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7 categories

Monsters

2646 of 2646 entries · Showing 251–300

Babau

Size

Medium

Type

fiend (demon)

Alignment

typically chaotic evil

Armor Class

16 (natural armor)

Hit Points

82 (11d8 + 33)

Speed

40 ft.

Strength

19

Dexterity

16

Constitution

16

Intelligence

11

Wisdom

12

Charisma

13

Skills

Perception +5, Stealth +5

Damage Resistances

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

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Passive Perception

15

Languages

Abyssal

Challenge Rating

4

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 52, Volo's Guide to Monsters p. 136

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The babau makes two Claw attacks. It can replace one attack with a use of Spellcasting or Weakening Gaze.

Claw

Description

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

Attack

Claw|6|1d4+4+1d4

Spellcasting

Description

The babau casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 11):

At will: darkness, dispel magic, fear, heat metal, levitate

Weakening Gaze

Description

The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spells

darkness, dispel magic, fear, heat metal, levitate

Baboon

Size

Small

Type

beast

Alignment

unaligned

Armor Class

12

Hit Points

3 (1d6)

Speed

30 ft., climb 30 ft.

Strength

8

Dexterity

14

Constitution

11

Intelligence

4

Wisdom

12

Charisma

6

Passive Perception

11

Challenge Rating

0

Traits

Source

Description

Monster Manual p. 318

Pack Tactics

Description

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

Actions

Bite

Description

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

Attack

Bite|1|1d4-1

Environment

forest, hill

Badger

Size

Tiny

Type

beast

Alignment

unaligned

Armor Class

10

Hit Points

3 (1d4+1)

Speed

20 ft., burrow 5 ft.

Strength

4

Dexterity

11

Constitution

12

Intelligence

2

Wisdom

12

Charisma

5

Senses

darkvision 30 ft.

Passive Perception

11

Challenge Rating

0

Traits

Source

Description

Monster Manual p. 318

Keen Smell

Description

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

Actions

Bite

Description

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

Attack

Bite|2|1

Environment

forest

Bael

Size

Large

Type

fiend (devil)

Alignment

lawful evil

Armor Class

18 (plate)

Hit Points

189 (18d10 + 90)

Speed

30 ft.

Strength

24

Dexterity

17

Constitution

20

Intelligence

21

Wisdom

24

Charisma

24

Saving Throws

Dex +9, Con +11, Int +11, Cha +13

Skills

Intimidation +13, Perception +13, Persuasion +13

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Passive Perception

23

Languages

all, telepathy 120 ft.

Challenge Rating

19

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 54, Mordenkainen's Tome of Foes p. 170

Proficiency Bonus

Description

+6

Dread

Description

Any creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened of him until the start of its next turn. A creature succeeds on this saving throw automatically if Bael wishes it or if he is incapacitated.

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

Bael have advantage on saving throws against spells and other magical effects.

Regeneration

Description

Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack

Description

Bael makes two Hellish Morningstar attacks.

Hellish Morningstar

Description

Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) force damage plus 9 (2d8) necrotic damage.

Attack

Hellish Morningstar|13|2d8+7+2d8

Infernal Command

Description

Each of Bael's allies within 60 feet of him can't be charmed or frightened until the end of his next turn.

Spellcasting

Description

Bael casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):

At will: alter self (can become Medium), charm person, detect magic, invisibility, major image

3/day each: dispel magic, fly, suggestion, wall of fire

1/day: dominate monster

Teleport

Description

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

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Fiendish Magic

Description

Bael uses Spellcasting or Teleport.

Infernal Command

Description

Bael uses Infernal Command.

Attack (Costs 2 Actions)

Description

Bael makes one Hellish Morningstar attack.

Spells

alter self, charm person, detect magic, invisibility, major image, dispel magic, fly, suggestion, wall of fire, dominate monster

Baernaloth

Size

Large

Type

fiend (yugoloth)

Alignment

typically neutral evil

Armor Class

17 (natural armor)

Hit Points

256 (27d10 + 108)

Speed

40 ft.

Strength

19

Dexterity

14

Constitution

18

Intelligence

22

Wisdom

16

Charisma

21

Saving Throws

Wis +9, Con +10

Skills

Insight +9, Arcana +12, Perception +9

Damage Resistances

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

Damage Immunities

acid, poison

Condition Immunities

charmed, frightened, poisoned

Senses

truesight 120 ft.

Passive Perception

19

Languages

all, telepathy 120 ft.

Challenge Rating

17

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 20, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+6

Legendary Resistance (4/Day)

Description

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

Magic Resistance

Description

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

Reactive

Description

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

Actions

Multiattack

Description

The baernaloth makes one Anguishing Bite attack and one Claw attack. It can also use Teleport.

Anguishing Bite

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 10 (3d6) psychic damage. If the target is a creature, it can't regain hit points until the start of the baernaloth's next turn.

Attack

Anguishing Bite|10|1d10 + 4+3d6

Claw

Description

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) necrotic damage.

Attack

Claw|10|2d6 + 4+5d6

Miasma of Discord (Recharge 5-6)

Description

The baernaloth exhales gray vapors that coalesce at a point it can see within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC 19 Wisdom saving throw. On a failed save, the creature takes 35 (10d6) psychic damage and has the charmed condition until the end of its next turn. A creature charmed in this way treats its allies as foes, and the colors of its body and equipment become shades of gray. On a successful save, the creature takes half as much damage only.

Spellcasting

Description

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

At will: detect thoughts, phantasmal force, suggestion

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

Summon Yugoloth (1/Day)

Description

The baernaloth has a 50 percent chance of summoning its choice of 1d4 mezzoloths, 1 arcanaloth, or 1 baernaloth (the mezzoloth and arcanaloth appear in the Monster Manual). A summoned yugoloth appears in an unoccupied space within 60 feet of the baernaloth, acts as an ally of the baernaloth, and can't summon other yugoloths. It remains for 1 minute, until it or the baernaloth dies, or until the baernaloth dismisses it as an action.

Teleport

Description

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

Reactions

Afflict Despair

Description

When a creature that the baernaloth can see within 60 feet of itself hits with an attack roll or succeeds on a saving throw, the baernaloth forces the creature to reroll the d20 and use the new result.

Inescapable Pain

Description

When the baernaloth is damaged by another creature, that creature must make a DC 19 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.

Spells

detect thoughts, phantasmal force, suggestion, cloudkill, plane shift, scrying

Bag Jelly

Size

Medium

Type

ooze

Alignment

unaligned

Armor Class

8

Hit Points

42 (5d8 + 20)

Speed

10 ft., climb 10 ft.

Strength

13

Dexterity

6

Constitution

19

Intelligence

2

Wisdom

7

Charisma

2

Damage Resistances

acid, bludgeoning

Condition Immunities

exhaustion

Senses

blindsight 60 ft. (can't see beyond this radius)

Passive Perception

8

Challenge Rating

1

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 120

Proficiency Bonus

Description

+2

Amorphous

Description

The bag jelly can move through a space as narrow as 1 inch without squeezing.

Actions

Multiattack

Description

The bag jelly makes two Pseudopod attacks.

Pseudopod

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) acid damage. If the target is a Medium or smaller creature, it has the grappled condition (escape DC 11). Ability checks made to escape this grapple have disadvantage.

Attack

Pseudopod|3|2d6 + 1

Bak Mei

Size

Medium

Type

humanoid (human)

Armor Class

17 (Unarmored Defense)

Hit Points

102 (12d8+48)

Speed

40 ft.

Strength

10

Dexterity

18

Constitution

18

Intelligence

13

Wisdom

17

Charisma

16

Saving Throws

Str +5, Dex +9, Con +9, Int +6, Wis +8, Cha +8

Skills

Acrobatics +9, Athletics +5, Medicine +8, Religion +6, Stealth +9

Damage Resistances

poison, thunder

Condition Immunities

charmed, frightened, paralyzed

Passive Perception

13

Languages

Auran, Common

Challenge Rating

13

Traits

Source

Description

Candlekeep Mysteries p. 168

Proficiency Bonus

Description

+5

Legendary Resistance (2/Day)

Description

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

Special Equipment

Description

Bak Mei carries a staff of striking with 10 charges.

Unarmored Defense

Description

While Bak Mei is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.

Attack

Multiattack

Description

Bak Mei attacks three times: twice with Thunder Strike and once with his staff of striking.

Actions

Thunder Strike

Description

Melee Weapon Attack: +9 to h it, reach 5 ft., one target. Hit: 15 (2d10 + 4) thunder damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw or be deafened and stunned until the start of Bak Mei's next turn.

Attack

Thunder Strike|9|2d10+4

Staff of Striking

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage when used with two hands, and Bak Mei can expend up to 3 of the staff's charges. For each expended charge, the target takes an extra 1d6 force damage.

Attack

Staff of Striking|9|1d6

Staff of Striking (Two-Handed)|9|1d8

Heal Self (Recharges after a Long Rest)

Description

Bak Mei regains 2d8 + 4 hit points, and all levels of exhaustion end on him.

Nimble Escape (Bonus Action)

Description

Bak Mei takes the Disengage or Hide action.

Reactions

Deflect Missile

Description

In response to being hit by a ranged weapon attack, Bak Mei deflects the missile. The damage he takes from the attack is reduced by 1d10 + 12. If the damage is reduced to 0, Bak Mei catches the missile if it's small enough to hold in one hand and Bak Mei has a hand free.

Legendary Actions

Legendary Actions (3/Turn)

Description

Bak Mei 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. Bak Mei regains spent legendary actions at the start of his turn.

Crane Dance

Description

Bak Mei moves up to 20 feet. This movement does not provoke opportunity attacks.

Thunder Strike (Costs 2 Actions)

Description

Bak Mei uses Thunder Strike.

Bakunawa

Size

Gargantuan

Type

dragon

Alignment

typically neutral

Armor Class

15 (natural armor)

Hit Points

150 (12d20 + 24)

Speed

20 ft., fly 60 ft., swim 60 ft.

Strength

21

Dexterity

12

Constitution

15

Intelligence

14

Wisdom

17

Charisma

16

Saving Throws

wis +7, con +6, dex +5

Damage Resistances

lightning, thunder

Senses

blindsight 60 ft., darkvision 120 ft.

Passive Perception

21

Languages

Celestial, Common, Draconic

Challenge Rating

12

Traits

Source

Description

Journeys through the Radiant Citadel p. 147

Proficiency Bonus

Description

+4

Amphibious

Description

The bakunawa can breathe air and water.

Legendary Resistance (3/Day)

Description

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

Actions

Multiattack

Description

The bakunawa makes one Bite attack and one Storm Slam attack.

Bite

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) lightning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be swallowed by the bakunawa. A swallowed creature is blinded and restrained, and it has total cover against attacks and other effects outside the bakunawa. At the start of each of the bakunawa's turns, each swallowed creature takes 10 (3d6) lightning damage.

The bakunawa's gullet can hold up to two creatures at a time. If the bakunawa takes 30 damage or more on a single turn from a swallowed creature, the bakunawa must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 15 feet of the bakunawa. If the bakunawa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Attack

Bite|9|2d6 + 5+2d6

Storm Slam

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 5 (1d10) thunder damage, and the target is pushed up to 10 feet in a horizontal direction away from the bakunawa.

Attack

Storm Slam|9|1d8 + 5+1d10

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Nimble Glide

Description

The bakunawa flies or swims up to half its speed. This movement doesn't provoke opportunity attacks.

Slam

Description

The bakunawa makes one Storm Slam attack.

Lightning Strikes (Costs 3 Actions)

Description

The bakunawa arcs lightning at up to two creatures it can see within 60 feet of itself. Each target must succeed on a DC 15 Dexterity saving throw or take 22 (4d10) lightning damage.

Balhannoth

Size

Large

Type

aberration

Alignment

typically chaotic evil

Armor Class

17 (natural armor)

Hit Points

114 (12d10 + 48)

Speed

25 ft., climb 25 ft.

Strength

17

Dexterity

8

Constitution

18

Intelligence

6

Wisdom

15

Charisma

8

Saving Throws

Con +8

Skills

Perception +6

Condition Immunities

blinded

Senses

blindsight 500 ft. (blind beyond this radius)

Passive Perception

16

Languages

understands Deep Speech, telepathy 1 mile

Challenge Rating

11

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 55, Mordenkainen's Tome of Foes p. 119

Proficiency Bonus

Description

+4

Legendary Resistance (2/Day)

Description

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

Actions

Multiattack

Description

The balhannoth makes one Bite attack and two Tentacle attacks.

Bite

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) piercing damage.

Attack

Bite|7|3d10+3

Tentacle

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles.

Attack

Tentacle|7|2d6+3

Lair Actions

Description

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

Teleport. The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw, or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it.

Vanish. The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw, or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the balhannoth attacks the target.

Warp Terrain. The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one Humanoid whose desires the balhannoth has sensed (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or takes this lair action again.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Bite

Description

The balhannoth makes one Bite attack against one creature it has grappled.

Teleport

Description

The balhannoth teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.

Vanish

Description

The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll.

Balor

Size

Huge

Type

fiend (demon)

Alignment

chaotic evil

Armor Class

19 (natural armor)

Hit Points

262 (21d12+126)

Speed

40 ft., fly 80 ft.

Strength

26

Dexterity

15

Constitution

22

Intelligence

20

Wisdom

16

Charisma

22

Saving Throws

Str +14, Con +12, Wis +9, Cha +12

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

truesight 120 ft.

Passive Perception

13

Languages

Abyssal, telepathy 120 ft.

Challenge Rating

19

Traits

Source

Description

Monster Manual p. 55

Death Throes

Description

When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.

Attack

Death Throes||20d6

Fire Aura

Description

At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Attack

Fire Aura||3d6

Magic Resistance

Description

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

Magic Weapons

Description

The balor's weapon attacks are magical.

Actions

Multiattack

Description

The balor makes two attacks: one with its longsword and one with its whip.

Longsword

Description

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

Attack

Longsword|14|3d8+8+3d8

Whip

Description

Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.

Attack

Whip|14|2d6+8+3d6

Teleport

Description

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

Variant: Summon Demon (1/Day)

Description

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

A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.

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

Banderhobb

Size

Large

Type

monstrosity

Alignment

typically neutral evil

Armor Class

15 (natural armor)

Hit Points

84 (8d10 + 40)

Speed

30 ft.

Strength

20

Dexterity

12

Constitution

20

Intelligence

11

Wisdom

14

Charisma

8

Skills

Athletics +8, Stealth +7

Condition Immunities

charmed, frightened

Senses

darkvision 120 ft.

Passive Perception

12

Languages

understands Common and the languages of its creator but can't speak

Challenge Rating

5

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 56, Volo's Guide to Monsters p. 122

Proficiency Bonus

Description

+3

Resonant Connection

Description

If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb.

Actions

Multiattack

Description

The banderhobb makes one Bite attack and one Tongue attack. It can replace one attack with a use of Shadow Step.

Bite

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its Bite attack or Tongue attack on another target.

Attack

Bite|8|3d6+5

Tongue

Description

Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 10 (3d6) necrotic damage, and the target must make a DC 16 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb.

Attack

Tongue|8|3d6

Shadow Step

Description

The banderhobb teleports up to 30 feet to an un occupied space of dim light or darkness that it can see.

Swallow

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or smaller creature grappled by the banderhobb. Hit: 15 (3d6 + 5) piercing damage. The creature is also swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable.

The banderhobb can have only one creature swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.

Attack

Swallow|8|3d6+5+3d6

Shadow Stealth (bonus action)

Description

While in dim light or darkness, the banderhobb takes the Hide action.

Bandit

Size

Medium

Type

humanoid (any race)

Alignment

any non-lawful alignment

Armor Class

12 (leather armor)

Hit Points

11 (2d8+2)

Speed

30 ft.

Strength

11

Dexterity

12

Constitution

12

Intelligence

10

Wisdom

10

Charisma

10

Passive Perception

10

Languages

any one language (usually Common)

Challenge Rating

1/8

Traits

Source

Description

Monster Manual p. 343

Actions

Scimitar

Description

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

Attack

|3|1d6+1

Light Crossbow

Description

Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8+1) piercing damage.

Attack

|3|1d8+1

Environment

arctic, coastal, desert, forest, hill, urban

Bandit Captain

Size

Medium

Type

humanoid (any race)

Alignment

any non-lawful alignment

Armor Class

15 (studded leather)

Hit Points

65 (10d8+20)

Speed

30 ft.

Strength

15

Dexterity

16

Constitution

14

Intelligence

14

Wisdom

11

Charisma

14

Saving Throws

Str +4, Dex +5, Wis +2

Skills

Athletics +4, Deception +4

Passive Perception

10

Languages

any two languages

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 344, Lost Laboratory of Kwalish p. 37

Actions

Multiattack

Description

The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar

Description

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

Attack

Scimitar|5|1d6+3

Dagger

Description

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

Attack

Dagger|5|1d4+3

Reactions

Parry

Description

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

Environment

arctic, coastal, desert, forest, hill, urban

Banshee

Size

Medium

Type

undead

Alignment

chaotic evil

Armor Class

12

Hit Points

58 (13d8)

Speed

0 ft., fly 40 ft. (hover)

Strength

1

Dexterity

14

Constitution

10

Intelligence

12

Wisdom

11

Charisma

17

Saving Throws

Wis +2, Cha +5

Damage Resistances

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

Damage Immunities

cold, necrotic, poison

Condition Immunities

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

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Common, Elvish

Challenge Rating

4

Traits

Source

Description

Monster Manual p. 23, Dragon of Icespire Peak p. 52

Detect Life

Description

The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general direction they're in but not their exact locations.

Incorporeal Movement

Description

The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Actions

Corrupting Touch

Description

Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) necrotic damage.

Attack

|4|3d6+2

Horrifying Visage

Description

Each non-undead creature within 60 ft. of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours.

Wail (1/Day)

Description

The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 ft. of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage. The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.

Environment

coastal, forest

Baphomet

Size

Huge

Type

fiend (demon)

Alignment

chaotic evil

Armor Class

22 (natural armor)

Hit Points

319 (22d12 + 176)

Speed

40 ft.

Strength

30

Dexterity

14

Constitution

26

Intelligence

18

Wisdom

24

Charisma

16

Saving Throws

Dex +9, Con +15, Wis +14

Skills

Intimidation +17, Perception +14

Damage Resistances

cold, fire, lightning

Damage Immunities

poison; bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Passive Perception

24

Languages

all, telepathy 120 ft.

Challenge Rating

23

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 58, Mordenkainen's Tome of Foes p. 143

Proficiency Bonus

Description

+7

Labyrinthine Recall

Description

Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

Baphomet makes one Bite attack, one Gore attack, and one Heartcleaver attack. He also uses Frightful Presence.

Bite

Description

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

Attack

Bite|17|2d8+10

Gore

Description

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage. If Baphomet moved at least 10 feet straight toward the target immediately before the hit, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Attack

Gore|17|2d6+10

Heartcleaver

Description

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

Attack

Heartcleaver|17|2d10+10

Frightful Presence

Description

Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.

If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours.

Spellcasting

Description

Baphomet casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):

3/day each: dispel magic, dominate beast, maze, wall of stone

1/day: teleport

Lair Actions

Description

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

Illusory Room. Baphomet casts mirage arcane, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20. Charisma is Baphomet's spellcasting ability for this spell.

Reverse Gravity. Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.

Seal the Way. Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet takes this lair action again.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Heartcleaver Attack

Description

Baphomet makes one Heartcleaver attack.

Charge (Costs 2 Actions)

Description

Baphomet moves up to his speed without provoking opportunity attacks, then makes a Gore attack.

Spells

dispel magic, dominate beast, maze, wall of stone, teleport

Barachiel

Size

Medium

Type

celestial

Alignment

lawful good

Armor Class

18 (plate)

Hit Points

136 (16d8 + 64)

Speed

30 ft., fly 50 ft.

Strength

18

Dexterity

12

Constitution

18

Intelligence

11

Wisdom

14

Charisma

20

Saving Throws

Con +9, Wis +7

Damage Resistances

necrotic, poison

Condition Immunities

exhaustion, frightened, poisoned

Passive Perception

12

Languages

Celestial, Common, Infernal

Challenge Rating

13

Traits

Source

Description

Chains of Asmodeus p. 263

Proficiency Bonus

Description

+5

Actions

Multiattack

Description

Barachiel makes three Greatsword attacks.

Greatsword

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 22 (5d8) radiant damage.

Attack

Greatsword|9|2d6+4+5d8

Purifying Flames (Recharge 4–6)

Description

Barachiel wreathes his sword in white flame, then makes a Greatsword attack. On a hit, the target takes an additional 45 (7d12) fire damage plus 45 (7d12) radiant damage. The target must succeed on a DC 18 Charisma saving throw or have the stunned condition until the end of their next turn.

Reactions

Parry

Description

Barachiel adds 5 to his AC against one attack. To do so, Barachiel must see the attacker and be wielding a melee weapon.

Barbatos

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

15 (studded leather armor)

Hit Points

78 (12d8+24)

Speed

30 ft.

Strength

11

Dexterity

16

Constitution

14

Intelligence

13

Wisdom

14

Charisma

10

Skills

Animal handling +5, Deception +3, Perception +5, Stealth +6

Passive Perception

13

Languages

Common

Challenge Rating

6

Damage Resistances

poison

Traits

Source

Description

Infernal Machine Rebuild p. 52

Spellcasting

Description

Barbatos is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following ranger spells prepared:

• 1st level (4 slots): ensnaring strike, hail of thorns, hunter's mark

• 2nd level (2 slots): locate animals or plants

Rust Monster Cloak

Description

Any nonmagical weapon made of metal that hits Barbatos corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits Barbatos is destroyed after dealing damage.

Heart of the Troll

Description

Barbatos regains 10 hit points at the start of his turn. If Barbatos takes acid or fire damage, this trait doesn't function at the start of Barbatos's next turn. Barbatos dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack

Description

Barbatos makes two bone shortsword attacks.

Bone Shortsword

Description

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

Attack

Bone Shortsword|6|1d6+3

Light Crossbow

Description

Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Attack

Light Crossbow|6|1d8+3

Cloak Sweep

Description

Barbatos corrodes a nonmagical ferrous metal object he can see within 5 feet of himself. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 12 Dexterity saving throw to avoid Barbatos's touch.

If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative 1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in Barbatos's Rust Monster Cloak trait.

Spell Slots

4, 2

Spells

ensnaring strike, hail of thorns, hunter's mark, locate animals or plants

Barbed Devil

Size

Medium

Type

fiend (devil)

Alignment

lawful evil

Armor Class

15 (natural armor)

Hit Points

110 (13d8+52)

Speed

30 ft.

Strength

16

Dexterity

17

Constitution

18

Intelligence

12

Wisdom

14

Charisma

14

Saving Throws

Str +6, Con +7, Wis +5, Cha +5

Skills

Deception +5, Insight +5, Perception +8

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Passive Perception

18

Languages

Infernal, telepathy 120 ft.

Challenge Rating

5

Traits

Source

Description

Monster Manual p. 70

Barbed Hide

Description

At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.

Attack

Barbed Hide||1d10

Devil's Sight

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

Claw

Description

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

Attack

Claw|6|1d6+3

Tail

Description

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

Attack

Tail|6|2d6+3

Hurl Flame

Description

Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Attack

Flame|5|3d6

Bard

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

15 (chain shirt)

Hit Points

44 (8d8 + 8)

Speed

30 ft.

Strength

11

Dexterity

14

Constitution

12

Intelligence

10

Wisdom

13

Charisma

14

Saving Throws

Dex +4, Wis +3

Skills

Acrobatics +4, Perception +5, Performance +6

Passive Perception

15

Languages

any two languages

Challenge Rating

2

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 59, Volo's Guide to Monsters p. 211

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The bard makes two Shortsword or Shortbow attacks. It can replace one attack with a use of Spellcasting.

Shortsword

Description

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

Attack

Shortsword|4|1d6+2

Shortbow

Description

Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Attack

Shortbow|4|1d6+2

Cacophony (Recharge 4–6)

Description

Each creature in a 15-foot cube originating from the bard must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and isn't pushed.

Spellcasting

Description

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

At will: dancing lights, mage hand, prestidigitation

1/day each: charm person, invisibility, sleep

Taunt (2/Day) (bonus action)

Description

The bard targets one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.

Spells

dancing lights, mage hand, prestidigitation, charm person, invisibility, sleep

Barghest

Size

Large

Type

fiend

Alignment

typically neutral evil

Armor Class

17 (natural armor)

Hit Points

60 (8d10 + 16)

Speed

60 ft. (30 ft. in goblin form)

Strength

19

Dexterity

15

Constitution

14

Intelligence

13

Wisdom

12

Charisma

14

Skills

Deception +4, Intimidation +4, Perception +5, Stealth +4

Damage Resistances

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

Damage Immunities

acid, poison

Condition Immunities

poisoned

Senses

blindsight 60 ft., darkvision 60 ft.

Passive Perception

15

Languages

Abyssal, Common, Goblin, Infernal, telepathy 60 ft.

Challenge Rating

4

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 60, Volo's Guide to Monsters p. 123

Proficiency Bonus

Description

+2

Fire Banishment

Description

When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna.

Soul Feeding

Description

The barghest can feed on the corpse of a Fey or Humanoid it killed within the past 10 minutes. This feeding takes at least 1 minute, and it destroys the corpse. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested and the person is incapable of being revived. If the barghest dies before the soul is digested, the soul is released. While a soul is trapped in the barghest, any magic that tries to restore the soul to life has a 50 percent chance of failing and being wasted.

Actions

Multiattack

Description

The barghest makes one Bite attack and oneClaw attack.

Bite

Description

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

Attack

Bite|6|2d8+4

Claw

Description

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

Attack

Claw|6|1d8+4

Spellcasting

Description

The barghest casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):

At will: levitate, minor illusion, pass without trace

1/day each: charm person, dimension door, suggestion

Change Shape (bonus action)

Description

The barghest transforms into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.

Spells

levitate, minor illusion, pass without trace, charm person, dimension door, suggestion

Bariaur Wanderer

Size

Medium

Type

celestial

Alignment

typically chaotic good

Armor Class

14 (studded leather armor)

Hit Points

71 (11d8 + 22)

Speed

40 ft.

Strength

18

Dexterity

14

Constitution

15

Intelligence

11

Wisdom

15

Charisma

10

Saving Throws

Str +6, Dex +4

Skills

Survival +6, Stealth +4, Athletics +6, Perception +4

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Celestial, Common

Challenge Rating

3

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 21, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+2

Portal Sense

Description

The bariaur can sense the presence of portals within 30 feet of itself, including inactive portals, and instinctively knows the destination of each one. The bariaur knows the distance and direction to the last portal it used as long as they're on the same plane.

Actions

Multiattack

Description

The bariaur makes two Barbed Javelin or Shortbow attacks.

Barbed Javelin

Description

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the target is a creature, its speed is reduced by 10 feet until the start of the bariaur's next turn.

Attack

Barbed Javelin|6|1d10 + 4

Ram

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the bariaur moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 10 (3d6) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or have the prone condition.

Attack

Ram|6|1d8 + 4

Shortbow

Description

Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 4 (1d8) piercing damage if the target doesn't have all its hit points.

Attack

Shortbow|4|1d6 + 2+1d8

Spellcasting

Description

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

At will: dancing lights, druidcraft

1/day each: goodberry, pass without trace, tongues

Mighty Leap (bonus action)

Description

The bariaur jumps a distance up to its walking speed.

Spells

dancing lights, druidcraft, goodberry, pass without trace, tongues

Barkburr

Size

Small

Type

plant

Alignment

unaligned

Armor Class

16 (natural armor)

Hit Points

52 (8d6 + 24)

Speed

10 ft., climb 10 ft.

Strength

16

Dexterity

6

Constitution

16

Intelligence

1

Wisdom

15

Charisma

1

Skills

athletics +5

Damage Immunities

psychic

Condition Immunities

blinded, charmed, deafened, frightened

Senses

blindsight 60 ft. (can't see beyond this radius)

Passive Perception

12

Challenge Rating

3

Traits

Source

Description

Quests from the Infinite Staircase p. 195

Proficiency Bonus

Description

+2

False Appearance

Description

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

Springing Leap

Description

With or without a running start, the barkburr's high jump is up to 15 feet, and its long jump is up to 30 feet. The barkburr's jumps can exceed its speed if its speed isn't 0.

Actions

Multiattack

Description

The barkburr makes two Poison Barb attacks and uses Lignify if able.

Poison Barb

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage, and the barkburr attaches to the target. While the barkburr is attached, it can't make Poison Barb attacks, and the target has the restrained condition as its body begins to transform into wood.

An attached barkburr can detach itself by spending 5 feet of its movement on its turn. A creature that can reach the barkburr, including the target, can use its action to detach the barkburr by making a successful DC 13 Strength (Athletics) check.

Attack

Poison Barb|5|1d4 + 3+2d6

Lignify

Description

The barkburr targets the creature it is attached to, and the target must make a DC 13 Constitution saving throw. On a failed save, the target has the petrified condition until freed by the Greater Restoration spell or another effect, except it turns into a tree instead of stone. Any equipment the target is wearing or carrying is absorbed into the tree's bark.

Barlgura

Size

Large

Type

fiend (demon)

Alignment

chaotic evil

Armor Class

15 (natural armor)

Hit Points

68 (8d10+24)

Speed

40 ft., climb 40 ft.

Strength

18

Dexterity

15

Constitution

16

Intelligence

7

Wisdom

14

Charisma

9

Saving Throws

Dex +5, Con +6

Skills

Perception +5, Stealth +5

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

poisoned

Senses

blindsight 30 ft., darkvision 120 ft.

Passive Perception

15

Languages

Abyssal, telepathy 120 ft.

Challenge Rating

5

Traits

Source

Description

Monster Manual p. 56

Innate Spellcasting

Description

The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components:

1/day each: entangle, phantasmal force

2/day each: disguise self, invisibility (self only)

Reckless

Description

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

Running Leap

Description

The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.

Actions

Multiattack

Description

The barlgura makes three attacks: one with its bite and two with its fists.

Bite

Description

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

Attack

Bite|7|2d6+4

Fist

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage.

Attack

Fist|7|1d10+4

Variant: Summon Demon (1/Day)

Description

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

A barlgura has a 30 percent chance of summoning one barlgura.

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

Spells

entangle, phantasmal force, disguise self, invisibility

Barnibus Blastwind

Size

Medium

Type

humanoid (human)

Alignment

lawful good

Armor Class

10 (13 with mage armor)

Hit Points

24 (7d8 - 7)

Speed

30 ft.

Strength

9

Dexterity

10

Constitution

9

Intelligence

17

Wisdom

15

Charisma

11

Saving Throws

Int +5, Wis +4

Skills

Arcana +5, Insight +6, Investigation +7, Perception +4

Passive Perception

14

Languages

Common, Draconic, Dwarvish, Halfling

Challenge Rating

2

Traits

Source

Description

Waterdeep: Dragon Heist p. 195

Special Equipment

Description

Barnibus carries a wand of magic detection

Spellcasting

Description

Barnibus is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will}: blade ward, light, mage hand, message

• 1st level (4 slots) : comprehend languages, identify, mage armor, shield

• 2nd level (3 slots): detect thoughts, suggestion

• 3rd level (3 slots): clairvoyance, sending

• 4th level (1 slot): locate creature, Otiluke's resilient sphere

Actions

Dagger

Description

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

Attack

Dagger|2|2d4

Spells

blade ward, light, mage hand, message, comprehend languages, identify, mage armor, shield, detect thoughts, suggestion, clairvoyance, sending, locate creature, Otiluke's resilient sphere

Spell Slots

4, 3, 3, 1

Barovian Commoner

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

Curse of Strahd p. 29

Actions

Pitchfork

Description

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

Attack

Pitchfork|2|1d6

Environment

arctic, coastal, desert, forest, grassland, hill, urban

Barovian Scout

Size

Medium

Type

humanoid (any race)

Alignment

any alignment

Armor Class

13 (leather armor)

Hit Points

16 (3d8+3)

Speed

30 ft.

Strength

11

Dexterity

14

Constitution

12

Intelligence

11

Wisdom

13

Charisma

11

Skills

Nature +4, Perception +5, Stealth +6, Survival +5

Passive Perception

15

Languages

any one language (usually Common)

Challenge Rating

1/2

Traits

Source

Description

Curse of Strahd p. 29

Keen Hearing and Sight

Description

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

Actions

Multiattack

Description

The scout makes two melee attacks or two ranged attacks.

Shortsword

Description

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

Attack

Shortsword|4|1d6+2

Light Crossbow

Description

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

Attack

Light Crossbow|4|1d8+2

Environment

arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdark

Barovian Witch

Size

Medium

Type

humanoid (human)

Alignment

chaotic evil

Armor Class

10

Hit Points

16 (3d8+3)

Speed

30 ft.

Strength

7

Dexterity

11

Constitution

13

Intelligence

14

Wisdom

11

Charisma

12

Skills

Arcana +4, Perception +2

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Common

Challenge Rating

1/2

Traits

Source

Description

Curse of Strahd p. 229

Spellcasting

Description

The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has the following wizard spells prepared:

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

•1st level (4 slots): ray of sickness, sleep, Tasha's hideous laughter

•2nd level (2 slots): alter self, invisibility

Actions

Claws (Requires Alter Self)

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. This attack is magical.

Attack

Claws|3|1d6+1

Dagger

Description

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

Attack

Dagger|2|1d4

Spells

mage hand, prestidigitation, ray of frost, ray of sickness, sleep, Tasha's hideous laughter, alter self, invisibility

Spell Slots

4, 2

Barrowghast

Size

Huge

Type

undead

Alignment

typically chaotic evil

Armor Class

12 (natural armor)

Hit Points

138 (12d12 + 60)

Speed

40 ft.

Strength

21

Dexterity

8

Constitution

20

Intelligence

5

Wisdom

9

Charisma

6

Damage Resistances

necrotic, poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60 ft.

Passive Perception

9

Languages

Giant

Challenge Rating

7

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 121

Proficiency Bonus

Description

+3

Stench

Description

Any creature that starts its turn within 10 feet of the barrowghast must make a DC 16 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. While poisoned this way, the creature can't regain hit points. On a successful save, the creature is immune to the Stench of all barrowghasts for 24 hours.

Actions

Multiattack

Description

The barrowghast makes two Slam attacks. It can replace one Slam attack with a Life Drain attack.

Slam

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.

Attack

Slam|8|2d12 + 5

Life Drain

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 9 (1d8 + 5) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A Humanoid slain by this attack immediately rises as a zombie (see the Monster Manual). The zombie acts as an ally of the barrowghast but isn't under its control.

Attack

Life Drain|8|1d8 + 5

Reactions

Noxious Wound

Description

Immediately after the barrowghast takes piercing or slashing damage, poisonous ichor sprays from the wound. Each creature within 5 feet of the barrowghast must make a DC 16 Dexterity saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Basilisk

Size

Medium

Type

monstrosity

Alignment

unaligned

Armor Class

12 (natural armor)

Hit Points

52 (8d8+16)

Speed

20 ft.

Strength

16

Dexterity

8

Constitution

15

Intelligence

2

Wisdom

8

Charisma

7

Senses

darkvision 60 ft.

Passive Perception

9

Challenge Rating

3

Traits

Source

Description

Monster Manual p. 24

Petrifying Gaze

Description

If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

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

If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Actions

Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage plus 7 (2d6) poison damage.

Attack

|5|2d6+3+2d6

Environment

mountain

Bastian Thermandar

Size

Medium

Type

humanoid (fire genasi)

Alignment

neutral evil

Armor Class

12 (15 with mage armor)

Hit Points

78 (12d8+24)

Speed

30 ft.

Strength

12

Dexterity

14

Constitution

15

Intelligence

11

Wisdom

9

Charisma

18

Skills

Arcana +3, Deception +7

Damage Resistances

fire

Senses

darkvision 60 ft.

Passive Perception

9

Languages

Common, Ignan

Challenge Rating

8

Traits

Source

Description

Princes of the Apocalypse p. 201

Innate Spellcasting

Description

Bastian's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells:

At will: produce flame

1/day: burning hands

Spellcasting

Description

Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bastian knows the following sorcerer spells:

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

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

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

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

• 4th level (3 slots): dimension door, wall of fire

• 5th level (1 slot): hold monster

Actions

Dagger

Description

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

Attack

Dagger|5|1d4+2

Spells

produce flame, burning hands, fire bolt, mage hand, message, prestidigitation, shocking grasp, mage armor, magic missile, shield, misty step, scorching ray, counterspell, fireball, dimension door, wall of fire, hold monster

Spell Slots

4, 3, 3, 3, 1

Bat

Size

Tiny

Type

beast

Alignment

unaligned

Armor Class

12

Hit Points

1 (1d4-1)

Speed

5 ft., fly 30 ft.

Strength

2

Dexterity

15

Constitution

8

Intelligence

2

Wisdom

12

Charisma

4

Senses

blindsight 60 ft.

Passive Perception

11

Challenge Rating

0

Traits

Source

Description

Monster Manual p. 318, Player's Handbook p. 304

Echolocation

Description

The bat can't use its blindsight while deafened.

Keen Hearing

Description

The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite

Description

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

Attack

Bite||1

Battleforce Angel

Size

Medium

Type

celestial

Alignment

lawful good

Armor Class

18 (plate armor)

Hit Points

66 (12d8+12)

Speed

30 ft., fly 90 ft.

Strength

16

Dexterity

12

Constitution

13

Intelligence

11

Wisdom

17

Charisma

18

Saving Throws

Wis +6, Cha +7

Skills

Investigation +3, Perception +6

Passive Perception

16

Languages

all

Challenge Rating

5

Damage Resistances

fire, radiant

Condition Immunities

charmed, exhaustion, frightened

Senses

darkvision 120 ft., truesight 120 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 189

Flyby

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

The angel makes two melee attacks. It also uses Battlefield Inspiration.

Longsword

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) radiant damage. If the target is within 5 feet of any of the angel's allies, the target takes an extra 2 (1d4) radiant damage.

Attack

Longsword|6|1d8+3

Battlefield Inspiration

Description

The angel chooses up to three creatures it can see within 30 feet of it. Until the end of the angel's next turn, each target can add a d4 to its attack rolls and saving throws.

Battlehammer Dwarf

Size

Medium

Type

humanoid (mountain dwarf)

Alignment

lawful good

Armor Class

13 (leather armor)

Hit Points

16 (3d8 + 3)

Speed

25 ft.

Strength

11

Dexterity

14

Constitution

12

Intelligence

11

Wisdom

13

Charisma

11

Skills

Nature +4, Survival +5, Stealth +6, Perception +5

Damage Resistances

poison

Senses

darkvision 60 ft.

Passive Perception

15

Languages

Common, Dwarvish

Challenge Rating

1/2

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 107

Proficiency Bonus

Description

+2

Keen Hearing and Sight

Description

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

Dwarven Resilience

Description

The battlehammer dwarf has advantage on saving throws against poison, and has resistance against poison damage.

Actions

Multiattack

Description

The dwarf makes two melee attacks or two ranged attacks.

Handaxe

Description

Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) slashing damage.

Attack

Handaxe|2|1d6

Light Crossbow

Description

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

Attack

Light Crossbow|4|1d8 + 2

Bavlorna Blightstraw

Size

Medium

Type

fey (hag)

Alignment

neutral evil

Armor Class

15 (natural armor)

Hit Points

110 (13d8 + 52)

Speed

30 ft., swim 30 ft.

Strength

22

Dexterity

11

Constitution

18

Intelligence

16

Wisdom

12

Charisma

15

Saving Throws

Con +7, Int +6, Wis +4, Cha +5

Skills

Arcana +9, Deception +5, Perception +4, Stealth +3

Senses

truesight 60 ft.

Passive Perception

14

Languages

Common, Elvish, Sylvan

Challenge Rating

7

Traits

Source

Description

The Wild Beyond the Witchlight p. 216

Proficiency Bonus

Description

+3

Amphibious

Description

Bavlorna can breathe air and water.

Boon of Immortality

Description

Bavlorna is immune to any effect that would age her, and she can't die from old age.

Widdershins Allergy

Description

If a creature within 10 feet of Bavlorna uses at least 10 feet of movement to run in place counterclockwise, Bavlorna is overcome by a fit of sneezing and can't cast spells until the end of her next turn. In addition, any creature Bavlorna has swallowed is immediately expelled and falls prone in an unoccupied space within 5 feet of her.

Shared Spells Of The Hourglass Coven

Description

On the rare occasions when all three hags of the Hourglass Coven are within 30 feet of one another, any one of them can use an action to cast one of the following spells, requiring no material components (spell save DC 14):

detect thoughts, dispel magic, finger of death, glibness, locate creature, mass suggestion.

Once a spell from this list has been cast, no member of the coven can cast that shared spell again until the next dawn, when the coven regains all of its shared spells.

Actions

Multiattack

Description

Bavlorna makes one Bite attack and one Withering Ray attack.

Bite

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and Bavlorna can't use her Bite attack on another target.

Attack

Bite|9|2d6+6

Withering Ray

Description

Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Attack

Withering Ray|6|4d6+3

Create Lornlings (Recharge 5–6)

Description

Bavlorna creates one or two 1-foot-tall duplicates of herself, called lornlings (use the Quickling stat block in appendix C). Each lornling appears in an unoccupied space within 5 feet of Bavlorna, obeys her commands, and takes its turn immediately after hers. A lornling lasts for 1 hour, until it or Bavlorna dies, or until Bavlorna dismisses it as an action. Bavlorna can have no more than eight lornlings in existence at a time.

Spellcasting

Description

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

At will: detect magic

2/day each: create food and water, polymorph, remove curse

1/day: plane shift (self only)

Swallow (Bonus Action)

Description

Bavlorna swallows a Small or smaller creature she is grappling, ending the grapple on it. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside Bavlorna, and it takes 10 (3d6) acid damage at the start of each of its turns. If the swallowed creature is one of Bavlorna's lornlings, Bavlorna gains all the lornling's memories when the acid damage reduces it to 0 hit points.

Bavlorna can have only one creature swallowed at a time. If Bavlorna dies, a swallowed creature is no longer restrained and can escape from the corpse using 5 feet of movement, exiting prone.

Attack

Swallow||3d6

Spells

detect magic, create food and water, polymorph, remove curse, plane shift, detect thoughts, dispel magic, finger of death, glibness, locate creature, mass suggestion

Bearded Devil

Size

Medium

Type

fiend (devil)

Alignment

lawful evil

Armor Class

13 (natural armor)

Hit Points

52 (8d8+16)

Speed

30 ft.

Strength

16

Dexterity

15

Constitution

15

Intelligence

9

Wisdom

11

Charisma

11

Saving Throws

Str +5, Con +4, Wis +2

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Passive Perception

10

Languages

Infernal, telepathy 120 ft.

Challenge Rating

3

Traits

Source

Description

Monster Manual p. 70

Devil's Sight

Description

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

Magic Resistance

Description

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

Steadfast

Description

The devil can't be frightened while it can see an allied creature within 30 feet of it.

Actions

Multiattack

Description

The devil makes two attacks: one with its beard and one with its glaive.

Beard

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Beard|5|1d8+2

Glaive

Description

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Attack

Glaive|5|1d10+3

Beast of the Land

Size

Medium

Type

beast

Armor Class

15 (natural armor)

Hit Points

20 (3d8)

Speed

40 ft., climb 40 ft.

Strength

14

Dexterity

14

Constitution

15

Intelligence

8

Wisdom

14

Charisma

11

Passive Perception

12

Languages

understands the languages you speak

Challenge Rating

2

Senses

darkvision 60 ft.

Traits

Source

Description

Tasha's Cauldron of Everything p. 61

Armor Class

Description

13 + PB (natural armor)

Hit Points

Description

5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)

CR

Description

Proficiency Bonus (PB) equals your bonus

Charge

Description

If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond

Description

You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul

Description

Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.

Beast of the Sea

Size

Medium

Type

beast

Armor Class

15 (natural armor)

Hit Points

20 (3d8)

Speed

5 ft., swim 60 ft.

Strength

14

Dexterity

14

Constitution

15

Intelligence

8

Wisdom

14

Charisma

11

Passive Perception

12

Languages

understands the languages you speak

Challenge Rating

2

Senses

darkvision 60 ft.

Traits

Source

Description

Tasha's Cauldron of Everything p. 61

Armor Class

Description

13 + PB (natural armor)

Hit Points

Description

5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)

CR

Description

Proficiency Bonus (PB) equals your bonus

Amphibious

Description

The beast can breathe both air and water.

Primal Bond

Description

You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Binding Strike

Description

Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.

Beast of the Sky

Size

Small

Type

beast

Armor Class

15 (natural armor)

Hit Points

24 (3d6)

Speed

10 ft., fly 60 ft.

Strength

6

Dexterity

16

Constitution

13

Intelligence

8

Wisdom

14

Charisma

11

Passive Perception

12

Languages

understands the languages you speak

Challenge Rating

2

Senses

darkvision 60 ft.

Traits

Source

Description

Tasha's Cauldron of Everything p. 61

Armor Class

Description

13 + PB (natural armor)

Hit Points

Description

4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)

CR

Description

Proficiency Bonus (PB) equals your bonus

Flyby

Description

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

Primal Bond

Description

You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Shred

Description

Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.

Bebilith

Size

Huge

Type

fiend (demon)

Alignment

chaotic evil

Armor Class

17 (natural armor)

Hit Points

189 (18d12 + 72)

Speed

40 ft., climb 40 ft.

Strength

16

Dexterity

22

Constitution

18

Intelligence

11

Wisdom

13

Charisma

8

Saving Throws

Con +8, Wis +5

Skills

Perception +5, Stealth +10

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

blindsight 30 ft., darkvision 60 ft.

Passive Perception

15

Languages

understands Abyssal but only speaks telepathically to its own kind

Challenge Rating

12

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 133

Innate Spellcasting

Description

The bebilith can innately cast the following spell, requiring no material components:

3/Day: darkness

Relentless Hunter

Description

The bebilith may use a bonus action to mark prey that it has damaged. Only one creature can be marked at a time. The bebilith always knows the exact location of the marked prey on the current plane of existence, cannot be surprised by it, and has advantage on all attack rolls against it.

Spider Climb

Description

The bebilith can climb difficult surfaces, including upside down, without needing to make an ability check and ignores any movement restrictions caused by webbing.

Actions

Multiattack

Description

The Bebilith uses poisoned web if it can and then makes two melee attacks.

Bite

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 21 (6d6) poison damage. Any creature that drops to zero hit points because it has been bit by the bebilith lights on fire and suffers 7 (2d6) fire damage each round until healing is applied to them.

Attack

Bite|7|1d12+3+6d6

Foreleg

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Attack

Foreleg|7|2d8+3

Poisoned Web (Recharge 5-6)

Description

Ranged Weapon Attack: +10 to hit, range 30/60 ft., one creature. Hit: 36 (8d8) poison damage, and the target is restrained by webbing. While restrained, the target takes 9 (2d8) poison damage at the start of each of its turns and the target may then make a DC 17 Strength check to free itself from the webbing. Unlike normal webs, fire cannot burn a bebilith's webbing but if used will ignite the web inflicting an additional 3 (1d6) fire damage to trapped targets.

Spells

darkness

Behir

Size

Huge

Type

monstrosity

Alignment

neutral evil

Armor Class

17 (natural armor)

Hit Points

168 (16d12+64)

Speed

50 ft., climb 40 ft.

Strength

23

Dexterity

16

Constitution

18

Intelligence

7

Wisdom

14

Charisma

12

Skills

Perception +6, Stealth +7

Damage Immunities

lightning

Senses

darkvision 90 ft.

Passive Perception

16

Languages

Draconic

Challenge Rating

11

Traits

Source

Description

Monster Manual p. 25

Actions

Multiattack

Description

The behir makes two attacks: one with its bite and one to constrict.

Bite

Description

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing damage.

Attack

Bite|10|3d10+6

Constrict

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.

Attack

Constrict|10|2d10+6+2d10+6

Lightning Breath (Recharge 5-6)

Description

The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Attack

Lightning Breath||12d10

Swallow

Description

The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.

If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.

Attack

Acid Damage||6d6

Environment

underdark

Beholder

Size

Large

Type

aberration

Alignment

lawful evil

Armor Class

18 (natural armor)

Hit Points

189 (19d10+76)

Speed

0 ft., fly 20 ft. (hover)

Strength

10

Dexterity

14

Constitution

18

Intelligence

17

Wisdom

15

Charisma

17

Saving Throws

Int +8, Wis +7, Cha +8

Skills

Perception +12

Condition Immunities

prone

Senses

darkvision 120 ft.

Passive Perception

22

Languages

Deep Speech, Undercommon

Challenge Rating

13

Traits

Source

Description

Monster Manual p. 28

Antimagic Cone

Description

The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.

Actions

Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Attack

Bite|5|4d6

Eye Rays

Description

The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it:

1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.

2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated.

If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Eye Ray

Description

The beholder uses one random eye ray.

Environment

underdark

Beholder Zombie

Size

Large

Type

undead

Alignment

neutral evil

Armor Class

15 (natural armor)

Hit Points

93 (11d10+33)

Speed

0 ft., fly 20 ft. (hover)

Strength

10

Dexterity

8

Constitution

16

Intelligence

3

Wisdom

8

Charisma

5

Saving Throws

Wis +2

Damage Immunities

poison

Condition Immunities

poisoned, prone

Senses

darkvision 60 ft.

Passive Perception

9

Languages

understands Deep Speech and Undercommon but can't speak

Challenge Rating

5

Traits

Source

Description

Monster Manual p. 316

Undead Fortitude

Description

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

Actions

Bite

Description

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Attack

Bite|3|4d6

Eye Ray

Description

The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.

1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.

Environment

underdark

Bel

Size

Large

Type

fiend (devil)

Alignment

lawful evil

Armor Class

19 (natural armor)

Hit Points

364 (27d10+216)

Speed

30 ft., fly 60 ft.

Strength

28

Dexterity

14

Constitution

26

Intelligence

25

Wisdom

19

Charisma

26

Saving Throws

Dex +10, Con +16, Wis +12

Skills

Arcana +14, Deception +15, Insight +11, Persuasion +15

Passive Perception

14

Languages

Common, Infernal, Telepathy 120 ft.

Challenge Rating

25

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

truesight 120 ft.

Traits

Source

Description

Baldur's Gate: Descent Into Avernus p. 115

Fear Aura

Description

Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw, unless Bel is incapacitated. Unless the save succeeds, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bel's Fear Aura for the next 24 hours.

Innate Spellcasting

Description

Bel's spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components:

At will: detect magic, fireball

3/day each: dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire

1/day each: imprisonment, meteor swarm

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Magic Weapons

Description

Bel's weapon attacks are magical.

Actions

Multiattack

Description

Bel makes three attacks: two with his greatsword and one with his tail.

Greatsword

Description

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 23 (4d6 + 9) slashing damage plus 21 (6d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire.

Attack

Greatsword|16|4d6+9

Tail

Description

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 25 (3d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn.

Attack

Tail|16|3d10+9

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Fireball

Description

Bel casts fireball.

Tactical Edge (Costs 2 Actions)

Description

Roll a d6 for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute.

Summon Ice Devil (Costs 3 Actions)

Description

Bel magically summons an ice devil with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it as an action.

Spells

detect magic, fireball, dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire, imprisonment, meteor swarm

Bel (CoA)

Size

Large

Type

fiend (devil)

Alignment

lawful evil

Armor Class

19 (natural armor)

Hit Points

364 (27d10 + 216)

Speed

30 ft., fly 60 ft.

Strength

28

Dexterity

14

Constitution

26

Intelligence

25

Wisdom

19

Charisma

26

Saving Throws

Dex +10, Con +16, Wis +12

Skills

Arcana +15, Deception +16, Insight +12, Persuasion +16

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

truesight 120 ft.

Passive Perception

14

Languages

Common, Infernal, telepathy 120 ft.

Challenge Rating

25

Traits

Source

Description

Chains of Asmodeus p. 234

Proficiency Bonus

Description

+8

Fear Aura

Description

Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw unless Bel is incapacitated. If the save fails, the creature has the frightened condition until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bel's Fear Aura for the next 24 hours.

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

Bel attacks twice with his Greatsword and once with his Tail.

Greatsword

Description

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) fire damage. If the target is a flammable object that isn't being held or worn, it catches fire.

Attack

Greatsword|17|4d6+9+6d6

Tail

Description

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or have the stunned condition until the end of its next turn.

Attack

Tail|17|3d10+9

Spellcasting

Description

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

At will: Detect Magic, Fireball

2/day each: Dispel Magic, Hold Monster, Mirror Image, Mislead, Raise Dead, Teleport, Wall of Fire

1/day each: Imprisonment, Meteor Swarm

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Fireball

Description

Bel casts Fireball.

Tactical Edge (Costs 2 Actions)

Description

Roll a d6 for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute.

Summon Ice Devil (Costs 3 Actions)

Description

Bel magically summons an ice devil with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it with an action.

Spells

Detect Magic, Fireball , Dispel Magic, Hold Monster, Mirror Image, Mislead, Raise Dead, Teleport, Wall of Fire , Imprisonment, Meteor Swarm

Belak The Outcast

Size

Medium

Type

humanoid (human)

Alignment

any alignment

Armor Class

11 (16 with barkskin)

Hit Points

27 (5d8 + 5)

Speed

30 ft.

Strength

10

Dexterity

12

Constitution

13

Intelligence

12

Wisdom

15

Charisma

11

Skills

Medicine +4, Nature +3, Perception +4

Passive Perception

14

Languages

Druidic plus any two languages

Challenge Rating

2

Traits

Source

Description

Tales from the Yawning Portal p. 30

Proficiency Bonus

Description

+2

Spellcasting

Description

The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, poison spray, shillelagh

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

• 2nd level (3 slots): barkskin, flaming sphere

Actions

Quarterstaff

Description

Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.

Attack

Quarterstaff|2|1d6

Quarterstaff (Shillelagh)|4|1d8+2

Spells

druidcraft, poison spray, shillelagh, cure wounds, entangle, faerie fire, thunderwave, barkskin, flaming sphere

Spell Slots

4, 3

Belashyrra

Size

Medium

Type

aberration

Alignment

chaotic evil

Armor Class

19 (natural armor)

Hit Points

304 (32d8+160)

Speed

40 ft., fly 40 ft.

Strength

24

Dexterity

21

Constitution

20

Intelligence

25

Wisdom

22

Charisma

23

Saving Throws

Int +14, Wis +13, Cha +13

Skills

Arcana +14, Perception +13

Passive Perception

23

Languages

Deep Speech, telepathy 120 ft.

Challenge Rating

22

Damage Resistances

poison, psychic

Condition Immunities

blinded, charmed, exhaustion, frightened, poisoned, prone

Senses

truesight 120 ft.

Traits

Source

Description

Eberron: Rising from the Last War p. 286

Alien Mind

Description

If a creature tries to read Belashyrra's thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Eye Thief

Description

Belashyrra can see through the eyes of all creatures within 120 feet of it. It can use its Eye Ray through any creature within 120 feet of it, as though it were in that creature's space.

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Regeneration

Description

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

Teleport

Description

As a bonus action, Belashyrra can teleport up to 30 feet to an unoccupied space it can see.

Actions

Multiattack

Description

Belashyrra makes two attacks with its claws and uses its Eye Ray once.

Claw

Description

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

Attack

Claw|14|3d6+7

Eye Ray

Description

Belashyrra shoots one of the following magical eye rays of its choice, targeting one creature it can see within 120 feet of it:

1

Description

Psyche-Reconstruction Ray. The target must make a DC 22 Wisdom saving throw, taking 49 (9d10) psychic damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, it dies and transforms into a spectator under Belashyrra's control and acts immediately after Belashyrra in the initiative order. The target can't be returned to its original form by any means short of a wish spell.

2

Description

Domination Ray. The target must succeed on a DC 22 Wisdom saving throw or be charmed by Belashyrra for 1 minute or until the target takes damage. Belashyrra can issue telepathic commands to the charmed creature (no action required), which it does its best to obey.

3

Description

Mind-Weakening Ray. The target must succeed on a DC 22 Intelligence saving throw or take 36 (8d8) psychic damage and be unable to cast spells or activate magic items for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4

Description

Blinding Ray. The target and each creature within 10 feet of it must succeed on a DC 22 Constitution saving throw or take 19 (3d12) radiant damage and be blinded for 1 minute. Until this blindness ends, Belashyrra can see through the blinded creature's eyes. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Claw

Description

Belashyrra makes one claw attack.

Implant Fear (Costs 2 Actions)

Description

Belashyrra targets a creature it can see within 60 feet of it. The target must succeed on a DC 22 Wisdom saving throw or take 22 (4d10) psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from Belashyrra.

Rend Reality (Costs 3 Actions)

Description

Belashyrra rips at the bonds of reality in its immediate area. Each creature within 10 feet of Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12) force damage and gain one level of exhaustion.

Lair Actions

Description

While within the Citadel of Lidless Eyes, Belashyrra can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Belashyrra can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

• An eye opens on a solid surface within 60 feet of Belashyrra. One random eye ray of Belashyrra's shoots from that eye at a target of Belashyrra's choice that it can see. The eye then closes and disappears.

• Belashyrra creates a wave of madness. Each creature it can see within its lair must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Belashyrra's choice within reach. If there are no creatures within reach, the charmed creature can act normally for that turn. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

• Belashyrra taps into the eyesight of creatures in its lair and alters their perception. Each creature of Belashyrra's choice in the lair must make a DC 22 Wisdom saving throw. On a failure, the affected creature perceives objects and creatures a short distance from their actual locations, imposing disadvantage on the creature's attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this lair action for the next 24 hours.

Regional Effects

Description

Belashyrra's lair is known to touch remote areas of the Shadow Marches and caverns below Xen'drik. A region containing a passage to Belashyrra's lair is warped by its magic, which creates one or more of the following effects:

• Creatures within 1 mile of the passage sometimes feel as if they're being watched.

• Beasts that live within 5 miles of the passage undergo magical transmutation, growing eyes or eyestalks that Belashyrra can see through.

• A humanoid who spends at least 1 hour within 1 mile of the passage must succeed on a DC 21 Wisdom saving throw or descend into a type of madness (see "Madness of Belashyrra" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

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

Beldora

Size

Medium

Type

humanoid (Illuskan human)

Alignment

chaotic good

Armor Class

12

Hit Points

18 (4d8)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

10

Intelligence

16

Wisdom

12

Charisma

16

Skills

Deception +5, Insight +3, Investigation +5, Perception +3, Persuasion +5

Passive Perception

13

Languages

Common, Draconic, Dwarvish, Halfling

Traits

Source

Description

Storm King's Thunder p. 249

Roleplaying Information

Description

Beldora is a member of the Harpers who survives using her wits and wiles. She looks like a homeless waif, but she's a survivor who shies away from material wealth.

Ideal: "We should all strive to help one another."

Bond: "I'll risk my life to protect the powerless."

Flaw: "I like lying to people. Makes life more interesting, no?"

Actions

Shortsword

Description

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

Attack

Shortsword|4|1d6+2

Hand Crossbow

Description

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

Attack

Hand Crossbow|4|1d6+2

Reactions

Duck and Cover

Description

Beldora adds 2 to her AC against one ranged attack that would hit her. To do so, Beldora must see the attacker and can't be grappled or restrained.

Beledros Witherbloom

Size

Gargantuan

Type

dragon (druid)

Alignment

neutral good

Armor Class

22 (natural armor)

Hit Points

444 (24d20 + 192)

Speed

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

Strength

28

Dexterity

14

Constitution

27

Intelligence

18

Wisdom

28

Charisma

17

Saving Throws

Dex +9, Con +15, Wis +16, Cha +10

Skills

Arcana +18, Medicine +16, Nature +18, Perception +16

Damage Immunities

necrotic, poison

Condition Immunities

poisoned

Senses

blindsight 120 ft.

Passive Perception

26

Languages

Common, Draconic, Druidic, Sylvan

Challenge Rating

24

Traits

Source

Description

Strixhaven: A Curriculum of Chaos p. 186

Proficiency Bonus

Description

+7

Legendary Resistance (3/Day)

Description

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

Unusual Nature

Description

Beledros doesn't require air, food, or drink.

Actions

Multiattack

Description

Beledros makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 14 (1d10 + 9) piercing damage plus 6 (1d12) necrotic damage.

Attack

Bite|16|1d10+9+1d12

Claw

Description

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 12 (1d6 + 9) slashing damage. If the target is a Huge or smaller creature, it is knocked prone.

Attack

Claw|16|1d6+9

Decaying Breath (Recharge 5-6)

Description

Beledros exhales decaying energy in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 39 (6d12) necrotic damage and 39 (6d12) poison damage on a failed save, or half as much damage on a successful one. A creature that takes damage from the breath can't regain hit points until the start of Beledros's next turn.

Attack

Decaying Breath||6d12

Spellcasting

Description

Beledros casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:

1/day each: greater restoration, mass cure wounds, plant growth, revivify, speak with dead

Miasmal Flow

Description

Beledros becomes a swirling cloud of green mist and can move up to half her flying speed without provoking opportunity attacks, then resumes her true form. During this movement, she can move through creatures and objects as if they were difficult terrain. If she moves through a creature, it must succeed on a DC 23 Constitution saving throw or become poisoned until the end of its next turn. If Beledros ends this move inside an object, she takes 5 (1d10) force damage and is shunted to the nearest unoccupied space.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Claw

Description

Beledros makes one Claw attack.

Miasmal Flow (Costs 2 Actions)

Description

Beledros uses Miasmal Flow.

Teeming with Life (Costs 3 Actions)

Description

Beledros magically summons 1d4 pest mascots in unoccupied spaces she can see within 60 feet of herself. The pests obey her commands and take their turns immediately after hers. Any creature, other than a pest, takes 9 (2d8) poison damage if it starts its turn within 5 feet of one or more of these pests. When one of these pests drops to 0 hit points, Beledros regains 9 hit points. These pests disappear after 10 minutes, when Beledros dies, or when she uses this action again.

Spells

greater restoration, mass cure wounds, plant growth, revivify, speak with dead

Belial

Size

Medium

Type

fiend (devil)

Alignment

lawful evil

Armor Class

21 (natural armor)

Hit Points

420 (40d8 + 240)

Speed

30 ft., fly 60 ft.

Strength

25

Dexterity

17

Constitution

22

Intelligence

22

Wisdom

22

Charisma

29

Saving Throws

Str +15, Dex +11, Con +14, Wis +14

Skills

Athletics +15, Deception +25, Insight +14, Intimidation +17, Perception +14, Persuasion +25

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

charmed, poisoned

Senses

darkvision 120 ft.

Passive Perception

24

Languages

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

Challenge Rating

25

Traits

Source

Description

Chains of Asmodeus p. 221

Proficiency Bonus

Description

+8

Deep Wounds

Description

All damage dealt by Belial can only be restored through magical means.

Devil's Sight

Description

Magical darkness doesn't impede Belials darkvision.

Fear Aura

Description

When a creature starts their turn within 120 feet of Belial, they must succeed on a DC 22 Wisdom saving throw or have the frightened condition until they leave the aura. A creature that succeeds on the saving throw is immune to this effect for 1 hour.

Fiendish Regeneration

Description

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

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

Belial makes three attacks using his Ranseur of Torture.

Ranseur of Torture

Description

Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 5 (1d10) necrotic damage, and the target must make a DC 23 Constitution saving throw. On a failed save, the target's movement speed is reduced by 5 feet until the end of their next turn. This penalty can stack.

Attack

Ranseur of Torture|18|2d10+10+1d10

Walls of Phlegethos

Description

Belial creates a wall of fire on a solid surface within 120 feet of him. The wall is 20 feet high and 1 foot thick, and Belial can make the wall up to 60 feet long or create a ringed wall up to 20 feet in diameter. The wall is opaque and lasts until Belial dismisses it. When the wall appears, each creature within its area must make a DC 25 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. A creature that ends its turn inside the wall, or within 5 feet of it, must repeat the save.

Symbol of Insanity (Recharge 4–6)

Description

Belial draws a magic symbol at a point he can see within 120 feet of him. All creatures within a 20-foot-radius sphere centered on the symbol must make a DC 25 Intelligence saving throw. Targets take 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save immediately use their reaction to make a melee attack against a random creature within their reach, then move their full movement in a random direction.

Reactions

Pleasure in Pain

Description

As a reaction to taking damage, Belial immediately regenerates half the damage he took.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Ranseur

Description

Belial makes a Ranseur of Torture attack.

Eruption (Costs 2 Actions)

Description

Belial causes molten stone to erupt from a point he can see within 90 feet of him. All creatures within a 20-foot-radius sphere centered on that point must make a DC 23 Dexterity saving throw. Targets take 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Call Underling (Costs 3 Actions)

Description

Belial summons an allied horned devil in an unoccupied space that he can see.

Berbalang

Size

Medium

Type

aberration

Alignment

typically neutral evil

Armor Class

14 (natural armor)

Hit Points

49 (14d8 - 14)

Speed

30 ft., fly 40 ft.

Strength

9

Dexterity

16

Constitution

9

Intelligence

17

Wisdom

11

Charisma

10

Saving Throws

Dex +5, Int +5

Skills

Arcana +5, History +5, Insight +2, Perception +2, Religion +5

Senses

truesight 120 ft.

Passive Perception

12

Languages

all

Challenge Rating

2

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 61, Mordenkainen's Tome of Foes p. 120

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The berbalang makes one Bite attack and oneClaw attack.

Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 4 (1d8) psychic damage.

Attack

Bite|5|1d10+3+1d8

Claw

Description

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

Attack

Claw|5|2d4+3

Spellcasting

Description

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

At will: speak with dead

1/day: plane shift (self only)

Spectral Duplicate (Recharges after a Short or Long Rest) (bonus action)

Description

The berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required).

The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage.

Spells

speak with dead, plane shift