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7 categories

Monsters

2646 of 2646 entries · Showing 351–400

Bone Devil Polearm

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

Bone Knight

Size

Medium

Type

humanoid (any race)

Alignment

any non-good alignment

Armor Class

20 (bonecraft armor)

Hit Points

84 (13d8+26)

Speed

30 ft.

Strength

18

Dexterity

13

Constitution

14

Intelligence

12

Wisdom

14

Charisma

16

Saving Throws

Wis +5, Cha +6

Skills

Athletics +7, Deception +6, Intimidation +6

Passive Perception

12

Languages

any one language (usually Common)

Challenge Rating

5

Damage Resistances

necrotic, poison

Traits

Source

Description

Eberron: Rising from the Last War p. 316

Commander of Bones

Description

As a bonus action, the knight can target one skeleton or zombie it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target must obey the knight's commands until the knight dies or until the knight releases it as a bonus action. The knight can command up to twelve undead at a time this way.

Master of the Pallid Banner

Description

While within 60 feet of the knight, any undead ally of the knight has advantage on saving throws against any effect that turns undead.

Spellcasting

Description

The knight is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following paladin spells prepared:

• 1st level (4 slots): command, compelled duel, hellish rebuke, wrathful smite

• 2nd level (3 slots): branding smite, crown of madness, darkness, find steed, magic weapon

Actions

Multiattack

Description

The knight attacks twice with one of its weapons.

Greatsword

Description

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

Attack

Greatsword|7|2d6+4

Longbow

Description

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

Attack

Longbow|4|1d8+1

Spell Slots

4, 3

Spells

command, compelled duel, hellish rebuke, wrathful smite, branding smite, crown of madness, darkness, find steed, magic weapon

Bone Naga (Guardian)

Size

Large

Type

undead

Alignment

lawful evil

Armor Class

15 (natural armor)

Hit Points

58 (9d10+9)

Speed

30 ft.

Strength

15

Dexterity

16

Constitution

12

Intelligence

15

Wisdom

15

Charisma

16

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, paralyzed, poisoned

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Common plus one other language

Challenge Rating

4

Traits

Source

Description

Monster Manual p. 233

Spellcasting

Description

The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared:

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

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

• 2nd level (3 slots): calm emotions, hold person

• 3rd level (2 slots): bestow curse

Actions

Bite

Description

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

Attack

Bite|5|2d6+3+3d6

Spells

mending, sacred flame, thaumaturgy, command, shield of faith, calm emotions, hold person, bestow curse

Spell Slots

4, 3, 2

Bone Naga (Spirit)

Size

Large

Type

undead

Alignment

lawful evil

Armor Class

15 (natural armor)

Hit Points

58 (9d10+9)

Speed

30 ft.

Strength

15

Dexterity

16

Constitution

12

Intelligence

15

Wisdom

15

Charisma

16

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, paralyzed, poisoned

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Common plus one other language

Challenge Rating

4

Traits

Source

Description

Monster Manual p. 233

Spellcasting

Description

The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared:

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

• 1st level (4 slots): charm person, sleep

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

• 3rd level (2 slots): lightning bolt

Actions

Bite

Description

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

Attack

Bite|5|2d6+3+3d6

Spells

mage hand, minor illusion, ray of frost, charm person, sleep, detect thoughts, hold person, lightning bolt

Spell Slots

4, 3, 2

Bone Roc

Size

Huge

Type

undead

Alignment

typically neutral evil

Armor Class

15

Hit Points

133 (14d12 + 42)

Speed

15 ft., fly 90 ft.

Strength

18

Dexterity

20

Constitution

16

Intelligence

2

Wisdom

17

Charisma

10

Saving Throws

wis +6, dex +8

Skills

perception +6

Damage Immunities

poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 120 ft.

Passive Perception

16

Challenge Rating

8

Traits

Source

Description

Vecna: Eve of Ruin p. 211

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

The bone roc makes one Beak attack and two Talons attacks.

Beak

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Attack

Beak|8|2d8 + 5

Talons

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage.

Attack

Talons|8|2d6 + 5+3d6

Bone Whelk

Size

Large

Type

monstrosity

Alignment

unaligned

Armor Class

12 (natural armor)

Hit Points

27 (5d10)

Speed

15 ft., climb 15 ft.

Strength

10

Dexterity

5

Constitution

11

Intelligence

6

Wisdom

9

Charisma

3

Passive Perception

9

Challenge Rating

1/4

Senses

darkvision 60 ft.

Traits

Source

Description

Baldur's Gate: Descent Into Avernus p. 119

Adhesive

Description

The bone whelk can cause Medium or smaller objects to adhere to it. A Medium or smaller creature that touches the bone whelk is grappled by it (escape DC 10).

Death Scream

Description

When the bone whelk dies, it emits a blood-curdling shriek than can be heard out to a range of 120 feet. This shriek causes nonmagical, organic material within 10 feet of the bone whelk to rot. Each creature within 10 feet of the bone whelk when it dies takes 9 (2d8) necrotic damage.

Spider Climb

Description

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

Actions

Bite

Description

Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 4 (1d8) piercing damage.

Attack

Bite|2|1d8

Boneclaw

Size

Large

Type

undead

Alignment

typically chaotic evil

Armor Class

16 (natural armor)

Hit Points

150 (20d10 + 40)

Speed

40 ft.

Strength

19

Dexterity

16

Constitution

15

Intelligence

13

Wisdom

15

Charisma

9

Saving Throws

Dex +7, Con +6, Wis +6

Skills

Perception +6, Stealth +7

Damage Resistances

cold, necrotic

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

darkvision 60 ft.

Passive Perception

16

Languages

Common plus one language spoken by its master

Challenge Rating

12

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 66, Mordenkainen's Tome of Foes p. 121

Proficiency Bonus

Description

+4

Rejuvenation

Description

While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master.

Unusual Nature

Description

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

Actions

Multiattack

Description

The boneclaw makes two Piercing Claw attacks.

Piercing Claw

Description

Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 11 (2d10) necrotic damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.

Attack

Piercing Claw|8|3d10+4+2d10

Shadow Jump (Recharge 5–6)

Description

If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 15 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage.

The boneclaw then teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.

Shadow Stealth (bonus action)

Description

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

Reactions

Deadly Reach

Description

In response to a creature entering a space within 15 feet of it, the boneclaw makes one Piercing Claw attack against that creature.

Boneless

Size

Medium

Type

undead

Armor Class

12

Hit Points

26 (4d8 + 8)

Speed

30 ft.

Strength

16

Dexterity

14

Constitution

15

Intelligence

1

Wisdom

10

Charisma

1

Skills

Stealth +4

Damage Resistances

bludgeoning, poison

Condition Immunities

charmed, exhaustion, frightened

Senses

darkvision 60 ft.

Passive Perception

10

Languages

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

Challenge Rating

1

Traits

Source

Description

Van Richten's Guide to Ravenloft p. 228

Compression

Description

The boneless can move through any opening at least 1 inch wide without squeezing. It can also squeeze to fit into a space that a Tiny creature could fit in.

Unusual Nature

Description

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

Actions

Multiattack

Description

The boneless makes two Slam attacks. If both attacks hit a Large or smaller creature, the creature is grappled(escape DC 13), and the boneless can use Crushing Embrace.

Slam

Description

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

Attack

Slam|5|1d4+3

Crushing Embrace

Description

The boneless wraps its body around a Large or smaller creature grappled by it. While the boneless is attached, the target is blinded and is unable to breathe. The target must succeed on a DC 13 Strength saving throw at the start of each of the boneless' turns or take 5 (1d4 + 3) bludgeoning damage. If something moves the target, the boneless moves with it. The boneless can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to try to detach the boneless and force it to move into the nearest unoccupied space, doing so with a successful DC 13 Strength check. When the boneless dies, it detaches from any creature it is attached to.

Attack

Crushing Embrace||1d4+3

Borborygmos

Size

Huge

Type

giant

Alignment

chaotic neutral

Armor Class

14 (natural armor)

Hit Points

270 (20d12+140)

Speed

40 ft.

Strength

24

Dexterity

11

Constitution

24

Intelligence

8

Wisdom

17

Charisma

16

Saving Throws

Str +13, Con +13, Wis +9

Skills

Athletics +13, Insight +9, Survival +9

Passive Perception

13

Languages

Common, Giant

Challenge Rating

18

Damage Resistances

poison, psychic

Condition Immunities

charmed, frightened

Senses

tremorsense 60 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 238

Legendary Resistance (3/Day)

Description

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

Poor Depth Perception

Description

Borborygmos has disadvantage on any attack roll against a target more than 30 feet away.

Siege Monster

Description

Borborygmos deals double damage to objects and structures.

Actions

Multiattack

Description

Borborygmos can use his Frightful Presence. He also makes two attacks: one with his maul and one with his stomp.

Maul

Description

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Attack

Maul|13|6d6+7

Stomp

Description

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.

Attack

Stomp|13|2d10+7

Rock

Description

Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Attack

Rock|13|4d10+7

Frightful Presence

Description

Each creature of Borborygmos's choice that is within 60 feet of him and can see or hear him must succeed on a DC 17 Wisdom saving throw or become frightened of him for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Borborygmos's Frightful Presence for the next 24 hours.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Attack

Description

Borborygmos makes a weapon attack.

Bellow (Costs 2 Actions)

Description

Borborygmos yells menacingly at one creature he can see within 60 feet of him. That creature must succeed on a DC 17 Wisdom saving throw or become frightened of him for 1 minute. If the creature is already frightened, it becomes stunned instead. 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 Borborygmos's Bellow for the next 24 hours.

Wide Berth (Costs 3 Actions)

Description

Borborygmos moves up to half his speed and can move through the space of any creature smaller than Huge. The first time Borborygmos enters a creature's space during this move, the creature must make a DC 21 Dexterity saving throw. If the saving throw succeeds, the creature is pushed 5 feet away from Borborygmos. If the saving throw fails, that creature is knocked prone, and Borborygmos can make a stomp attack against it.

Bore Worm

Size

Gargantuan

Type

construct

Alignment

unaligned

Armor Class

18 (natural armor)

Hit Points

247 (15d20 + 90)

Speed

50 ft., burrow 30 ft.

Strength

28

Dexterity

7

Constitution

22

Intelligence

1

Wisdom

8

Charisma

4

Saving Throws

wis +4, con +11

Damage Immunities

poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine

Condition Immunities

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

Senses

blindsight 30 ft., tremorsense 60 ft.

Passive Perception

9

Challenge Rating

16

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 171

Tunneler

Description

The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Regeneration

Description

The worm regains 10 hit points at the start of each of its turns if it has at least 1 hit point.

Actions

Multiattack

Description

The worm makes two attacks: one with its grinding jaws and one with its stinger.

Grinding Jaws

Description

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

Attack

Grinding Jaws|9|3d8 + 9

Tail Stinger

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Attack

Tail Stinger|9|3d6 + 9

Borivik Windheim

Size

Medium

Type

humanoid (human)

Alignment

neutral good

Armor Class

17 (studded leather)

Hit Points

91 (14d8 + 28)

Speed

30 ft.

Strength

11

Dexterity

20

Constitution

14

Intelligence

11

Wisdom

16

Charisma

11

Saving Throws

Dex +9, Wis +7

Skills

Nature +8, Perception +11, Stealth +13, Survival +11

Passive Perception

21

Languages

Common, Elvish, Sylvan

Challenge Rating

10

Traits

Source

Description

Minsc and Boo's Journal of Villainy p. 56

Bolts of Undead Slaying

Description

Borivik has a half-dozen bolts of undead slaying. If he strikes an undead with one of these bolts, it must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Crossbow Expert

Description

As a bonus action, Borivik can add 1d10 to his next attack or damage roll with a crossbow.

Nimble Escape

Description

Borivik can take the Disengage or Hide action as a bonus action on each of his turnsSpellcasting. Borivik is a 11th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Borivik has the following ranger spells prepared:

• 1st level (4 slots): absorb elements, ensnaring strike, speak with animals

• 2nd level (3 slots): cordon of arrows, lesser restoration, pass without trace

• 3rd level (3 slots): daylight, nondetection

Actions

Multiattack

Description

Borivik makes two melee attacks or two ranged attacks.

Shortsword

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Attack

Shortsword|9|1d6+5

Heavy Crossbow

Description

Ranged Weapon Attack: +9 to hit, ranged 100/400 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Attack

Heavy Crossbow|9|1d10+5

Spells

absorb elements, ensnaring strike, speak with animals, cordon of arrows, lesser restoration, pass without trace, daylight, nondetection

Spell Slots

4, 3, 3

Borthak

Size

Huge

Type

monstrosity

Alignment

typically chaotic evil

Armor Class

16 (natural armor)

Hit Points

200 (16d12 + 96)

Speed

30 ft.

Strength

25

Dexterity

16

Constitution

22

Intelligence

4

Wisdom

14

Charisma

15

Saving Throws

str +12, con +11, cha +7

Damage Resistances

acid, cold

Senses

darkvision 60 ft.

Passive Perception

12

Challenge Rating

15

Traits

Source

Description

Vecna: Eve of Ruin p. 212

Proficiency Bonus

Description

+5

Glacial Aura

Description

At the end of the borthak's turn, slippery ice covers surfaces within 10 feet of the borthak. This ice is difficult terrain. When a creature other than the borthak enters the ice's area for the first time on a turn or starts its turn there, it must succeed on a DC 16 Dexterity saving throw or have the prone condition. The ice disappears at the start of the borthak's next turn.

Webbed Feet

Description

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

Actions

Multiattack

Description

The borthak makes one Bite attack or uses Noxious Regurgitation if available, and it makes two Stomp attacks.

Bite

Description

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 7 (2d6) acid damage.

Attack

Bite|12|2d8 + 7+2d6

Stomp

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage.

Attack

Stomp|12|1d8 + 7

Noxious Regurgitation (Recharge 5-6)

Description

The borthak spews acid at a creature it can see within 120 feet of itself. The target must make a DC 21 Constitution saving throw. On a failed save, the creature takes 24 (7d6) acid damage and has the poisoned condition until the start of the borthak's next turn. On a successful save, the creature takes half as much damage only.

Reactions

Reactive Tail

Description

When a creature within 10 feet of the borthak hits the borthak with an attack roll, the borthak swings its tail in retaliation. The triggering creature and any creature within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 16 (2d8 + 7) bludgeoning damage.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Move

Description

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

Bite (Costs 2 Actions)

Description

The borthak makes one Bite attack.

Boss Augustus

Size

Medium

Type

monstrosity

Alignment

neutral

Armor Class

13

Hit Points

150 (20d8 + 60)

Speed

40 ft.in wolf or hybrid form

Strength

18

Dexterity

16

Constitution

17

Intelligence

14

Wisdom

15

Charisma

12

Saving Throws

Str +8, Dex +7

Skills

Stealth +7, Sleight Of Hand +7, Perception +10

Passive Perception

20

Languages

Common, Thieves' cant (can't speak in wolf form)

Challenge Rating

9

Traits

Source

Description

The Book of Many Things p. 82

Proficiency Bonus

Description

+4

Special Equipment

Description

Augustus wields a +2 Longsword.

Regeneration

Description

Augustus regains 10 hit points at the start of his turn. If he takes damage from a silver weapon, this trait doesn't function at the start of his next turn. Augustus dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack

Description

Augustus makes any combination of two Bite, Claw, or Magic Longsword attacks.

Bite (Wolf or Hybrid Form Only)

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) piercing damage. If the target is a Humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with lycanthropy. While cursed in this way, the target retains its alignment, languages, and equipment but otherwise uses the werewolf stat block, excluding actions that require equipment the target doesn't have. During any night when there's a full moon in the sky, the target becomes an NPC under the DM's control and remains so until the night ends. A Remove Curse spell or similar magic ends this curse.

Attack

Bite|8|5d8 + 4

Claw (Wolf or Hybrid Form Only)

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or have the prone condition.

Attack

Claw|8|5d6 + 4

Magic Longsword (Humanoid or Hybrid Form Only)

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) slashing damage.

Attack

Magic Longsword|10|4d10 + 6

Change Shape (bonus action)

Description

Augustus polymorphs into a wolf-humanoid hybrid, a wolf, or his humanoid form. His statistics, other than his speed, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his humanoid form if he dies.

Cunning Action (bonus action)

Description

Augustus takes the Dash, Disengage, or Hide action.

Boss Delour

Size

Small

Type

monstrosity

Alignment

lawful evil

Armor Class

14

Hit Points

110 (20d6 + 40)

Speed

30 ft.in rat or hybrid form

Strength

12

Dexterity

18

Constitution

15

Intelligence

17

Wisdom

14

Charisma

16

Saving Throws

Dex +8, Int +7

Skills

Deception +11, Stealth +8, Sleight Of Hand +8, Perception +10

Senses

darkvision 60 ft.

Passive Perception

20

Languages

Common, Thieves' cant (can't speak in rat form)

Challenge Rating

9

Traits

Source

Description

The Book of Many Things p. 83

Proficiency Bonus

Description

+4

Evasion

Description

If Delour is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails, provided he doesn't have the incapacitated condition.

Nimbleness

Description

Delour can move through the space of a Medium or larger creature.

Regeneration

Description

Delour regains 10 hit points at the start of his turn. If he takes damage from a silver weapon, this trait doesn't function at the start of his next turn. Delour dies only if he starts his turn with 0 hit points and doesn't regenerate.

Actions

Multiattack

Description

Delour makes any combination of three Bite, Shortsword, or Hand Crossbow attacks.

Bite (Rat or Hybrid Form Only)

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) piercing damage. If the target is a Humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with lycanthropy. While cursed in this way, the target retains its alignment, languages, and equipment but otherwise uses the wererat stat block, excluding actions that require equipment the target doesn't have. During any night when there's a full moon in the sky, the target becomes an NPC under the DM's control and remains so until the night ends. A Remove Curse spell or similar magic ends this curse.

Attack

Bite|8|5d8 + 4

Shortsword (Humanoid or Hybrid Form Only)

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (3d6) poison damage.

Attack

Shortsword|8|2d6 + 4+3d6

Hand Crossbow (Humanoid or Hybrid Form Only)

Description

Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (3d6) poison damage.

Attack

Hand Crossbow|8|2d6 + 4+3d6

Change Shape (bonus action)

Description

Delour polymorphs into a rat-humanoid hybrid, a Medium giant rat, or his humanoid form. His statistics, other than his size and speed, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his humanoid form if he dies.

Cunning Action (bonus action)

Description

Delour takes the Dash, Disengage, or Hide action.

Bozak Draconian

Size

Medium

Type

monstrosity (sorcerer)

Alignment

typically lawful evil

Armor Class

15 (natural armor)

Hit Points

40 (9d8)

Speed

30 ft.

Strength

14

Dexterity

10

Constitution

11

Intelligence

11

Wisdom

10

Charisma

14

Saving Throws

Wis +2, Cha +4, Int +2

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Common, Draconic

Challenge Rating

2

Traits

Source

Description

Dragonlance: Shadow of the Dragon Queen p. 198

Proficiency Bonus

Description

+2

Death Throes

Description

When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away, and then its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 (2d8) force damage.

Glide

Description

When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Spellcasting

Description

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

1/day each: enlarge/reduce, invisibility, stinking cloud, web

Actions

Multiattack

Description

The draconian makes two Trident melee attacks or two Lightning Discharge attacks.

Trident

Description

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

Attack

Trident|4|1d6 + 2

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

Lightning Discharge

Description

Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) lightning damage.

Attack

Lightning Discharge|4|3d6

Spells

enlarge/reduce, invisibility, stinking cloud, web

Brackish Trudge

Size

Large

Type

plant

Alignment

unaligned

Armor Class

12 (natural armor)

Hit Points

68 (8d10 + 24)

Speed

30 ft., swim 30 ft.

Strength

20

Dexterity

10

Constitution

17

Intelligence

4

Wisdom

14

Charisma

4

Skills

Perception +4

Damage Resistances

fire

Senses

blindsight 10 ft.

Passive Perception

14

Languages

—

Challenge Rating

3

Traits

Source

Description

Strixhaven: A Curriculum of Chaos p. 187

Proficiency Bonus

Description

+2

Fungal Fortitude

Description

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

Actions

Tusk

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) poison damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Attack

Tusk|7|2d10+5+1d6

Brahma Lutier

Size

Medium

Type

humanoid (elf)

Alignment

neutral

Armor Class

12

Hit Points

33 (6d8+6)

Speed

30 ft.

Strength

12

Dexterity

15

Constitution

12

Intelligence

11

Wisdom

13

Charisma

16

Skills

Perception +3, Performance +5, Persuasion +5

Passive Perception

13

Languages

Common, Elvish

Challenge Rating

2

Traits

Source

Description

Acquisitions Incorporated p. 205

Fey Ancestry

Description

Brahma has advantage on saving throws against being charmed, and magic can't put her to sleep.

Spellcasting

Description

Brahma is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells prepared:

Cantrips (at will): mage hand, message, vicious mockery

• 1st level (4 slots): charm person, heroism, illusory script, sleep, unseen servant

• 2nd level (3 slots): cloud of daggers, invisibility

Taunt (2/Day)

Description

Brahma can use a bonus action to target one creature she can see within 30 feet of her. If the target can hear Brahma, it must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Brahma's next turn.

Actions

War Lute

Description

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

Attack

War Lute|4|1d6+2

Song of Domination (3/day)

Description

Brahma targets one creature that can see or hear her, which must succeed on a DC 13 Wisdom saving throw or be charmed by her for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. It has disadvantage on these saves if being charmed by Brahma is something the target openly or secretly desires. For 1 hour after the charm effect ends, the target has disadvantage on Intelligence, Wisdom, or Charisma checks made as part of a contest with Brahma.

Spell Slots

4, 3

Spells

mage hand, message, vicious mockery, charm person, heroism, illusory script, sleep, unseen servant, cloud of daggers, invisibility

Brain Breaker

Size

Large

Type

aberration (mind flayer)

Alignment

lawful evil

Armor Class

14 (ring mail)

Hit Points

189 (18d10 + 90)

Speed

30 ft., fly 30 ft.(hover)

Strength

15

Dexterity

10

Constitution

20

Intelligence

21

Wisdom

19

Charisma

20

Saving Throws

Wis +8, Cha +9, Int +9

Skills

Insight +12, Arcana +9

Senses

blindsight 120 ft.

Passive Perception

14

Languages

telepathy 1 mile; understands Common, Deep Speech, and Undercommon but can't speak

Challenge Rating

12

Traits

Source

Description

Phandelver and Below: The Shattered Obelisk p. 199

Proficiency Bonus

Description

+4

Creature Sense

Description

The brain breaker is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.

Magic Resistance

Description

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

Telepathic Hub

Description

The brain breaker can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The brain breaker can let those creatures telepathically hear each other while connected in this way.

Actions

Multiattack

Description

The brain breaker makes two Tentacle attacks.

Tentacle

Description

Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 14) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The brain breaker can have up to four targets grappled at a time.

Attack

Tentacle|6|3d8 + 2

Mind Blast (Recharge 5-6)

Description

Creatures of the brain breaker's choice within 60 feet of itself must succeed on a DC 17 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting (Psionics)

Description

The brain breaker casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):

At will: detect thoughts, levitate

Psychic Link (bonus action)

Description

The brain breaker targets one creature with the incapacitated condition that the brain breaker senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the brain breaker can perceive everything the target senses. The target becomes aware that something is linked to its mind once it no longer has the incapacitated condition, and the brain breaker can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 17 Charisma check. If the target breaks the link this way, the target takes 10 (3d6) psychic damage. The link also ends if the target and the brain breaker are more than 1 mile apart. The brain breaker can form psychic links with up to ten creatures at a time.

Spells

detect thoughts, levitate

Brain In A Jar

Size

Small

Type

undead

Armor Class

11 (natural armor)

Hit Points

55 (10d6 + 20)

Speed

0 ft., fly 10 ft. (hover)

Strength

1

Dexterity

3

Constitution

15

Intelligence

19

Wisdom

10

Charisma

15

Saving Throws

Int +6, Cha +4

Damage Immunities

poison

Condition Immunities

exhaustion, paralyzed, poisoned, prone

Senses

blindsight 120 ft. (blind beyond this radius); see also "Detect Sentience" below

Passive Perception

10

Languages

the languages it knew in life

Challenge Rating

3

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 279, Lost Laboratory of Kwalish p. 38, Van Richten's Guide to Ravenloft p. 278

Detect Sentience

Description

The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Magic Resistance

Description

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

Unusual Nature

Description

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

Innate Spellcasting (Psionics)

Description

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

At will: detect thoughts, mage hand, zone of truth

3/day each: charm person, hold person

1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha's hideous laughter

Actions

Chill Touch (Cantrip)

Description

Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 13 (3d8) necrotic damage, and the target can't regain hit points until the start of the brain's next turn. If the target is Undead, it also has disadvantage on attack rolls against the brain until the end of the brain's next turn.

Attack

Chill Touch||3d8

Mind Blast (Recharge 5–6)

Description

The brain magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 17 (3d8 + 4) psychic damage and be stunned for 1 minute. A stunnedcreature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Mind Blast||3d8+4

Spells

detect thoughts, mage hand, zone of truth, charm person, hold person, compulsion, hold monster, sleep (3rd-level version), Tasha's hideous laughter

Brain in Iron

Size

Large

Type

undead

Alignment

any alignment

Armor Class

11 (natural armor)

Hit Points

58 (9d8+18)

Speed

0 ft.

Strength

1

Dexterity

1

Constitution

15

Intelligence

19

Wisdom

10

Charisma

15

Saving Throws

Int +7, Cha +5

Passive Perception

10

Challenge Rating

6

Damage Immunities

necrotic, poison, psychic

Condition Immunities

charmed, exhaustion, frightened

Senses

darkvision 60 ft.

Traits

Source

Description

Infernal Machine Rebuild p. 48

Innate Spellcasting (Psionics)

Description

The brain in iron's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, mage hand, zone of truth

3/day each: charm person, command, hold person

1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughter

Detect Sentience

Description

The brain in iron can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Magic Resistance

Description

The brain in iron has advantage on saving throws against spells and other magical effects.

Actions

Mind Blast (Recharge 5-6)

Description

The brain in iron magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spells

detect thoughts, mage hand, zone of truth, charm person, command, hold person, compulsion, hold monster, sleep, Tasha's hideous laughter

Brass Dragon Wyrmling

Size

Medium

Type

dragon

Alignment

chaotic good

Armor Class

16 (natural armor)

Hit Points

16 (3d8+3)

Speed

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

Strength

15

Dexterity

10

Constitution

13

Intelligence

10

Wisdom

11

Charisma

13

Saving Throws

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

Skills

Perception +4, Stealth +2

Damage Immunities

fire

Senses

blindsight 10 ft., darkvision 60 ft.

Passive Perception

14

Languages

Draconic

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 106

Actions

Bite

Description

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

Attack

Bite|4|1d10+2

Breath Weapons (Recharge 5-6)

Description

The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Attack

Fire Breath||4d6

Brass Greatwyrm

Size

Gargantuan

Type

dragon (metallic)

Alignment

typically lawful good

Armor Class

22 (natural armor)

Hit Points

565 (29d20 + 261)

Speed

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

Strength

30

Dexterity

16

Constitution

29

Intelligence

21

Wisdom

22

Charisma

30

Saving Throws

Dex +11, Con +17, Int +13, Wis +14, Cha +18

Skills

Insight +14, Perception +22, Persuasion +18

Damage Immunities

fire

Condition Immunities

charmed, frightened, poisoned

Senses

truesight 120 ft.

Passive Perception

32

Languages

Common, Draconic

Challenge Rating

28

Traits

Source

Description

Fizban's Treasury of Dragons p. 208

Proficiency Bonus

Description

+8

Legendary Resistance (4/Day)

Description

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

Metallic 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 450 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 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.

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 in this way at a time.

Attack

Claw|18|2d8+10

Tail

Description

Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 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|2d10+10

Breath Weapon (Recharge 5–6)

Description

The greatwyrm uses one of the following breath weapons:

Elemental Breath. The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 84 (13d12) fire damage on a failed save, or half as much damage on a successful one.

Sapping Breath. The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failed save, the creature falls unconscious for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Elemental Breath||13d12

Change Shape

Description

The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.

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.

Mythic Actions

Description

If the greatwyrm's Metallic 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.

Shattering Roar (Costs 2 Actions)

Description

The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Constitution saving throw or take 19 (3d12) thunder damage and be incapacitated until the end of its next turn.

Braxat

Size

Huge

Type

giant

Alignment

typically neutral evil

Armor Class

18 (natural armor, intellect fortress)

Hit Points

162 (13d12 + 78)

Speed

40 ft.

Strength

26

Dexterity

8

Constitution

22

Intelligence

14

Wisdom

13

Charisma

7

Senses

darkvision 60 ft.

Passive Perception

11

Languages

Common, Giant

Challenge Rating

9

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 15

Proficiency Bonus

Description

+4

Intellect Fortress

Description

The braxat's AC includes its Intelligence modifier.

Actions

Multiattack

Description

The braxat makes two Greatclub attacks.

Greatclub

Description

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.

Attack

Greatclub|12|3d8 + 8

Acid Breath (Recharge 6)

Description

The braxat exhales a 15-foot cone of acid. Each creature in the cone must make a DC 18 Constitution saving throw, taking 26 (4d12) acid damage on a failed save, or half as much damage on a successful one.

Spellcasting (Psionics)

Description

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

1/day each: compulsion, fear

Reactions

Psionic Shield (3/Day)

Description

When the braxat would be hit by an attack roll or a magic missile spell that originates from a source the braxat can see, the braxat can create an invisible barrier of magical force around itself that lasts until the start of its next turn. This barrier gives the braxat a +5 bonus to AC, including against the triggering attack, and prevents magic missile spells from damaging it.

Spells

compulsion, fear

Breath Drinker

Size

Medium

Type

aberration

Alignment

typically chaotic evil

Armor Class

18 (natural armor)

Hit Points

157 (21d8 + 63)

Speed

0 ft., fly 60 ft.(hover)

Strength

5

Dexterity

18

Constitution

16

Intelligence

11

Wisdom

15

Charisma

20

Saving Throws

Wis +7, Int +5

Skills

Survival +7, Stealth +9, Perception +7

Damage Resistances

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

Damage Immunities

poison, radiant

Condition Immunities

grappled, paralyzed, petrified, poisoned, prone, restrained

Senses

blindsight 60 ft.

Passive Perception

17

Languages

Deep Speech, telepathy 120 ft.

Challenge Rating

14

Traits

Source

Description

The Book of Many Things p. 154

Proficiency Bonus

Description

+5

Incorporeal Movement

Description

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

Radiant Absorption

Description

When the breath drinker is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.

Actions

Multiattack

Description

The breath drinker makes two Enervating Claw attacks. It can also use Drink Breath.

Enervating Claw

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) necrotic damage, and if the target is Large or smaller, it has the grappled condition (escape DC 18). The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Attack

Enervating Claw|10|2d6 + 5

Drink Breath

Description

The breath drinker targets a creature that has the incapacitated condition or that the breath drinker is grappling and that isn't a Construct or an Undead. The target must make a DC 18 Charisma saving throw. On a failed save, the target takes 36 (8d8) necrotic damage, and its Charisma score is reduced by 1d6. This reduction lasts until the target finishes a short or long rest. If this reduces the target's Charisma to 0, the target dies. Until the breath drinker dies, the dead target can't be returned to life by any means short of divine intervention. On a successful save, the target takes half as much necrotic damage only. On a successful or failed save, the breath drinker regains a number of hit points equal to the necrotic damage dealt.

Invisibility

Description

The breath drinker has the invisible condition. This invisibility ends immediately after the breath drinker hits or misses with an attack roll or uses Drink Breath.

Bridesmaid of Zuggtmoy

Size

Medium

Type

plant

Alignment

chaotic evil

Armor Class

13 (natural armor)

Hit Points

22 (5d8)

Speed

20 ft.

Strength

14

Dexterity

11

Constitution

11

Intelligence

14

Wisdom

8

Charisma

18

Senses

darkvision 60 ft.

Passive Perception

9

Languages

understands Abyssal but can't speak

Challenge Rating

1/8

Traits

Source

Description

Out of the Abyss p. 230

Fungus Stride

Description

Once on its turn, the bridesmaid can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushrooms and patches must be large or bigger.

Actions

Hallucination Spores

Description

The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Infestation Spores (1/Day)

Description

The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).

Brigganock

Size

Tiny

Type

fey

Alignment

typically neutral good

Armor Class

12

Hit Points

9 (2d4 + 4)

Speed

15 ft.

Strength

4

Dexterity

15

Constitution

14

Intelligence

10

Wisdom

11

Charisma

13

Saving Throws

Dex +4, Con +4

Condition Immunities

exhaustion

Passive Perception

10

Languages

Common, Sylvan

Challenge Rating

1/8

Traits

Source

Description

The Wild Beyond the Witchlight p. 230

Proficiency Bonus

Description

+2

Fey Ancestry

Description

The brigganock has advantage on saving throws against being charmed, and magic can't put it to sleep.

Soul Light

Description

The brigganock is accompanied by an insubstantial, invulnerable ball of light that contains its soul. The brigganock can't turn off the light or control its brightness. The soul light sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If the brigganock dies, its soul light fades away.

Tunneler

Description

Using a pickaxe or similar tool, a brigganock can burrow through solid rock at a speed of 5 feet, leaving a 6-inch-diameter tunnel in its wake.

Actions

Pickaxe

Description

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

Attack

Pickaxe|4|1d4+2

Spellcasting

Description

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

At will: minor illusion, spare the dying

1/day each: animal friendship, faerie fire, meld into stone, silence

Time Lapse (Recharges after a Short or Long Rest)

Description

The brigganock accelerates the passage of time around itself, enabling it to accomplish up to 1 hour of work in a matter of seconds. This work can't affect any creature other than the brigganock, or any object being worn or carried by another creature, and the activity must take place within a 10-foot cube. For example, the brigganock could use this action to rapidly carve a pumpkin, cook and eat dinner, move a pile of stones, or tie a dozen knots in a length of rope.

Move Soul Light (Bonus Action)

Description

The brigganock moves its soul light up to 30 feet in any direction to an unoccupied space it can see. At the end of the current turn, the light returns to the brigganock.

Spells

minor illusion, spare the dying, animal friendship, faerie fire, meld into stone, silence

Bristled Moorbounder

Size

Large

Type

beast

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

52 (7d10+14)

Speed

70 ft.

Strength

18

Dexterity

14

Constitution

14

Intelligence

2

Wisdom

13

Charisma

5

Passive Perception

11

Challenge Rating

3

Senses

darkvision 60 ft.

Traits

Source

Description

Explorer's Guide to Wildemount p. 295

Bladed Hide

Description

At the start of each of its turns, the moorbounder deals 5 (2d4) piercing damage to any creature grappling it.

Standing Leap

Description

The moorbounder's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Actions

Multiattack

Description

The moorbounder makes two attacks: one with its blades and one with its claws.

Blades

Description

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

Attack

Blades|6|2d6+4

Claws

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) slashing damage.

Attack

Claws|6|4d4+4

Broken King Antigonos

Size

Large

Type

monstrosity

Alignment

chaotic evil

Armor Class

14 (natural armor)

Hit Points

38 (9d10+27)

Speed

40 ft.

Strength

18

Dexterity

11

Constitution

16

Intelligence

6

Wisdom

16

Charisma

9

Skills

Perception +7

Passive Perception

17

Languages

Abyssal

Challenge Rating

3

Senses

darkvision 60 ft.

Traits

Source

Description

Mythic Odysseys of Theros p. 189

Decrepit State

Description

Antigonos has disadvantage on attack rolls due to his decrepit state.

Charge

Description

If Antigonos moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall

Description

Antigonos can perfectly recall any path he has traveled.

Reckless

Description

At the start of his turn, Antigonos can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.

Actions

Greataxe

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Attack

Greataxe|6|2d12+4

Gore

Description

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

Attack

Gore|6|2d8+4

Amphora

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 8 (1d8 + 4) bludgeoning damage. If there is not already a creature inside the amphora, the target is restrained inside. As an action, the restrained creature can make a DC 14 Dexterity (Acrobatics) check, escaping from the amphora on a success. The effect also ends if the amphora is destroyed. The amphora has AC 8, 20 hit points, and immunity to poison and psychic damage.

Attack

Amphora|6|1d8+4

Brontosaurus

Size

Gargantuan

Type

beast (dinosaur)

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

121 (9d20 + 27)

Speed

30 ft.

Strength

21

Dexterity

9

Constitution

17

Intelligence

2

Wisdom

10

Charisma

7

Saving Throws

Con +6

Passive Perception

10

Languages

—

Challenge Rating

5

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 95, Volo's Guide to Monsters p. 139

Proficiency Bonus

Description

+3

Actions

Stomp

Description

Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Attack

Stomp|8|5d8 + 5

Tail

Description

Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8 + 5) bludgeoning damage

Attack

Tail|8|6d8+5

Bronze Dragon Wyrmling

Size

Medium

Type

dragon

Alignment

lawful good

Armor Class

17 (natural armor)

Hit Points

32 (5d8+10)

Speed

30 ft., fly 60 ft., swim 30 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

2

Traits

Source

Description

Monster Manual p. 109

Amphibious

Description

The dragon can breathe air and water.

Actions

Bite

Description

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

Attack

Bite|5|1d10+3

Breath Weapons (Recharge 5-6)

Description

The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

Attack

Lightning Breath||3d10

Bronze Greatwyrm

Size

Gargantuan

Type

dragon (metallic)

Alignment

typically lawful good

Armor Class

22 (natural armor)

Hit Points

565 (29d20 + 261)

Speed

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

Strength

30

Dexterity

16

Constitution

29

Intelligence

21

Wisdom

22

Charisma

30

Saving Throws

Dex +11, Con +17, Int +13, Wis +14, Cha +18

Skills

Insight +14, Perception +22, Persuasion +18

Damage Immunities

lightning

Condition Immunities

charmed, frightened, poisoned

Senses

truesight 120 ft.

Passive Perception

32

Languages

Common, Draconic

Challenge Rating

28

Traits

Source

Description

Fizban's Treasury of Dragons p. 208

Proficiency Bonus

Description

+8

Legendary Resistance (4/Day)

Description

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

Metallic 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 450 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 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.

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 in this way at a time.

Attack

Claw|18|2d8+10

Tail

Description

Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 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|2d10+10

Breath Weapon (Recharge 5–6)

Description

The greatwyrm uses one of the following breath weapons:

Elemental Breath. The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 84 (13d12) lightning damage on a failed save, or half as much damage on a successful one.

Sapping Breath. The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failed save, the creature falls unconscious for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Attack

Elemental Breath||13d12

Change Shape

Description

The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.

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.

Mythic Actions

Description

If the greatwyrm's Metallic 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.

Shattering Roar (Costs 2 Actions)

Description

The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Constitution saving throw or take 19 (3d12) thunder damage and be incapacitated until the end of its next turn.

Bronze Sable

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

32 (5d8+10)

Speed

30 ft., climb 30 ft.

Strength

13

Dexterity

16

Constitution

15

Intelligence

3

Wisdom

14

Charisma

1

Skills

Stealth +5

Passive Perception

12

Languages

understands one language of its creator but can't speak

Challenge Rating

1

Damage Immunities

fire, poison

Condition Immunities

charmed, exhaustion, paralyzed, petrified, poisoned

Senses

darkvision 120 ft.

Traits

Source

Description

Mythic Odysseys of Theros p. 210

False Appearance

Description

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

Pack Tactics

Description

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

Surprise Attack

Description

If the sable surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack

Description

The sable makes two bite attacks.

Bite

Description

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

Attack

Bite|5|1d8+3

Bronze Scout

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

13

Hit Points

18 (4d8)

Speed

30 ft., burrow 30 ft.

Strength

10

Dexterity

16

Constitution

11

Intelligence

3

Wisdom

14

Charisma

1

Skills

Perception +6, Stealth +7

Damage Immunities

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

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Passive Perception

16

Languages

understands one language of its creator but can't speak

Challenge Rating

1

Traits

Source

Description

Mordenkainen's Tome of Foes p. 125

Constructed Nature

Description

A clockwork doesn't require air, food, drink, or sleep.

Earth Armor

Description

The bronze scout doesn't provoke opportunity attacks when it burrows.

Magic Resistance

Description

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

Individual Designs

Description

A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.

A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.

d10 — Enhancement:

1 — Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine.

2 — Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it.

3 — Improved Armor. The clockwork's AC increases by 2.

4 — Increased Speed. The clockwork's speed increases by 10 feet.

5 — Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.

6 — Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.

7 — Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.

8 — Suction. The clockwork gains a climbing speed of 30 feet.

9 — Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice).

10 — Water Propulsion. The clockwork gains a swimming speed of 30 feet.

Clockwork Malfunctions:

d10 — Malfunction

1 — Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn.

2 — Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.

3 — Ground Fault. The clockwork has vulnerability to lightning damage.

4 — Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.

5 — Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to.

6 — Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.

7 — Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting.

8 — Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.

9 — Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.

10 — Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.

Actions

Bite

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage.

Attack

Bite|5|1d4+3+1d6

Lightning Flare (Recharges after a Short or Long Rest)

Description

Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.

Broom of Animated Attack

Size

Small

Type

construct

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

17 (5d6)

Speed

0 ft., fly 50 ft. (hover)

Strength

10

Dexterity

17

Constitution

10

Intelligence

1

Wisdom

5

Charisma

1

Damage Immunities

poison, psychic

Condition Immunities

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

Senses

blindsight 30 ft. (blind beyond this radius)

Passive Perception

7

Challenge Rating

1/4

Traits

Source

Description

Curse of Strahd p. 226

Constructed Nature

Description

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

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

Antimagic Susceptibility

Description

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

False Appearance

Description

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

Actions

Multiattack

Description

The broom makes two melee attacks.

Broomstick

Description

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

Attack

Broomstick|5|1d4+3

Reactions

Animated Attack

Description

If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creature's Strength check. If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll.

Brother Adramalech

Size

Medium

Type

fiend (devil)

Alignment

lawful evil

Armor Class

19 (natural armor)

Hit Points

212 (25d8 + 100)

Speed

30 ft.

Strength

14

Dexterity

16

Constitution

18

Intelligence

25

Wisdom

25

Charisma

25

Saving Throws

Int +14, Wis +14, Cha +14

Skills

Arcana +14, Deception +21, Insight +14, Intimidation +14, Persuasion +21, Religion +14

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

charmed, poisoned

Senses

darkvision 120 ft.

Passive Perception

17

Languages

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

Challenge Rating

21

Traits

Source

Description

Chains of Asmodeus p. 185

Proficiency Bonus

Description

+7

Devil's Sight

Description

Magical darkness doesn't impede Adramalech's darkvision.

Magic Resistance

Description

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

Unbreakable Bond

Description

If Adramalech is reduced to 0 hit points while Brother Morax still lives, Adramalech regenerates 50 hit points at the start of his next turn. This regeneration is interrupted if Brother Morax is reduced to 0 hit points before the start of Adramalech's turn.

Actions

Multiattack

Description

Adramalech makes four attacks using Mental Barrage. He can replace one of the attacks with Brain Freeze or Cone of Madness (if available).

Mental Barrage

Description

Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 25 (4d8 + 7) psychic damage.

Attack

Mental Barrage|14|4d8+7

Brain Freeze

Description

Adramalech attempts to overload the brain of a creature he can see within 60 feet of him. The target must make a DC 22 Intelligence saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much on a successful one. Creatures that fail the saving throw have the stunned condition for up to 1 minute. A stunned creature may repeat the saving throw at the end of each of their turns, ending the effect on a success.

Cone of Madness (Recharge 4–6)

Description

Adramalech unleashes visions in a 30-foot cone in front of him. All creatures in the cone must make a DC 22 Wisdom saving throw, taking 17 (5d6) psychic damage on a failed save, or half as much on a successful one. For up to 1 minute, creatures that failed the save can't take reactions and each turn must use their action to make a melee attack against the nearest creature. Creatures may repeat the saving throw at the end of each of their turns, ending the effect on a success.

Conjure Effigy (Recharge 6) (bonus action)

Description

Adramalech targets a creature, reading its thoughts and creating an effigy of a loved one in an unoccupied space that he can see within 60 feet of Adramalech. The effigy has 55 (10d10) hit points, an AC of 10, and ability scores of 10. It occasionally shouts for help, but otherwise takes no actions. While the effigy is alive, the target creature has disadvantage on attacks targeting Adramalech and any time the effigy takes damage, the target creature also takes an equal amount as psychic damage. If the effigy is killed, the target creature gains a level of exhaustion. If Adramalech is killed while effigies exist, they harmlessly melt into a warm sludge.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Barrage

Description

Adramalech makes a Mental Barrage attack.

Mental Blocker

Description

Adramalech fortifies the mind of a creature he can see within 60 feet of him, or himself. The target benefits as if the Greater Restoration spell has been cast on them and is granted resistance to psychic damage until the end of Adramalech's next turn.

Brother Broumane

Size

Medium

Type

humanoid (merfolk)

Alignment

chaotic neutral

Armor Class

11

Hit Points

11 (2d8 + 2)

Speed

10 ft., swim 40 ft.

Strength

10

Dexterity

13

Constitution

12

Intelligence

11

Wisdom

11

Charisma

12

Skills

perception +2

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Aquan, Common

Challenge Rating

1/8

Traits

Source

Description

Journeys through the Radiant Citadel p. 178

Proficiency Bonus

Description

+2

Water Breathing

Description

Brother Broumane can breathe only underwater.

Actions

Spear

Description

Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.

Attack

Spear|2|1d6

Spear (Two-Handed)|2|1d8

Brother Morax

Size

Large

Type

fiend (devil)

Alignment

lawful evil

Armor Class

21 (natural armor)

Hit Points

337 (25d10 + 200)

Speed

40 ft.

Strength

24

Dexterity

22

Constitution

27

Intelligence

14

Wisdom

16

Charisma

18

Saving Throws

Str +14, Dex +13, Con +15

Skills

Acrobatics +20, Athletics +21, Intimidation +11, Medicine +10, Stealth +13, Survival +10

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

13

Languages

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

Challenge Rating

21

Traits

Source

Description

Chains of Asmodeus p. 186

Proficiency Bonus

Description

+7

Brittle Spine

Description

For each Brittle Spine a creature has, the creature takes 3 (1d6) poison damage at the start of each of their turns, and when Morax activates Burrow or Deep Burrow. Spines can only be removed by a Regeneration spell or similar, or by killing Morax.

Devil's Sight

Description

Magical darkness doesn't impede Adramalech's darkvision.

Magic Resistance

Description

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

Spined Hide

Description

Whenever Morax is hit with a melee attack, the attacker takes 7 (2d6) piercing damage and gains 1 Brittle Spine.

Unbreakable Bond

Description

If Morax is reduced to 0 hit points while Brother Adramalech still lives, Morax regenerates 50 hit points at the start of his next turn. This regeneration is interrupted if Brother Adramalech is reduced to 0 hit points before the start of Morax's turn.

Actions

Multiattack

Description

Morax makes four attacks using his Claw, Spine Fling, or a combination of the two.

Claw

Description

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target gains 1 Brittle Spine.

Attack

Claw|14|3d6+7

Spine Fling

Description

Ranged Weapon Attack: +13 to hit, range 30/60 ft., one target. Hit: 12 (1d12 + 6) piercing damage, and the target gains 1 Brittle Spine.

Attack

Spine Fling|13|1d12+6

Deep Burrow

Description

Morax immediately deals Brittle Spine ongoing damage to all creatures that have at least one Brittle Spine that he can see.

Bone Spikes (Recharge 6)

Description

Morax shoves an arm into the ground, rapidly growing bones that erupt at a point he can see within 100 feet of him. Each creature in a 60-foot-radius sphere centered on that point must make a DC 21 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much damage on a successful one. Creatures that fail the save gain 2 Brittle Spines, while creatures that succeed only gain 1 Brittle Spine.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Claw

Description

Morax makes a Claw attack.

Bone Splinters (Costs 2 Actions)

Description

Morax gestures at a creature he can see that has at least 1 Brittle Spine. That creature must succeed on a DC 21 Constitution saving throw or the number of Brittle Spines it has doubles.

Burrow (Costs 2 Actions)

Description

Morax bristles the spines within a creature that he can see. The target immediately takes Brittle Spine ongoing damage.

Brown Bear

Size

Large

Type

beast

Alignment

unaligned

Armor Class

11 (natural armor)

Hit Points

34 (4d10+12)

Speed

40 ft., climb 30 ft.

Strength

19

Dexterity

10

Constitution

16

Intelligence

2

Wisdom

13

Charisma

7

Skills

Perception +3

Passive Perception

13

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 319, 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

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

Attack

Bite|6|1d8+4

Claws

Description

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

Attack

Claws|6|2d6+4

Environment

arctic, forest, hill

Brown Scavver

Size

Large

Type

monstrosity

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

51 (6d10 + 18)

Speed

0 ft., fly 40 ft.

Strength

18

Dexterity

15

Constitution

17

Intelligence

1

Wisdom

10

Charisma

1

Senses

darkvision 120 ft.

Passive Perception

10

Challenge Rating

4

Traits

Source

Description

Spelljammer: Adventures in Space - Boo's Astral Menagerie p. 49

Proficiency Bonus

Description

+2

Unusual Nature

Description

The scavver doesn't require air.

Actions

Swallowing Bite

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by the scavver. The scavver can have one creature swallowed at a time.

A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the scavver, and takes 13 (3d8) poison damage at the start of each of the scavver's turns from the poisonous gas in the scavver's gullet.

If the scavver takes 15 damage or more on a single turn from a creature inside it, the scavver 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 the scavver. If the scavver 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|6|2d6 + 4

Brusipha

Size

Medium

Type

humanoid (minotaur, warlock)

Alignment

chaotic evil

Armor Class

14 (natural armor)

Hit Points

90 (12d8 + 36)

Speed

40 ft.

Strength

18

Dexterity

11

Constitution

16

Intelligence

12

Wisdom

16

Charisma

16

Saving Throws

Wis +5, Cha +5

Skills

Deception +5, Perception +7, Religion +3

Senses

darkvision 60 ft.

Passive Perception

17

Languages

Abyssal, Common

Challenge Rating

3

Traits

Source

Description

The Book of Many Things p. 127

Proficiency Bonus

Description

+2

Demonic Ritual

Description

Brusipha can spend 3 hours performing a ritual that summons 1d3 + 1 barlguras or 1 hezrou. She must sacrifice a Medium or larger living creature to Baphomet during this ritual, and the ritual can be performed only at night. The demons vanish at dawn.

Labyrinthine Recall

Description

Brusipha can perfectly recall any path she has traveled.

Actions

Multiattack

Description

Brusipha makes two Eldritch Blast attacks.

Eldritch Blast

Description

Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 8 (1d10 + 3) force damage.

Attack

Eldritch Blast|5|1d10 + 3

Gore

Description

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) necrotic damage. If Brusipha moved at least 10 feet straight toward the target immediately before she hit, the target takes an extra 4 (1d8) piercing damage, and if the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet from Brusipha and have the prone condition.

Attack

Gore|6|1d8 + 4+1d8

Incite the Hunters (Recharges after a Short or Long Rest)

Description

Brusipha allows each ally within 30 feet of herself that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally's Unerring Tracker.

Spellcasting

Description

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

At will: Prestidigitation, Speak with Animals

1/day each: Bestow Curse, Command, Crown of Madness

Unerring Tracker (bonus action)

Description

Brusipha magically creates a psychic link with one creature she can see. For the next hour, Brusipha knows the current distance and direction to the target if it is on the same plane of existence. The link ends if Brusipha has the incapacitated condition or uses this ability on a different target.

Reactions

Baphomet's Blessing

Description

When Brusipha reduces a hostile creature to 0 hit points, she gains 8 temporary hit points.

Spells

prestidigitation, speak with animals, bestow curse, command, crown of madness

Bryn Lightfingers

Size

Small

Type

humanoid (strongheart halfling)

Alignment

neutral good

Armor Class

14 (leather)

Hit Points

22 (3d10+6)

Speed

25 ft.

Strength

9

Dexterity

16

Constitution

14

Intelligence

10

Wisdom

14

Charisma

12

Saving Throws

Str +1, Dex +5

Damage Resistances

poison

Passive Perception

14

Languages

Common, Draconic, Elvish, Halfling

Challenge Rating

2

Traits

Source

Description

Sword Coast Legends NPCs

Lucky

Description

When Bryn rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll.

Brave

Description

Bryn has advantage on saving throws against being frightened.

Stout Resilience

Description

Bryn has advantage on saving throws against poison.

Spellcasting

Description

Bryn is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). Bryn has the following ranger spells prepared:

• 1st level (3 slots): ensnaring strike, hunter's mark, longstrider

Actions

Multiattack

Description

Bryn makes two attacks: one with her dagger and one with her shortsword.

Dagger

Description

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

Attack

Dagger|5|1d4+3

Shortsword

Description

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

Attack

Shortsword|5|1d6+3

Shortbow

Description

Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.

Attack

Shortbow|5|1d6+3

Spells

ensnaring strike, hunter's mark, longstrider

Spell Slots

3

Buer

Size

Large

Type

fiend (devil)

Alignment

lawful evil

Armor Class

21 (natural armor)

Hit Points

315 (30d10 + 150)

Speed

25 ft.

Strength

23

Dexterity

22

Constitution

21

Intelligence

16

Wisdom

18

Charisma

17

Saving Throws

Str +15, Dex +13, Con +14

Skills

Arcana +10, Athletics +22, Insight +11, Intimidation +17, Perception +11, Survival +11

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

charmed, poisoned

Senses

darkvision 120 ft.

Passive Perception

21

Languages

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

Challenge Rating

21

Traits

Source

Description

Chains of Asmodeus p. 211

Proficiency Bonus

Description

+7

Contractually Obligated

Description

Buer has advantage to hit creatures under an infernal contract and when she hits such creatures she delivers an additional 9 (2d8) damage of a type the target is most vulnerable to. A creature bound under an infernal contract also makes all saving throws against effects originating from Buer with disadvantage.

Devil's Sight

Description

Magical darkness doesn't impede Buer's darkvision.

Magic Resistance

Description

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

Actions

Multiattack

Description

Buer makes three attacks using her Claw. She can replace two of the attacks with a Cleansing Bite attack.

Claw

Description

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage.

Attack

Claw|13|3d10+6

Cleansing Bite

Description

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage, healing Buer for an amount equal to the damage dealt.

Attack

Cleansing Bite|13|2d12+6

Spectral Reaping (Recharge 6)

Description

Buer focuses her ethereal form, dashing up to 50 feet in a straight line through the ethereal plane. Any creatures in the line must make a DC 21 Constitution saving throw, taking 42 (12d6) force damage on a failed save, or half as much damage on a successful one. Buer may reappear at any unoccupied space along the line. For 1 minute after using Spectral Reaping, Buer is empowered by ethereal essence. Her Cleansing Bite attack now deals force damage instead of bludgeoning.

Defensive Trip (Recharge 5–6) (bonus action)

Description

Buer attempts to slow the actions of a creature she can see within 60 feet of her. The target must succeed on a DC 18 Wisdom saving throw or be slowed until the end of its next turn. A slowed creature's speed is halved, it takes a –2 penalty to AC and Dexterity saving throws, and it can't use its reactions. Regardless of the slowed creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

Reactions

Soul Exchange

Description

When Buer is subjected to a spell targeting only her, she can attempt to swap places with a creature she damaged on her last turn. The creature must make a DC 19 Wisdom saving throw. On a failed save, the creature and Buer swap positions, and the spell now targets the creature instead of Buer.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Teamwork

Description

Buer or one other devil within 60 feet of Buer makes a melee weapon attack against a target of Buer's choosing.

Backdoor Clause

Description

Buer wreathes energy around a creature she can see within 60 feet of her. Until the end of Buer's next turn, the target is covered in fire or cold energy, Buer's choice. Each time the target is struck with a melee attack, the attacker takes 9 (2d8) fire or cold damage.

Refresh Souls (Costs 2 Actions)

Description

Buer devours a Soul Coin, instantly refreshing one Recharge ability of any devil within 60 feet, including herself.

Bugbear

Size

Medium

Type

humanoid (goblinoid)

Alignment

chaotic evil

Armor Class

16 (hide armor, shield)

Hit Points

27 (5d8+5)

Speed

30 ft.

Strength

15

Dexterity

14

Constitution

13

Intelligence

8

Wisdom

11

Charisma

9

Skills

Stealth +6, Survival +2

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Common, Goblin

Challenge Rating

1

Traits

Source

Description

Monster Manual p. 33

Brute

Description

A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack

Description

If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Attack

Surprise Attack||2d6

Actions

Morningstar

Description

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

Attack

Morningstar|4|2d8+2

Javelin

Description

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range.

Attack

Melee|4|2d6+2

Ranged|4|1d6+2

Environment

forest, grassland, underdark

Bugbear Chief

Size

Medium

Type

humanoid (goblinoid)

Alignment

chaotic evil

Armor Class

17 (chain shirt, shield)

Hit Points

65 (10d8+20)

Speed

30 ft.

Strength

17

Dexterity

14

Constitution

14

Intelligence

11

Wisdom

12

Charisma

11

Skills

Intimidation +2, Stealth +6, Survival +3

Senses

darkvision 60 ft.

Passive Perception

11

Languages

Common, Goblin

Challenge Rating

3

Traits

Source

Description

Monster Manual p. 33

Brute

Description

A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack

Description

If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Attack

Surprise Attack||2d6

Heart of Hruggek

Description

The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Actions

Multiattack

Description

The bugbear makes two melee attacks

Morningstar

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+3) piercing damage.

Attack

Morningstar|5|2d8+32

Javelin

Description

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+3) piercing damage in melee or 5 (1d6+3) piercing damage at range.

Attack

Melee|5|2d6+3

Ranged|5|1d6+3

Bugbear Gardener

Size

Medium

Type

humanoid (goblinoid)

Alignment

chaotic evil

Armor Class

16 (hide armor, shield)

Hit Points

27 (5d8 + 5)

Speed

30 ft.

Strength

15

Dexterity

14

Constitution

13

Intelligence

8

Wisdom

11

Charisma

9

Skills

Stealth +6, Survival +2

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Common, Goblin

Challenge Rating

1

Traits

Source

Description

Tales from the Yawning Portal p. 29

Proficiency Bonus

Description

+2

Brute

Description

A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack

Description

If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Glaive

Description

Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) slashing damage.

Attack

Glaive|4|2d10 + 2

Javelin

Description

Meleeor Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

Attack

Javelin|4|2d6+2

Javelin (Range)|4|1d6+2

Bugbear Lieutenant

Size

Medium

Type

humanoid (goblinoid)

Alignment

chaotic evil

Armor Class

16 (hide armor, shield)

Hit Points

27 (5d8 + 5)

Speed

30 ft.

Strength

15

Dexterity

14

Constitution

13

Intelligence

8

Wisdom

11

Charisma

9

Skills

Stealth +6, Survival +2

Senses

darkvision 60 ft.

Passive Perception

10

Languages

Common, Goblin

Challenge Rating

1

Traits

Source

Description

Tales from the Yawning Portal p. 173

Proficiency Bonus

Description

+2

Brute

Description

A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack

Description

If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Longsword

Description

Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) slashing damage, or 13 (2d10 + 2) slashing damage if used with both hands.

Attack

Longsword|4|2d8 + 2

Longsword (Two-Handed)|4|2d10 + 2

Javelin

Description

Meleeor Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

Attack

Javelin|4|2d6+2

Javelin (Range)|4|1d6+2

Bulette

Size

Large

Type

monstrosity

Alignment

unaligned

Armor Class

17 (natural armor)

Hit Points

94 (9d10+45)

Speed

40 ft., burrow 40 ft.

Strength

19

Dexterity

11

Constitution

21

Intelligence

2

Wisdom

10

Charisma

5

Skills

Perception +6

Senses

darkvision 60 ft., tremorsense 60 ft.

Passive Perception

16

Challenge Rating

5

Traits

Source

Description

Monster Manual p. 34

Standing Leap

Description

The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.

Actions

Bite

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12+4) piercing damage.

Attack

Bite|7|4d12+4

Deadly Leap

Description

If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its ft. in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.

Environment

grassland, hill, mountain

Bulezau

Size

Medium

Type

fiend (demon)

Alignment

typically chaotic evil

Armor Class

14 (natural armor)

Hit Points

52 (7d8 + 21)

Speed

40 ft.

Strength

15

Dexterity

14

Constitution

17

Intelligence

8

Wisdom

9

Charisma

6

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

charmed, frightened, poisoned

Senses

darkvision 120 ft.

Passive Perception

9

Languages

Abyssal, telepathy 60 ft.

Challenge Rating

3

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 67, Mordenkainen's Tome of Foes p. 131

Proficiency Bonus

Description

+2

Rotting Presence

Description

When any creature that isn't a demon starts its turn within 30 feet of the bulezau, that creature must succeed on a DC 13 Constitution saving throw or take 3 (1d6) necrotic damage.

Standing Leap

Description

The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Sure-Footed

Description

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

Actions

Barbed Tail

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage plus 4 (1d8) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0.

Attack

Barbed Tail|4|1d12+2+1d8+1d8

Bullywug

Size

Medium

Type

humanoid (bullywug)

Alignment

neutral evil

Armor Class

15 (hide armor, shield)

Hit Points

11 (2d8+2)

Speed

20 ft., swim 40 ft.

Strength

12

Dexterity

12

Constitution

13

Intelligence

7

Wisdom

10

Charisma

7

Skills

Stealth +3

Passive Perception

10

Languages

Bullywug

Challenge Rating

1/4

Traits

Source

Description

Monster Manual p. 35

Amphibious

Description

The bullywug can breathe air and water.

Speak with Frogs and Toads

Description

The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.

Swamp Camouflage

Description

The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap

Description

The bullywug's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

Actions

Multiattack

Description

The bullywug makes two melee attacks: one with its bite and one with its spear.

Bite

Description

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

Attack

|3|1d4+1

Spear

Description

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

Attack

|3|1d6+1

Environment

swamp

Bullywug Croaker

Size

Medium

Type

humanoid (bullywug)

Alignment

neutral evil

Armor Class

15 (hide armor, shield)

Hit Points

33 (6d8+6)

Speed

20 ft., swim 40 ft.

Strength

14

Dexterity

12

Constitution

12

Intelligence

7

Wisdom

15

Charisma

10

Saving Throws

Con +3

Skills

Perception +4, Stealth +3

Passive Perception

14

Languages

Bullywug

Challenge Rating

2

Traits

Source

Description

Ghosts of Saltmarsh p. 232

Amphibious

Description

The croaker can breathe air and water.

Speak with Frogs and Toads

Description

The croaker can communicate simple concepts to frogs and toads when it speaks in Bullywug.

Swamp Camouflage

Description

The croaker has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap

Description

The croaker's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

Actions

Spear

Description

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

Attack

|4|1d6+2

|5|1d8+2

Bite

Description

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

Attack

|4|1d4+2

Glaar-pat (3/Day)

Description

The croaker sings a song of marshy doom. Each chosen creature within 30 feet of the croaker that can hear the song must make a DC 12 Wisdom saving throw. taking 9 (2d8) psychic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw also has disadvantage on Constitution saving throws until the end of its next turn.

Roooo-glog (1/Day)

Description

The croaker sings an ode to an elder froghemoth. Each bullywug within 30 feet of the croaker that can hear the song gains 10 temporary hit points.

Environment

swamp