

Type

monstrosity

Alignment

neutral

Armor Class

14 (natural armor)

Hit Points

55 (10d8+10)

Speed

10 ft., fly 50 ft.

Strength

13

Dexterity

14

Constitution

13

Intelligence

4

Wisdom

12

Charisma

6

Skills

Perception +3, Stealth +4

Passive Perception

13

Languages

understands Druidic but can't speak

Challenge Rating

3

Damage Resistances

poison

Condition Immunities

paralyzed

Senses

darkvision 60 ft.

Traits

Source

Description

Mordenkainen's Fiendish Folio p. 4

Keen Smell

Description

The assassin bug has advantage on Wisdom

(Perception) checks that rely on smell.

Actions

Multiattack

Description

The assassin bug makes two bite attacks.

Bite

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Bite|4|1d10+2

Ovipositor

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. The target is infested with 1d3 assassin bug eggs, which immediately hatch into assassin bug maggots. At the start of each of the target's turns, the target takes 1d6 piercing damage per maggot infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these assassin bug maggots. After this time, the maggots are too far under the skin to be burned.

If a target infested by assassin bug maggots ends its turn with 0 hit points, it dies as the maggots burrow into its heart and kill it. Any effect that cures disease kills all assassin bug maggots infesting the target.

Assassin Vine

Size

Large

Type

plant

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

85 (10d10+30)

Speed

5 ft., climb 5 ft.

Strength

18

Dexterity

10

Constitution

16

Intelligence

1

Wisdom

10

Charisma

1

Damage Resistances

cold, fire

Condition Immunities

blinded, deafened, exhaustion, prone

Senses

blindsight 30 ft.

Passive Perception

10

Challenge Rating

3

Traits

Source

Description

Tomb of Annihilation p. 213

False Appearance

Description

While the assassin vine remains motionless, it is indistinguishable from a normal plant.

Actions

Constrict

Description

Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.

Attack

Constrict|6|2d6+4

Entangling Vines

Description

The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.

Asteria

Size

Medium

Type

humanoid (human, paladin)

Alignment

chaotic good

Armor Class

18 (breastplate, shield)

Hit Points

195 (26d8 + 78)

Speed

30 ft., fly 30 ft.(winged boots)

Strength

12

Dexterity

21

Constitution

17

Intelligence

15

Wisdom

11

Charisma

20

Saving Throws

Wis +6, Con +9, Dex +11, Cha +11

Skills

Persuasion +11, Survival +6, Arcana +14, Investigation +8, Acrobatics +11, Perception +12

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Passive Perception

22

Languages

Common, Druidic

Challenge Rating

18

Traits

Source

Description

The Book of Many Things p. 188

Proficiency Bonus

Description

+6

Special Equipment

Description

Asteria wears Winged Boots, which grant her a flying speed (included in her statistics). She also carries one half of a pair of Sending Stones; the other half of the pair is held by Euryale.

Guardian Aura

Description

Whenever a creature of Asteria's choice within 30 feet of her makes a saving throw, Asteria can give the creature advantage on the saving throw (no action required). This trait doesn't function if Asteria has the incapacitated condition.

Legendary Resistance (3/Day)

Description

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

Actions

Multiattack

Description

Asteria makes two Radiant Blade attacks and uses Bursting Benediction.

Radiant Blade

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 13 (3d8) radiant damage.

Attack

Radiant Blade|11|1d8 + 5+3d8

Bursting Benediction

Description

Asteria causes a burst of magical energy to envelop one creature she can see within 60 feet of herself. The target must make a DC 19 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one. Asteria or another creature that she can see within 60 feet of herself then regains 10 hit points.

Spellcasting

Description

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

At will: Guidance, Light, Thaumaturgy

2/day each: Bless, Freedom of Movement, Greater Restoration, Plane Shift (self only), Protection from Evil and Good, Revivify

Empowering Aegis (Recharge 4-6) (bonus action)

Description

Asteria summons a spectral version of her shield, which orbits and bolsters one creature of Asteria's choice that she can see within 60 feet of herself. The spectral shield lasts until the start of Asteria's next turn. While the shield is orbiting the creature, the creature has half cover, is immune to the frightened condition, and makes weapon attack rolls with advantage.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Brazen Strike

Description

Asteria makes one Radiant Blade attack.

Nimble Sprint

Description

Asteria moves up to her speed. This movement doesn't provoke opportunity attacks.

Cast a Spell (Costs 2 Actions)

Description

Asteria uses Spellcasting.

Spells

guidance, light, thaumaturgy, bless, freedom of movement, greater restoration, plane shift, protection from evil and good, revivify

Astral Blight

Size

Medium

Type

plant

Alignment

unaligned

Armor Class

12 (natural armor)

Hit Points

26 (4d8 + 8)

Speed

10 ft.

Strength

16

Dexterity

8

Constitution

14

Intelligence

6

Wisdom

10

Charisma

3

Damage Resistances

cold, radiant

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

10

Challenge Rating

1

Traits

Source

Description

Spelljammer: Adventures in Space - Light of Xaryxis p. 10

Proficiency Bonus

Description

+2

Illumination

Description

While it has at least 1 hit point, the astral blight sheds dim light in a 10-foot radius.

Unusual Nature

Description

The blight doesn't require air or sleep.

Actions

Multiattack

Description

The blight makes two Heat-Draining Vine attacks.

Heat-Draining Vine

Description

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) radiant damage, and if the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target takes 3 (1d6) cold damage at the start of each of its turns. The blight has two vines, each of which can grapple one creature.

Attack

Heat-Draining Vine|5|1d6 + 3

Astral Dreadnought

Size

Gargantuan

Type

monstrosity (titan)

Alignment

unaligned

Armor Class

20 (natural armor)

Hit Points

297 (17d20 + 119)

Speed

15 ft., fly 80 ft. (hover)

Strength

28

Dexterity

7

Constitution

25

Intelligence

5

Wisdom

14

Charisma

18

Saving Throws

Dex +5, Wis +9

Skills

Perception +9

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned

Senses

darkvision 120 ft.

Passive Perception

19

Languages

—

Challenge Rating

21

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 51, Mordenkainen's Tome of Foes p. 117

Proficiency Bonus

Description

+7

Antimagic Cone

Description

The dreadnought's eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, it decides which way the cone faces. The cone doesn't function while the eye is closed or while the dreadnought is blinded.

Astral Entity

Description

The dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of that plane.

Demiplanar Donjon

Description

Anything the dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or the dreadnought's Bite and Donjon Visit. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of past meals. The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the dreadnought's corpse. The demiplane is otherwise indestructible.

Legendary Resistance (3/Day)

Description

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

Sever Silver Cord

Description

If the dreadnought scores a critical hit against a creature traveling by means of the astral projection spell, the dreadnought can cut the target's silver cord instead of dealing damage.

Unusual Nature

Description

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

Actions

Multiattack

Description

The dreadnought makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) force damage. If the target is a Huge or smaller creature and this damage reduces it to 0 hit points or it is incapacitated, the dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the Demiplanar Donjon.

Attack

Bite|16|5d10+9

Claw

Description

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

Attack

Claw|16|3d6+9

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Claw

Description

The dreadnought makes one Claw attack.

Donjon Visit (Costs 2 Actions)

Description

One Huge or smaller creature that the dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space on the floor of the Demiplanar Donjon. At the end of the target's next turn, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Psychic Projection (Costs 3 Actions)

Description

Each creature within 60 feet of the dreadnought must make a DC 19 Wisdom saving throw, taking 26 (4d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.

Astral Elf Aristocrat

Size

Medium

Type

humanoid (wizard)

Alignment

any alignment

Armor Class

16 (elven chain)

Hit Points

103 (23d8)

Speed

30 ft.

Strength

11

Dexterity

14

Constitution

10

Intelligence

21

Wisdom

18

Charisma

18

Saving Throws

wis +7, cha +7, int +8

Skills

persuasion +7, insight +7, deception +7, arcana +8

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Celestial, Common, Draconic, Elvish

Challenge Rating

8

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 11

Proficiency Bonus

Description

+3

Fey Ancestry

Description

The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can't put it to sleep.

Special Equipment

Description

The elf wears a suit of elven chain.

Unusual Nature

Description

The elf doesn't require sleep.

Actions

Multiattack

Description

The elf makes two Scimitar attacks and uses Radiant Beam (if available).

Scimitar

Description

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

Attack

Scimitar|5|1d6 + 2+3d6

Radiant Beam (3/Day)

Description

A magical beam of radiance flashes out from the elf's hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a DC 16 Constitution saving throw, taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one.

Spellcasting

Description

The elf casts one of the following spells, using Intelligence as the spellcasting ability:

1/day each: fly, mislead, sending

Starlight Step (3/Day) (Bonus Action)

Description

The elf magically teleports up to 30 feet, along with anything it is wearing or carrying, to an unoccupied space it can see.

Summon Solar Dragon (1/Day) (Bonus Action)

Description

The elf has a 50 percent chance of magically summoning a young solar dragon. A summoned dragon appears in an unoccupied space that the summoner can see, acts on its own initiative count, and is an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Spells

fly, mislead, sending