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7 categories

Monsters

2646 of 2646 entries · Showing 201–250

Astral Elf Commander

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

17 (half plate armor)

Hit Points

143 (26d8 + 26)

Speed

30 ft.

Strength

12

Dexterity

15

Constitution

13

Intelligence

18

Wisdom

18

Charisma

18

Saving Throws

wis +7, con +4, dex +5, cha +7

Skills

deception +7, survival +7, history +7, intimidation +7

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Celestial, Common, Elvish

Challenge Rating

7

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 12

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.

Unusual Nature

Description

The elf doesn't require sleep.

Actions

Multiattack

Description

The elf makes two Longsword or Longbow attacks.

Longsword

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage when used with two hands, plus 14 (4d6) radiant damage.

Attack

Longsword|4|1d8 + 1+4d6

Longsword (Two-Handed)|4|1d10 + 1+4d6

Longbow

Description

Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 14 (4d6) radiant damage.

Attack

Longbow|5|1d8 + 2+4d6

Spellcasting

Description

The elf casts the following spell, using Wisdom as the spellcasting ability:

2/day: teleport

Spells

teleport

Astral Elf Honor Guard

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

17 (half plate armor)

Hit Points

93 (17d8 + 17)

Speed

30 ft.

Strength

14

Dexterity

15

Constitution

12

Intelligence

17

Wisdom

16

Charisma

16

Saving Throws

wis +6, cha +6

Skills

survival +6, intimidation +6, perception +6

Senses

darkvision 60 ft.

Passive Perception

16

Languages

Celestial, Common, Elvish

Challenge Rating

5

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 12

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.

Unusual Nature

Description

The elf doesn't require sleep.

Actions

Multiattack

Description

The elf makes two Longsword or Radiant Ray attacks.

Longsword

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage, or 13 (2d10 + 2) slashing damage when used with two hands, plus 10 (3d6) radiant damage.

Attack

Longsword|5|2d8 + 2+3d6

Longsword (Two-Handed)|5|2d10 + 2+3d6

Radiant Ray

Description

Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 22 (4d10) radiant damage.

Attack

Radiant Ray|6|4d10

Astral Elf Star Priest

Size

Medium

Type

humanoid (cleric)

Alignment

any alignment

Armor Class

13 (chain shirt)

Hit Points

90 (20d8)

Speed

30 ft.

Strength

11

Dexterity

11

Constitution

10

Intelligence

16

Wisdom

20

Charisma

17

Saving Throws

wis +8, cha +6, int +6

Skills

medicine +8, religion +6

Senses

darkvision 60 ft.

Passive Perception

15

Languages

Celestial, Common, Elvish

Challenge Rating

5

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 13

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.

Unusual Nature

Description

The elf doesn't require sleep.

Actions

Multiattack

Description

The elf makes two Morningstar attacks. It can use Rain of Radiance in place of one of these attacks.

Morningstar

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage plus 17 (5d6) radiant damage.

Attack

Morningstar|3|1d8+5d6

Rain of Radiance

Description

Magical, flame-like radiance rains down on a creature that the elf can see within 60 feet of itself. The target must make a DC 16 Dexterity saving throw, taking 22 (5d8) 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 Wisdom as the spellcasting ability (spell save DC 16):

2/day each: cure wounds (8th-level version), hold person

1/day each: divination, sending, word of recall

Starlight Step (2/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.

Spells

cure wounds, hold person, divination, sending, word of recall

Astral Elf Warrior

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

16 (breastplate)

Hit Points

58 (13d8)

Speed

30 ft.

Strength

12

Dexterity

15

Constitution

10

Intelligence

16

Wisdom

16

Charisma

15

Saving Throws

wis +5, dex +4

Skills

survival +5, intimidation +4

Senses

darkvision 60 ft.

Passive Perception

13

Languages

Celestial, Common, Elvish

Challenge Rating

3

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 13

Proficiency Bonus

Description

+2

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.

Unusual Nature

Description

The elf doesn't require sleep.

Actions

Multiattack

Description

The elf makes two Longsword or Longbow attacks.

Longsword

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage when used with two hands, plus 10 (3d6) radiant damage.

Attack

Longsword|3|1d8 + 1+3d6

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

Longbow

Description

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 10 (3d6) radiant damage.

Attack

Longbow|4|1d8 + 2+3d6

Atash

Size

Large

Type

celestial

Alignment

lawful neutral

Armor Class

21 (natural armor)

Hit Points

243 (18d10 + 144)

Speed

50 ft., fly 150 ft.

Strength

26

Dexterity

22

Constitution

26

Intelligence

25

Wisdom

25

Charisma

30

Saving Throws

wis +14, cha +17, int +14

Skills

perception +14

Damage Resistances

radiant; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Passive Perception

24

Languages

all, telepathy 120 ft.

Challenge Rating

21

Traits

Source

Description

Journeys through the Radiant Citadel p. 166

Proficiency Bonus

Description

+7

Angelic Weapons

Description

Atash's weapon attacks are magical. When Atash hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness

Description

Atash knows if it hears a lie.

Magic Resistance

Description

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

Innate Spellcasting

Description

Atash's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, resurrection

1/day each: commune, control weather

Actions

Multiattack

Description

Atash makes two greatsword attacks.

Greatsword

Description

Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Attack

Greatsword|15|4d6 + 8+6d8

Slaying Longbow

Description

Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Attack

Slaying Longbow|13|2d8 + 6+6d8

Flying Sword

Description

Atash releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If Atash can see the sword, Atash can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to Atash's hands. If the hovering sword is targeted by any effect, Atash is considered to be holding it. The hovering sword falls if Atash dies.

Healing Touch (4/Day)

Description

Atash touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Teleport

Description

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

Searing Burst (Costs 2 Actions)

Description

Atash emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions)

Description

Atash targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

Spells

detect evil and good, invisibility, blade barrier, dispel evil and good, resurrection, commune, control weather

Athar Null

Size

Small

Type

humanoid

Alignment

any alignment

Armor Class

14 (leather armor)

Hit Points

84 (13d8 + 26)

Speed

30 ft.

Strength

12

Dexterity

16

Constitution

14

Intelligence

15

Wisdom

14

Charisma

10

Saving Throws

Wis +5, Dex +6

Skills

Stealth +6, Investigation +8, Perception +5

Passive Perception

15

Languages

Common plus two more languages

Challenge Rating

5

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 53, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+3

Avoidance

Description

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

Actions

Multiattack

Description

The null makes two Force Dagger attacks.

Force Dagger

Description

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 13 (3d8) force damage. Hit or Miss: The dagger magically returns to the null's hand immediately after a ranged attack.

Attack

Force Dagger|6|1d4 + 3+3d8

Defier's Whim (bonus action)

Description

The null takes the Dash, Disengage, or Use an Object action.

Reactions

Nullify Spell (3/Day)

Description

The null utters a magical word of cancelation to interrupt a creature it can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, the null makes an Intelligence check (DC 10 + the spell's level). On a successful check, the spell fails and has no effect.

Atiba-Pa

Size

Medium

Type

humanoid (human)

Alignment

lawful good

Armor Class

13 (chain shirt)

Hit Points

27 (5d8 + 5)

Speed

30 ft.

Strength

10

Dexterity

10

Constitution

12

Intelligence

13

Wisdom

16

Charisma

13

Skills

persuasion +3, medicine +7, religion +5

Passive Perception

13

Languages

any two languages

Challenge Rating

2

Traits

Source

Description

Journeys through the Radiant Citadel p. 171

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

Atropal

Size

Huge

Type

undead (titan)

Alignment

neutral evil

Armor Class

7

Hit Points

225 (18d12+108)

Speed

0 ft., fly 50 ft. (hover)

Strength

19

Dexterity

5

Constitution

22

Intelligence

25

Wisdom

19

Charisma

24

Saving Throws

Con +11, Wis +9

Damage Vulnerabilities

radiant

Damage Immunities

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

Condition Immunities

exhaustion, frightened, paralyzed, poisoned, prone

Senses

darkvision 120 ft., truesight 120 ft.

Passive Perception

14

Languages

understands Celestial but utters only obscene nonsense

Challenge Rating

13

Traits

Source

Description

Tomb of Annihilation p. 214

Magic Resistance

Description

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

Negative Energy Aura

Description

Creatures within 30 feet of the atropal can't regain hit points, and any creature that starts its turn within 30 feet of the atropal takes 10 (3d6) necrotic damage.

If the atropal is struck by a vorpal sword, the wielder can cut the atropal's umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature.

Turn Resistance Aura

Description

The atropal and any other undead creature within 30 feet of it has advantage on saving throws against any effect that turns undead.

Actions

Touch

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage.

Attack

Touch|9|3d6

Ray of Cold

Description

Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) cold damage.

Attack

Ray of Cold|12|6d6

Life Drain

Description

The atropal targets one creature it can see within 120 feet of it. The target must succeed on a DC 19 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The atropal regains a number of hit points equal to half the amount of damage dealt.

Summon Wraith (Recharge 6)

Description

The atropal summons a wraith, which materializes within 30 feet of it in an unoccupied space it can see. The wraith obeys its summoner's commands and can't be controlled by any other creature. The wraith vanishes when it drops to 0 hit points or when its summoner dies.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Touch

Description

The atropal makes a touch attack.

Ray of Cold (Costs 2 Actions)

Description

The atropal uses its Ray of Cold.

Disrupt Life (Costs 3 Actions)

Description

The atropal lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a DC 19 Constitution saving throw or gain 1 level of exhaustion.

Augrek Brighthelm

Size

Medium

Type

humanoid (shield dwarf)

Alignment

lawful good

Armor Class

15 (chain shirt, shield)

Hit Points

13 (2d8+4)

Speed

25 ft.

Strength

14

Dexterity

11

Constitution

15

Intelligence

10

Wisdom

11

Charisma

11

Skills

Athletics +4, Perception +2

Damage Resistances

poison

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Common, Dwarvish

Traits

Source

Description

Storm King's Thunder p. 247

Dwarvish Resilience

Description

Augrek has advantage on saving throws against poison.

Roleplaying Information

Description

Sheriff's deputy Augrek guards the southwest gate of Bryn Shander and welcomes visitors to town. She has a good heart.

Ideal: "You'll get farther in life with a kind word than an axe."

Bond: "Bryn Shander is my home. It's my job to protect her."

Flaw: "I'm head over heels in love with Sheriff Southwell. One day I hope to marry him."

Actions

Warhammer

Description

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

Attack

Warhammer|4|1d8+2

Warhammer (Two-Handed)|4|1d10+2

Heavy Crossbow

Description

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

Attack

Heavy Crossbow|2|1d10

Aunt Dellie

Size

Medium

Type

humanoid (any race)

Alignment

any alignment

Armor Class

10

Hit Points

4 (1d8)

Speed

30 ft.

Strength

10

Dexterity

10

Constitution

10

Intelligence

10

Wisdom

10

Charisma

10

Passive Perception

10

Languages

any one language (usually Common)

Challenge Rating

0

Traits

Source

Description

Journeys through the Radiant Citadel p. 36

Proficiency Bonus

Description

+2

Actions

Club

Description

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

Attack

Club|2|1d4

Aurak Draconian

Size

Medium

Type

monstrosity (sorcerer)

Alignment

typically lawful evil

Armor Class

17 (natural armor)

Hit Points

67 (9d8 + 27)

Speed

35 ft.

Strength

13

Dexterity

14

Constitution

16

Intelligence

16

Wisdom

11

Charisma

17

Saving Throws

Wis +3, Cha +6, Int +6

Skills

Perception +3

Senses

truesight 60 ft.

Passive Perception

13

Languages

Common, Draconic

Challenge Rating

6

Traits

Source

Description

Dragonlance: Shadow of the Dragon Queen p. 196

Proficiency Bonus

Description

+3

Aura of Command

Description

The draconian radiates a commanding presence in a 20-foot-radius sphere centered on itself. A draconian in the aura that can see or hear the aurak can't be charmed and has advantage on saving throws made to avoid or end the frightened condition on itself.

Death Throes

Description

When the draconian is reduced to 0 hit points, its magical essence lashes out as a ball of lightning at the closest creature within 30 feet of it before arcing out to up to two other creatures within 15 feet of the first. Each creature must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 9 (2d8) lightning damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't stunned.

Spellcasting

Description

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

At will: invisibility, mage hand

1/day: dominate person

2/day each: dimension door, disguise self, sending

Actions

Multiattack

Description

The draconian makes three Rend or Energy Ray attacks.

Rend

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage.

Attack

Rend|5|1d12 + 2

Energy Ray

Description

Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 8 (1d10 + 3) force damage.

Attack

Energy Ray|6|1d10 + 3

Noxious Breath (Recharge 5-6)

Description

The draconian exhales a 15-foot cone of noxious gas. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, the creature takes 21 (6d6) poison damage and gains 1 level of exhaustion. On a successful save, the creature takes half as much damage, doesn't gain exhaustion, and is immune to all draconians' Noxious Breath for 24 hours.

Spells

invisibility, mage hand, dominate person, dimension door, disguise self, sending

Aurelia

Size

Medium

Type

celestial (angel)

Alignment

lawful good

Armor Class

22 (natural armor)

Hit Points

287 (25d8+175)

Speed

50 ft., fly 150 ft.

Strength

26

Dexterity

24

Constitution

25

Intelligence

17

Wisdom

25

Charisma

30

Saving Throws

Dex +14, Con +14, Cha +17

Skills

Insight +14, Perception +14

Passive Perception

24

Languages

all

Challenge Rating

23

Damage Resistances

necrotic, radiant; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

truesight 120 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 230

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

Aurelia makes three longsword attacks and uses Leadership.

Longsword

Description

Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage when used with two hands, plus 27 (6d8) radiant damage.

Attack

Longsword|15|1d8+8

Leadership

Description

Aurelia utters a few inspiring words to one creature she can see within 30 feet of her. If the creature can hear her, it can add a d10 to one attack roll or saving throw it makes before the start of Aurelia's next turn.

Warleader's Helix (Recharge 5-6)

Description

Ranged Spell Attack: +17 to hit, range 60 ft., one creature. 54 (12d8) radiant damage, and Aurelia can choose another creature she can see within 10 feet of the target. The second creature regains 27 (6d8) hit points.

Attack

Warleader's Helix (Recharge 5-6)|17|12d8

Reactions

Parry

Description

Aurelia adds 7 to her AC against one melee attack that would hit her. To do so, Aurelia must see the attacker and be wielding a melee weapon.

Unyielding

Description

When Aurelia is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither moved nor knocked prone.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Command Allies

Description

Aurelia chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear Aurelia, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll.

Longsword Attack (Costs 2 Actions)

Description

Aurelia makes one longsword attack.

Frighten Foes (Costs 3 Actions)

Description

Aurelia targets up to five creatures she can see within 30 feet of her. Each target must succeed on a DC 25 Wisdom saving throw or be frightened of her until the end of her next turn. Any target within 5 feet of Aurelia has disadvantage on the saving throw.

Auril (First Form)

Size

Medium

Type

monstrosity

Alignment

neutral evil

Armor Class

13

Hit Points

95 (10d8 + 50)

Speed

30 ft., fly 60 ft.

Strength

14

Dexterity

16

Constitution

21

Intelligence

24

Wisdom

26

Charisma

28

Saving Throws

Con +9, Wis +12

Skills

Deception +13, Insight +12, Intimidation +13, Perception +16

Damage Vulnerabilities

radiant

Damage Immunities

cold, poison

Condition Immunities

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

Senses

darkvision 120 ft., truesight 120 ft.

Passive Perception

26

Languages

all, telepathy 1,000 ft.

Challenge Rating

9

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 275

Divine Being

Description

Auril can't be surprised and can't be changed into another form against her will.

Divine Rejuvenation

Description

When Auril drops to 0 hit points, her body turns to slush and melts away. Auril instantly reappears in her second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn't change.

Innate Spellcasting

Description

Auril's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: chromatic orb (cold orb only; see "Actions" below), detect magic, misty step

2/day each: control weather, detect thoughts, ice storm

Legendary Resistance (2/Day in This Form)

Description

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

Magic Resistance

Description

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

Unusual Nature

Description

Auril doesn't require air, food, drink, or sleep

Actions

Multiattack

Description

Auril attacks twice with her talons

Talons

Description

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

Attack

Talons|7|1d8+3

Touch of Frost

Description

Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 13 (3d8) cold damage, and the target can't take reactions until the start of its next turn.

Attack

Touch of Frost|13|3d8

Chromatic Orb

Description

Ranged Spell Attack: +13 to hit, range 90 ft., one creature. Hit: 13 (3d8) cold damage.

Attack

Chromatic Orb|13|3d8

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Talons

Description

Auril attacks once with her talons

Teleport

Description

Auril teleports to an unoccupied space she can see within 30 feet of her.

Touch of Frost (Costs 2 Actions)

Description

Auril uses Touch of Frost.

Spells

chromatic orb, detect magic, misty step, control weather, detect thoughts, ice storm

Auril (Second Form)

Size

Large

Type

elemental

Alignment

neutral evil

Armor Class

16 (natural armor)

Hit Points

136 (13d10+65)

Speed

30 ft.

Strength

16

Dexterity

16

Constitution

21

Intelligence

24

Wisdom

26

Charisma

28

Saving Throws

Con +9, Wis +12

Skills

Deception +13, Insight +12, Intimidation +13, Perception +16

Damage Vulnerabilities

fire

Damage Immunities

cold, poison

Condition Immunities

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

Senses

darkvision 120 ft., truesight 120 ft.

Passive Perception

26

Languages

all, telepathy 1000 ft.

Challenge Rating

10

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 277

Divine Being

Description

Auril can't be surprised and can't be changed into another form against her will.

Divine Rejuvenation

Description

When Auril drops to 0 hit points, her body collapses into shards of ice, whereupon Auril instantly reappears in her third form, in an unoccupied space within 60 feet of where her second form was destroyed. Her initiative count doesn't change.

Legendary Resistance (2/Day in This Form)

Description

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

Magic Resistance

Description

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

Unusual Nature

Description

Auril doesn't require air, food, drink, or sleep

Actions

Multiattack

Description

Auril attacks twice with her ice morningstar or hurls three ice darts.

Ice Morningstar

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) cold damage.

Attack

Ice Morningstar|7|1d8+3+2d8

Ice Dart

Description

Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.

Attack

Ice Dart|7|1d4+3+1d6

Cone of Cold (Recharges after a Short or Long Rest)

Description

Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.

Attack

Cone of Cold||8d8

Create Ice Mephit (3/Day)

Description

Auril breaks off an icicle from her body and hurls it into an unoccupied space she can see within 20 feet of her, where it magically transforms into an ice mephit (see its entry in the Monster Manual). The mephit acts immediately after Auril in the initiative order and obeys her commands.

Ice Stasis (Recharge 5-6)

Description

Auril magically creates a gem-sized ice crystal that hovers in a space within 5 feet of her. Auril then targets a creature she can see within 60 feet of the crystal. The target must succeed on a DC 21 Charisma saving throw or become trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens.

A creature trapped in the crystal is stunned, has total cover against attacks and other effects outside the crystal, and takes 21 (6d6) cold damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is a Tiny object with AC 18, 9 hit points, and immunity to all damage except fire damage. The freed creature appears in an unoccupied space of its choice within 30 feet of the shattered crystal.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Attack

Description

Auril makes one weapon attack.

Ice Flurry (Costs 2 Actions)

Description

Each creature within 30 feet of Auril takes 5 (2d4) piercing damage from swirling ice, and nonmagical, open flames in that area are extinguished.

Splinter (Costs 3 Actions)

Description

Auril uses Create Ice Mephit or causes one ice mephit she can see within 60 feet of her to explode and die. A mephit that dies in this way does not use its Death Burst. Instead, each creature within 10 feet of the exploding mephit must succeed on a DC 21 Dexterity saving throw, taking 13 (3d8) piercing damage on a failed saving throw, and half as much damage on a successful one.

Auril (Third Form)

Size

Small

Type

elemental

Alignment

neutral evil

Armor Class

19 (natural armor)

Hit Points

136 (16d6 + 80)

Speed

0 ft., fly 30 ft. (hover)

Strength

1

Dexterity

12

Constitution

21

Intelligence

24

Wisdom

26

Charisma

28

Saving Throws

Con +9, Wis +12

Skills

Deception +13, Insight +12, Intimidation +13, Perception +16

Damage Vulnerabilities

thunder

Damage Immunities

cold, poison

Condition Immunities

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

Senses

blindsight 120 ft. (blind beyond this radius), truesight 120 ft.

Passive Perception

26

Languages

all, telepathy 1,000 ft.

Challenge Rating

11

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 278

Divine Being

Description

Auril can't be surprised and can't be changed into another form against her will.

Divine Resurrection

Description

When Auril drops to 0 hit points, her crystalline form shatters and her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.

Frigid Aura

Description

So long as Auril has at least 1 hit point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns.

Legendary Resistance (1/Day in This Form)

Description

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

Magic Resistance

Description

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

Unusual Nature

Description

Auril doesn't require air, food, drink, or sleep.

Actions

Multiattack

Description

Auril uses Polar Ray twice.

Polar Ray

Description

Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 14 (4d6) cold damage.

Attack

Polar Ray|13|4d6

Blizzard Veil

Description

Auril creates a magical blizzard in a 30-foot-radius sphere centered on herself. The area within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or until her concentration is broken (as if concentrating on a spell).

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Polar Ray

Description

Auril uses Polar Ray.

Intensify Aura (Costs 2 Actions)

Description

Auril's Frigid Aura deals an extra 10 cold damage until the end of her next turn.

Blinding Gleam (Costs 2 Actions)

Description

Auril's form flares with a blue light. Each creature that can see Auril and is within 10 feet of her must succeed on a DC 17 Wisdom saving throw or be blinded by Auril's magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Aurnozci

Size

Gargantuan

Type

fiend (demon)

Alignment

chaotic evil

Armor Class

16 (natural armor)

Hit Points

370 (20d20 + 160)

Speed

50 ft., burrow 30 ft.

Strength

27

Dexterity

20

Constitution

26

Intelligence

6

Wisdom

21

Charisma

19

Saving Throws

Str +15, Con +15

Damage Resistances

cold, lightning

Damage Immunities

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

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Passive Perception

15

Languages

Abyssal, telepathy 120 ft.

Challenge Rating

22

Traits

Source

Description

The Book of Many Things p. 167

Proficiency Bonus

Description

+7

Heat Regeneration

Description

If the temperature around it is 100 degrees Fahrenheit or higher, Aurnozci regains 15 hit points at the start of its turn. If it takes cold or radiant damage, this trait doesn't function at the start of its next turn. Aurnozci dies only if it starts its turn with 0 hit points and doesn't regenerate.

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

Aurnozci makes one Bite attack and two Tail attacks.

Bite

Description

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (2d12 + 8) slashing damage plus 9 (2d8) fire damage.

Attack

Bite|15|2d12 + 8+2d8

Tail

Description

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Attack

Tail|15|2d8 + 8

Mucus Spray (Recharge 5-6)

Description

Aurnozci sprays mucus in a 60-foot cone. Each creature in that cone must make a DC 20 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one.

Spellcasting

Description

Aurnozci casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 20):

At will: Detect Magic, Heat Metal (7th-level version)

2/day each: Darkness, Dispel Magic, Hold Person

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Move

Description

Aurnozci moves up to its speed.

Tail

Description

Aurnozci makes one Tail attack.

Cast a Spell (Costs 2 Actions)

Description

Aurnozci uses Spellcasting.

Conflagration (Costs 2 Actions)

Description

Flames momentarily surround Aurnozci. Each creature within 15 feet of Aurnozci must make a DC 20 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.

Spells

detect magic, heat metal, darkness, dispel magic, hold person

Aurochs

Size

Large

Type

beast (cattle)

Alignment

unaligned

Armor Class

11 (natural armor)

Hit Points

38 (4d10 + 16)

Speed

50 ft.

Strength

20

Dexterity

10

Constitution

19

Intelligence

2

Wisdom

12

Charisma

5

Passive Perception

11

Languages

—

Challenge Rating

2

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 71, Volo's Guide to Monsters p. 207

Proficiency Bonus

Description

+2

Actions

Gore

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the aurochs moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 9 (2d8) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone if it is a creature.

Attack

Gore|7|2d8+5

Aurumach Rilmani

Size

Large

Type

celestial

Alignment

typically neutral

Armor Class

18 (natural armor)

Hit Points

285 (30d10 + 120)

Speed

0 ft., fly 40 ft.(hover)

Strength

20

Dexterity

21

Constitution

18

Intelligence

21

Wisdom

18

Charisma

16

Saving Throws

Dex +11, Int +11

Skills

Arcana +11, History +11, Perception +10

Damage Resistances

psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Senses

truesight 120 ft.

Passive Perception

20

Languages

all, telepathy 120 ft.

Challenge Rating

17

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 43

Proficiency Bonus

Description

+6

Actions

Multiattack

Description

The aurumach makes three Manifested Blade or Gleaming Ray attacks.

Manifested Blade

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) force damage.

Attack

Manifested Blade|11|4d8 + 5

Gleaming Ray

Description

Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 24 (3d12 + 5) force damage.

Attack

Gleaming Ray|11|3d12 + 5

Spellcasting

Description

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

At will: detect magic, detect thoughts

1/day each: fly, geas (as an action), slow, suggestion

Aura of Blades (bonus action)

Description

The aurumach manifests a spectral, golden aura of blades around itself. While this aura is manifested, each creature that starts its turn within 10 feet of the aurumach must make a DC 19 Dexterity saving throw, taking 16 (3d10) force damage on a failed save, or half as much damage on a successful one. The aura disappears after 1 minute, when the aurumach has the incapacitated condition or dies, or when the aurumach uses a bonus action to end it.

Invoke Weakness (Recharge 5-6) (bonus action)

Description

The aurumach attempts to use its magic to weaken the defenses of a creature it can see within 120 feet of itself. The target must succeed on a DC 19 Wisdom saving throw or become cursed until the end of the aurumach's next turn. The next time the aurumach hits the cursed target with a Manifested Blade or Gleaming Ray attack, the target takes an extra 27 (6d8) force damage.

Spells

detect magic, detect thoughts, fly, geas, slow, suggestion

Aurumvorax

Size

Small

Type

monstrosity

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

36 (8d6 + 8)

Speed

30 ft., burrow 20 ft.

Strength

14

Dexterity

13

Constitution

12

Intelligence

3

Wisdom

12

Charisma

6

Saving Throws

str +4, con +3

Skills

stealth +3, perception +3

Senses

darkvision 60 ft.

Passive Perception

13

Challenge Rating

2

Traits

Source

Description

Journeys through the Radiant Citadel p. 105

Proficiency Bonus

Description

+2

Tunneler

Description

The aurumvorax can burrow through solid rock and metal at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.

Actions

Multiattack

Description

The aurumvorax makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a creature wearing armor of any type, the aurumvorax regains 4 (1d6 + 1) hit points.

Attack

Bite|4|1d8 + 2

Claw

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the aurumvorax can't use its Claw attack on another target, and when it moves, it can drag the grappled creature with it, without the aurumvorax's speed being halved.

Attack

Claw|5|1d6 + 2

Aurumvorax Den Leader

Size

Medium

Type

monstrosity

Alignment

unaligned

Armor Class

16 (natural armor)

Hit Points

52 (8d8 + 16)

Speed

40 ft., burrow 20 ft.

Strength

18

Dexterity

14

Constitution

14

Intelligence

3

Wisdom

13

Charisma

8

Saving Throws

str +6, con +4

Skills

stealth +4, perception +3

Senses

darkvision 60 ft.

Passive Perception

13

Challenge Rating

4

Traits

Source

Description

Journeys through the Radiant Citadel p. 105

Proficiency Bonus

Description

+2

Pack Leader

Description

The aurumvorax's allies have advantage on attack rolls while within 10 feet of the aurumvorax, provided it isn't incapacitated.

Tunneler

Description

The aurumvorax can burrow through solid rock and metal at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.

Actions

Multiattack

Description

The aurumvorax makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature wearing armor of any type, the aurumvorax gains one of the following benefits of its choice:

Attack

Bite|6|2d8 + 4

Frenzy

Description

The aurumvorax has advantage on attack rolls until start of its next turn.

Invigorate

Description

The aurumvorax regains 6 (1d8 + 2) hit points.

Claw

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the aurumvorax can't use its Claw attack on another target, and when it moves, it can drag the grappled creature with it, without the aurumvorax's speed being halved.

Attack

Claw|6|2d6 + 4

Auspicia Dran

Size

Medium

Type

humanoid (half-elf)

Alignment

neutral good

Armor Class

15 (chain shirt)

Hit Points

52 (8d8+16)

Speed

30 ft.

Strength

16

Dexterity

14

Constitution

14

Intelligence

15

Wisdom

12

Charisma

10

Skills

Athletics +5, Perception +3

Passive Perception

13

Languages

Common, Elvish

Challenge Rating

2

Traits

Source

Description

Acquisitions Incorporated p. 208

Innate Spellcasting (Psionics)

Description

Auspicia's innate spellcasting ability is Intelligence. She can innately cast the following spells, requiring no components:

At will: detect thoughts

1/day each: augury

Actions

Multiattack

Description

Auspicia makes two attacks.

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

Light Crossbow

Description

Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Attack

Light Crossbow|4|1d8+2

Spells

detect thoughts, augury

Autognome

Size

Small

Type

construct

Alignment

any alignment

Armor Class

16 (natural armor)

Hit Points

39 (6d6 + 18)

Speed

20 ft.

Strength

13

Dexterity

6

Constitution

16

Intelligence

4

Wisdom

11

Charisma

6

Saving Throws

wis +2, con +5, cha +0

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Common, Gnomish

Challenge Rating

2

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 13

Proficiency Bonus

Description

+2

Malfunction

Description

Whenever the autognome takes 15 damage or more from a single source and isn't reduced to 0 hit points by that damage, roll a d20 to determine if it suffers a malfunction:

1-10: "All Fine Here!" No malfunction occurs.

11-12: "My Mind Is Going. I Can Feel It." The autognome is incapacitated for 1 minute.

13-14: "You've Disarmed Me!" One of the autognome's arms falls off, reducing the number of Shock attacks it can make by 1 until a creature uses an action to reattach the arm.

15-16: "Who Turned Out the Lights?" The autognome's head falls off and deactivates, causing the autognome to be blinded and deafened until a creature uses an action to reattach the head, which reactivates it.

17-20: "Have a Magical Day!" The autognome explodes and is destroyed. Each creature within 20 feet of the exploding autognome must make a DC 11 Dexterity saving throw, taking 22 (4d10) slashing damage on a failed save, or half as much damage on a successful one.

Unusual Nature

Description

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

Actions

Multiattack

Description

The autognome makes two Shock attacks.

Shock

Description

Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (2d6) lightning damage.

Attack

Shock|3|2d6

Autumn Eladrin

Size

Medium

Type

fey (elf)

Alignment

typically chaotic neutral

Armor Class

19 (natural armor)

Hit Points

165 (22d8 + 66)

Speed

30 ft.

Strength

12

Dexterity

16

Constitution

16

Intelligence

14

Wisdom

17

Charisma

18

Skills

Insight +7, Medicine +7

Damage Resistances

psychic

Senses

darkvision 60 ft.

Passive Perception

13

Languages

Common, Elvish, Sylvan

Challenge Rating

10

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 115, Mordenkainen's Tome of Foes p. 195

Proficiency Bonus

Description

+4

Enchanting Presence

Description

Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.

Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success.

Magic Resistance

Description

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

Actions

Multiattack

Description

The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.

Longsword

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 22 (5d8) psychic damage.

Attack

Longsword|5|1d8+1+5d8

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

Longbow

Description

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (5d8) psychic damage.

Attack

Longbow|7|1d8+3+5d8

Spellcasting

Description

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

At will: hold person

2/day each: cure wounds (as a 5th-level spell), lesser restoration

1/day each: greater restoration, revivify

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

Description

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

Reactions

Foster Peace

Description

If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.

Spells

hold person, cure wounds, lesser restoration, greater restoration, revivify

Avarice

Size

Medium

Type

humanoid (tiefling)

Alignment

lawful evil

Armor Class

13 (16 with mage armor)

Hit Points

84 (13d8 + 26)

Speed

30 ft.

Strength

8

Dexterity

16

Constitution

14

Intelligence

17

Wisdom

10

Charisma

9

Saving Throws

Int +6, Wis +3

Skills

Arcana +6, History +6

Damage Resistances

cold (granted by staff of frost), fire

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Common, Draconic, Infernal, Orc, Yeti

Challenge Rating

7

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 270

Icy Doom

Description

When Avarice dies, her corpse freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead.

Special Equipment

Description

Avarice wields a staff of frost with 10 charges (see "Actions" below).

Spellcasting

Description

Avarice is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14; +6 to hit with spell attacks). She has the following wizard spells prepared:

Cantrips (at will): fire bolt (see "Actions" below), mage hand, message, minor illusion, prestidigitation

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

• 2nd level (3 slots): flaming sphere, knock, scorching ray

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

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

• 5th level (2 slots): Bigby's hand, Rary's telepathic bond

Actions

Fire Bolt (Cantrip)

Description

Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.

Attack

Fire Bolt|11|2d10

Staff of Frost

Description

While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges)

The staff regains 1d6 + 4 charges daily at dawn. If its last charge is expended, roll a d20; on a 1, the staff turns to water and is destroyed.

Reactions

Banishing Rebuke (Recharges after a Long Rest)

Description

When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a frigid extradimensional prison for 1 minute. While there, the creature is incapacitated and takes 5 (1d10) cold damage at the start of each of its turns. At the end of each of its turns, the creature can make a DC 14 Charisma saving throw, escaping the prison on a success and reappearing in the space it left or in the nearest unoccupied space if that space is occupied. A creature that dies in the prison is trapped there indefinitely.

Spells

fire bolt, mage hand, message, minor illusion, prestidigitation, detect magic, mage armor, magic missile, flaming sphere, knock, scorching ray, counterspell, fireball, fly, banishment, fire shield, Bigby's hand, Rary's telepathic bond

Spell Slots

4, 3, 3, 3, 2

Avatar Of Baalzebul

Size

Medium

Type

fiend (devil)

Alignment

lawful evil

Armor Class

14 (natural armor)

Hit Points

285 (30d8 + 150)

Speed

20 ft., fly 30 ft.

Strength

21

Dexterity

13

Constitution

20

Intelligence

17

Wisdom

18

Charisma

20

Saving Throws

Str +11, Cha +11

Skills

Deception +11, Insight +10, Intimidation +11, Persuasion +11

Damage Resistances

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

Damage Vulnerabilities

radiant

Damage Immunities

fire, poison

Condition Immunities

charmed, poisoned

Senses

darkvision 120 ft.

Passive Perception

14

Languages

all, telepathy 120 ft.

Challenge Rating

18

Traits

Source

Description

Chains of Asmodeus p. 38

Proficiency Bonus

Description

+6

Stench of the Slug

Description

Any creature that starts its turn within 10 feet of the avatar must succeed on a DC 19 Constitution saving throw or have the poisoned condition until the start of their next turn. On a successful saving throw, the creature is immune to this stench for 1 hour.

Actions

Multiattack

Description

The avatar makes four Sickening Claw attacks. It can replace one of the attacks with Insect Gorge (if available).

Sickening Claw

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 13 (3d8) acid damage. The target's hit point maximum is reduced by the acid damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Attack

Sickening Claw|11|1d8+5+3d8

Insect Gorge (Recharge 4–6)

Description

The avatar disgorges a swarm of biting flies at a point it can see within 300 feet of itself. Each creature within a 20-foot-radius sphere centered on that point must make a DC 19 Constitution saving throw. A creature takes 55 (10d10) piercing damage on a failed save, or half as much damage on a successful one. The biting flies persist for 1 minute or until the avatar is slain. A creature must also make this saving throw when it enters the insects' area for the first time on a turn or ends its turn there.

Caustic Slimepool (1/Day)

Description

The avatar causes caustic slime to emanate from itself, covering a 15-foot-radius circle. Each creature within the slime must succeed on a DC 19 Dexterity saving throw or have the grappled condition (escape DC 17). A grappled creature takes 21 (6d6) acid damage at the start of its turn.

Avatar of Death

Size

Medium

Type

undead

Alignment

neutral evil

Armor Class

20

Hit Points

0

Speed

60 ft., fly 60 ft. (hover)

Strength

16

Dexterity

16

Constitution

16

Intelligence

16

Wisdom

16

Charisma

16

Damage Immunities

necrotic, poison

Condition Immunities

charmed, frightened, paralyzed, petrified, poisoned , unconscious

Senses

darkvision 60 ft., truesight 60 ft.

Passive Perception

13

Languages

all languages known to its summoner

Challenge Rating

0

Traits

Source

Description

Dungeon Master's Guide p. 164

Incorporeal Movement

Description

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

Turning Immunity

Description

The avatar is immune to features that turn undead.

Hit Points

Description

The Avatar of Death appears with hit points equal to half its summoner's maximum hit points.

Actions

Reaping Scythe

Description

The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8+3) slashing damage plus 4 (1d8) necrotic damage.

Attack

Reaping Scythe||1d8+3+1d8

Avoral Guardinal

Size

Medium

Type

celestial

Alignment

typically neutral good

Armor Class

16 (natural armor)

Hit Points

172 (23d8 + 69)

Speed

30 ft., fly 50 ft.

Strength

16

Dexterity

19

Constitution

17

Intelligence

16

Wisdom

16

Charisma

18

Saving Throws

Dex +8, Cha +8

Skills

Perception +11, Religion +7

Damage Resistances

radiant

Condition Immunities

frightened

Senses

darkvision 120 ft.

Passive Perception

21

Languages

Celestial, Common

Challenge Rating

9

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 32, Planescape: Adventures in the Multiverse - Sigil and the Outlands

Proficiency Bonus

Description

+4

Dive Attack

Description

If the avoral is flying, dives at least 30 feet in a straight line toward a Medium or smaller creature, and ends within 5 feet of it, that creature must succeed on a DC 15 Strength saving throw or take 14 (4d6) piercing damage and have the prone condition.

Flyby

Description

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

Actions

Multiattack

Description

The avoral makes two Talon attacks. It can replace one attack with a use of Spellcasting.

Talon

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 13 (2d12) radiant damage.

Attack

Talon|8|2d6 + 4+2d12

Spellcasting

Description

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

1/day each: command, hold person

Spells

command, hold person

Awakened Brown Bear

Size

Large

Type

beast

Alignment

unaligned

Armor Class

11 (natural armor)

Hit Points

34 (4d10 + 12)

Speed

40 ft., climb 30 ft.

Strength

19

Dexterity

10

Constitution

16

Intelligence

10

Wisdom

13

Charisma

7

Skills

perception +3

Passive Perception

13

Languages

one language known by its creator

Challenge Rating

1

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 72

Keen Smell

Description

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

Actions

Multiattack

Description

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

Bite

Description

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

Attack

Bite|6|1d8 + 4

Claws

Description

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

Attack

Claws|6|2d6 + 4

Awakened Elk

Size

Large

Type

beast

Alignment

unaligned

Armor Class

10

Hit Points

13 (2d10 + 2)

Speed

50 ft.

Strength

16

Dexterity

10

Constitution

12

Intelligence

10

Wisdom

10

Charisma

6

Passive Perception

10

Languages

one language known by its creator

Challenge Rating

1/4

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 72

Charge

Description

If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Ram

Description

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

Attack

Ram|5|1d6 + 3

Hooves

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

Attack

Hooves|5|2d4 + 3

Awakened Giant Wasp

Size

Medium

Type

beast

Alignment

unaligned

Armor Class

12

Hit Points

13 (3d8)

Speed

10 ft., fly 50 ft.

Strength

10

Dexterity

14

Constitution

10

Intelligence

10

Wisdom

10

Charisma

3

Passive Perception

10

Languages

one language known by its creator

Challenge Rating

1/2

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 72

Actions

Sting

Description

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

Attack

Sting|4|1d6 + 2+3d6

Awakened Shrub

Size

Small

Type

plant

Alignment

unaligned

Armor Class

9

Hit Points

10 (3d6)

Speed

20 ft.

Strength

3

Dexterity

8

Constitution

11

Intelligence

10

Wisdom

10

Charisma

6

Damage Resistances

piercing

Damage Vulnerabilities

fire

Passive Perception

10

Languages

one language known by its creator

Challenge Rating

0

Traits

Source

Description

Monster Manual p. 317

False Appearance

Description

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

Actions

Rake

Description

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

Attack

|1|1d4-1

Environment

forest

Awakened Tree

Size

Huge

Type

plant

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

59 (7d12+14)

Speed

20 ft.

Strength

19

Dexterity

6

Constitution

15

Intelligence

10

Wisdom

10

Charisma

7

Damage Resistances

bludgeoning, piercing

Damage Vulnerabilities

fire

Passive Perception

10

Languages

one language known by its creator

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 317

False Appearance

Description

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

Actions

Slam

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.

Attack

|6|3d6+4

Environment

forest

Awakened White Moose

Size

Large

Type

beast

Alignment

neutral evil

Armor Class

11 (natural armor)

Hit Points

68 (8d10+24)

Speed

40 ft.

Strength

19

Dexterity

11

Constitution

16

Intelligence

10

Wisdom

12

Charisma

6

Passive Perception

11

Languages

Druidic

Challenge Rating

3

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 82

Charge

Description

If the moose moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Sure-Footed

Description

The moose has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack

Description

The moose makes two attacks: one with its antlers and one with its hooves.

Antlers

Description

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

Actions

Antlers|6|2d8+4

Hooves

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Actions

Hooves|6|2d4+4

Environment

arctic

Awakened Zurkhwood

Size

Huge

Type

plant

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

59 (7d12+14)

Speed

20 ft.

Strength

19

Dexterity

6

Constitution

15

Intelligence

10

Wisdom

10

Charisma

7

Damage Resistances

bludgeoning, piercing

Damage Vulnerabilities

fire

Senses

darkvision 120 ft.

Passive Perception

10

Languages

one language known by its creator (if created by a myconid sovereign, can't speak)

Challenge Rating

2

Traits

Source

Description

Out of the Abyss p. 230

False Appearance

Description

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

Actions

Slam

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.

Attack

Slam|6|3d6+4

Awful Fisher

Size

Gargantuan

Type

monstrosity

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

348 (24d20 + 96)

Speed

30 ft., climb 30 ft.

Strength

23

Dexterity

16

Constitution

18

Intelligence

5

Wisdom

10

Charisma

8

Saving Throws

Dex +9, Con +10

Skills

Perception +6, Stealth +9, Survival +6

Senses

blindsight 120 ft., darkvision 60 ft.

Passive Perception

16

Languages

—

Challenge Rating

18

Traits

Source

Description

Chains of Asmodeus p. 133

Proficiency Bonus

Description

+6

Flammable Blood

Description

If the fisher drops below 200 hit points, it gains vulnerability to fire damage.

Legendary Resistance (3/Day)

Description

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

Spider Climb

Description

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

Actions

Multiattack

Description

The fisher makes two Claw attacks.

Claw

Description

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (4d6 + 6) slashing damage.

Attack

Claw|12|4d6+6

Retract Filament

Description

One Huge or smaller creature grappled by the fisher's Adhesive Filament must make a DC 20 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the fisher, and the fisher makes one Claw attack against it with advantage. Anyone else who was attached to the filament is released. Until the grapple ends on the target, the fisher can't use Adhesive Filament.

Adhesive Filament (bonus action)

Description

The fisher extends a sticky filament up to 90 feet in a straight line, which adheres to anything that touches it. A Huge or smaller creature the filament adheres to has the grappled condition (escape DC 20), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 16; 25 hit points; immunity to poison and psychic damage). A weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 20 Strength check to pull free. Destroying the filament deals no damage to the fisher. The filament crumbles away if the fisher takes this bonus action again.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Slash

Description

The fisher makes a Claw attack.

Spit

Description

The fisher uses Adhesive Filament.

Reel In

Description

The fisher uses Retract Filament.

Axe Beak

Size

Large

Type

beast

Alignment

unaligned

Armor Class

11

Hit Points

19 (3d10+3)

Speed

50 ft.

Strength

14

Dexterity

12

Constitution

12

Intelligence

2

Wisdom

10

Charisma

5

Passive Perception

10

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 317

Actions

Beak

Description

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

Attack

Beak|4|1d8+2

Environment

grassland, hill

Ayik Ur

Size

Medium

Type

humanoid (human)

Alignment

neutral good

Armor Class

15 (studded leather armor)

Hit Points

11 (2d8 + 2)

Speed

30 ft.

Strength

11

Dexterity

16

Constitution

12

Intelligence

11

Wisdom

13

Charisma

11

Saving Throws

Dex +5

Skills

Nature +2, Survival +3, Stealth +5, Athletics +2, Perception +5

Passive Perception

15

Languages

Common

Challenge Rating

0

Traits

Source

Description

Dragonlance: Shadow of the Dragon Queen p. 210

Proficiency Bonus

Description

+2

Attacker

Description

Ayik gains a +2 bonus to all attack rolls (included below).

Bonus Proficiencies

Description

Ayik is proficient with simple and martial weapons, shields, and all armor.

Actions

Shortsword

Description

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

Attack

Shortsword|7|1d6 + 3

Longbow

Description

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Attack

Longbow|7|1d8 + 3

Ayo Jabe (Tier 1)

Size

Medium

Type

humanoid (ranger, water genasi)

Alignment

chaotic good

Armor Class

14 (studded leather)

Hit Points

65 (10d8 + 20)

Speed

30 ft., swim 30 ft.

Strength

14

Dexterity

14

Constitution

14

Intelligence

10

Wisdom

12

Charisma

12

Saving Throws

Str +4, Dex +4

Skills

Athletics +4, Perception +3, Survival +3

Damage Resistances

acid

Passive Perception

13

Languages

Common, Goblin, Orc

Challenge Rating

3

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 188

Proficiency Bonus

Description

+2

Amphibious

Description

Ayo can breathe air and water.

Actions

Multiattack

Description

Ayo makes two Harpoon or Longbow attacks.

Harpoon

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Attack

Harpoon|4|2d8+2

Longbow

Description

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Attack

Longbow|4|2d8+2

Spellcasting

Description

Ayo casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11):

1/day each: animal friendship, goodberry

Spells

animal friendship, goodberry

Ayo Jabe (Tier 2)

Size

Medium

Type

humanoid (ranger, water genasi)

Alignment

chaotic good

Armor Class

15 (studded leather)

Hit Points

97 (15d8 + 30)

Speed

30 ft., swim 30 ft.

Strength

14

Dexterity

16

Constitution

14

Intelligence

10

Wisdom

14

Charisma

12

Saving Throws

Str +5, Dex +6

Skills

Athletics +5, Perception +5, Survival +5

Damage Resistances

acid

Passive Perception

15

Languages

Common, Goblin, Orc

Challenge Rating

5

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 190

Proficiency Bonus

Description

+3

Amphibious

Description

Ayo can breathe air and water.

Actions

Multiattack

Description

Ayo makes three Harpoon or Longbow attacks.

Harpoon

Description

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

Attack

Harpoon|5|2d8+2

Longbow

Description

Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Attack

Longbow|6|2d8+3

Spellcasting

Description

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

1/day each: animal friendship, goodberry, pass without trace

Reposition (bonus action)

Description

Ayo issues orders to one ally she can see within 30 feet of herself. If the target can see or hear Ayo, it can spend its reaction to move up to its speed. This movement doesn't provoke opportunity attacks.

Spells

animal friendship, goodberry, pass without trace

Ayo Jabe (Tier 3)

Size

Medium

Type

humanoid (ranger, water genasi)

Alignment

chaotic good

Armor Class

17 (studded leather)

Hit Points

150 (20d8 + 60)

Speed

30 ft., swim 30 ft.

Strength

16

Dexterity

20

Constitution

16

Intelligence

10

Wisdom

16

Charisma

14

Saving Throws

Str +6, Dex +8

Skills

Athletics +6, Perception +6, Survival +6

Damage Resistances

acid

Condition Immunities

frightened

Passive Perception

16

Languages

Common, Goblin, Orc

Challenge Rating

8

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 192

Proficiency Bonus

Description

+3

Special Equipment

Description

Ayo wields a ruidium harpoon (see appendix B). If Ayo rolls a 1 on an attack roll made with the harpoon, she must succeed on a DC 20 Charisma saving throw or gain 1 level of exhaustion.

Amphibious

Description

Ayo can breathe air and water.

Actions

Multiattack

Description

Ayo makes three Harpoon or Longbow attacks.

Ruidium Harpoon

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) psychic damage.

Attack

Ruidium Harpoon|6|2d8+3+2d6

Longbow

Description

Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 18 (3d8 + 5) piercing damage.

Attack

Longbow|8|3d8+5

Spellcasting

Description

Ayo casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):

1/day each: animal friendship, freedom of movement, goodberry, pass without trace, protection from energy

Reposition (bonus action)

Description

Ayo issues orders to one ally she can see within 30 feet of herself. If the target can see or hear Ayo, it can spend its reaction to move up to its speed. This movement doesn't provoke opportunity attacks.

Spells

animal friendship, freedom of movement, goodberry, pass without trace, protection from energy

Ayperobo Swarm

Size

Medium

Type

swarm of tiny fiends (devil)

Alignment

lawful evil

Armor Class

20 (natural armor)

Hit Points

130 (20d8 + 40)

Speed

5 ft., fly 60 ft. (hover)

Strength

3

Dexterity

24

Constitution

14

Intelligence

8

Wisdom

13

Charisma

13

Saving Throws

Dex +11, Cha +5

Skills

Intimidation +5, Perception +5, Stealth +11, Survival +5

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

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

Senses

blindsight 30 ft., darkvision 120 ft.

Passive Perception

15

Languages

Celestial, Draconic, Infernal, telepathy 120 ft.

Challenge Rating

12

Traits

Source

Description

Chains of Asmodeus p. 238

Proficiency Bonus

Description

+4

Devil's Sight

Description

Magical darkness doesn't impede the ayperobo swarm's darkvision.

Magic Resistance

Description

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

Swarm

Description

The ayperobo swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The ayperobo swarm can't regain hit points or gain temporary hit points.

Actions

Multiattack

Description

The ayperobo swarm makes three Bite attacks.

Bite

Description

Melee Weapon Attack: +11 to hit, reach 0 ft., one target. Hit: 27 (8d4 + 7) piercing damage, or 17 (4d4 + 7) piercing damage if the swarm has half of its hit points (65) or fewer.

Attack

Bite|11|8d4+7

Burrow (Recharge 6)

Description

The ayperobo swarm makes a Bite attack. On a hit, the swarm burrows inside the creature, dealing an additional 35 (10d6) necrotic damage and taking control of the creature. At the start of each of its turns, the target may make a DC 17 Constitution saving throw, expelling the ayperobo swarm and taking 14 (4d6) piercing damage on a success.

While burrowed inside a creature, the ayperobo swarm has total cover against attacks targeting them, and no longer acts on their own initiative. Instead, they take total control over their host, gaining all of its abilities, attacks, and equipment.

They act during the host's turn, taking actions based on their host. If a host dies while the ayperobo swarm is burrowed, they leave the host at the end of the host's turn, rolling initiative if necessary. Creatures acting as hosts to the ayperobo swarm are fully aware of their actions and surroundings, but are incapable of physically operating their body.

Azbara Jos

Size

Medium

Type

humanoid (human)

Alignment

lawful evil

Armor Class

13 (16 with mage armor)

Hit Points

39 (6d8+12)

Speed

30 ft.

Strength

9

Dexterity

16

Constitution

14

Intelligence

16

Wisdom

13

Charisma

11

Saving Throws

Int +5, Wis +3

Skills

Arcana +5, Deception +2, Insight +3, Stealth +5

Passive Perception

11

Languages

Common, Draconic, Infernal, Primordial, Thayan

Challenge Rating

4

Traits

Source

Description

Hoard of the Dragon Queen p. 88

Special Equipment

Description

Azbara has two scrolls of mage armor.

Potent Cantrips

Description

When Azbara casts an evocation Cantrips and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect.

Sculpt Spells

Description

When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1+the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.

Spellcasting

Description

Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:

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

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

• 2nd level (3 slots): invisibility, misty step, scorching ray

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

Actions

Dagger

Description

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 5 (1d4+3) piercing damage.

Attack

Dagger|5|1d4+3

Spells

mage hand, prestidigitation, ray of frost, shocking grasp, fog cloud, magic missile, shield, thunderwave, invisibility, misty step, scorching ray, counterspell, dispel magic, fireball

Spell Slots

4, 3, 3

Azer

Size

Medium

Type

elemental

Alignment

lawful neutral

Armor Class

17 (natural armor, shield)

Hit Points

39 (6d8+12)

Speed

30 ft.

Strength

17

Dexterity

12

Constitution

15

Intelligence

12

Wisdom

13

Charisma

10

Saving Throws

Con +4

Damage Immunities

fire, poison

Condition Immunities

poisoned

Passive Perception

11

Languages

Ignan

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 22

Heated Body

Description

A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.

Attack

Heated Body||1d10

Heated Weapons

Description

When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination

Description

The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft..

Actions

Warhammer

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Attack

Warhammer|5|1d8+3+1d6

Azra Nir

Size

Medium

Type

humanoid (any race)

Alignment

any alignment

Armor Class

10

Hit Points

9 (2d8)

Speed

30 ft.

Strength

10

Dexterity

10

Constitution

10

Intelligence

10

Wisdom

14

Charisma

11

Skills

medicine +4, religion +2

Passive Perception

12

Languages

any one language (usually Common)

Challenge Rating

1/4

Traits

Source

Description

Journeys through the Radiant Citadel p. 74

Proficiency Bonus

Description

+2

Spellcasting

Description

Azra is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Azra has following cleric spells prepared:

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

• 1st level (3 slots): bless, cure wounds, sanctuary

Actions

Club

Description

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

Attack

Club|2|1d4

Spell Slots

3

Spells

light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary

B'rohg

Size

Huge

Type

giant

Alignment

any alignment

Armor Class

14 (natural armor)

Hit Points

92 (8d12 + 40)

Speed

40 ft.

Strength

21

Dexterity

14

Constitution

21

Intelligence

5

Wisdom

10

Charisma

7

Skills

survival +6, athletics +8

Passive Perception

10

Challenge Rating

6

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 16

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The b'rohg makes four Fist attacks or two Rock attacks.

Fist

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Attack

Fist|8|2d6 + 5

Rock

Description

Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.

Attack

Rock|5|4d8 + 5

Hideous Rend

Description

The b'rohg uses all four of its hands to target one Large or smaller creature it can see within 10 feet of itself. The target must succeed on a DC 16 Dexterity saving throw or be grappled (escape DC 16). Until this grapple ends, the b'rohg can't make Fist attacks or Rock attacks, and the target takes 49 (8d10 + 5) bludgeoning damage at the start of each of its turns. A creature reduced to 0 hit points by this damage is ripped into four pieces.

Baalzebul

Size

Huge

Type

fiend (devil)

Alignment

lawful evil

Armor Class

19 (natural armor)

Hit Points

540 (40d12 + 280)

Speed

20 ft., burrow 20 ft., climb 20 ft.

Strength

28

Dexterity

15

Constitution

25

Intelligence

24

Wisdom

24

Charisma

26

Saving Throws

Str +17, Con +15, Int +15, Cha +16

Skills

Athletics +17, Deception +24, Insight +15, Intimidation +16, Persuasion +16

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

darkvision 120 ft., tremorsense 10 ft.

Passive Perception

17

Languages

All, telepathy 100 ft.

Challenge Rating

26

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 92

Devil's Sight

Description

Magical darkness doesn't impede Baalzebul's darkvision.

Decipher Weakness

Description

Baalzebul scores a critical hit on a roll of 19 or 20.

Innate Spellcasting

Description

Baalzebul's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: animate dead, detect evil and good, detect magic, fireball, hallow spell, hold monster, suggestion, teleport, true seeing

3/Day each: dispel evil and good, symbol (pain or insanity)

1/Day each: wish

Legendary Resistance (3/Day)

Description

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

Lord of Flies

Description

Insects do not attack Baalzebul and as a bonus action he can command any number of them within 50 feet to take move or action attacks.

Magic Resistance

Description

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

Magic Weapons

Description

Baalzebul's slam attacks are magical.

Regeneration

Description

Baalzebul regains 20 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. Baalzebul dies only if he starts his turn with 0 hit points and is unable to regenerate.

Stench of the Slug

Description

Any creature that starts its turn within 10 feet of Baalzebul must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to this stench for 1 hour.

Undead Mastery

Description

When casting animate dead, Baalzebul can summon 10 additional zombies or skeletons as long as sufficient corpses are available.

Actions

Multiattack

Description

Baalzebul uses his Fear and Weakness gaze (if available) and then makes two slam attacks.

Slam

Description

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 9) bludgeoning damage. Baalzebul's attacks wither the limbs of opponents he strikes. Any creature hit by Baalzebul's slam attack must make a DC 21 Constitution saving throw. Failure means the target loses the use of their legs (stuck in the prone position) or their arms (unable to cast spells or engage in attacks; lose any AC bonus from shields). Baalzebul decides whether he targets arms or legs before making the attack roll. This withering effect lasts for one minute but at the end of each of their turns the afflicted creature may repeat the saving throw.

Attack

Slam|17|1d10+9

Fear and Weakness Gaze (Recharge 5-6)

Description

Baalzebul activates a gaze attack and triggers two effects on everyone within 50 feet of him. The first requires a DC 21 Charisma saving throw; failure means the target is frightened of Baalzebul as per the fear spell. The second effect requires another DC 21 Charisma saving throw. Failure means the target suffers the effects of the ray of enfeeblement spell. Both effects last one minute.

Teleport

Description

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

Summon Allies (1/Day)

Description

Baalzebul summons 1d6 horned devils, 1d4 ice devils, or 1 pit fiend.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Teleport

Description

Baalzebul uses his Teleport action.

Insect Gorge (Costs 2 Actions)

Description

Baalzebul disgorges a swarm of biting flies (otherwise same as insect plague) that deals 44 (8d10) piercing damage and does not require concentration.

Attack

Insect Gorge||8d10

Spells

animate dead, detect evil and good, detect magic, fireball, hallow spell, hold monster, suggestion, teleport, true seeing, dispel evil and good, symbol (pain or insanity), wish

Baalzebul (CoA)

Size

Huge

Type

fiend (devil)

Alignment

lawful evil

Armor Class

19 (natural armor)

Hit Points

540 (40d12 + 280)

Speed

30 ft., fly 60 ft.

Strength

28

Dexterity

15

Constitution

25

Intelligence

21

Wisdom

24

Charisma

26

Saving Throws

Str +17, Con +15, Int +13, Cha +16

Skills

Athletics +17, Deception +24, Insight +15, Intimidation +16, Persuasion +16

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

darkvision 120 ft., tremorsense 10 ft.

Passive Perception

17

Languages

all, telepathy 120 ft.

Challenge Rating

26

Traits

Source

Description

Chains of Asmodeus p. 219

Proficiency Bonus

Description

+8

Devil's Sight

Description

Magical darkness doesn't impede Baalzebul's darkvision.

Fiendish Regeneration

Description

Baalzebul regains 20 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. Baalzebul dies only if he starts his turn with 0 hit points and doesn't regenerate.

Lord of Flies

Description

Insects don't attack Baalzebul, and he can issue orders to them.

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Stench of the Slug (Slug Form Only)

Description

A creature that starts its turn within 10 feet of Baalzebul must succeed on a DC 21 Constitution saving throw or have the poisoned condition until the start of its next turn. On a successful save, a creature is immune to this stench for 1 hour.

Actions

Multiattack

Description

Baalzebul uses Heart of Pestilence (if available), then makes three Slam attacks.

Slam

Description

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage plus 7 (2d6) necrotic damage.

Attack

Slam|17|3d6+9+2d6

Pungent Eruption (Slug Form Only, Recharge 4-6)

Description

Baalzebul causes refuse and caustic liquid to spill from the ground at a point he can see within 300 feet. Each creature in a 15-foot-radius sphere centered on that point must make a DC 21 Constitution saving throw. Targets take 36 (8d8) acid damage on a failed save, or half as much on a successful one. Creatures that fail the save have the poisoned condition for 1 minute.

Heart of Pestilence (Recharge 5–6)

Description

Baalzebul channels pestilence into his body, sickening creatures within 50 feet that can see him. Sickened creatures must make a DC 21 Charisma saving throw, followed by a DC 21 Constitution saving throw. Failing the Charisma save makes a creature have the frightened condition, while failing the Constitution save makes a creature weak. While weakened, a creature deals half damage on melee attacks. Both effects last for 1 minute or until a Greater Restoration spell or similar is cast.

Spellcasting (Winged Form Only)

Description

Baalzebul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):

At will: Animate Dead, Darkness, Detect Evil and Good, Detect Magic, Dispel Evil and Good, Hallow, Hold Monster, Suggestion, Teleport, True Seeing

1/day each: Symbol (pain or insanity), Wish

Displace (bonus action)

Description

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

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Pummel

Description

Baalzebul makes a Slam attack.

Teleport

Description

Baalzebul uses Displace.

Insect Gorge (Costs 2 Actions)

Description

Baalzebul disgorges a swarm of biting flies at a point he can see within 300 feet of himself. Each creature within a 20-foot-radius sphere centered on that point must make a DC 21 Constitution saving throw. A creature takes 44 (8d10) piercing damage on a failed save, or half as much damage on a successful one. The biting flies persist for 1 minute, or until Baalzebul uses this ability again. Creatures that enter the flies' area or end their turn inside it must repeat the saving throw.

Call Underling (Costs 3 Actions)

Description

Baalzebul summons an allied bone devil in an unoccupied space that he can see.

Spells

Animate Dead, Darkness, Detect Evil and Good, Detect Magic, Dispel Evil and Good, Hallow, Hold Monster, Suggestion, Teleport, True Seeing, Symbol, Wish

Baaz Draconian

Size

Medium

Type

monstrosity

Alignment

typically lawful evil

Armor Class

14 (natural armor)

Hit Points

22 (4d8 + 4)

Speed

30 ft.

Strength

13

Dexterity

11

Constitution

13

Intelligence

8

Wisdom

8

Charisma

10

Senses

darkvision 60 ft.

Passive Perception

9

Languages

Common, Draconic

Challenge Rating

1/2

Traits

Source

Description

Dragonlance: Shadow of the Dragon Queen p. 197

Proficiency Bonus

Description

+2

Controlled Fall

Description

When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.

Death Throes

Description

When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the body of the draconian crumbles to dust.

Draconic Devotion

Description

While the draconian can see a Dragon that isn't hostile to it, the draconian has advantage on attack rolls.

Actions

Multiattack

Description

The draconian makes two Shortsword attacks.

Shortsword

Description

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

Attack

Shortsword|3|1d6 + 1

Baba Lysaga

Size

Medium

Type

humanoid (human, shapechanger)

Alignment

chaotic evil

Armor Class

15 (natural armor)

Hit Points

120 (16d8+48)

Speed

30 ft.

Strength

18

Dexterity

10

Constitution

16

Intelligence

20

Wisdom

17

Charisma

13

Saving Throws

Wis +7

Skills

Arcana +13, Religion +13

Passive Perception

13

Languages

Abyssal, Common, Draconic, Dwarvish, Giant

Challenge Rating

11

Traits

Source

Description

Curse of Strahd p. 228

Shapechanger

Description

Baba Lysaga can use an action to polymorph into a swarm of insects (flies) or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does.

Blessing of Mother Night

Description

Baba Lysaga is shielded against divination magic, as though protected by a nondetection spell.

Spellcasting

Description

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

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

•1st level (4 slots): detect magic, magic missile, sleep, witch bolt

•2nd level (3 slots): crown of madness, enlarge/reduce, misty step

•3rd level (3 slots): dispel magic, fireball, lightning bolt

•4th level (3 slots): blight, Evard's black tentacles, polymorph

•5th level (2 slots): cloudkill, geas, scrying

•6th level (1 slot): programmed illusion, true seeing

•7th level (1 slot): finger of death, mirage arcane

•8th level (1 slot): power word stun

Actions

Multiattack

Description

Baba Lysaga makes three attacks with her quarterstaff

Quarterstaff

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage if wielded with two hands.

Attack

One Handed|8|1d6+4

Two Handed|8|1d8+4

Summon Swarms of Insects (Recharges after a Short or Long Rest)

Description

Baba Lysaga summons 1d4 swarms of insects. A summoned swarm appears in an unoccupied space within 60 feet of Baba Lysaga and acts as her ally. It remains until it dies or until Baba Lysaga dismisses it as an action.

Spells

acid splash, fire bolt, light, mage hand, prestidigitation, detect magic, magic missile, sleep, witch bolt, crown of madness, enlarge/reduce, misty step, dispel magic, fireball, lightning bolt, blight, Evard's black tentacles, polymorph, cloudkill, geas, scrying, programmed illusion, true seeing, finger of death, mirage arcane, power word stun

Spell Slots

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

Baba Lysaga's Creeping Hut

Size

Gargantuan

Type

construct

Alignment

unaligned

Armor Class

16 (natural armor)

Hit Points

263 (17d10+85)

Speed

30 ft.

Strength

26

Dexterity

7

Constitution

20

Intelligence

1

Wisdom

3

Charisma

3

Saving Throws

Con +9, Wis +0, Cha +0

Damage Immunities

poison, psychic

Condition Immunities

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

Senses

blindsight 120 ft. (blind beyond this radius)

Passive Perception

6

Challenge Rating

11

Traits

Source

Description

Curse of Strahd p. 226

Constructed Nature

Description

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

The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.

Antimagic Susceptibility

Description

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

Siege Monster

Description

The hut deals double damage to objects and structures.

Actions

Multiattack

Description

The hut makes three attacks with its roots. It can replace one of these attacks with a rock attack.

Root

Description

Melee Weapon Attack: +12 to hit, reach 60 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.

Attack

Root|12|4d10+8

Rock

Description

Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (3d8+8) bludgeoning damage.

Attack

Rock|12|3d8+8