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7 categories

Monsters

2646 of 2646 entries · Showing 401–450

Bullywug Knight

Size

Medium

Type

humanoid

Alignment

typically lawful good

Armor Class

18 (plate)

Hit Points

66 (12d8 + 12)

Speed

30 ft., swim 30 ft.

Strength

16

Dexterity

12

Constitution

13

Intelligence

9

Wisdom

11

Charisma

14

Saving Throws

Con +3, Wis +2

Passive Perception

10

Languages

Bullywug, Common

Challenge Rating

2

Traits

Source

Description

The Wild Beyond the Witchlight p. 231

Proficiency Bonus

Description

+2

Amphibious

Description

The knight can breathe air and water.

Speak with Frogs and Toads

Description

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

Standing Leap

Description

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

Actions

Multiattack

Description

The knight makes two Glaive attacks.

Glaive

Description

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Attack

Glaive|5|1d10+3

Croak of Charming (Recharges after a Short or Long Rest)

Description

The knight makes a loud croak while targeting one creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or be charmed until the end of its next turn.

Bullywug Royal

Size

Medium

Type

humanoid (bullywug)

Alignment

any alignment

Armor Class

15 (hide armor, shield)

Hit Points

65 (10d8 + 20)

Speed

30 ft., swim 30 ft.

Strength

16

Dexterity

12

Constitution

14

Intelligence

10

Wisdom

11

Charisma

14

Saving Throws

Str +5, Dex +3

Skills

Athletics +5, Intimidation +4, Stealth +3

Passive Perception

10

Languages

Bullywug, Common

Challenge Rating

3

Traits

Source

Description

Ghosts of Saltmarsh p. 232, The Wild Beyond the Witchlight p. 231

Proficiency Bonus

Description

+2

Amphibious

Description

The royal can breathe air and water.

Speak with Frogs and Toads

Description

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

Swamp Camouflage

Description

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

Standing Leap

Description

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

Toad Rider

Description

The royal has advantage on melee attacks made while riding on a Toad mount

Actions

Multiattack

Description

The royal makes two Spear attacks.

Spear

Description

Melee or Ranged Weapon Attack: +5 to hit (with advantage if the royal is mounted on a toad), reach 10 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Attack

Spear|5|1d6+3

Spear|5|1d8+3

Croaked Decree (Bonus Action) (Recharge 5–6)

Description

The royal makes a loud pronouncement. Each ally of the royal that is within 60 feet of the royal and can hear the pronouncement has advantage on its first attack roll on its next turn.

Environment

swamp

Burney the Barber

Size

Gargantuan

Type

dragon

Alignment

chaotic good

Armor Class

21 (natural armor)

Hit Points

350 (20d20+140)

Speed

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

Strength

27

Dexterity

12

Constitution

25

Intelligence

20

Wisdom

17

Charisma

19

Saving Throws

Dex +8, Con +14, Wis +10, Cha +11

Skills

Deception +11, Perception +17, Stealth +8

Passive Perception

27

Languages

Common, Draconic

Challenge Rating

21

Damage Immunities

acid

Senses

blindsight 60 ft., darkvision 120 ft.

Traits

Source

Description

Baldur's Gate: Descent Into Avernus p. 129

Legendary Resistance (3/Day)

Description

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

Actions

Multiattack

Description

Burney can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite

Description

Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage.

Attack

Bite|15|2d10+8

Claw

Description

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage.

Attack

Claw|15|2d6+8

Tail

Description

Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage.

Attack

Tail|15|2d8+8

Frightful Presence

Description

Each creature of Burney's choice that is within 120 feet of Burney and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Burney's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6)

Description

Burney uses one of the following breath weapons.

Acid Breath.Burney exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath.Burney exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Change Shape

Description

Burney magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Burney's choice).

In a new form, Burney retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Legendary Actions (3/Turn)

Description

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

Detect

Description

Burney makes a Wisdom (Perception) check.

Tail Attack

Description

Burney makes a tail attack.

Wing Attack (Costs 2 Actions)

Description

Burney beats its wings. Each creature within 15 feet of Burney must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Burney can then fly up to half its flying speed.

Lair Actions

Description

On initiative count 20 (losing initiative ties), Burney takes a lair action to cause one of the following effects:

• Burney chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.

• Burney chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.

Regional Effects

Description

The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

• Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.

• Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.

• Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing.

If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.

Environment

hill

Burnished Hart

Size

Medium

Type

construct

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

45 (6d8+18)

Speed

50 ft.

Strength

17

Dexterity

14

Constitution

16

Intelligence

3

Wisdom

15

Charisma

1

Passive Perception

12

Languages

understands one language of its creator but can't speak

Challenge Rating

2

Damage Immunities

fire, poison

Condition Immunities

charmed, exhaustion, paralyzed, petrified, poisoned

Senses

darkvision 120 ft.

Traits

Source

Description

Mythic Odysseys of Theros p. 211

Charge

Description

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

Heated Body

Description

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

Sure-Footed

Description

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

Actions

Multiattack

Description

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

Antlers

Description

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

Attack

Antlers|5|1d8+3

Hooves

Description

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

Attack

Hooves|5|1d4+3

Burrowshark

Size

Medium

Type

humanoid (human)

Alignment

neutral evil

Armor Class

18 (plate)

Hit Points

82 (11d8+33)

Speed

30 ft.

Strength

18

Dexterity

12

Constitution

16

Intelligence

10

Wisdom

11

Charisma

13

Skills

Animal Handling +2, Athletics +6, Intimidation +3, Perception +2

Passive Perception

12

Languages

Common

Challenge Rating

4

Traits

Source

Description

Princes of the Apocalypse p. 196

Bond of the Black Earth

Description

The burrowshark is magically bound to a bulette trained to serve as its mount. While mounted on its bulette, the burrowshark shares the bulette's senses and can ride the bulette while it burrows. The bonded bulette obeys the burrowshark's commands. If its mount dies, the burrowshark can train a new bulette to serve as its bonded mount, a process requiring a month.

Actions

Multiattack

Description

The burrowshark makes three melee attacks.

Spear

Description

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands to make a melee attack.

Attack

Spear|6|1d6+4

Spear (Two-Handed)|6|1d8+4

Reactions

Unyielding

Description

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

Cackler

Size

Small

Type

fiend (demon)

Alignment

chaotic evil

Armor Class

15 (natural armor)

Hit Points

10 (3d6)

Speed

30 ft.

Strength

9

Dexterity

16

Constitution

11

Intelligence

11

Wisdom

7

Charisma

12

Skills

Deception +3, Perception +0, Performance +3

Passive Perception

10

Languages

Abyssal, Common

Challenge Rating

1/2

Damage Resistances

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

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 195

Innate Spellcasting

Description

The cackler's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The cackler can innately cast the following spells, requiring no material components:

At will: fire bolt

1/day: Tasha's hideous laughter

Last Laugh

Description

When the cackler dies, it releases a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a DC 11 Wisdom saving throw or take 2 (1d4) psychic damage.

Mimicry

Description

The cackler can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.

Actions

Bite

Description

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

Attack

Bite|5|1d4+3

Spiked Chain

Description

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Attack

Spiked Chain|5|1d6+3

Spells

fire bolt, Tasha's hideous laughter

Cadaver Collector

Size

Large

Type

construct

Alignment

typically lawful evil

Armor Class

17 (natural armor)

Hit Points

189 (18d10 + 90)

Speed

30 ft.

Strength

21

Dexterity

14

Constitution

20

Intelligence

5

Wisdom

11

Charisma

8

Damage Immunities

necrotic, poison, psychic; 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

10

Languages

understands all languages but can't speak

Challenge Rating

14

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 68, Mordenkainen's Tome of Foes p. 122

Proficiency Bonus

Description

+5

Magic Resistance

Description

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

Unusual Nature

Description

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

Actions

Multiattack

Description

The collector makes two Slam attacks.

Slam

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage.

Attack

Slam|10|3d8+5+3d10

Paralyzing Breath (Recharge 5–6)

Description

The collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.

Summon Specters (Recharges after a Short or Long Rest) (bonus action)

Description

The collector calls up the enslaved spirits of those it has slain; 1d4 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of it. The specters act right after the collector on the same initiative count and fight until they're destroyed. They disappear when the collector is destroyed.

Cairnwight

Size

Huge

Type

undead

Alignment

typically neutral

Armor Class

19 (natural armor)

Hit Points

138 (12d12 + 60)

Speed

40 ft.

Strength

23

Dexterity

10

Constitution

21

Intelligence

10

Wisdom

12

Charisma

9

Saving Throws

Wis +5, Con +9

Skills

Stealth +8, Athletics +10, Perception +5

Condition Immunities

charmed, exhaustion, frightened, petrified

Senses

darkvision 60 ft.

Passive Perception

15

Languages

Giant

Challenge Rating

9

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 122

Proficiency Bonus

Description

+4

Actions

Multiattack

Description

The cairnwight makes two Slam attacks or two Rock attacks, and it uses its Petrifying Touch if available.

Slam

Description

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

Attack

Slam|10|3d10 + 6

Rock

Description

Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or have the prone condition.

Attack

Rock|10|3d8 + 6

Petrifying Touch (Recharge 5-6)

Description

The cairnwight touches one creature it can see within 10 feet of itself. The target must succeed on a DC 17 Constitution saving throw or take 26 (4d12) force damage and have the restrained condition as it begins to turn to stone. The affected target must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the target. On a failed save, the target has the petrified condition instead of the restrained condition.

Cairnwight

Size

Huge

Type

undead

Alignment

typically neutral

Armor Class

19 (natural armor)

Hit Points

138 (12d12 + 60)

Speed

40 ft.

Strength

23

Dexterity

10

Constitution

21

Intelligence

10

Wisdom

12

Charisma

9

Saving Throws

Wis +5, Con +9

Skills

Stealth +8, Athletics +10, Perception +5

Condition Immunities

charmed, exhaustion, frightened, petrified

Senses

darkvision 60 ft.

Passive Perception

15

Languages

Giant

Challenge Rating

9

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 122

Proficiency Bonus

Description

+4

Actions

Multiattack

Description

The cairnwight makes two Slam attacks or two Rock attacks, and it uses its Petrifying Touch if available.

Slam

Description

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

Attack

Slam|10|3d10 + 6

Rock

Description

Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or have the prone condition.

Attack

Rock|10|3d8 + 6

Petrifying Touch (Recharge 5-6)

Description

The cairnwight touches one creature it can see within 10 feet of itself. The target must succeed on a DC 17 Constitution saving throw or take 26 (4d12) force damage and have the restrained condition as it begins to turn to stone. The affected target must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the target. On a failed save, the target has the petrified condition instead of the restrained condition.

Cambion

Size

Medium

Type

fiend

Alignment

any evil alignment

Armor Class

19 (scale mail)

Hit Points

82 (11d8+33)

Speed

30 ft., fly 60 ft.

Strength

18

Dexterity

18

Constitution

16

Intelligence

14

Wisdom

12

Charisma

16

Saving Throws

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

Skills

Deception +6, Intimidation +6, Perception +4, Stealth +7

Damage Resistances

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

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Abyssal, Common, Infernal

Challenge Rating

5

Traits

Source

Description

Monster Manual p. 36

Fiendish Blessing

Description

The AC of the cambion includes its Charisma bonus.

Innate Spellcasting

Description

The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:

3/day each: alter self, command, detect magic

1/day: plane shift (self only)

Actions

Multiattack

Description

The cambion makes two melee attacks or uses its Fire Ray twice.

Spear

Description

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Attack

Spear|7|1d6+4

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

Fire Ray

Description

Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.

Attack

Fire Ray|7|3d6

Fiendish Charm

Description

One humanoid the cambion can see within 30 ft. of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.

Spells

alter self, command, detect magic, plane shift

Environment

urban

Camel

Size

Large

Type

beast

Alignment

unaligned

Armor Class

9

Hit Points

15 (2d10+4)

Speed

50 ft.

Strength

16

Dexterity

8

Constitution

14

Intelligence

2

Wisdom

8

Charisma

5

Passive Perception

9

Challenge Rating

1/8

Traits

Source

Description

Monster Manual p. 320

Actions

Bite

Description

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

Attack

Bite|5|1d4

Environment

desert

Camlash

Size

Huge

Type

fiend (demon)

Alignment

chaotic evil

Armor Class

19 (natural armor)

Hit Points

325 (26d12 + 156)

Speed

40 ft., fly 80 ft.

Strength

26

Dexterity

15

Constitution

22

Intelligence

20

Wisdom

16

Charisma

22

Saving Throws

str +14, wis +9, con +12, cha +12

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

truesight 120 ft.

Passive Perception

13

Languages

Abyssal, telepathy 120 ft.

Challenge Rating

19

Traits

Source

Description

Vecna: Eve of Ruin p. 181

Proficiency Bonus

Description

+6

Death Throes

Description

Camlash explodes when reduced to 0 hit points, and each creature within 30 feet of Camlash must make a DC 21 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried.

Magic Resistance

Description

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

Spider Aura

Description

Camlash is surrounded by tiny biting spiders that magically appear and disappear from moment to moment. At the start of each of Camlash's turns, each creature within 10 feet of Camlash takes 10 (3d6) poison damage and must succeed on a DC 21 Constitution saving throw or have the paralyzed condition until the start of Camlash's next turn.

Actions

Multiattack

Description

Camlash makes one Flaming Whip attack and one Lightning Blade attack. Camlash can replace one of these attacks with Teleport.

Flaming Whip

Description

Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 25 (5d6 + 8) fire damage, and if the target is a creature, it must succeed on a DC 21 Strength saving throw or be pulled up to 25 feet toward Camlash.

Attack

Flaming Whip|15|5d6 + 8

Lightning Blade

Description

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage.

Attack

Lightning Blade|15|3d8 + 8+3d8

Teleport

Description

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

Campestri

Size

Tiny

Type

plant

Alignment

unaligned

Armor Class

12 (natural armor)

Hit Points

2 (1d4)

Speed

5 ft.

Strength

1

Dexterity

7

Constitution

10

Intelligence

4

Wisdom

10

Charisma

8

Skills

Perception +4

Senses

tremorsense 30 ft.

Passive Perception

14

Languages

understands Common but speaks only through the use of its Mimicry trait

Challenge Rating

0

Traits

Source

Description

The Wild Beyond the Witchlight p. 232

Proficiency Bonus

Description

+2

Mimicry

Description

The campestri can mimic any voice or song it has heard, albeit in a nasal falsetto.

Actions

Head Butt

Description

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

Attack

Head Butt|0|1

Spores (1/Day)

Description

A 5-foot radius of spores extends from the campestri. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both 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.

Canoloth

Size

Medium

Type

fiend (yugoloth)

Alignment

typically neutral evil

Armor Class

16 (natural armor)

Hit Points

120 (16d8 + 48)

Speed

50 ft.

Strength

18

Dexterity

10

Constitution

17

Intelligence

5

Wisdom

17

Charisma

12

Skills

Investigation +3, Perception +9

Damage Resistances

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

Damage Immunities

acid, poison

Condition Immunities

poisoned

Senses

truesight 120 ft.

Passive Perception

19

Languages

Abyssal, Infernal, telepathy 60 ft.

Challenge Rating

8

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 69, Mordenkainen's Tome of Foes p. 247

Proficiency Bonus

Description

+3

Dimensional Lock

Description

Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted.

Magic Resistance

Description

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

Uncanny Senses

Description

The canoloth can't be surprised unless it's incapacitated.

Actions

Multiattack

Description

The canoloth makes one Bite or Tongue attack and one Claw attack.

Bite

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 18 (4d8) force damage.

Attack

Bite|7|1d6+4+4d8

Claw

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) force damage.

Attack

Claw|7|1d6+4+2d8

Tongue

Description

Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 10 (1d12 + 4) piercing damage plus 7 (2d6) acid damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue.

Attack

Tongue|7|1d12+4+2d6+escapeDC15

Canopic Golem

Size

Large

Type

construct

Armor Class

17 (natural armor)

Hit Points

252 (24d10 + 120)

Speed

30 ft.

Strength

20

Dexterity

10

Constitution

20

Intelligence

7

Wisdom

11

Charisma

1

Saving Throws

Int +3, Wis +5, Cha +0

Damage Immunities

poison

Condition Immunities

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

Senses

darkvision 120 ft.

Passive Perception

10

Challenge Rating

13

Traits

Source

Description

Candlekeep Mysteries p. 179

Proficiency Bonus

Description

+5

Limited Spell Immunity

Description

The golem automatically succeeds on saving throws against spells of 7th level or lower, and the attack rolls of such spells always miss it.

Unusual Nature

Description

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

Actions

Multiattack

Description

The golem makes two attacks.

Slam

Description

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) force damage.

Attack

Slam|10|4d10+5

Crystal Dart

Description

Ranged Weapon Attack: +10 to hit, range 120 ft., one target. Hit: 14 (2d8 + 5) force damage.

Attack

Crystal Dart|10|2d8+5

Reactions

Spell Deflection

Description

In response to a spell attack missing the golem, it causes that spell to hit another creature within 120 feet of it that it can see.

Captain N'ghathrod

Size

Medium

Type

aberration

Alignment

lawful evil

Armor Class

15 (breastplate)

Hit Points

111 (13d8 + 13)

Speed

30 ft.

Strength

11

Dexterity

12

Constitution

12

Intelligence

19

Wisdom

17

Charisma

17

Saving Throws

wis +6, cha +6, int +7

Skills

persuasion +6, insight +6, deception +6, stealth +4, arcana +7, perception +6

Senses

darkvision 120 ft.

Passive Perception

16

Languages

Deep Speech, Undercommon, telepathy 120 ft.

Challenge Rating

8

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 250

Magic Resistance

Description

Captain N'ghathrod has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics)

Description

Captain N'ghathrod's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Spellcasting

Description

Captain N'ghathrod is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). Captain N'ghathrod has the following wizard spells prepared:

• Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp

• 1st level (4 slots): detect magic, disguise self, shield, sleep

• 2nd level (3 slots): blur, invisibility, ray of enfeeblement

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

• 4th level (3 slots): confusion, hallucinatory terrain

• 5th level (2 slots): telekinesis, wall of force

Actions

Tentacles

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Attack

Tentacles|7|2d10 + 4

Extract Brain

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by Captain N'ghathrod. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Captain N'ghathrod kills the target by extracting and devouring its brain.

Attack

Extract Brain|7|10d10

Mind Blast (Recharge 5-6)

Description

Captain N'ghathrod 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 22 (4d8 + 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.

Spell Slots

4, 3, 3, 3, 2

Spells

detect thoughts, levitate, dominate monster, plane shift, blade ward, dancing lights, mage hand, shocking grasp, detect magic, disguise self, shield, sleep, blur, invisibility, ray of enfeeblement, clairvoyance, lightning bolt, sending, confusion, hallucinatory terrain, telekinesis, wall of force

Captain Othelstan

Size

Medium

Type

humanoid (human)

Alignment

lawful evil

Armor Class

19 (splint, shield)

Hit Points

93 (11d10+33)

Speed

30 ft.

Strength

19

Dexterity

10

Constitution

16

Intelligence

13

Wisdom

14

Charisma

12

Saving Throws

Str +7, Con +6

Skills

Athletics +7, Intimidation +7, Perception +5, Religion +4

Passive Perception

15

Languages

Common, Draconic, Giant

Challenge Rating

5

Traits

Source

Description

Hoard of the Dragon Queen p. 89

Action Surge (Recharges on a Short or Long Rest)

Description

On his turn, Othelstan can take one additional action.

Tiamat's Blessing of Retribution

Description

When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.

Actions

Multiattack

Description

Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears.

Flail

Description

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

Attack

Flail|7|1d8+4

Spear

Description

Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6+4) piercing damage.

Attack

Spear|7|1d6+4

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

Caradoc

Size

Medium

Type

undead

Alignment

neutral evil

Armor Class

14

Hit Points

110 (20d8 + 20)

Speed

0 ft., fly 40 ft.(hover)

Strength

1

Dexterity

18

Constitution

12

Intelligence

15

Wisdom

13

Charisma

19

Saving Throws

Wis +4, Int +5

Skills

Insight +4, Deception +7, Perception +4

Damage Resistances

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

Condition Immunities

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

Senses

darkvision 60 ft.

Passive Perception

14

Languages

Common, Solamnic

Challenge Rating

8

Traits

Source

Description

Dragonlance: Shadow of the Dragon Queen p. 193

Proficiency Bonus

Description

+3

Bound Haunting

Description

Caradoc's spirit is bound to Dargaard Keep. At the start of his turn, if he's outside the keep's walls and not possessing a creature using his Possession action, he must succeed on a DC 15 Charisma saving throw or vanish and reappear in an unoccupied space within the keep.

Incorporeal Movement

Description

Caradoc can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.

Rejuvenation

Description

If Caradoc dies, he reforms within Dargaard Keep in 2d6 days.

Unusual Nature

Description

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

Actions

Multiattack

Description

Caradoc makes two Withering Touch attacks.

Withering Touch

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) necrotic damage.

Attack

Withering Touch|7|2d10 + 4

Possession (Recharge 5-6)

Description

One Humanoid that Caradoc can see within 5 feet of himself must succeed on a DC 15 Charisma saving throw or be possessed by him; he then disappears, and the target is incapacitated and loses control of its body. Caradoc now controls the body but doesn't deprive the target of awareness. Caradoc can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and he retains his alignment, Intelligence, Wisdom, and Charisma, immunity to being charmed and frightened, and his Divisive Whispers bonus action. He otherwise uses the possessed target's statistics but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, Caradoc ends it as a bonus action, or he is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Caradoc reappears in an unoccupied space within 5 feet of the body. The target is immune to Caradoc's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Divisive Whispers (bonus action)

Description

Caradoc magically whispers to one creature within 60 feet of himself. The target must succeed on a DC 15 Wisdom saving throw, or the target must immediately use its reaction to make a melee attack against another creature of Caradoc's choice (wasting its reaction if there are no other creatures within reach).

Carrion Crawler

Size

Large

Type

monstrosity

Alignment

unaligned

Armor Class

13 (natural armor)

Hit Points

51 (6d10+18)

Speed

30 ft., climb 30 ft.

Strength

14

Dexterity

13

Constitution

16

Intelligence

1

Wisdom

12

Charisma

5

Skills

Perception +3

Senses

darkvision 60 ft.

Passive Perception

13

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 37, Dragon of Icespire Peak p. 54

Keen Smell

Description

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

Spider Climb

Description

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

Actions

Multiattack

Description

The carrion crawler makes two attacks: one with its tentacles and one with its bite.

Tentacles

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4+2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Attack

Tentacles|8|1d4+2

Bite

Description

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

Attack

Bite|4|2d4+2

Environment

underdark

Carrion Ogre

Size

Large

Type

giant

Alignment

chaotic evil

Armor Class

11 (hide armor)

Hit Points

59 (7d10 + 21)

Speed

40 ft.

Strength

19

Dexterity

8

Constitution

16

Intelligence

1

Wisdom

7

Charisma

7

Senses

darkvision 60 ft.

Passive Perception

8

Challenge Rating

2

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 189

Tied Down

Description

While lashed to the floor, the creature is prone and restrained. It also suffers from two levels of exhaustion.

Actions

Multiattack

Description

The creature makes two attacks: one with its tentacles and one with its bite.

Tentacles

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Attack

Tentacles|8|1d4 + 2

Bite

Description

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

Attack

Bite|4|2d4 + 2

Carrion Stalker

Size

Tiny

Type

monstrosity

Armor Class

14 (natural armor)

Hit Points

35 (10d4 + 10)

Speed

30 ft., burrow 30 ft.

Strength

6

Dexterity

16

Constitution

12

Intelligence

2

Wisdom

13

Charisma

6

Saving Throws

Int +6, Cha +4

Skills

Stealth +7

Condition Immunities

blinded

Senses

tremorsense 60 ft.

Passive Perception

11

Languages

—

Challenge Rating

3

Traits

Source

Description

Van Richten's Guide to Ravenloft p. 230

Actions

Multiattack

Description

The carrion stalker makes three Tentacle attacks. If it is attached to a creature, it can replace one Tentacle attack with Larval Burst, if available.

Tentacle

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the carrion stalker attaches to the target and pulls itself into the target's space. While attached, the carrion stalker moves with the target and has advantage on attack rolls against it. A creature can use its action to try to detach the carrion stalker and force it to move into the nearest unoccupied space, doing so with a successful DC 11 Strength check. On its turn, the carrion stalker can detach itself from the target by using 5 feet of movement. When it dies, the carrion stalker detaches from any creature it is attached to.

Attack

Tentacle|5|1d4+3

Larval Burst (1/Day)

Description

The carrion stalker releases a burst of larvae in a 10-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 13 Constitution saving throw or be poisoned. A creature poisoned in this way takes 7 (2d6) poison damage at the start of each of its turns as larvae infest its body. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any effect that cures disease or removes the poisonedcondition instantly kills the larvae in the creature, ending the effect on it. If a creature is reduced to 0 hit points by the infestation, it dies. The larvae remain in the corpse, and one survives to become a fully grown carrion stalker in 1d4 weeks. Any effect that cures diseases or removes the poisoned condition that targets the corpse instantly kills the larvae.

Attack

Larval Burst||2d6

Carrionette

Size

Small

Type

construct

Armor Class

15 (natural armor)

Hit Points

27 (6d6 + 6)

Speed

25 ft.

Strength

10

Dexterity

15

Constitution

12

Intelligence

8

Wisdom

14

Charisma

14

Saving Throws

Int +6, Cha +4

Passive Perception

12

Languages

understands the languages of its creator

Challenge Rating

1

Traits

Source

Description

Van Richten's Guide to Ravenloft p. 231

False Object

Description

If the carrionette is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the carrionette move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the carrionette is animate.

Unusual Nature

Description

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

Actions

Silver Needle

Description

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage plus 3 (1d6) necrotic damage, and the target must succeed on a DC 12 Charisma saving throw or become cursed for 1 minute. While cursed in this way, the target's speed is reduced by 10 feet, and it must roll a d4 and subtract the number rolled from each ability check or attack roll it makes.

Attack

Silver Needle|4|1+1d6

Soul Swap

Description

The carrionette targets a creature it can see within 15 feet of it that is cursed by its Silver Needle. Unless the target is protected by a protection from evil and good spell, it must succeed on a DC 12 Charisma saving throw or have its consciousness swapped with the carrionette. The carrionette gains control of the target's body, and the target is unconsciousfor 1 hour, after which it gains control of the carrionette's body. While controlling the target's body, the carrionette retains its Intelligence, Wisdom, and Charisma scores. It otherwise uses the controlled body's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

If the carrionette's body is destroyed, both the carrionette and the target die. A protection from evil and good spell cast on the controlled body drives the carrionette out and returns the consciousness of both creatures to their original bodies. The swap is also undone if the controlled body takes damage from the carrionette's Silver Needle.

Attack

Soul Swap

Cassiok Shadowdusk

Size

Medium

Type

aberration

Alignment

chaotic evil

Armor Class

14 (17 with mage armor)

Hit Points

99 (18d8 + 18)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

12

Intelligence

20

Wisdom

15

Charisma

16

Saving Throws

str +2, wis +8, con +3, dex +4, cha +5, int +11

Skills

arcana +13, history +13

Damage Resistances

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

Passive Perception

12

Languages

Common, Deep Speech, Infernal, Undercommon

Challenge Rating

12

Traits

Source

Description

Waterdeep: Dungeon of the Mad Mage p. 287

Magic Resistance

Description

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

Special Equipment

Description

Cassiok carries a staff of power that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His insectoid physiology prevents him from making melee attacks with the staff. If reduced to 20 hit points or fewer, Cassiok uses his next action to break his staff in a retributive strike.

Spellcasting

Description

Cassiok is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Cassiok can cast disguise self and invisibility at will and has the following wizard spells prepared:

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

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

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

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

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

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

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

• 7th level (1 slots): teleport

• 8th level (1 slots): mind blank*

• 9th level (1 slots): time stop

*Cassiok casts these spells on himself before combat.

Spell Slots

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

Spells

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

Cat

Size

Tiny

Type

beast

Alignment

unaligned

Armor Class

12

Hit Points

2 (1d4)

Speed

40 ft., climb 30 ft.

Strength

3

Dexterity

15

Constitution

10

Intelligence

3

Wisdom

12

Charisma

7

Skills

Perception +3, Stealth +4

Passive Perception

13

Challenge Rating

0

Traits

Source

Description

Monster Manual p. 320, Player's Handbook p. 305

Keen Smell

Description

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

Actions

Claws

Description

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

Attack

Claws||1

Environment

desert, forest, grassland, urban

Category 1 Krasis

Size

Medium

Type

monstrosity

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

19 (3d8+6)

Speed

30 ft.

Strength

16

Dexterity

15

Constitution

14

Intelligence

2

Wisdom

13

Charisma

8

Passive Perception

11

Challenge Rating

1

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 210

Amphibious

Description

The krasis can breathe air and water.

Actions

Multiattack

Description

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

Bite

Description

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

Attack

Bite|5|1d10+3

Claws

Description

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

Attack

Claws|5|1d8+3

Category 2 Krasis

Size

Large

Type

monstrosity

Alignment

unaligned

Armor Class

15 (natural armor)

Hit Points

136 (16d10+48)

Speed

40 ft.

Strength

18

Dexterity

14

Constitution

16

Intelligence

2

Wisdom

13

Charisma

8

Passive Perception

11

Challenge Rating

6

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 211

Amphibious

Description

The krasis can breathe air and water.

Actions

Multiattack

Description

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

Bite

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 17 (2d12 + 4) piercing damage.

Attack

Bite|7|2d12+4

Claws

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Attack

Claws|7|2d12+4

Category 3 Krasis

Size

Huge

Type

monstrosity

Alignment

unaligned

Armor Class

16 (natural armor)

Hit Points

287 (25d12+125)

Speed

40 ft.

Strength

23

Dexterity

12

Constitution

21

Intelligence

2

Wisdom

13

Charisma

8

Passive Perception

11

Challenge Rating

16

Traits

Source

Description

Guildmasters' Guide to Ravnica p. 212

Amphibious

Description

The krasis can breathe air and water.

Actions

Multiattack

Description

The krasis makes three attacks: one with its bite, one with its claws, and one with its tail.

Bite

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. 27 (6d6 + 6) piercing damage.

Attack

Bite|11|6d6+6

Claws

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage.

Attack

Claws|11|3d10+6

Tail

Description

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 33 (6d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Attack

Tail|11|6d8+6

Catoblepas

Size

Large

Type

monstrosity

Alignment

unaligned

Armor Class

14 (natural armor)

Hit Points

84 (8d10 + 40)

Speed

30 ft.

Strength

19

Dexterity

12

Constitution

21

Intelligence

3

Wisdom

14

Charisma

8

Skills

Perception +5

Senses

darkvision 60 ft.

Passive Perception

15

Languages

—

Challenge Rating

5

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 70, Volo's Guide to Monsters p. 129

Proficiency Bonus

Description

+3

Stench

Description

Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Stench of any catoblepas for 1 hour.

Actions

Tail

Description

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6 + 4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas's next turn.

Attack

Tail|7|5d6 + 4

Death Ray (Recharge 5–6)

Description

The catoblepas targets one creature it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.

Cave Bear

Size

Large

Type

beast

Alignment

unaligned

Armor Class

12 (natural armor)

Hit Points

42 (5d10+15)

Speed

40 ft., swim 30 ft.

Strength

20

Dexterity

10

Constitution

16

Intelligence

2

Wisdom

13

Charisma

7

Skills

Perception +3

Senses

darkvision 60 ft.

Passive Perception

13

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 334

Keen Smell

Description

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

Actions

Multiattack

Description

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

Bite

Description

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

Attack

Bite|7|1d8+5

Claws

Description

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

Attack

Claws|7|2d6+5

Cave Fisher

Size

Medium

Type

monstrosity

Alignment

unaligned

Armor Class

16 (natural armor)

Hit Points

58 (9d8 + 18)

Speed

20 ft., climb 20 ft.

Strength

16

Dexterity

13

Constitution

14

Intelligence

3

Wisdom

10

Charisma

3

Skills

Perception +2, Stealth +5

Senses

blindsight 60 ft.

Passive Perception

12

Languages

—

Challenge Rating

3

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 73, Volo's Guide to Monsters p. 130

Proficiency Bonus

Description

+2

Flammable Blood

Description

If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.

Spider Climb

Description

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

Actions

Multiattack

Description

The cave fisher makes two Claw attacks.

Claw

Description

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

Attack

Claw|5|2d6+3

Retract Filament

Description

One Large or smaller creature grappled by the cave fisher's Adhesive Filament must make a DC 13 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes one Claw attack against it. Anyone else who was attached to the filament is released. Until the grapple ends on the target, the cave fisher can't use Adhesive Filament.

Adhesive Filament (bonus action)

Description

The cave fisher extends a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature the filament adheres to is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage). A weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher. The filament crumbles away if the cave fisher takes this bonus action again.

Celeste

Size

Medium

Type

undead

Alignment

any alignment

Armor Class

11

Hit Points

45 (10d8)

Speed

0 ft., fly 40 ft. (hover)

Strength

7

Dexterity

13

Constitution

10

Intelligence

10

Wisdom

12

Charisma

17

Damage Resistances

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

Damage Immunities

cold, necrotic, poison

Condition Immunities

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

Senses

darkvision 60 ft.

Passive Perception

11

Languages

any languages it knew in life

Challenge Rating

4

Traits

Source

Description

Critical Role: Call of the Netherdeep p. 150

Proficiency Bonus

Description

+2

Ethereal Sight

Description

Celeste can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement

Description

Celeste 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.

Actions

Withering Touch

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Attack

Withering Touch|5|4d6 + 3

Etherealness

Description

Celeste enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Horrifying Visage

Description

Each non-undead creature within 60 feet of Celeste that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6)

Description

One humanoid that Celeste can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by Celeste; Celeste then disappears, and the target is incapacitated and loses control of its body. Celeste now controls the body but doesn't deprive the target of awareness. Celeste can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, Celeste ends it as a bonus action, or Celeste is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Celeste reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Celestial Spirit

Size

Large

Type

celestial

Armor Class

16 (natural armor)

Hit Points

40

Speed

30 ft., fly 40 ft.

Strength

16

Dexterity

14

Constitution

16

Intelligence

10

Wisdom

14

Charisma

16

Damage Resistances

radiant

Condition Immunities

charmed, frightened

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Celestial, understands the languages you speak

Challenge Rating

3

Traits

Source

Description

Tasha's Cauldron of Everything p. 110

Armor Class

Description

11 + the level of the spell (natural armor) + 2 (Defender only)

Hit Points

Description

40 + 10 for each spell level above 5th

CR

Description

Proficiency Bonus equals your bonus

Actions

Multiattack

Description

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

Radiant Bow (Avenger Only)

Description

Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + the spell's level radiant damage.

Radiant Mace (Defender Only)

Description

Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.

Healing Touch (1/Day)

Description

The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell's level.

Centaur

Size

Large

Type

monstrosity

Alignment

neutral good

Armor Class

12

Hit Points

45 (6d10+12)

Speed

50 ft.

Strength

18

Dexterity

14

Constitution

14

Intelligence

9

Wisdom

13

Charisma

11

Skills

Athletics +6, Perception +3, Survival +3

Passive Perception

13

Languages

Elvish, Sylvan

Challenge Rating

2

Traits

Source

Description

Monster Manual p. 38, Dragon of Icespire Peak p. 55

Charge

Description

If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Attack

Charge||3d6

Actions

Multiattack

Description

The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

Pike

Description

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) piercing damage.

Attack

|6|1d10+4

Hooves

Description

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

Attack

|6|2d6+4

Longbow

Description

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

Attack

|4|1d8+2

Environment

forest, grassland

Centaur Mummy

Size

Large

Type

undead

Alignment

lawful evil

Armor Class

13 (natural armor)

Hit Points

85 (10d10+30)

Speed

30 ft.

Strength

20

Dexterity

12

Constitution

16

Intelligence

5

Wisdom

14

Charisma

12

Saving Throws

Wis +5

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Vulnerabilities

fire

Damage Immunities

necrotic, poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

darkvision 60 ft.

Passive Perception

12

Languages

Common, Sylvan

Challenge Rating

6

Traits

Source

Description

Tales from the Yawning Portal p. 231

Undead Nature

Description

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

Charge

Description

If the centaur mummy moves at least 20 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Actions

Multiattack

Description

The centaur mummy makes two melee attacks, one with its pike and one with its hooves, or it attacks with its pike and uses Dreadful Glare.

Pike

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Attack

Pike|8|1d10+5

Hooves

Description

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic.

Attack

Hooves|8|2d6+5+3d6

Dreadful Glare

Description

The centaur mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, the target must succeed on a DC 12 wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Centaur Skeleton

Size

Large

Type

undead

Armor Class

12

Hit Points

45 (6d10 + 12)

Speed

50 ft.

Strength

17

Dexterity

14

Constitution

14

Intelligence

6

Wisdom

9

Charisma

5

Damage Vulnerabilities

bludgeoning

Damage Immunities

poison

Condition Immunities

Immunities exhaustion, poisoned

Senses

darkvision 60 ft.

Passive Perception

9

Languages

understands Common but can't speak

Challenge Rating

2

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 256

Proficiency Bonus

Description

+2

Charge

Description

If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Actions

Multiattack

Description

The centaur skeleton makes two attacks: one with its pike and one with its hooves, or two with its longbow.

Pike

Description

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Attack

Pike|5|1d10+3

Hooves

Description

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

Attack

Hooves|5|2d6+3

Longbow

Description

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

Attack

Longbow|4|1d8+2

Ceratops

Size

Gargantuan

Type

monstrosity (dinosaur)

Alignment

unaligned

Armor Class

16 (natural armor)

Hit Points

139 (9d20 + 45)

Speed

50 ft.

Strength

24

Dexterity

8

Constitution

21

Intelligence

4

Wisdom

10

Charisma

7

Passive Perception

10

Challenge Rating

9

Traits

Source

Description

Bigby Presents: Glory of the Giants p. 129

Proficiency Bonus

Description

+4

Magic Resistance

Description

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

Actions

Multiattack

Description

The ceratops makes one Gore attack and one Stomp attack.

Gore

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) piercing damage. If the ceratops moved at least 20 feet in a straight line toward the target immediately before the hit, the target takes an extra 11 (2d10) piercing damage; if the target is a creature, it also must succeed on a DC 19 Strength saving throw or be pushed up to 20 feet from the ceratops and have the prone condition.

Attack

Gore|11|4d10 + 7+2d10

Stomp

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Attack

Stomp|11|4d10 + 7

Chain Devil

Size

Medium

Type

fiend (devil)

Alignment

lawful evil

Armor Class

16 (natural armor)

Hit Points

85 (10d8+40)

Speed

30 ft.

Strength

18

Dexterity

15

Constitution

18

Intelligence

11

Wisdom

12

Charisma

14

Saving Throws

Con +7, Wis +4, Cha +5

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

8

Languages

Infernal, telepathy 120 ft.

Challenge Rating

8

Traits

Source

Description

Monster Manual p. 72

Devil's Sight

Description

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

Magic Resistance

Description

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

Actions

Multiattack

Description

The devil makes two attacks with its chains.

Chain

Description

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

Attack

Chain|8|2d6+4

Animate Chains (Recharges after a Short or Long Rest)

Description

Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

Reactions

Unnerving Mask

Description

When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.

Chamberlain of Zuggtmoy

Size

Large

Type

plant

Alignment

chaotic evil

Armor Class

13 (natural armor)

Hit Points

45 (6d10+12)

Speed

20 ft.

Strength

17

Dexterity

7

Constitution

14

Intelligence

11

Wisdom

8

Charisma

12

Damage Resistances

bludgeoning, piercing

Senses

darkvision 60 ft.

Passive Perception

9

Languages

Abyssal, Undercommon

Challenge Rating

2

Traits

Source

Description

Out of the Abyss p. 230

Mushroom Portal

Description

The chamberlain counts as a mushroom for the Fungus Stride feature of the bridesmaid of Zuggtmoy.

Poison Spores

Description

Whenever the chamberlain takes damage, it releases a cloud of spores. Creatures within 5 feet of the chamberlain when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Actions

Multiattack

Description

The chamberlain makes two slam attacks.

Slam

Description

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

Attack

Slam|5|2d6+3

Infestation Spores (1/Day)

Description

The chamberlain 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).

Champion

Size

Medium

Type

humanoid

Alignment

any alignment

Armor Class

18 (plate)

Hit Points

143 (22d8 + 44)

Speed

30 ft.

Strength

20

Dexterity

15

Constitution

14

Intelligence

10

Wisdom

14

Charisma

12

Saving Throws

Str +9, Con +6

Skills

Athletics +9, Intimidation +5, Perception -t-6

Passive Perception

16

Languages

any one language (usually Common)

Challenge Rating

9

Traits

Source

Description

Mordenkainen Presents: Monsters of the Multiverse p. 74, Volo's Guide to Monsters p. 212

Proficiency Bonus

Description

+4

Indomitable (2/Day)

Description

The champion rerolls a failed saving throw.

Actions

Multiattack

Description

The champion makes three Greatsword or Shortbow attacks.

Greatsword

Description

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.

Attack

Greatsword|9|2d6+5+2d6

Shortbow

Description

Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.

Attack

Shortbow|6|1d6+2+2d6

Second Wind (Recharges after a Short or Long Rest) (bonus action)

Description

The champion regains 20 hit points.

Champion of Gorm

Size

Medium

Type

humanoid

Alignment

typically lawful good

Armor Class

19 (splint armor, shield)

Hit Points

33 (6d8 + 6)

Speed

30 ft.

Strength

17

Dexterity

10

Constitution

12

Intelligence

12

Wisdom

15

Charisma

16

Saving Throws

str +5, wis +4

Skills

insight +4, athletics +5, religion +3

Passive Perception

12

Languages

Common

Challenge Rating

2

Traits

Source

Description

Quests from the Infinite Staircase p. 203

Proficiency Bonus

Description

+2

Brave

Description

The champion has advantage on saving throws against the frightened condition.

Actions

Multiattack

Description

The champion makes two Lightning Mace attacks or three Handaxe attacks.

Lightning Mace

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) lightning damage.

Attack

Lightning Mace|5|1d6 + 3+2d4

Handaxe

Description

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Attack

Handaxe|5|1d6 + 3

Aura of Resilience (1/Day) (bonus action)

Description

The champion exudes an aura of ghostly lightning that fills a 10-foot-radius sphere centered on itself. While this aura is active, the champion and each creature of its choice within the aura have advantage on saving throws. The aura moves with the champion and lasts for 1 minute, until the champion has the incapacitated condition, or until the champion uses another bonus action to end the aura.

Champion of Madarua

Size

Medium

Type

humanoid

Alignment

typically chaotic good

Armor Class

13 (hide armor)

Hit Points

39 (6d8 + 12)

Speed

30 ft.

Strength

17

Dexterity

12

Constitution

15

Intelligence

12

Wisdom

12

Charisma

14

Saving Throws

str +5, dex +3

Skills

acrobatics +3, religion +3

Passive Perception

11

Languages

Common

Challenge Rating

2

Traits

Source

Description

Quests from the Infinite Staircase p. 220

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The champion makes three Longsword attacks.

Longsword

Description

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

Attack

Longsword|5|1d8 + 3

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

Aura of Fury (1/Day) (bonus action)

Description

The champion summons an aura of ghostly animals that fills a 10-foot-radius sphere centered on itself. While this aura is active, the champion and all its allies in the aura have advantage on attack rolls. The aura moves with the champion and lasts for 1 minute, until the champion has the incapacitated condition, or until the champion uses another bonus action to end the aura.

Reactions

Parry

Description

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

Champion Of Ravens

Size

Medium

Type

celestial

Armor Class

20 (Deathwalker's Ward)

Hit Points

150 (20d10 + 40)

Speed

30 ft., fly 60 ft.

Strength

14

Dexterity

20

Constitution

14

Intelligence

16

Wisdom

14

Charisma

17

Saving Throws

Str +5, Dex +15, Con +5, Int +13, Wis +5, Cha +6

Senses

darkvision 60 ft.

Passive Perception

26

Languages

Abyssal, Celestial, Common, Druidic, Elvish, thieves' cant

Challenge Rating

21

Traits

Source

Description

Tal'Dorei Campaign Setting: Reborn p. 275

Proficiency Bonus

Description

+7

Assassinate

Description

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

Aura of Protection

Description

While the Champion is conscious, he and friendly creatures within 10 feet of him have a +3 bonus to saving throws (included above).

Eternal Champion

Description

When the Champion is reduced to 0 hit points or dies, his body is destroyed but his spirit returns to the Raven Queen's side, and he gains a new body after 1d4 days.

Evasion

Description

If the Champion 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.

Fate-Touched (4/Day)

Description

When the Champion makes an attack roll, ability check, or saving throw, he can reroll the d20 and use either roll. Alternatively, when a creature the Champion can see makes an attack roll against him, or a saving throw against one of his spells or features, he can force that creature to reroll the attack or save and use the new roll.

Innate Spellcasting

Description

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

At will: bane, bless, druidcraft

1/day: greater invisibility

Shadow Smite (1/Turn)

Description

The Champion deals an extra 49 (14d6) radiant or necrotic damage (his choice) when he hits a target with a weapon attack and he doesn't have disadvantage on the attack roll.

Unerring Sight

Description

The Champion's ranged weapon attacks ignore half cover and three-quarters cover and have no range penalty.

Special Equipment

Description

The Champion wears boots of haste (see page 194) and the Deathwalker's Ward (see page 204), and wields Whisper (see page 211).

Actions

Multiattack

Description

The Champion makes three attacks with Whisper.

Whisper

Description

Melee or Ranged Weapon Attack: +15 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d4 + 8) piercing damage plus 4 (1d8) psychic damage. On a critical hit, the target must succeed on a DC 18 Wisdom saving throw or be frightened of the Champion for 1 minute. On a ranged attack, the Champion can teleport with Whisper, appearing within 5 feet of the target on a hit, or in a random space within 30 feet of the target on a miss.

Attack

Whisper|15|1d4+8+1d8

Touch of Life and Death (Recharges after a Short or Long Rest)

Description

The Champion touches a creature within 5 feet of him, and chooses to either heal or harm that creature, restoring 55 (10d10) hit points or dealing 55 (10d10) necrotic damage. If the creature is an unwilling target, it can avoid either effect with a successful DC 20 Dexterity saving throw.

Cunning Action (bonus action)

Description

The Champion takes the Dash, Disengage, or Hide action.

Boots of Haste (1/Day) (bonus action)

Description

The Champion clicks his heels together, casting haste on himself. He doesn't suffer from lethargy when the spell ends.

Reactions

Uncanny Dodge

Description

The Champion halves the damage that he takes from an attack that hits him. He must be able to see the attacker.

Spells

bane, bless, druidcraft, greater invisibility

Champion of Usamigaras

Size

Medium

Type

humanoid

Alignment

typically chaotic neutral

Armor Class

12 (15 with mage armor)

Hit Points

33 (6d8 + 6)

Speed

30 ft.

Strength

10

Dexterity

14

Constitution

12

Intelligence

17

Wisdom

14

Charisma

15

Saving Throws

cha +4, int +5

Skills

deception +6, arcana +5, sleight of hand +4

Passive Perception

12

Languages

Common

Challenge Rating

2

Traits

Source

Description

Quests from the Infinite Staircase p. 206

Proficiency Bonus

Description

+2

Actions

Multiattack

Description

The champion makes two Arcane Burst attacks or makes one Arcane Burst attack and uses Spellcasting.

Arcane Burst

Description

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

Attack

Arcane Burst|5|1d10 + 3

Spellcasting

Description

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

At will: Light, Mage Armor (self only), Mage Hand, Minor Illusion

2/day each: Charm Person, Disguise Self, Silent Image

1/day each: Crown of Madness, Shatter

Aura of Deception (1/Day) (bonus action)

Description

The champion emits an aura of ghostly illusions that fills a 10-foot-radius sphere centered on itself. While this aura is active, creatures have disadvantage on attack rolls against the champion and any of the champion's allies that are in the aura. The aura moves with the champion and lasts for 1 minute, until the champion has the incapacitated condition, or until the champion uses another bonus action to end the aura.

Spells

light, mage armor, mage hand, minor illusion, charm person, disguise self, silent image, crown of madness, shatter

Changeling

Size

Medium

Type

humanoid (changeling, shapechanger)

Alignment

any alignment

Armor Class

13 (leather armor)

Hit Points

22 (4d8+4)

Speed

30 ft.

Strength

8

Dexterity

15

Constitution

12

Intelligence

14

Wisdom

10

Charisma

16

Skills

Acrobatics +4, Deception +5, Insight +2, Perception +2, Persuasion +5

Passive Perception

12

Languages

Common, Dwarvish, Elvish, Halfling, Thieves' cant

Challenge Rating

1/2

Traits

Source

Description

Eberron: Rising from the Last War p. 317

Change Appearance

Description

The changeling can use its action to polymorph into a Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Multiattack

Description

The changeling makes two attacks with its dagger.

Dagger

Description

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

Attack

Dagger|4|1d4+2

Unsettling Visage (Recharges after a Short or Long Rest)

Description

Each creature within 30 feet of the changeling must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Chaos Quadrapod

Size

Large

Type

aberration

Alignment

chaotic evil

Armor Class

14 (natural armor)

Hit Points

52 (7d10+14)

Speed

40 ft., climb 40 ft.

Strength

18

Dexterity

13

Constitution

15

Intelligence

6

Wisdom

10

Charisma

4

Skills

Acrobatics +5, Perception +4

Passive Perception

14

Challenge Rating

4

Senses

blindsight 120 ft. (blind beyond this radius)

Traits

Source

Description

Acquisitions Incorporated p. 209

Magic Resistance

Description

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

Actions

Multiattack

Description

The chaos quadrapod makes up to two tentacle attacks.

Tentacle

Description

Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained. The chaos quadrapod can grapple no more than two targets at a time.

Attack

Tentacle|6|2d6+4

Chaos Cloud (Recharges after a Short or Long Rest)

Description

The chaos quadrapod shoots forth a knot of roiling ethereal light that explodes at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn.

Chardalyn Berserker

Size

Medium

Type

fiend

Alignment

chaotic evil

Armor Class

13 (hide armor)

Hit Points

90 (12d8 + 36)

Speed

30 ft.

Strength

16

Dexterity

12

Constitution

17

Intelligence

9

Wisdom

11

Charisma

9

Skills

Survival +4

Passive Perception

10

Languages

any one language (usually Common)

Challenge Rating

4

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 280

Chardalyn Madness

Description

The berserker must roll a d6 at the start of each of its turns. On a 1, the berserker does nothing on its turn except speak to a nonexistent, evil master whom it has pledged to serve.

Reckless

Description

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

Actions

Multiattack

Description

The berserker attacks three times with a melee weapon.

Chardalyn Flail

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.

Attack

Flail|5|1d8+3

Chardalyn Javelin

Description

Melee or Ranged Weapon Attack: +5 to hit, reach 5S ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.

Attack

Javelin|5|1d6+3

Environment

arctic

Chardalyn Dragon

Size

Huge

Type

construct

Alignment

chaotic evil

Armor Class

17 (natural armor)

Hit Points

147 (14d12 + 56)

Speed

30 ft., fly 90 ft.

Strength

24

Dexterity

11

Constitution

19

Intelligence

10

Wisdom

10

Charisma

3

Saving Throws

Str +11, Con +8

Damage Resistances

radiant; bludgeoning, piercing, and slashing that is nonmagical

Damage Immunities

cold, poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 120 ft.

Passive Perception

10

Languages

the languages known by its creator

Challenge Rating

11

Traits

Source

Description

Icewind Dale: Rime of the Frostmaiden p. 281

Immutable Form

Description

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

Magic Resistance

Description

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

Siege Monster

Description

The dragon deals double damage to objects and structures.

Unusual Nature

Description

The dragon doesn't require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest.

Actions

Multiattack

Description

The dragon uses its Malevolent Presence. It then makes three attacks: two with its claws and one with its tail. If the dragon isn't flying, it can also make one attack with its wings.

Claw

Description

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Attack

Claw|11|2d6+7

Tail

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.

Attack

Tail|11|2d10+7

Wings

Description

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d4 + 7) bludgeoning damage.

Attack

Wings|11|2d4+7

Malevolent Presence

Description

Any creature with an Intelligence of 4 or more that is within 30 feet of the dragon must succeed on a DC 16 Wisdom saving throw or be charmed by it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Malevolent Presence for the next 24 hours.

A creature charmed in this way fixates on another creature or object that the dragon mentally chooses and must, on each of its turns, move as close as it can to that target and use its action to make a melee attack against it. If the dragon doesn't choose a target, the charmed creature can act normally on its turn.

Radiant Breath (Recharge 5-6)

Description

The dragon exhales a ray of radiant energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (7d8) radiant damage on a failed save, or half as much damage on a successful one.

Attack

Radiant Breath||7d8

Environment

arctic

Charmayne Daymore

Size

Medium

Type

elemental (wizard)

Alignment

neutral evil

Armor Class

12

Hit Points

123 (19d8 + 38)

Speed

30 ft., fly 30 ft.(hover)

Strength

8

Dexterity

14

Constitution

15

Intelligence

20

Wisdom

14

Charisma

16

Saving Throws

wis +6, cha +7, int +9

Skills

deception +7, arcana +9, perception +6

Damage Immunities

fire

Passive Perception

16

Languages

Common, Draconic, Elvish, Ignan

Challenge Rating

10

Traits

Source

Description

Keys from the Golden Vault p. 159

Proficiency Bonus

Description

+4

Legendary Resistance (3/Day)

Description

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

Spellcasting

Description

Charmayne casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):

At will: dancing lights, mage hand

3/day: mage armor

1/day each: dispel magic, invisibility, polymorph

Actions

Multiattack

Description

Charmayne makes three Ashen Burst attacks. She can replace one of these attacks with one use of Spellcasting.

Ashen Burst

Description

Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 60 ft., one target. Hit: 17 (5d6) fire damage.

Attack

Ashen Burst|9|5d6

Cinder Spite (Recharge 5-6)

Description

Charmayne creates a magical explosion of fire centered on a point she can see within 120 feet of herself. Each creature in a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. A Humanoid reduced to 0 hit points by this damage dies and is transformed into a Tiny charcoal figurine.

Reactions

Charmayne can take up to three reactions per round but only one per turn

Elemental Rebuke

Description

In response to being hit by an attack, Charmayne utters a word in Ignan, dealing 10 (3d6) fire damage to the attacker. Charmayne then teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can see, leaving a harmless cloud of ash and embers in the space she just left.

Fiery Counterspell

Description

Charmayne interrupts a creature she can see within 60 feet of herself that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Charmayne makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 (3d6) fire damage if the spell fails.

Spells

dancing lights, mage hand, mage armor, dispel magic, invisibility, polymorph

Chasme

Size

Large

Type

fiend (demon)

Alignment

chaotic evil

Armor Class

15 (natural armor)

Hit Points

84 (13d10+13)

Speed

20 ft., fly 60 ft.

Strength

15

Dexterity

15

Constitution

12

Intelligence

11

Wisdom

14

Charisma

10

Saving Throws

Dex +5, Wis +5

Skills

Perception +5

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

poisoned

Senses

blindsight 10 ft., darkvision 120 ft.

Passive Perception

15

Languages

Abyssal, telepathy 120 ft.

Challenge Rating

6

Traits

Source

Description

Monster Manual p. 57

Drone

Description

The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.

Magic Resistance

Description

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

Spider Climb

Description

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

Actions

Proboscis

Description

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6+2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration.

Attack

Proboscis|5|4d6+2+7d6

Variant: Summon Demon (1/Day)

Description

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

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

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

Chief Nosnra

Size

Huge

Type

giant

Alignment

neutral evil

Armor Class

17 (splint armor)

Hit Points

138 (12d12 + 60)

Speed

40 ft.

Strength

23

Dexterity

9

Constitution

21

Intelligence

9

Wisdom

10

Charisma

12

Saving Throws

Con +8, Wis +3, Cha +4

Skills

Athletics +9, Perception +3

Passive Perception

13

Languages

Giant

Challenge Rating

8

Traits

Source

Description

Tales from the Yawning Portal p. 170

Proficiency Bonus

Description

+3

Actions

Multiattack

Description

Chief Nosnra makes two greataxe attacks.

Greataxe

Description

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Attack

Greataxe|9|3d12+6

Rock

Description

Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Attack

Rock|9|4d10+6