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Monsters

2646 of 2646 entries · Showing 301–350

Berlain Shadowdusk

Size

Medium

Type

aberration

Alignment

chaotic evil

Armor Class

12 (15 with mage armor)

Hit Points

99 (18d8 + 18)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

12

Intelligence

20

Wisdom

15

Charisma

16

Saving Throws

wis +6, int +9

Skills

arcana +13, history +13

Damage Resistances

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

Passive Perception

12

Languages

Common, Deep Speech, Grell, Undercommon

Challenge Rating

12

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 283

Magic Resistance

Description

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

Extra Parts

Description

As a bonus action, Berlain can use her extra mouth and arms to cast any cantrip she has prepared.

Spellcasting

Description

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

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

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

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

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

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

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

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

• 7th level (1 slots): teleport

• 8th level (1 slots): mind blank*

• 9th level (1 slots): time stop

*Berlain casts these spells on herself before combat.

Actions

Dagger

Description

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

Attack

Dagger|6|1d4 + 2

Spell Slots

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

Spells

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

Berserker

Size

Medium

Type

humanoid (any race)

Alignment

any chaotic alignment

Armor Class

13 (hide armor)

Hit Points

67 (9d8+27)

Speed

30 ft.

Strength

16

Dexterity

12

Constitution

17

Intelligence

9

Wisdom

11

Charisma

9

Passive Perception

10

Languages

any one language (usually Common)

Challenge Rating

2

Traits

Source

Description

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

Reckless

Description

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

Actions

Greataxe

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage.

Attack

|5|1d12+3

Environment

arctic, coastal, desert, forest, hill, mountain

Bestial Spirit

Size

Small

Type

beast

Armor Class

13 (natural armor)

Hit Points

30

Speed

30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)

Strength

18

Dexterity

11

Constitution

16

Intelligence

4

Wisdom

14

Charisma

5

Senses

darkvision 60 ft.

Passive Perception

12

Languages

understands the languages you speak

Challenge Rating

2

Traits

Source

Description

Tasha's Cauldron of Everything p. 109

Armor Class

Description

11 + the level of the spell (natural armor)

Hit Points

Description

20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd

CR

Description

Proficiency Bonus equals your bonus

Flyby (Air Only)

Description

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

Pack Tactics (Land and Water Only)

Description

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

Water Breathing (Water Only)

Description

The beast can breathe only underwater.

Actions

Multiattack

Description

The beast makes a number of attacks equal to half this spell's level (rounded down).

Maul

Description

Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.

Bhaal, Ravager

Size

Huge

Type

beast

Alignment

lawful evil

Armor Class

20 (natural armor)

Hit Points

351 (26d12 + 182)

Speed

40 ft.

Strength

28

Dexterity

24

Constitution

24

Intelligence

14

Wisdom

16

Charisma

14

Saving Throws

Str +16, Dex +14, Cha +9

Skills

Athletics +16, Perception +10, Stealth +14

Damage Resistances

necrotic

Damage Immunities

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

Condition Immunities

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

Senses

darkvision 120 ft., truesight 60 ft.

Passive Perception

20

Languages

Abyssal, Common, Primordial, Undercommon

Challenge Rating

24

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 95

Avatar of Bhaal

Description

When the ravager drops to 0 hit points, its form fractures. Within the next 24 hours, it will reappear in its slayer form within 2d6 miles of where the ravager form fell.

Cull the Weak

Description

When the ravager damages a creature with a melee attack and the target is left with 20 or fewer remaining hit points, the creature must make a DC 21 Constitution saving throw or be reduced to 0 hit points.

Immutable Form

Description

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

Legendary Resistance (3/Day)

Description

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

Magic Resistance

Description

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

Magic Weapons

Description

The ravager's claw, bite, and spine attacks are magical.

Spiked Hide

Description

At the start of each of its turns, the ravager deals 16 (3d10) piercing damage to any creature grappling it or being grappled by it.

Actions

Multiattack

Description

The ravager uses its Fear aura (if available) and then makes one bite attack and two claw attacks or two spine attacks.

Claw

Description

Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 9) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 21 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Attack

Claw|16|3d8+9+2d6

Bite

Description

Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 25 (3d10 + 9) piercing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 21 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. Large or smaller creatures damaged by this attack are grappled (escape DC 20) and the ravager cannot make another Bite attack until this grapple ends.

Attack

Bite|16|3d10+9+2d6

Spines

Description

Ranged Weapon Attack: +14 to hit, range 60/120 ft., one target. Hit: 17 (3d6 + 7) piercing damage. If the target fails a DC 19 Constitution saving throw, they are stunned until the end of their next turn.

Attack

Spines|16|3d6+7

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Detect

Description

The ravager makes a Wisdom (Perception) check.

Smash

Description

The ravager smashes the ground and creates a thunderwave. Any creature in a 10-foot cube originating from the ravager must make a Constitution saving throw against DC 20. On a failed save, the creature suffers 36 (8d8) thunder and is pushed 5 feet away from the ravager. On a successful save, the creature takes half damage and is not pushed. The soundwave produced by this attack can be heard up to 100 feet away.

Attack

Smash||8d8

Spiky Carapace (Costs 2 Actions)

Description

The ravager flares its numerous spines and they elongate. Any creature that starts their turn within 5 feet of ravager must make a DC 21 Dexterity saving throw or suffer 44 (8d10) piercing damage. The damage is halved with a successful save.

Attack

Spiky Carapace||8d10

Bhaal, Slayer

Size

Medium

Type

humanoid

Alignment

lawful evil

Armor Class

19 (natural armor)

Hit Points

209 (22d8 + 110)

Speed

40 ft.

Strength

24

Dexterity

22

Constitution

20

Intelligence

14

Wisdom

16

Charisma

14

Saving Throws

Str +13, Dex +12

Skills

Stealth +18

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

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

Senses

darkvision 60 ft.

Passive Perception

13

Languages

Abyssal, Common

Challenge Rating

20

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 93

Assassinate

Description

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

Devil's Sight

Description

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

Immutable Form

Description

The slayer is immune to any spell or effect that would alter its form, except for its Ravager Form ability.

Legendary Resistance (2/Day)

Description

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

Magic Resistance

Description

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

Magic Weapons

Description

The slayer's claw attacks are magical.

Prey

Description

As a bonus action the slayer focuses on a single creature it can see within 60 feet. Afterwards, the first time each turn that the slayer hits that creature, the slayer does an additional 7 (2d6) damage.

Actions

Multiattack

Description

The slayer makes four melee attacks.

Claw

Description

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Attack

Claw|13|2d8+7

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Savage Disengage

Description

The slayer disengages without provoking opportunity attacks. If it moves within 5 feet of a creature it makes a claw attack against the creature.

Finish (Costs 2 Actions)

Description

The slayer attacks a creature that has been marked by its Prey ability. If this attack hits and the creature has less than 40 hit points remaining after the attack, the creature is reduced to 0 hit points.

Ravager Form (Costs 3 Actions)

Description

If the slayer has killed a creature of CR/level 5 or greater that it previously marked with its Prey ability in the last minute, it can transform into its Ravager form. The form lasts until dawn (minimum 1 hour).

Bheur Hag

Size

Medium

Type

fey

Alignment

typically chaotic evil

Armor Class

17 (natural armor)

Hit Points

91 (14d8 + 28)

Speed

30 ft., fly 50 ft. (hover, Graystaff magic)

Strength

13

Dexterity

16

Constitution

14

Intelligence

12

Wisdom

13

Charisma

16

Saving Throws

Wis +4

Skills

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

Damage Immunities

cold

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Auran, Common, Giant

Challenge Rating

7

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 62, Volo's Guide to Monsters p. 160

Proficiency Bonus

Description

+3

Control Weather (1/Day)

Description

The hag can cast the control weather spell, requiring no material components and using Charisma as the spellcasting ability.

Graystaff Magic

Description

The hag carries a graystaff, a magic staff. The hag can use its flying speed only while astride the staff. If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff

Ice Walk

Description

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

Actions

Multiattack

Description

The hag makes two Slam or Frost Shard attacks.

Slam

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage plus 18 (4d8) cold damage.

Attack

Slam|4|2d8+1+4d8

Frost Shard

Description

Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 30 (6d8 + 3) cold damage, and the target's speed is reduced by 10 feet until the start of the hag's next turn.

Attack

Frost Shard|6|6d8+3

Horrific Feast

Description

The hag feeds on the corpse of one enemy within reach that died within the past minute. Each creature of the hag's choice that is within 60 feet and able to see the feeding must succeed on a DC 15 Wisdom saving throw or be frightened of the hag for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Feast for the next 24 hours.

Spellcasting

Description

While holding or riding the graystaff, the hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):

At will: hold person

1/day each: cone of cold, ice storm, wall of ice

Spells

hold person, cone of cold, ice storm, wall of ice

Big Momma

Size

Huge

Type

monstrosity

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

157 (15d12 + 60)

Speed

0 ft., fly 40 ft.

Strength

22

Dexterity

16

Constitution

19

Intelligence

4

Wisdom

13

Charisma

5

Skills

stealth +11, perception +5

Senses

darkvision 120 ft.

Passive Perception

15

Challenge Rating

11

Traits

Source

Description

Spelljammer: Adventures in Space - Light of Xaryxis p. 29

Proficiency Bonus

Description

+4

Unusual Nature

Description

Big Momma doesn't require air.

Actions

Swallowing Bite

Description

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 45 (6d12 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by Big Momma. Big Momma can have one creature swallowed at a time.

A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside Big Momma, and takes 11 (2d10) acid damage at the start of each of Big Momma's turns from the digestive juices in Big Momma's gullet.

If Big Momma takes 25 damage or more on a single turn from a creature inside it, Big Momma must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of Big Momma. If Big Momma dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Attack

Swallowing Bite|10|6d12 + 6

Ray of Fear (Recharge 4-6) (Bonus Action)

Description

Big Momma's eye emits an invisible, magical ray that targets one creature Big Momma can see within 60 feet of itself. The target must succeed on a DC 16 Wisdom saving throw or be frightened of Big Momma until the start of Big Momma's next turn.

Big Xorn

Size

Large

Type

elemental

Alignment

neutral

Armor Class

19 (natural armor)

Hit Points

103 (9d10 + 54)

Speed

20 ft., burrow 20 ft.

Strength

20

Dexterity

10

Constitution

22

Intelligence

11

Wisdom

10

Charisma

11

Skills

stealth +3, perception +6

Damage Resistances

piercing, slashing from nonmagical attacks that aren't adamantine

Senses

darkvision 60 ft., tremorsense 60 ft.

Passive Perception

16

Languages

Terran

Challenge Rating

8

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 51

Earth Glide

Description

The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.

Stone Camouflage

Description

The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Treasure Sense

Description

The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.

Actions

Multiattack

Description

The xorn makes three claw attacks and one bite attack.

Bite

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage.

Attack

Bite|8|5d6 + 5

Claw

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Attack

Claw|8|1d8 + 5

Biomancer

Size

Medium

Type

humanoid (any race)

Alignment

neutral good

Armor Class

17 (splint armor)

Hit Points

110 (17d8+34)

Speed

30 ft.

Strength

10

Dexterity

15

Constitution

14

Intelligence

20

Wisdom

14

Charisma

15

Saving Throws

Int +9, Wis +6

Skills

Arcana +9, Nature +9

Passive Perception

12

Languages

Common plus any one language

Challenge Rating

10

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 256

Bolstering Presence

Description

The biomancer magically emanates life-giving energy within 30 feet of itself. Any ally of the biomancer that starts its turn there regains 5 (1d10) hit points.

Magic Resistance

Description

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

Spellcasting

Description

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

Cantrips (at will): acid splash, light, mending, poison spray, shocking grasp

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

• 2nd level (3 slots): alter self, darkvision, enlarge/reduce, hold person

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

• 4th level (3 slots): confusion, conjure minor elementals, polymorph

• 5th level (2 slots): cone of cold, creation, hold monster

• 6th level (1 slots): move earth, wall of ice

• 7th level (1 slots): prismatic spray

• 8th level (1 slots): control weather

Actions

Scimitar

Description

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

Attack

Scimitar|6|1d6+2

Spell Slots

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

Spells

acid splash, light, mending, poison spray, shocking grasp, detect magic, grease, shield, alter self, darkvision, enlarge/reduce, hold person, counterspell, dispel magic, haste, protection from energy, confusion, conjure minor elementals, polymorph, cone of cold, creation, hold monster, move earth, wall of ice, prismatic spray, control weather

Bitter Breath

Size

Large

Type

fiend (devil)

Alignment

lawful evil

Armor Class

18 (natural armor)

Hit Points

178 (17d10+85)

Speed

20 ft., fly 60 ft.

Strength

22

Dexterity

17

Constitution

21

Intelligence

12

Wisdom

16

Charisma

17

Saving Throws

Str +10, Dex +7, Wis +7, Cha +7

Passive Perception

13

Languages

Infernal, telepathy 120 ft.

Challenge Rating

11

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.

Traits

Source

Description

Baldur's Gate: Descent Into Avernus p. 90

Devil's Sight

Description

Magical darkness doesn't impede Bitter Breath's darkvision.

Magic Resistance

Description

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

Actions

Multiattack

Description

Bitter Breath makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

Fork

Description

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 15 (2d8 + 6) piercing damage.

Attack

Fork|10|2d8+6

Tail

Description

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time Bitter Breath hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). 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

Tail|10|1d8+6

Hurl Flame

Description

Ranged Spell Attack: +7 to hit, range 150 ft., one target. 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Attack

Hurl Flame|7|4d6

Bjornhild Solvigsdottir

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

12 (hide armor)

Hit Points

102 (12d8 + 48)

Speed

30 ft.

Strength

18

Dexterity

11

Constitution

18

Intelligence

14

Wisdom

11

Charisma

14

Skills

Athletics +7, Intimidation +5, Survival +3

Passive Perception

10

Languages

Common, Yeti

Challenge Rating

5

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 306

Auril's Blessing (3/Day)

Description

When Bjornhild hits a creature with a weapon attack, the attack deals an extra 11 (2d10) cold damage.

Actions

Multiattack

Description

Bjornhild makes two melee attacks.

Greataxe

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage, plus 11 (2d10) cold damage if Bjornhild uses Auril's Blessing.

Attack

Greataxe|7|1d12+4

Spear

Description

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 11 (2d10) cold damage if Bjornhild uses Auril's Blessing.

Attack

Spear|7|1d6+4

Spear(Two-Handed)|7|1d8+4

Black Abishai

Size

Medium

Type

fiend (devil)

Alignment

typically lawful evil

Armor Class

15 (natural armor)

Hit Points

58 (9d8 + 18)

Speed

30 ft., fly 40 ft.

Strength

14

Dexterity

17

Constitution

14

Intelligence

13

Wisdom

16

Charisma

11

Saving Throws

Dex +6, Wis +6

Skills

Perception +6, Stealth +6

Damage Resistances

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

Damage Immunities

acid, fire, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Passive Perception

16

Languages

Draconic, Infernal, telepathy 120 ft.

Challenge Rating

7

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 38, Mordenkainen's Tome of Foes p. 160

Proficiency Bonus

Description

+3

Devil's Sight

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

The abishai makes one Bite attack and two Scimitar attacks.

Bite

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage.

Attack

Bite|6|1d10+3+2d8

Scimitar

Description

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

Attack

Scimitar|6|1d6+3

Creeping Darkness (Recharge 6)

Description

The abishai casts darkness at a point within 120 feet of it, requiring no spell components or concentration. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action.

Shadow Stealth (bonus action)

Description

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

Black Bear

Size

Medium

Type

beast

Alignment

unaligned

Armor Class

11 (natural armor)

Hit Points

19 (3d8+6)

Speed

40 ft., climb 30 ft.

Strength

15

Dexterity

10

Constitution

14

Intelligence

2

Wisdom

12

Charisma

7

Passive Perception

13

Challenge Rating

1/2

Traits

Source

Description

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

Keen Smell

Description

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

Actions

Multiattack

Description

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

Bite

Description

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

Attack

Bite|4|1d6+2

Claws

Description

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

Attack

Claws|4|2d4+2

Environment

forest

Black Dragon Wyrmling

Size

Medium

Type

dragon

Alignment

chaotic evil

Armor Class

17 (natural armor)

Hit Points

33 (6d8+6)

Speed

30 ft., fly 60 ft., swim 30 ft.

Strength

15

Dexterity

14

Constitution

13

Intelligence

10

Wisdom

11

Charisma

13

Saving Throws

Dex +4, Con +3, Wis +2, Cha +3

Skills

Perception +4, Stealth +4

Damage Immunities

acid

Senses

blindsight 10 ft., darkvision 60 ft.

Passive Perception

14

Languages

Draconic

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 88

Amphibious

Description

The dragon can breathe air and water.

Actions

Bite

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) acid damage.

Attack

Bite|4|1d10+2

Acid Breath (Recharge 5-6)

Description

The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Attack

Acid Breath||5d8

Black Earth Guard

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

18 (plate)

Hit Points

39 (6d8+12)

Speed

30 ft.

Strength

17

Dexterity

11

Constitution

14

Intelligence

10

Wisdom

10

Charisma

9

Skills

Intimidation +1, Perception +2

Passive Perception

12

Languages

Common

Challenge Rating

2

Traits

Source

Description

Princes of the Apocalypse p. 195

Actions

Multiattack

Description

The guard makes two melee attacks.

Morningstar

Description

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

Attack

Morningstar|5|1d8+3

Reactions

Unyielding

Description

When the guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.

Black Earth Priest

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

17 (splint)

Hit Points

45 (7d8+14)

Speed

30 ft.

Strength

15

Dexterity

11

Constitution

14

Intelligence

12

Wisdom

10

Charisma

16

Skills

Intimidation +5, Religion +3, Persuasion +5

Passive Perception

10

Languages

Common, Terran

Challenge Rating

3

Traits

Source

Description

Princes of the Apocalypse p. 195

Spellcasting

Description

The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:

Cantrips (at will): acid splash, blade ward, light, mending, mold earth

• 1st level (4 slots): earth tremor, expeditious retreat, shield

• 2nd level (3 slots): shatter, spider climb

• 3rd level (2 slots): slow

Actions

Multiattack

Description

The priest makes two melee attacks.

Glaive

Description

Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) slashing damage.

Attack

Glaive|4|1d10+2

Reactions

Unyielding

Description

When the priest is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.

Spells

acid splash, blade ward, light, mending, mold earth, earth tremor, expeditious retreat, shield, shatter, spider climb, slow

Spell Slots

4, 3, 2

Black Gauntlet of Bane

Size

Medium

Type

humanoid (human)

Alignment

lawful evil

Speed

30 ft.

Armor Class

16 (chain mail)

Challenge Rating

6

Strength

18

Dexterity

11

Constitution

18

Wisdom

15

Intelligence

12

Charisma

18

Passive Perception

15

Hit Points

51 (6d8+24)

Condition Immunities

Frightened

Languages

Common

Saving Throws

Wis +5

Skills

Intimidation +7,Perception +5

Traits

Source

Description

Baldur's Gate: Descent into Avernus p. 232

Aura of Terror

Description

When a hostile creature within 5 feet of the black gauntlet makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the frightened condition are immune to this trait.

Spellcasting

Description

The black gauntlet is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:

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

• 1st level (4 slots): bane, bless, cure wounds, guiding bolt (see Actions below)

• 2nd level (3 slots): blindness/deafness, hold person, silence

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

Tactical Disciple

Description

The black gauntlet has advantage on all ability checks and saving throws made during combat.

Actions

Multiattack

Description

The black gauntlet makes two attacks with its mace.

Mace

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 7 (1d6+4) bludgeoning damage plus 13 (3d8) necrotic damage.

Attack

Mace|7|1d6+4+3d8

Guiding Bolt (1st-Level Spell; Requires a Spell Slot)

Description

Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made against the target before the end of the black gauntlet's next turn has advantage. If the black gauntlet casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.

Spells

guidance, sacred flame, thaumaturgy, bane, bless, cure wounds, guiding bolt, blindness/deafness, hold person, silence, sending, spirit guardians

Spell Slots

4,3,2

Environment

underdark

Black Greatwyrm

Size

Gargantuan

Type

dragon (chromatic)

Alignment

typically chaotic evil

Armor Class

22 (natural armor)

Hit Points

533 (26d20 + 260)

Speed

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

Strength

30

Dexterity

14

Constitution

30

Intelligence

21

Wisdom

20

Charisma

26

Saving Throws

Dex +10, Con +18, Wis +13, Cha +16

Skills

Intimidation +16, Perception +21, Stealth +10

Damage Immunities

acid

Condition Immunities

charmed, frightened, poisoned

Senses

truesight 120 ft.

Passive Perception

31

Languages

Common, Draconic

Challenge Rating

27

Traits

Source

Description

Fizban's Treasury of Dragons p. 168

Proficiency Bonus

Description

+8

Chromatic Awakening (Recharges after a Short or Long Rest)

Description

If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.

Legendary Resistance (4/Day)

Description

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

Actions

Multiattack

Description

The greatwyrm makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.

Attack

Bite|18|2d10+10+2d12

Claw

Description

Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.

Attack

Claw|18|2d8+10

Tail

Description

Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.

Attack

Tail|18|2d8+10

Breath Weapon (Recharge 5–6)

Description

The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) acid damage. On a successful save, the creature takes half as much damage.

Attack

Breath Weapon||12d12

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Attack

Description

The greatwyrm makes one Claw or Tail attack.

Wing Attack (Costs 2 Actions)

Description

The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.

Arcane Spear (Costs 3 Actions)

Description

The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.

Mythic Actions

Description

If the greatwyrm's Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.

Bite

Description

The greatwyrm makes one Bite attack.

Chromatic Flare (Costs 2 Actions)

Description

The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) acid damage.

Black Guard Drake

Size

Medium

Type

dragon

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

52 (7d8+21)

Speed

30 ft., swim 30 ft.

Strength

16

Dexterity

11

Constitution

16

Intelligence

4

Wisdom

10

Charisma

7

Skills

Perception +2

Damage Resistances

acid

Senses

darkvision 60 ft.

Passive Perception

12

Languages

understands Draconic but can't speak it

Challenge Rating

2

Traits

Source

Description

Volo's Guide to Monsters p. 158

Amphibious

Description

The guard drake can breathe air and water.

Actions

Multiattack

Description

The drake attacks twice, once with its bite and once with its tail.

Bite

Description

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

Attack

Bite|5|1d8+3

Tail

Description

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

Attack

Tail|5|1d6+3

Environment

swamp, urban

Black Pudding

Size

Large

Type

ooze

Alignment

unaligned

Armor Class

7

Hit Points

85 (10d10+30)

Speed

20 ft., climb 20 ft.

Strength

16

Dexterity

5

Constitution

16

Intelligence

1

Wisdom

6

Charisma

1

Damage Immunities

acid, cold, lightning, slashing

Condition Immunities

blinded, charmed, deafened, exhaustion, frightened, prone

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

8

Challenge Rating

4

Traits

Source

Description

Monster Manual p. 241

Amorphous

Description

The pudding can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form

Description

A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding 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 or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Attack

Corrosive Form||1d8

Spider Climb

Description

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

Actions

Pseudopod

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Attack

Pseudopod|5|1d6+3+4d8

Reactions

Split

Description

When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.

Environment

underdark

Black Rose Bearer

Size

Medium

Type

undead

Alignment

typically neutral evil

Armor Class

11 (natural armor)

Hit Points

110 (13d8 + 52)

Speed

20 ft.

Strength

17

Dexterity

6

Constitution

18

Intelligence

2

Wisdom

10

Charisma

5

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

darkvision 60 ft.

Passive Perception

10

Languages

understands the languages it knew in life but can't speak

Challenge Rating

6

Traits

Source

Description

Vecna: Eve of Ruin p. 208

Proficiency Bonus

Description

+3

Berserk

Description

Whenever the bearer takes damage or makes a Strength or Dexterity saving throw, roll a d6. On a 5 or 6, the bearer goes berserk. On each of its turns while berserk, the bearer has advantage on melee attack rolls, it can Dash as a bonus action, and it must attack the nearest creature it can see. If no creature is near enough to move to and attack, the bearer attacks an object, with preference for an object smaller than itself. Once the bearer goes berserk, it remains berserk until it is destroyed or its creator gives it a pristine black rose.

Undead Fortitude

Description

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

Actions

Multiattack

Description

The bearer makes two Slam attacks.

Slam

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 11 (2d10) necrotic damage.

Attack

Slam|6|2d8 + 3+2d10

Black Viper

Size

Medium

Type

humanoid (human)

Alignment

chaotic neutral

Armor Class

16 (studded leather)

Hit Points

84 (13d8 + 26)

Speed

30 ft.

Strength

11

Dexterity

18

Constitution

14

Intelligence

11

Wisdom

11

Charisma

12

Saving Throws

Dex +7, Int +3

Skills

Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7

Passive Perception

13

Languages

Common. thieves' cant

Challenge Rating

5

Traits

Source

Description

Waterdeep: Dragon Heist p. 196

Cunning Action

Description

On each of her turns, the Black Viper can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion

Description

If the Black Viper is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage If she fails. She can't use this trait if she's incapacitated.

Sneak Attack (1/Turn)

Description

The Black Viper deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is with in 5 feet of an ally of the Black Viper that isn't incapacitated and the Black Viper doesn't have disadvantage on the attack roll.

Actions

Multiattack

Description

The Black Viper makes three attacks with her rapier.

Rapier

Description

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

Attack

Rapier|7|1d6+4

Hand Crossbow

Description

Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Attack

Hand Crossbow|7|1d6+4

Reactions

Uncanny Dodge

Description

The Black Viper halves the damage that she takes from an attack that hits her. She must be able to see the attacker.

Blackguard

Size

Medium

Type

humanoid (paladin)

Alignment

typically neutral evil

Armor Class

18 (plate)

Hit Points

119 (14d8 + 56)

Speed

30 ft.

Strength

18

Dexterity

11

Constitution

18

Intelligence

11

Wisdom

14

Charisma

15

Saving Throws

Wis +5, Cha +5

Skills

Athletics +7, Deception +5, Intimidation +5

Passive Perception

12

Languages

any one language (usually Common)

Challenge Rating

8

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 63, Volo's Guide to Monsters p. 211

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The blackguard makes three attacks, using Glaive, Shortbow, or both.

Glaive

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 9 (2d8) necrotic damage.

Attack

Glaive|7|1d10+4+2d8

Shortbow

Description

Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Attack

Shortbow|3|1d6+2

Dreadful Aspect (Recharges after a Short or Long Rest)

Description

Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened of the blackguard for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.

Spellcasting

Description

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

2/day each: command, dispel magic, find steed

Smite (bonus action)

Description

Immediately after the blackguard hits a target with an attack roll, the blackguard can force that target to make a DC 13 Constitution saving throw. On a failed save, the target suffers one of the following effects of the blackguard's choice:

Blind. The target is blinded for 1 minute. The blinded target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Shove. The target is pushed up to 10 feet away and knocked prone.

Spells

command, dispel magic, find steed

Blade Lieutenant

Size

Medium

Type

construct (warforged)

Alignment

typically lawful evil

Armor Class

16 (natural armor)

Hit Points

153 (18d8 + 72)

Speed

30 ft.

Strength

18

Dexterity

13

Constitution

19

Intelligence

14

Wisdom

14

Charisma

17

Saving Throws

cha +7, int +6

Skills

insight +6, intimidation +7, perception +6

Damage Resistances

poison

Condition Immunities

exhaustion, poisoned

Passive Perception

16

Languages

Common

Challenge Rating

9

Traits

Source

Description

Vecna: Eve of Ruin p. 209

Proficiency Bonus

Description

+4

Pack Tactics

Description

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

Actions

Multiattack

Description

The lieutenant makes three Longsword or Javelin Launcher attacks.

Longsword

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage, or 20 (3d10 + 4) slashing damage if used with two hands.

Attack

Longsword|8|3d8 + 4

Longsword (Two-Handed)|8|3d10 + 4

Javelin Launcher

Description

Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target has the prone condition.

Attack

Javelin Launcher|8|3d6 + 4

Command Ally (bonus action)

Description

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

Rally the Troops (1/Day) (bonus action)

Description

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

Reactions

Parry

Description

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

Blade Scout

Size

Medium

Type

construct (warforged)

Alignment

typically lawful evil

Armor Class

18 (natural armor)

Hit Points

105 (14d8 + 42)

Speed

30 ft.

Strength

14

Dexterity

20

Constitution

16

Intelligence

10

Wisdom

19

Charisma

10

Saving Throws

wis +7, dex +8

Skills

stealth +8, acrobatics +8, perception +7

Damage Resistances

poison

Condition Immunities

exhaustion, poisoned

Passive Perception

17

Languages

Common

Challenge Rating

7

Traits

Source

Description

Vecna: Eve of Ruin p. 209

Proficiency Bonus

Description

+3

Pack Tactics

Description

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

Actions

Multiattack

Description

The scout makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap.

Armblade

Description

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

Attack

Armblade|8|2d6 + 5

Bolt Launcher

Description

Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Attack

Bolt Launcher|8|1d8 + 5

Snare Trap (1/Day)

Description

The scout deploys a Tiny mechanical trap on a solid surface within 5 feet of itself. The trap is hidden, requiring a successful DC 17 Intelligence (Investigation) check to find. The trap lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap or starts its turn there, it must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) piercing damage and have the prone condition. A creature makes this saving throw only once per turn.

Dash (bonus action)

Description

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

Blagothkus

Size

Huge

Type

giant (cloud giant)

Alignment

neutral evil

Armor Class

17 (splint)

Hit Points

138 (12d12+60)

Speed

40 ft.

Strength

26

Dexterity

13

Constitution

20

Intelligence

16

Wisdom

15

Charisma

15

Saving Throws

Con +9, Wis +6, Cha +6

Skills

Arcana +7, Insight +6, Intimidation +6, Perception +6

Passive Perception

16

Languages

Common, Draconic, Giant

Challenge Rating

9

Traits

Source

Description

Hoard of the Dragon Queen p. 89

Keen Smell

Description

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

Innate Spellcasting

Description

Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components:

3/day each: fog cloud, levitate

Spellcasting

Description

Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list:

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

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

• 2nd level (3 slots): gust of wind, misty step, shatter

• 3rd level (2 slots): fly, lightning bolt

Actions

Multiattack

Description

Blagothkus attacks twice with his morningstar.

Morningstar

Description

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage.

Attack

Morningstar|10|3d8+8

Spells

fog cloud, levitate, light, mage hand, prestidigitation, detect magic, identify, magic missile, shield, gust of wind, misty step, shatter, fly, lightning bolt

Spell Slots

4, 3, 2

Blazebear

Size

Large

Type

monstrosity

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

189 (18d10 + 90)

Speed

30 ft.

Strength

24

Dexterity

17

Constitution

21

Intelligence

3

Wisdom

13

Charisma

16

Saving Throws

str +11, cha +7

Skills

perception +5

Senses

darkvision 120 ft.

Passive Perception

15

Challenge Rating

12

Traits

Source

Description

Vecna: Eve of Ruin p. 210

Proficiency Bonus

Description

+4

Magic Resistance

Description

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

Mist Sight

Description

The blazebear can see normally through heavily obscured areas created by mist or fog, including areas created by spells such as Fog Cloud.

Actions

Multiattack

Description

The blazebear makes two Bite attacks. It can replace one attack with Stunning Gaze if available.

Bite

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) piercing damage plus 11 (2d10) force damage.

Attack

Bite|11|2d12 + 7+2d10

Stunning Gaze (Recharge 5-6)

Description

The blazebear targets two creatures it can see within 120 feet of itself. Each target must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of the blazebear's next turn.

Reactions

Antimagic Swipe

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one creature casting a spell of 3rd level or lower. Hit: 22 (4d10) force damage, and the target must succeed on a DC 15 Intelligence saving throw or the spell fails and has no effect.

Bleak Cabal Void Soother

Size

Small

Type

humanoid

Alignment

any alignment

Armor Class

16 (breastplate)

Hit Points

55 (10d8 + 10)

Speed

30 ft.

Strength

16

Dexterity

14

Constitution

12

Intelligence

12

Wisdom

15

Charisma

10

Saving Throws

Wis +4, Con +3

Skills

Medicine +4

Passive Perception

12

Languages

Common plus one more language

Challenge Rating

3

Traits

Source

Description

Planescape: Adventures in the Multiverse - Morte's Planar Parade p. 54, Planescape: Adventures in the Multiverse - Sigil and the Outlands, Planescape: Adventures in the Multiverse - Turn of Fortune's Wheel

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The void soother makes two Mace or Void Bolt attacks.

Mace

Description

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

Attack

Mace|5|1d6 + 3+1d6

Void Bolt

Description

Ranged Spell Attack: +4 to hit, range 90 ft., one target. Hit: 9 (2d8) force damage.

Attack

Void Bolt|4|2d8

Spellcasting

Description

The void soother casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):

At will: guidance, light

1/day each: calm emotions, lesser restoration, remove curse, protection from energy

Soothing Word (3/Day) (bonus action)

Description

The void soother speaks a magical word of mercy, healing one creature it can see within 60 feet of itself. The target regains 4 (1d4 + 2) hit points.

Spells

guidance, light, calm emotions, lesser restoration, remove curse, protection from energy

Blighted Sapling

Size

Medium

Type

plant

Armor Class

13 (natural armor)

Hit Points

12

Speed

30 ft.

Strength

8

Dexterity

13

Constitution

12

Intelligence

4

Wisdom

8

Charisma

3

Damage Resistances

necrotic, poison

Damage Vulnerabilities

fire

Condition Immunities

blinded, deafened, poisoned

Senses

blindsight 60 ft. (blind beyond this radius)

Passive Perception

9

Languages

understands the languages you speak

Challenge Rating

3

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 172

Armor Class

Description

10 + PB (natural armor)

Hit Points

Description

twice your druid level

Proficiency Bonus (PB)

Description

equals your bonus

Actions

Multiattack

Description

When you reach 14th level in this class, the blighted sapling makes two claw attacks.

Claws

Description

Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d4 + PB piercing damage.

Blindheim

Size

Medium

Type

humanoid (blindheim)

Alignment

chaotic neutral

Armor Class

14 (natural armor)

Hit Points

26 (4d8+8)

Speed

30 ft.

Strength

13

Dexterity

16

Constitution

15

Intelligence

8

Wisdom

10

Charisma

9

Skills

Athletics +3, Perception +2

Passive Perception

12

Languages

Undercommon

Challenge Rating

2

Traits

Source

Description

Mordenkainen's Fiendish Folio p. 5

Radiant Eyes

Description

While its eyes are open, a blindheim projects bright light in a 60-foot cone and dim light for an additional 60 feet. It sets the orientation of this cone at the end of each of its turns. All creatures that can see the blindheim have disadvantage on attack rolls while in the area of bright light and within 15 feet of the blindheim. Creatures with the Sunlight Sensitivity trait that can see the blindheim have disadvantage on attack rolls anywhere in the area of bright light.

Actions

Bite

Description

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

Attack

Bite|4|1d6+2

Radiant Blast

Description

Radiant energy erupts from the blindheim's eyes in a 15-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or take 7 (2d6) radiant damage and be blinded until the end of the blindheim's next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw.

Blink Dog

Size

Medium

Type

fey

Alignment

lawful good

Armor Class

13

Hit Points

22 (4d8+4)

Speed

40 ft.

Strength

12

Dexterity

17

Constitution

12

Intelligence

10

Wisdom

13

Charisma

11

Skills

Perception +3, Stealth +5

Passive Perception

10

Languages

Blink Dog, understands Sylvan but can't speak it

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 318

Keen Hearing and Smell

Description

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

Actions

Bite

Description

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

Attack

Bite|3|1d6+1

Teleport (Recharge 4-6)

Description

The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

Environment

forest

Blistercoil Weird

Size

Medium

Type

elemental

Alignment

chaotic neutral

Armor Class

13

Hit Points

45 (7d8+14)

Speed

40 ft., swim 60 ft.

Strength

16

Dexterity

16

Constitution

15

Intelligence

5

Wisdom

10

Charisma

7

Passive Perception

10

Languages

Draconic

Challenge Rating

4

Damage Resistances

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

Damage Immunities

poison

Condition Immunities

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

Senses

darkvision 60 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 207

Feed on Fire

Description

If the weird takes fire damage from a spell or other magical effect, its size increases by one category. If there isn't enough room for the weird to increase in size, it attains the maximum size possible in the space available. While the weird is Large or bigger, it makes Strength checks and saving throws with advantage. If the weird starts its turn at Gargantuan size, the weird releases energy in an explosion. Each creature within 30 feet of the weird must make a DC 12 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried. The weird's size then becomes Medium.

Form of Fire and Water

Description

The weird can move through a space as narrow as 1 inch wide without squeezing. In addition, the weird can enter a hostile creature's space and stop there. The first time the weird enters another creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns.

Heated Body

Description

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

Illumination

Description

The weird sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Actions

Slam

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) fire damage, or 11 (2d8 + 3) bludgeoning damage plus 14 (4d6) fire damage if the weird is Large or bigger.

Attack

Slam|5|1d8+3

Blood Drinker Vampire

Size

Medium

Type

undead

Alignment

lawful evil

Armor Class

16 (natural armor)

Hit Points

90 (12d8+36)

Speed

40 ft., fly 40 ft.

Strength

16

Dexterity

18

Constitution

17

Intelligence

16

Wisdom

13

Charisma

19

Saving Throws

Dex +7, Con +6, Wis +4

Skills

Intimidation +7, Perception +4, Stealth +7

Passive Perception

14

Languages

the languages it knew in life

Challenge Rating

8

Damage Resistances

necrotic; bludgeoning, piercing, slashing from nonmagical attacks

Senses

darkvision 60 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 223

Actions

Multiattack

Description

The vampire makes three melee attacks, only one of which can be a bite attack.

Bite

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is humanoid, it must succeed on a DC 15 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Attack

Bite|7|1d6+4

Rapier

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Attack

Rapier|7|1d8+4

Unarmed Strike

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. The vampire can also grapple the target (escape DC 14) if it is a creature and the vampire has a hand free.

Attack

Unarmed Strike|6|1d8+3

Reactions

Parry

Description

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

Blood Hawk

Size

Small

Type

beast

Alignment

unaligned

Armor Class

12

Hit Points

7 (2d6)

Speed

10 ft., fly 60 ft.

Strength

6

Dexterity

14

Constitution

10

Intelligence

3

Wisdom

14

Charisma

5

Skills

Perception +4

Passive Perception

14

Challenge Rating

1/8

Traits

Source

Description

Monster Manual p. 319

Keen Sight

Description

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

Pack Tactics

Description

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

Actions

Beak

Description

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

Attack

Beak|4|1d4+2

Environment

arctic, coastal, forest, grassland, hill, mountain

Blood Hunter

Size

Medium

Type

humanoid (any race)

Alignment

any alignment

Armor Class

16 (half plate armor)

Hit Points

65 (10d8+20)

Speed

30 ft.

Strength

18

Dexterity

12

Constitution

15

Intelligence

9

Wisdom

16

Charisma

11

Saving Throws

Str +7, Wis +6

Skills

Acrobatics +4, Insight +6, Perception +6

Passive Perception

16

Languages

any one language (usually Common)

Challenge Rating

5

Senses

darkvision 60 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 284

Blood Curse of Binding (1/Day)

Description

As a bonus action, the blood hunter targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Blood Frenzy

Description

The blood hunter has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Innate Spellcasting (1/Day)

Description

The blood hunter can innately cast hex. Its innate spellcasting ability is Intelligence.

At will: hex

Magic Resistance

Description

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

Actions

Multiattack

Description

The blood hunter attacks twice with a weapon.

Greatsword

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage.

Attack

Greatsword|7|2d6+4

Heavy Crossbow

Description

Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Attack

Heavy Crossbow|4|1d10+1

Spells

hex

Blood Witch

Size

Medium

Type

humanoid (any race)

Alignment

chaotic evil

Armor Class

12 (15 with mage armor)

Hit Points

78 (12d8+24)

Speed

30 ft.

Strength

16

Dexterity

14

Constitution

15

Intelligence

13

Wisdom

9

Charisma

19

Saving Throws

Wis +2, Cha +7

Skills

Arcana +4, Intimidation +7, Perception +2, Stealth +5

Passive Perception

12

Languages

Abyssal plus any one language (usually Common)

Challenge Rating

7

Damage Resistances

psychic

Senses

darkvision 120 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 248

Blood Witch Dance

Description

The witch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 15 Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch's choice.

Devil's Sight

Description

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

Innate Spellcasting

Description

The witch's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components:

At will: alter self, detect magic, eldritch blast (at 11th level), false life, levitate (self only), mage armor (self only)

1/day each: circle of death, enthrall, suggestion

3/day each: hellish rebuke, hex, scorching ray (at 3rd level)

Actions

Multiattack

Description

The witch makes two attacks: one with its longsword and one with its shortsword.

Longsword

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Attack

Longsword|6|1d8+3

Shortsword

Description

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

Attack

Shortsword|6|1d6+3

Spells

alter self, detect magic, eldritch blast, false life, levitate, mage armor, circle of death, enthrall, suggestion, hellish rebuke, hex, scorching ray

Blood-Toll Harpy

Size

Medium

Type

monstrosity

Alignment

chaotic evil

Armor Class

11

Hit Points

9 (2d8)

Speed

20 ft., fly 40 ft.

Strength

12

Dexterity

13

Constitution

10

Intelligence

6

Wisdom

11

Charisma

13

Skills

Intimidation +3

Passive Perception

10

Languages

Common

Challenge Rating

1/8

Traits

Source

Description

Mythic Odysseys of Theros p. 227

Blood Frenzy

Description

The harpy has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Dark Devotion

Description

The harpy has advantage on saving throws against being charmed or frightened.

Actions

Multiattack

Description

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

Bite

Description

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

Attack

Bite|3|1d4+1

Claws

Description

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

Attack

Claws|3|1d4+1

Bloodfray Giant

Size

Huge

Type

giant

Alignment

chaotic evil

Armor Class

14 (natural armor)

Hit Points

103 (9d12+45)

Speed

40 ft.

Strength

23

Dexterity

9

Constitution

20

Intelligence

7

Wisdom

8

Charisma

9

Saving Throws

Str +9, Con +8, Wis +2

Skills

Athletics +9, Perception +2

Passive Perception

12

Languages

Giant

Challenge Rating

6

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 200

Actions

Chain

Description

Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until the grapple ends, the target is restrained, and the giant can't use this attack on anyone else.

Attack

Chain|9|3d6+6

Rock

Description

Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Attack

Rock|9|3d6+6

Reactions

Furious Defense

Description

After a creature the giant can see is dealt damage by a foe within 20 feet of the giant, the giant makes a chain attack against that foe.

Blue Abishai

Size

Medium

Type

fiend (devil, wizard)

Alignment

typically lawful evil

Armor Class

19 (natural armor)

Hit Points

202 (27d8 + 81)

Speed

30 ft., fly 50 ft.

Strength

15

Dexterity

14

Constitution

17

Intelligence

22

Wisdom

23

Charisma

18

Saving Throws

Int +12, Wis +12

Skills

Arcana +12

Damage Resistances

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

Damage Immunities

fire, lightning, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Passive Perception

16

Languages

Draconic, Infernal, telepathy 120 ft.

Challenge Rating

17

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 39, Mordenkainen's Tome of Foes p. 161

Proficiency Bonus

Description

+6

Devil's Sight

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

The abishai makes three Bite or Lightning Strike attacks.

Bite

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage.

Attack

Bite|8|2d10+2+4d6

Lightning Strike

Description

Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 36 (8d8) lightning damage.

Attack

Lightning Strike|12|8d8

Spellcasting

Description

The abishai casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):

At will: disguise self, mage hand, minor illusion

2/day each: charm person, dispel magic, greater invisibility, wall of force

Teleport (bonus action)

Description

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

Spells

disguise self, mage hand, minor illusion, charm person, dispel magic, greater invisibility, wall of force

Blue Dragon Wyrmling

Size

Medium

Type

dragon

Alignment

lawful evil

Armor Class

17 (natural armor)

Hit Points

52 (8d8+16)

Speed

30 ft., burrow 15 ft., fly 60 ft.

Strength

17

Dexterity

10

Constitution

15

Intelligence

12

Wisdom

11

Charisma

15

Saving Throws

Dex +2, Con +4, Wis +2, Cha +4

Skills

Perception +4, Stealth +2

Damage Immunities

lightning

Senses

blindsight 10 ft., darkvision 60 ft.

Passive Perception

14

Languages

Draconic

Challenge Rating

3

Traits

Source

Description

Monster Manual p. 91

Actions

Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage plus 3 (1d6) lightning damage.

Attack

Bite|5|1d10+3+1d6

Lightning Breath (Recharge 5-6)

Description

The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Attack

Lightning Breath||4d10

Blue Greatwyrm

Size

Gargantuan

Type

dragon (chromatic)

Alignment

typically chaotic evil

Armor Class

22 (natural armor)

Hit Points

533 (26d20 + 260)

Speed

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

Strength

30

Dexterity

14

Constitution

30

Intelligence

21

Wisdom

20

Charisma

26

Saving Throws

Dex +10, Con +18, Wis +13, Cha +16

Skills

Intimidation +16, Perception +21, Stealth +10

Damage Immunities

lightning

Condition Immunities

charmed, frightened, poisoned

Senses

truesight 120 ft.

Passive Perception

31

Languages

Common, Draconic

Challenge Rating

27

Traits

Source

Description

Fizban's Treasury of Dragons p. 168

Proficiency Bonus

Description

+8

Chromatic Awakening (Recharges after a Short or Long Rest)

Description

If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.

Legendary Resistance (4/Day)

Description

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

Unusual Nature

Description

The greatwyrm doesn't require food or drink.

Actions

Multiattack

Description

The greatwyrm makes one Bite attack and two Claw attacks.

Bite

Description

Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.

Attack

Bite|18|2d10+10+2d12

Claw

Description

Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.

Attack

Claw|18|2d8+10

Tail

Description

Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.

Attack

Tail|18|2d8+10

Breath Weapon (Recharge 5–6)

Description

The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) lightning damage. On a successful save, the creature takes half as much damage.

Attack

Breath Weapon||12d12

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Attack

Description

The greatwyrm makes one Claw or Tail attack.

Wing Attack (Costs 2 Actions)

Description

The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.

Arcane Spear (Costs 3 Actions)

Description

The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.

Mythic Actions

Description

If the greatwyrm's Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.

Bite

Description

The greatwyrm makes one Bite attack.

Chromatic Flare (Costs 2 Actions)

Description

The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) lightning damage.

Blue Guard Drake

Size

Medium

Type

dragon

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

52 (7d8+21)

Speed

30 ft., burrow 20 ft.

Strength

16

Dexterity

11

Constitution

16

Intelligence

4

Wisdom

10

Charisma

7

Skills

Perception +2

Damage Resistances

lightning

Senses

darkvision 60 ft.

Passive Perception

12

Languages

understands Draconic but can't speak it

Challenge Rating

2

Traits

Source

Description

Volo's Guide to Monsters p. 158

Actions

Multiattack

Description

The drake attacks twice, once with its bite and once with its tail.

Bite

Description

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

Attack

Bite|5|1d8+3

Tail

Description

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

Attack

Tail|5|1d6+3

Environment

desert, urban

Blue Slaad

Size

Large

Type

aberration

Alignment

chaotic neutral

Armor Class

15 (natural armor)

Hit Points

123 (13d10+52)

Speed

30 ft.

Strength

20

Dexterity

15

Constitution

18

Intelligence

7

Wisdom

7

Charisma

9

Skills

Perception +1

Damage Resistances

acid, cold, fire, lightning, thunder

Senses

darkvision 60 ft.

Passive Perception

11

Languages

Slaad, telepathy 60 ft.

Challenge Rating

7

Traits

Source

Description

Monster Manual p. 276

Magic Resistance

Description

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

Regeneration

Description

The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Variant: Control Gem

Description

Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.

Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.

A greater restoration spell cast on the slaad destroys the gem without harming the slaad.

Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

Actions

Multiattack

Description

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

Bite

Description

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

Attack

Bite|8|2d6+5

Claw

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.

Attack

Claw|8|2d6+5

Boar

Size

Medium

Type

beast

Alignment

unaligned

Armor Class

11 (natural armor)

Hit Points

11 (2d8+2)

Speed

40 ft.

Strength

13

Dexterity

11

Constitution

12

Intelligence

2

Wisdom

9

Charisma

5

Passive Perception

9

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 319, Player's Handbook p. 304, Dragon of Icespire Peak p. 54

Charge

Description

If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Attack

Charge||1d6

Relentless (Recharges after a Short or Long Rest)

Description

If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk

Description

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

Attack

Tusk|3|1d6+1

Environment

forest, grassland, hill

Bodak

Size

Medium

Type

undead

Alignment

typically chaotic evil

Armor Class

15 (natural armor)

Hit Points

58 (9d8 + 18)

Speed

30 ft.

Strength

15

Dexterity

16

Constitution

15

Intelligence

7

Wisdom

12

Charisma

12

Skills

Perception +4, Stealth +6

Damage Resistances

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

Damage Immunities

necrotic, poison

Condition Immunities

charmed, frightened, poisoned

Senses

darkvision 120 ft.

Passive Perception

14

Languages

Abyssal, the languages it knew in life

Challenge Rating

6

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 64, Volo's Guide to Monsters p. 127

Proficiency Bonus

Description

+3

Death Gaze

Description

When a creature that can see the bodak's eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, that creature must immediately make the saving throw.

Sunlight Hypersensitivity

Description

The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Unusual Nature

Description

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

Actions

Fist

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.

Attack

Fist|5|1d4 + 2+2d8

Withering Gaze

Description

One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.

Aura of Annihilation (bonus action)

Description

The bodak activates or deactivates this deathly aura. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and Fiends ignore this effect.

Bodhi Irenicus

Size

Medium

Type

undead (shapechanger)

Alignment

chaotic evil

Armor Class

17 (natural armor)

Hit Points

144 (17d8 + 68)

Speed

30 ft.

Strength

18

Dexterity

20

Constitution

18

Intelligence

16

Wisdom

15

Charisma

18

Saving Throws

Dex +10, Wis +7, Cha +9

Skills

Perception +7, Stealth +15

Damage Resistances

necrotic; bludgeoning, piercing, and slashing from nonmagical weapons

Senses

darkvision 120 ft.

Passive Perception

17

Languages

Common, Elvish, Sylvan

Challenge Rating

15

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 77

Legendary Resistance (3/Day)

Description

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

Regeneration

Description

Bodhi Irenicus regains 20 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight. If she takes radiant damage, this trait doesn't function at the start of her next turn.

Shapechanger

Description

If Bodhi Irenicus isn't in sun light, she can use her action to polymorph into a Medium panther or back into her true form. While in panther form, Bodhi Irenicus can't speak, her walking Speed. is 40 feet, and she has a climb Speed. of 30 feet. Her statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. She reverts to her true form if she dies.

Sneak Attack (1/Turn)

Description

Bodhi deals an extra 28 (8d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of Bodhi that isn't incapacitated and Bodhi doesn't have disadvantage on the attack roll.

Spider Climb

Description

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

Summoned By Name (1/Day)

Description

If a creature says Bodhi Irenicus's full name 9 times in a row, Bodhi hears her name and becomes aware of the creature. Bodhi knows the exact location and name of the creature that spoke her name. She can then choose, as a free action, to teleport to a location adjacent to the creature. She must choose to do this within 1 minute of hearing her name. This power works even if the creature is on a different plane of existence. 1 minute after teleporting, Bodhi will teleport back to where she was located when she heard her name spoken. This occurs even if Bodhi is unwilling and even if she is in an antimagic effect.

Vampire Weaknesses

Description

Bodhi Irenicus has the following flaws: Elvish Song. Bodhi Irenicus can't abide a song performed in the elvish language. A creature that can speak the elvish language can use an action to sing an elven song. If Bodhi is within 60 feet of the singer and can hear the song, she has disadvantage on attacks and saving throws. Stake to the Heart. If a piercing weapon made of wood is driven into Bodhi's heart while she is incapacitated in her resting place, Bodhi Irenicus the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. Bodhi Irenicus takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.

Rejuvenation

Description

If Bodhi is destroyed, her body immediately appears in her resting place. She is paralyzed until she regains at least 1 hit point. After spending 24 hours in her resting place with 0 Hit Points, she regains 1 hit point. While paralyzed in this manner, if a creature within 60 ft. says her name 9 times, Bodhi is permanently destroyed.

Actions

Multiattack (Vampire Form Only)

Description

Bodhi Irenicus makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only)

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) bludgeoning damage. Instead of dealing damage, Bodhi Irenicus can grapple the target (escape DC 18).

Attack

Unarmed Strike|10|1d8+5

Bite (Panther or Vampire Form Only)

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Bodhi Irenicus regains hit points equal to that amount. The 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 in this way and then buried in the ground rises the following night as a vampire spawn under Bodhi's control.

Attack

Bite|10|1d6+5+3d6

Charm

Description

Bodhi Irenicus targets one humanoid she can see within 30 ft. of her. If the target can see Bodhi, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Bodhi. The charmed target regards the Bodhi as a trusted friend to be heeded and protected. Although the target isn't under Bodhi's control, it takes Bodhi's requests or actions in the most favorable way it can. Each time Bodhi Irenicus or her companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Bodhi Irenicus is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Legendary Actions

Legendary Actions (3/Turn)

Description

Bodhi Irenicus 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. Bodhi regains spent legendary actions at the start of her turn.

Move

Description

Bodhi Irenicus moves up to her Speed. without provoking opportunity attacks.

Unarmed Strike

Description

Bodhi Irenicus makes one unarmed strike.

Bite (Costs 2 Actions)

Description

Bodhi Irenicus makes one bite attack.

Bodytaker Plant

Size

Huge

Type

plant

Armor Class

16 (natural armor)

Hit Points

92 (8d12 + 40)

Speed

10 ft., climb 10 ft., swim 10 ft.

Strength

18

Dexterity

8

Constitution

20

Intelligence

14

Wisdom

14

Charisma

18

Damage Vulnerabilities

poison

Condition Immunities

blinded, charmed, frightened, prone

Senses

blindsight 120 ft. (blind beyond this radius)

Passive Perception

12

Languages

Deep Speech, telepathy 120 ft.

Challenge Rating

7

Traits

Source

Description

Van Richten's Guide to Ravenloft p. 226

Podling Link

Description

The plant can see through and communicate telepathically with any of its podlings within 10 miles of it. Rejuvenation. When the plant dies, it returns to life in the place where it died 1d12 months later, unless the ground where it took root is sown with salt or soaked with poison. Unusual Nature. The plant doesn't require sleep.

Actions

Multiattack

Description

The plant makes three Vine Lash attacks.

Vine Lash

Description

Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained. The plant has four vines, each of which can grapple one target.

Entrapping Pod

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature grappled by the plant. Hit: 22 (4d8 + 4) acid damage, and the target is pulled into the plant's space and enveloped by the pod, and the grapple ends. While enveloped, the target is restrained, and it has total cover against attacks and effects originating outside the pod. The enveloped target must also immediately succeed on a DC 16 Constitution saving throw or be stunned by the plant's sapping enzymes until it is removed from the pod or the plant dies. The enveloped target doesn't require air and gains 1 level of exhaustion for each hour it spends in the pod. If the target dies while enveloped, it immediately emerges from the pod as a living podling, wearing or carrying all of the original creature's equipment. As an action, a creature within 5 feet of the bodytaker plant that is outside the pod can open the pod and pull the target free with a successful DC 15 Strength check. If the plant dies, the target is no longer restrained and can escape from the pod by spending 10 feet of movement, exiting prone. The plant has one pod, which can envelop one creature at a time.

Attack

Vine Lash|7|2d6+4

Entrapping Pod|7|4d8+4

Boggle

Size

Small

Type

fey

Alignment

typically chaotic neutral

Armor Class

14

Hit Points

18 (4d6 + 4)

Speed

30 ft., climb 30 ft.

Strength

8

Dexterity

18

Constitution

13

Intelligence

6

Wisdom

12

Charisma

7

Skills

Perception +5, Sleight of Hand +6, Stealth +6

Damage Resistances

fire

Senses

darkvision 60 ft.

Passive Perception

15

Languages

Sylvan

Challenge Rating

1/8

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 65, Volo's Guide to Monsters p. 128, The Wild Beyond the Witchlight p. 229

Proficiency Bonus

Description

+2

Actions

Pummel

Description

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

Attack

Pummel|1|1d6 - 1

Oil Puddle

Description

The boggle creates a puddle of nonflammable oil. The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is difficult terrain for all creatures except boggles and lasts for 1 hour. The oil has one of the following additional effects of the boggle's choice:

Slippery Oil Any non-boggle creature that enters the puddle or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone.

Sticky Oil Any non-boggle creature that enters the puddle or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself, ending the effect and moving into the nearest unoccupied space of its choice with a successful DC 11 Strength check.

Boggle Oil (bonus action)

Description

The boggle excretes nonflammable oil from its pores, giving itself one of the following benefits of its choice until it uses this bonus action again:

Slippery Oil The boggle has advantage on Dexterity (Acrobatics) checks made to escape bonds and end grapples, and it can move through openings large enough for a Tiny creature without squeezing.

Sticky Oil The boggle has advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Dimensional Rift (bonus action)

Description

The boggle creates an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and a point within 30 feet of it that the boggle can see or specify by distance and direction (such as "30 feet straight up"). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn.

Bol'bara

Size

Small

Type

humanoid (goblinoid)

Alignment

chaotic good

Armor Class

13 (leather armor, 15 with mage armor)

Hit Points

40 (9d6+9)

Speed

30 ft.

Strength

11

Dexterity

14

Constitution

12

Intelligence

10

Wisdom

13

Charisma

14

Passive Perception

11

Languages

Common, Goblin

Challenge Rating

3

Senses

darkvision 60 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 261

Dark One's Blessing

Description

When Bol'bara reduces a hostile creature to 0 hit points, she gains 6 temporary hit points.

Nimble Escape

Description

Bol'bara can take the Disengage or Hide action as a bonus action on each of her turns.

Innate Spellcasting

Description

Bol'bara's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: eldritch blast, false life, mage armor, mage hand

1/day each: charm person, hex, hold person, invisibility

Possessed Alignment

Description

When Bol'bara is fully possessed, her alignment becomes Chaotic Evil.

Actions

Multiattack

Description

Bol'bara makes two melee attacks.

Dagger

Description

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

Attack

Dagger|4|1d4+2

Eldritch Blast (Cantrip)

Description

Ranged Spell Attack: +4 to hit, range 120 ft., one creature. Hit: 7 (1d10 + 2) force damage.

Attack

Eldritch Blast (Cantrip)|4|1d10+2

Legendary Actions

Legendary Actions (2/Turn)

Description

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

Incorporeal Dash

Description

Bol'bara moves up to her speed. She 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.

Zone of Calamity (Costs 2 Actions)

Description

A 15-foot-radius sphere of magical confusion extends from a point Bol'bara can see within 60 feet of her and spreads around corners. Each creature that starts its turn in that area is treated as if targeted by the confusion spell (save DC 12). The sphere lasts as long as Bol'bara maintains concentration, up to 1 minute (as if concentrating on a spell).

Spells

eldritch blast, false life, mage armor, mage hand, charm person, hex, hold person, invisibility

Bone Devil

Size

Large

Type

fiend (devil)

Alignment

lawful evil

Armor Class

19 (natural armor)

Hit Points

142 (15d10+60)

Speed

40 ft., fly 40 ft.

Strength

18

Dexterity

16

Constitution

18

Intelligence

13

Wisdom

14

Charisma

16

Saving Throws

Int +5, Wis +6, Cha +7

Skills

Deception +7, Insight +6

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

9

Languages

Infernal, telepathy 120 ft.

Challenge Rating

9

Traits

Source

Description

Monster Manual p. 71, Lost Laboratory of Kwalish p. 37

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 attacks: two with its claws and one with its sting.

Claw

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage.

Attack

Claw|8|1d8+4

Sting

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Sting|8|2d8+4