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One-Stop Stat Blocks:

A Bestiary for 5th Edition


Dungeons & Dragons*
Last modified: 10/29/2016 9:46:00 PM

* Dungeons & Dragons is a registered trademark of Wizards of the Coast, LLC


Table of Contents
ANGEL: DEVA...................................................................... 3 MEPHIT: MUD MEPHIT .................................................... 58
ANGEL: PLANETAR ............................................................. 4 MEPHIT: SMOKE MEPHIT................................................. 59
ANGEL: SOLAR .................................................................... 5 MEPHIT: STEAM MEPHIT ................................................. 60
AZER ................................................................................... 6 MIND FLAYER ................................................................... 61
CAMBION ............................................................................ 7 MIND FLAYER ARCANIST.................................................. 62
COUATL............................................................................... 8 MUMMY LORD .................................................................. 64
CYCLOPS ...........................................................................10 NAGA: BONE NAGA (GUARDIAN) ..................................... 66
DEATH KNIGHT ................................................................11 NAGA: BONE NAGA (SPIRIT)............................................ 67
DEMON: BARLGURA .........................................................13 NAGA: GUARDIAN NAGA................................................... 68
DEMON: GLABREZU ..........................................................14 NAGA: SPIRIT NAGA ......................................................... 70
DEMON: YOCHLOL ............................................................15 ONI ................................................................................... 71
DEVIL: BEARDED DEVIL ...................................................16 ORC EYE OF GRUUMSH ..................................................... 72
DEVIL: BONE DEVIL..........................................................16 PIXIE ................................................................................. 73
DEVIL: PIT FIEND .............................................................17 RAKSHASA ........................................................................ 74
DRIDER .............................................................................18 SAHUAGIN PRIESTESS....................................................... 75
DRYAD ..............................................................................19 SLAAD: GREEN SLAAD ...................................................... 76
ELF: DROW .......................................................................20 SLAAD ENCOUNTERS ........................................................ 76
ELF: DROW ELITE WARRIOR ...........................................20 SLAAD: GRAY SLAAD ........................................................ 77
ELF: DROW MAGE ............................................................21 SLAAD: DEATH SLAAD...................................................... 78
ELF: DROW PRIESTESS OF LOLTH ....................................23 SPHINX: ANDROSPHINX.................................................... 79
ETTIN................................................................................25 SPHINX: GYNOSPHINX ...................................................... 81
EMPYREAN........................................................................26 UNICORN........................................................................... 83
FAERIE DRAGON (RED, ORANGE, OR YELLOW).................27 VAPMIRE........................................................................... 84
FAERIE DRAGON (GREEN, BLUE, INDIGO, VIOLET) ...........28 YUAN-TI ABOMINATION .................................................. 86
FLAME SKULL ...................................................................29 YUAN-TI MALISON (TYPE 1) ........................................... 87
GENIE: DAO ......................................................................30 YUAN-TI MALISON (TYPE 2) ........................................... 88
GENIE: DJINNI...................................................................31 YUAN-TI MALISON (TYPE 3) ........................................... 89
GENIE: EFREETI ................................................................32 YUAN-TI PUREBLOOD ...................................................... 90
GENIE: MARID ..................................................................33 YUGOLOTH: ARCANALOTH ............................................... 91
GIANT: CLOUD GIANT.......................................................34 YUGOLOTH: MEZZOLOTH ................................................. 93
GIANT: FIRE GIANT ..........................................................35 YUGOLOTH: NYCALOTH.................................................... 94
GIANT: FROST GIANT .......................................................36 YUGOLOTH: ULTROLOTH ................................................. 95
GIANT: HILL GIANT ..........................................................37 NPC: ARCHMAGE ............................................................. 97
GIANT: STONE GIANT .......................................................38 NPC: CULT FANATIC ........................................................ 99
GIANT: STORM GIANT ......................................................39 NPC: DRUID .................................................................. 100
GITHYANKI KNIGHT .........................................................40 NPC: MAGE ................................................................... 101
GITHYANKI WARRIOR ......................................................41 NPC: PRIEST ................................................................. 102
GITHZERAI ZERTH ............................................................42 APPENDIX A: LIST OF CHANGES .................................... 103
GITHZERAI MONK.............................................................43
GNOME: DEEP GNOME (SVIRFNEBLIN) ............................44
HAG: GREEN HAG .............................................................45
HAG: NIGHT HAG..............................................................46
HAG COVENS .....................................................................47
KUO-TOA: ARCHPRIEST ...................................................48
KUO-TOA: WHIP...............................................................50
LAMIA ...............................................................................51
LICH ..................................................................................52
LIZARDFOLK SHAMAN ......................................................54
MEPHIT: DUST MEPHIT ...................................................55
MEPHIT: ICE MEPHIT .......................................................56
MEPHIT: MAGMA MEPHIT ...............................................57

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
2
ANGEL: DEVA CR 10
Medium celestial, lawful good 5,900 XP
Armor Class 17 (natural armor)
Hit Points 136 (16d8+64)
Speed 30, fly 90
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)
Saves Wis +9, Cha +9
Skills Insight +9, Perception +9
Resistances radiant; bludgeoning, piercing, and slashing from
nonmagical weapons
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120, passive Perception 19
Languages all, telepathy 120

Angelic Weapons. The devas weapon attacks are magical and do


an extra 6d8 radiant damage (included).

Magic Resistance. The deva has advantage on saves against spells


and other magical effects.

Innate Spellcasting: Detect Evil and Good (at will). Action to


cast, self, concentration up to 10 minutes. The deva knows if
theres an aberration, celestial, elemental, fey, fiend, undead,
or magically consecrated/desecrated place or object within
30 of it, as well as its exact location.

Innate Spellcasting: Commune (1/day ). One minute to cast,


self, 1 minute. The deva can ask up to three questions of its
deity, answerable as yes, no, or unclear, for which it
receives a correct answer.

Innate Spellcasting: Raise Dead (1/day ). One hour to cast,


touch, instantaneous. The deva brings back to life a willing
and able creature dead for no more than 10 days, neutralizing
any nonmagical poisons and diseases that affected the
creature at death.

ACTIONS
Multiattack. The deva makes two melee attacks.

Mace. Melee Weapon Attack: +8 to hit, reach 5, one creature. Hit: 7


(1d6+4) bludgeoning damage plus 27 (6d8) radiant damage.

Healing Touch (3/day ). The deva touches another


creature, magically restoring 20 (4d8+2) hit points and
freeing it from any curse, disease, poison, blindness, or
deafness.

Change Shape. The deva polymorphs into a humanoid or beast


that has a challenge rating equal to or less than is own, or
returns to its true form. The deva retains its game statistics
and ability to speak, but its AC, movement modes, Str, Dex,
and special senses become that of the new form, but it gains
its statistics and capabilities (except class features, legendary
actions, and lair actions).

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
3
ANGEL: PLANETAR CR 16
Large celestial, lawful good 15,000 XP Innate Spellcasting: Raise Dead (3/day ). One hour to
cast, touch, instantaneous. The planetar brings back to life a
Armor Class 19 (natural armor) willing and able creature dead for no more than 10 days,
Hit Points 200 (16d10+112) neutralizing any nonmagical poisons and diseases that
Speed 40, fly 120 affected the creature at death.
STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7) Innate Spellcasting: Commune (1/day ). One minute to cast,
self, 1 minute. The planetar can ask up to three questions of
Saves Con +12, Wis +11, Cha +12 its deity, answerable as yes, no, or unclear, for which it
Skills Perception +11 receives a correct answer.
Resistances radiant; bludgeoning, piercing, and slashing from
nonmagical weapons Innate Spellcasting: Control Weather (1/day ). Ten minutes
Condition Immunities charmed, exhaustion, frightened to cast, self (5-mile radius), concentration up to 8 hours. The
Senses truesight 120, passive Perception 21 planetar must have a clear path to the sky. The planetar can
Languages all, telepathy 120 change precipitation, temperature, and wind every 1d4x10
minutes, moving one of those characteristics up or down on
Angelic Weapons. The planetars weapon attacks are magical and the following table:
do an extra 7d8 radiant damage (included).
Stage Precipitation Temperature Wind
Divine Awareness. The planetar knows if it hears a lie. 1 Clear Blazing Heat Calm
2 Light Clouds Hot Moderate wind
Magic Resistance. The planetar has advantage on saves against 3 Overcast or fog Warm Strong wind
spells and other magical effects. 4 Rain, hail, or Cool Gale
snow
Innate Spellcasting: Detect Evil and Good (at will). Action to 5 Torrential rain, Cold Storm
cast, self only, concentration up to 1 hour. The planetar driving hail, or
knows if theres an aberration, celestial, elemental, fey, fiend, blizzard
undead, or magically consecrated/desecrated place or object 6 Arctic cold
within 30 of it, as well as its exact location.
Innate Spellcasting: Insect Plague (1/day ). Action to cast,
Innate Spellcasting: Invisibility (at will). Action to cast, self only, 300, concentration up to 10 minutes. Swarming, biting
concentration up to 1 hour. The planetar and its equipment insects fill a 20-radius sphere centered on a point within
become invisible until it attacks or casts a spell. range, lightly obscuring the volume and creating difficult
terrain. When the area appears, each creature within takes
Innate Spellcasting: Blade Barrier (3/day ). Action to 4d10 piercing damage (Con save DC 20 for half damage). A
cast, 90, concentration up to 10 minutes. The planetar makes creature must make a save if it enters the volume or ends its
a wall of magical blades, either 100 long, 20 high, and 5 turn there.
thick; or ringed up to 60 in diameter, 20 high, and 5 thick.
The wall provides 3/4 cover and is difficult terrain. When a
creature enters, or starts its turn within, the walls area, the ACTIONS
creature takes 6d10 slashing damage (Dex save DC 20 for
half). Multiattack. The planetar makes two melee attacks.

Innate Spellcasting: Dispel Evil and Good (3/day ). Greatsword. Melee Weapon Attack: +12 to hit, reach 5, one
Action to cast, self only, concentration up to 1 minute. creature. Hit: 21 (4d6+7) slashing damage plus 31 (7d8)
Celestials, elementals, fey, fiends, and undead have radiant damage.
disadvantage on attacks against the planetar. The spell ends
early if the planetar uses an action to activate either Break Healing Touch (4/day ). The planetar touches another
Enchantment (touches a creature to remove the charmed or creature, magically restoring 30 (6d8+3) hit points and
frightened condition or end possession by a celestial, freeing it from any curse, disease, poison, blindness, or
elemental, fey, fiend, or undead), or Dismissal (make a melee deafness.
spell attack at +12 against a celestial, elemental, fey, fiend, or
undead, which then makes a Cha save DC 20 to avoid being
returned to its home plane).

Innate Spellcasting: Flame Strike (3/day ). Action to cast,


60, instantaneous. Each creature in a 10-radius, 40-high
cylinder centered on a point within range takes 4d6 fire
damage and 4d6 radiant damage (DC 20 Dex save for half
damage).

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
4
ANGEL: SOLAR CR 21 Innate Spellcasting: Commune (1/day ). One minute to cast,
Large celestial, lawful good 33,000 XP self, 1 minute. The solar can ask up to three questions of its
deity, answerable as yes, no, or unclear, for which it
Armor Class 21 (natural armor) receives a correct answer.
Hit Points 243 (18d10+144)
Speed 50, fly 150 Innate Spellcasting: Control Weather (1/day ). Ten minutes
STR DEX CON INT WIS CHA to cast, self (5-mile radius), concentration up to 8 hours. The
26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10) solar must have a clear path to the sky. The solar can change
precipitation, temperature, and wind every 1d4x10 minutes,
Saves Int +14, Wis +14, Cha +17 moving one of those characteristics up or down on this table:
Skills Perception +14
Resistances radiant; bludgeoning, piercing, and slashing from Stage Precipitation Temperature Wind
nonmagical weapons 1 Clear Blazing Heat Calm
Damage Immunities necrotic, poison 2 Light Clouds Hot Moderate wind
Condition Immunities charmed, exhaustion, frightened, 3 Overcast or fog Warm Strong wind
poisoned 4 Rain, hail, or Cool Gale
Senses truesight 120, passive Perception 24 snow
Languages all, telepathy 120 5 Torrential rain, Cold Storm
Angelic Weapons. The solars weapon attacks are magical and do driving hail, or
an extra 8d8 radiant damage (included). blizzard
6 Arctic cold
Divine Awareness. The solar knows if it hears a lie.

Magic Resistance. The solar has advantage on saves against spells ACTIONS
and other magical effects. Multiattack. The solar makes two greatsword attacks.

Innate Spellcasting: Detect Evil and Good (at will). Action to Greatsword. Melee Weapon Attack: +15 to hit, reach 5, one
cast, self only, concentration up to 1 hour. The solar knows if creature. Hit: 25 (5d6+8) slashing damage plus 36 (8d8)
theres an aberration, celestial, elemental, fey, fiend, undead, radiant damage.
or magically consecrated/desecrated place or object within
30 of it, as well as its exact location. Slaying Longbow. Ranged Weapon Attack: +13 to hit, range
150/600, one target. Hit: 19 (3d8+6) piercing damage plus
Innate Spellcasting: Invisibility (at will). Action to cast, self only, 36 (8d8) radiant damage. If the target has 100 hit points or
concentration up to 1 hour. The solar and its equipment fewer, it must succeed on a DC 15 Con save or die.
become invisible until it attacks or casts a spell.
Flying Sword. The solar releases its greatsword to hover in an
Innate Spellcasting: Blade Barrier (3/day ). Action to unoccupied space within 5 of it. As a bonus action , the solar
cast, 90, concentration up to 10 minutes. The solar makes a can mentally command it to fly 50 and either make one
wall of magical blades, either 100 long, 20 high, and 5 thick; attack against a target or return to the solar. An attack against
or ringed up to 60 in diameter, 20 high, and 5 thick. The wall the sword is treated as an attack against the solar.
provides 3/4 cover and is difficult terrain. When a creature
enters, or starts its turn within, the walls area, the creature Healing Touch (4/day ). The solar touches another
takes 6d10 slashing damage (Dex save DC 25 for half). creature, magically restoring 40 (8d8+4) hit points and
freeing it from any curse, disease, poison, blindness, or
Innate Spellcasting: Dispel Evil and Good (3/day ). deafness.
Action to cast, self only, concentration up to 1 minute.
Celestials, elementals, fey, fiends, and undead have
disadvantage on attacks against the solar. The spell ends
LEGENDARY ACTIONS
early if the solar uses an action to activate either Break The solar can take 3 legendary actions, using one of the following
Enchantment (touches a creature to remove the charmed or at a time at the end of another creatures turn. The solar regains
frightened condition or end possession by a celestial, spent legendary actions at the start of its turn.
elemental, fey, fiend, or undead), or Dismissal (make a melee
spell attack at +12 against a celestial, elemental, fey, fiend, or Teleport. The solar and its equipment teleports up to 120 to an
undead, which then makes a Cha save DC 25 to avoid being unoccupied square it can see.
returned to its home plane).
Searing Burst. Each creature of the solars choice within a 10
Innate Spellcasting: Resurrection (3/day ). One hour to radius takes 14 (4d6) fire damage and 14 (4d6) radiant
cast, touch, instantaneous. The solar brings back to life a damage (DC 23 Dex save for half damage).
willing and able creature dead for no more than 1 century,
neutralizing any nonmagical poisons and diseases that Blinding Gaze. One creature within 30 that can see the solar must
affected the creature at death, replacing lost limbs, and succeed on a DC 15 Con save or be blinded until magic (e.g.,
closing all mortal wounds. lesser restoration) removes the blindness.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
5
AZER CR 2
Medium elemental, lawful neutral 450 XP
Armor Class 17 (natural armor, shield)
Hit Points 39 (6d6+12)
Speed 30
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0)
Saves Con +4
Damage Immunities fire, poison
Condition Immunities poisoned
Senses passive Perception 11
Languages Ignan

Heated Body. A creature that touches the azer or hits it with a


melee attack while within 5 feet of it takes 5 (1d10) fire
damage.

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

Illumination. The azer sheds bright light in a 10 radius and dim


light for an additional 10.

Innate Spellcasting: Fire Bolt (at will). Action to cast, 120,


instantaneous. The azer hurls a mote of fire, making a ranged
spell attack. +2 to hit, 5 (1d10) fire damage. An unattended
flammable object hit by the spell catches fire.

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

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
6
CAMBION CR 5
Medium fiend, any evil alignment 1,800 XP
Armor Class 19 (scale mail)
Hit Points 82 (11d8+33)
Speed 30, fly 60
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 16 (+3)
Saves Str +7, Con +6, Int +5, Cha +6
Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
Resistances cold, fire, lightning, poison; bludgeoning, piercing,
and slashing from nonmagical weapons
Senses darkvision 60, passive Perception 14
Languages Abyssal, Common, Infernal

Fiendish Blessing. The Cambions AC includes its Cha bonus.

Innate Spellcasting: Alter Self (3/day ). Action to cast,


self, concentration up to 1 hour. The cambion uses an action
to take or change into of three forms: Aquatic adaptation (can
breathe water and has swim speed 30); change appearance
(change form to another medium, humanoid creature); or
natural weapons (gain natural weapons, reach 5, +8 to hit,
1d6+1 damage).

Innate Spellcasting: Command (3/day ). Action to cast,


60, 1 round. The cambion speaks one command word to a
target. If the target fails a DC 14 Wis save, the target must
obey. Example command words are approach, drop (item),
flee, grovel (go prone), and halt (take no actions).

Innate Spellcasting: Detect Magic (3/day ). Action to


cast, self, concentration up to 10 minutes. The cambion can
detect the presence of magic within 30 of it. It can use an
action to see an aura around the source and detect its school
of magic. This ability is blocked by 1 of stone, 1 of common
metal, a thin sheet of lead, or 3 of wood or dirt.

Innate Spellcasting: Plane Shift (1/day ). Action to cast, self


only, instantaneous. The cambion transports to another
plane, taking itself to a general location of the its choosing.

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

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 or range


20/60, one creature. Hit: 11 (2d6+4) piercing damage, or 13
(2d8+4) piercing damage if used with two hands as a melee
weapon, plus 7 (2d6) fire damage.

Fire Ray. Ranged Spell Attack: +7 to hit, range 120, one creature.
Hit: 17 (5d6) fire damage.

Fiendish Charm. One humanoid the cambion can see within 30


must succeed on a DC 14 Wis save or be magically charmed
for 1 day.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
7
COUATL CR 4
Medium celestial, lawful good 1,100 XP Innate Spellcasting: Lesser Restoration (3/day ). Action
to cast, touch, instantaneous. The couatl touches a creature
Armor Class 19 (natural armor) and ends either a disease or one of the following conditions:
Hit Points 97 (13d8+39) blinded, deafened, paralyzed, or poisoned.
Speed 30, fly 90
STR DEX CON INT WIS CHA Innate Spellcasting: Protection from Poison (3/day ).
16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4) Action to cast, touch, 1 hour. The couatl touches a creature. If
currently poisoned, the poison is neutralized. For the
Saves Con +5, Wis +7, Cha +6 duration of the spell, the target has advantages on saves v.
Resistances radiant poison and has resistance to poison damage.
Damage Immunities psychic; bludgeoning, piercing, and slashing
from nonmagical weapons Innate Spellcasting: Sanctuary (3/day ). Bonus action to
Senses truesight 120, passive Perception 15 cast, 30, 1 minute. The couatl wards a creature within range
Languages all, telepathy 120 against attack. Any creature that tries to attack the warded
target must succeed on a DC 14 Wis save or else choose a new
Magic Weapons. The couatls weapon attacks are magical. target (or lose the attack). The spell does not protect the
target from area effects. If the target attacks or affects an
Shielded Mind. The couatl is immune to scrying and any effet that enemy, the spell ends.
would sense its emotions, read its thoughts, or detect its
location. Innate Spellcasting: Shield (3/day ). Reaction to a hit on
the couatl, self, 1 round. Until the start of its next turn, the
Innate Spellcasting: Detect Evil and Good (at-will). Action to couatl has an AC of 24, including against the triggering attack,
cast, self, concentration up to 10 minutes. The couatl knows if and has immunity to magic missile.
theres an aberration, celestial, elemental, fey, fiend, undead,
or magically consecrated/desecrated place or object within Innate Spellcasting: Dream (1/day ). 1 minute, special, 8
30 of it, as well as its exact location. hours. The couatl enters the dreams of a sleeping target on
the same plane of existence, and can communicate with it. If
Innate Spellcasting: Detect Magic (at-will). Action to cast, self, creating a nightmare, the target must make a DC 14 Wis save
concentration up to 10 minutes. The couatl can detect the or it will not gain the benefit of the rest and will take 3d6
presence of magic within 30 of it. It can use an action to see psychic damage upon waking. If the couatl has a body part of
an aura around the source and detect its school of magic. This the target, the target makes the save with disadvantage.
ability is blocked by 1 of stone, 1 of common metal, a thin
sheet of lead, or 3 of wood or dirt. Innate Spellcasting: Greater Restoration (1/day ). Action to
cast, touch, instantaneous. The couatl can reduce the targets
Innate Spellcasting: Detect Thoughts (at-will). Action to cast, exhaustion level by one, or end on of the following: one effect
self, concentration up to 1 minute. The couatl can focus on that charmed or petrified it, a curse or cursed attunement, a
any target creature within 30 of it (Int >3, and knows a reduction in ability score, an effect decreasing its hit point
language) and read its surface thoughts. As an action, the maximum.
couatl can shift focus to another creature or probe deeper
into the targets mind. If the target fails a DC 14 Wis save, the Innate Spellcasting: Scrying (1/day ). 10 minutes to cast, self,
couatl gains insight into the targets reasoning, emotional concentration up to 10 minutes. The couatl can see and hear a
state, and something that looms large in the targets mind. On creature on the same plane of existence that fails a DC 14 Wis
its own turn, the current target can make a contested Int save, modified by how familiar the couatl is with the target,
check against the couatl to end the effect. and the nature of its connection, as follows:

Innate Spellcasting: Bless (3/day ). Action to cast, 30, Knowledge Save Modifier
concentration up to 1 minute. The couatl blesses up to three Secondhand (heard of) +5
targets. Whenever a target makes an attack roll or a save, the Firsthand (have met) +0
target can roll a d4 and add it to the roll. Familiar (know well) -5

Innate Spellcasting: Create Food and Water (3/day ). Connection Save Modifier
Action to cast, 30, instantaneous. The couatl creates 45 Likeness or picture -2
pounds of food and 30 gallons of water, enough to sustain up Possession or garment -4
to fifteen humanoids or five steeds for 24 hours. The food Body part, lock of hair, etc. -10
spoils after 24 hours, but the water doesnt go bad.
On a failed save, an invisible sensor manifests within 10 of
Innate Spellcasting: Cure Wounds (3/day ). Action to the target, following it as it moves. Instead, the couatl can
cast, touch, instantaneous. The couatl touches a creature and target a place, in which case the sensor doesnt move.
heals it 1d8+4 hit points.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
8
ACTIONS
Bite. Melee Weapon Attack: +8 to hit, reach 5, one creature. Hit: 8
(1d6+5) piercing damage, and the target must succeed on a
DC 13 Con save or be poisoned for 24 hours. Until the poison
ends, the target is unconscious. Another creature can use an
action to shake the target awake.

Constrict. Melee Weapon Attack: +6 to hit, reach 10, one medium


or smaller creature. Hit: 10 (2d6+3) bludgeoning damage,
and the target is grappled (escape DC 15). Until this grapple
ends, the target is restrained, and the couatl cant constrict
another target.

Change Shape. The couatl polymorphs into a humanoid or beast


that has a challenge rating equal to or less 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 (the couatls choice). Ina new form, the couatl
retains its fame statistics and ability to speak, but its AC,
movement modes, Str, Dex, and other actions are replaced by
those of the new form, and it gains any statistics and
capabilities (except class features, legendary actions, and lair
actions) that the new form has but it lacks. If the new form
has a bite attack, the couatl can use its bite in that form.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
9
CYCLOPS CR 6
Huge giant, chaotic neutral 2,300 XP
Armor Class 14 (natural armor)
Hit Points 138 (12d12+60)
Speed 30
STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 20 (+5) 8 (-1) 6 (-2) 10 (+0)
Senses passive Perception 8
Languages Common

Poor Depth Perception. The cyclops has disadvantage on any


attack roll on a target more than 30 away.

Evil Eye. At the start of its turn, the cyclops designates a single
target as its quarry, or moves its quarry to another target. The
cyclops has advantage on its first attack roll each round
against its quarry.

ACTIONS
Multiattack. The cyclops makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 10, one creature.


Hit: 22 (3d8+9) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 30/120, one


creature. Hit: 39 (6d10+6) bludgeoning damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
10
DEATH KNIGHT CR 17
Medium undead, chaotic evil 18,000 XP Hold Person (2nd). Action to cast, 60, concentration up to 1
minute. The death knight targets a humanoid within range,
Armor Class 20 (plate, shield) who must make a DC 18 Wis save or be paralyzed for the
Hit Points 180 (19d8+95) duration. The target may make a save at the end of each of its
Speed 30 turns to end the spells effect. For each slot level above 2nd
STR DEX CON INT WIS CHA level the death knight uses to cast this spell, it may target an
20 (+5) 11 (+0) 20 (+5) 12 (+1) 16 (+3) 18 (+4) additional target.

Saves Dex +6, Wis +9, Cha +10 Magic Weapon (2nd). Bonus action to cast, touch,
Damage Immunities necrotic, poison concentration up to 1 hour. The death knight touches a
Condition Immunities exhaustion, frightened, poisoned nonmagical weapon, conferring upon it an attack and damage
Senses darkvision 120, passive Perception 13 bonus equal to one-half the slot level used to cast the spell.
Languages Abyssal, Common
Dispel Magic (3rd). Action to cast, 120, instantaneous. The
Magic Resistance. The death knight has advantage on saves
death knight dispels any spell of the slot level used to cast the
against spells and other magical effects.
spell (or lower) affecting a creature, object, or area within
range. For spells of 4th level or higher, the death knight must
Marshal Undead. Unless the death knight is incapacitated, it and
succeed on a Cha ability check (DC is 10+level of the effect).
undead creatures of its choice within 60 of it have advantage
on saves against features that turn undead.
Elemental Weapon (3rd). Action to cast, touch,
concentration up to 1 hour. The death knight touches a
Undead Nature. Death knights dont require air, food, drink, or
nonmagical weapon, conferring upon it an attack bonus of +1
sleep.
and extra damage of acid, cold, fire, lightning or thunder
(chosen at casting) of 1d4. If cast using a 5th-level spell slot,
Spellcasting: 19th-level, Cha-based, DC 18, +10 to hit
the attack bonus is +2 and the extra damage is 2d4.
1st 4th
Banishment (4th). Action to cast, 60, concentration up to 1
2nd 5th
minute. The target must succeed on a DC 18 Cha save or be
3rd
sent to another plane of existence. If the target is not from the
plane of existence in which the spell is cast, and the spell
Command (1st). Action to cast, 60, 1 round. The death
doesnt end before 1 minute expires, the target doesnt
knight speaks one command word to a target. If the target
return. Otherwise, the target returns to the space from which
fails a DC 18 Wis save, the target must obey. Example
it disappeared, or the closest possible unoccupied square.
command words are approach, drop (item), flee, grovel (go
prone), and halt (take no actions). The death knight can add
Staggering Smite (4th). Bonus action to cast, self,
another target for each slot level above 1st used to cast it.
concentration up to 1 minute. The next time the death knight
hits a creature with a melee weapon attack, it deals an extra
Compelled Duel (1st). Bonus action to cast, 30,
4d6 psychic damage. If the target fails a DC 18 Wis save, it has
concentration up to 1 minute. One target creature within 30
disadvantage on attack rolls and ability checks, and cant take
that the death knight can see must make a DC 18 Wis save or
reactions until the end of its next turn.
have disadvantage against attack rolls against creatures other
than the death knight. The target must make a DC 18 Wis save
Destructive Wave, necrotic (5th). Action to cast, 30,
in order to move more than 30 from the death knight. If the
instantaneous. Each creature within 30 taxes 5d6 thunder
target succeeds, its movement isnt restricted for the rest of
damage and 5d6 necrotic damage and be knocked prone (DC
the turn. The spell ends if the death knight attacks (weapon
18 Con save for half damage and not knocked prone).
or spell) a creature other than the target, or an ally of the
death knight attacks (weapon or spell) the target.
ACTIONS
Searing Smite (1st). Bonus action to cast, self, concentration
up to 1 minute. The next time the death knight hits a creature Multiattack. The death knight makes three longsword attacks.
with a melee weapon attack during the spells duration, it
does an extra [slot level]d6 of fire damage and ignites the Longsword. Melee Weapon Attack: +11 to hit, reach 5, one target.
target. At the start of each of its turns, the target must make a Hit: 14 (2d8+5) slashing damage, or 16 (2d10+5) slashing
DC 18 Con save to end the spell or take 1d6 fire damage. damage if used with two hands, plus 22 (5d8) necrotic
Another creature may spend an action to put out the flames damage.
and end the spell.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
11
Hellfire Orb (1/day). The death knight hurls a magical ball of fire
that explodes at a point it can see within 120 of it. Each
creature in a 20-radius sphere centered on that point takes
35 (10d6) fire damage and 35 (10d6) necrotic damage (DC 18
Dex save for half damage). The sphere spreads around
corners.

REACTIONS
Parry. The death knight adds 6 to its AC against one melee attack
that would hit it. To do so, the death knight must see the
attacker and be wielding a melee weapon.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
12
DEMON: BARLGURA CR 5
Large fiend (demon), chaotic evil 1,800 XP
Armor Class 15 (natural armor)
Hit Points 68 (8d10+24)
Speed 40, climb 40
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 7 (-2) 14 (+2) 9 (-1)
Saves Dex +5, Con +6
Skills Perception +5, Stealth +5
Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30, darkvision 120, passive Perception 15
Languages Abyssal, telepathy 120

Innate Spellcasting: Entangle (1/day ). Action to cast, 90,


concentration up to 1 minute. The barlgura summons
vegetation in a 20-square starting from a point within range,
making that area difficult terrain. A creature within the area
upon casting must succeed on a DC 13 Str save or be
restrained until the spell ends. The restrained creature may
use an action to reattempt the save.

Innate Spellcasting: Phantasmal Force (1/day ). Action to


cast, 120, concentration up to 1 minute. A target creature
(neither undead nor a construct) must make a DC 13
Intelligence save or have an image placed in its mind. The
target may make a DC 13 Investigation check to realize the
image is an illusion. While affected, the target is so convinced
that the illusion is real that it can take damage from it. Each
round on the barlguras turn, the target takes 1d6 psychic
damage if within 5 of the illusion.

Innate Spellcasting: Disguise Self (2/day ). Action to cast,


self, 1 hour. The barlgura makes itself and its belongings look
different: 1 foot shorter or taller; thin, fat, or in between; but
bipedal. The disguise will not hold up to inspection. To
discern that the barlgura is disguised, a creature may spend
its action to inspect its appearance or make a DC 13
Investigation check.

Innate Spellcasting: Invisibility, self only (2/day ). Action


to cast, self, concentration up to 1 hour. The barlgura and its
possessions become invisible until it attacks or casts a spell.

ACTIONS
Multiattack. The barlgura makes one bite attack and two fist
attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5, one creature. Hit: 14


(3d6+4) piercing damage.

Fist. Melee Weapon Attack: +7 to hit, reach 5, one creature. Hit: 12


(1d10+7) bludgeoning damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
13
DEMON: GLABREZU CR 9
Large fiend (demon), chaotic evil 5,000 XP Innate Spellcasting: Fly (1/day ). Action to cast, touch,
concentration up to 10 minutes. A willing creature gains a fly
Armor Class 17 (natural armor) speed of 60. When the spell ends, the target falls if its still
Hit Points 157 (15d10+75) airborne.
Speed 40
STR DEX CON INT WIS CHA Innate Spellcasting: Power Word Stun (1/day ). Action to
20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 16 (+3) cast, 60, instantaneous. If a target within range has less than
150 hp, it is stunned. Otherwise, the spell has no effect. The
Saves Str +9, Con +9, Wis +7, Cha +7 target may make a DC 16 Con save at the end of each of its
Resistances cold, fire, lightning; bludgeoning, piercing, and turns to end the effect.
slashing damage from nonmagical weapons
Damage Immunities poison ACTIONS
Condition Immunities poisoned
Senses truesight 120, passive Perception 13 Multiattack. The glabrezu makes four attacks: two with pincers
Languages Abyssal, telepathy 120 and two with fists. Alternatively, it makes two attacks with its
pincers and casts one spell.
Magic Resistance. The glabrezu has advantage on saves against
spells and other magical effects. Pincer. Melee Weapon Attack: +9 to hit, reach 10, one creature.
Hit: 21 (3d10+5) bludgeoning damage. If the target is a
Innate Spellcasting: Darkness (at will). Action to cast, 60, Medium or smaller creature, it is grappled (escape DC 15).
concentration up to 10 minutes. The glabrezu spreads The glabrezu has two pincers, each one of which can grapple
darkness in a 15-radius sphere centered on a point within only one target.
range, an unattended object in range, or an object the
glabrezu is holding. The darkness spreads around corners. Fist. Melee Weapon Attack: +7 to hit, reach 5, one creature. Hit: 9
The darkness dispels an area of light created by a spell of 2nd (2d6+2) bludgeoning damage.
level or lower.

Innate Spellcasting: Detect Magic (at will). Action to cast, self,


concentration up to 10 minutes. The glabrezu can detect the
presence of magic within 30 of it. It can use an action to see
an aura around the source and detect its school of magic. This
ability is blocked by 1 of stone, 1 of common metal, a thin
sheet of lead, or 3 of wood or dirt.

Innate Spellcasting: Dispel Magic (at will). Action to cast, 120,


instantaneous. The glabrezu dispels any spell of level 3 or
lower affecting a creature, object, or area within range. For
spells of 4th level or higher, the glabrezu must succeed on a
Cha ability check (DC is 10+level of the effect).

Innate Spellcasting: Confusion (1/day ). Action to cast, 90,


concentration up to 1 minute. Each creature in a 10-radius
sphere centered on a point within range must succeed on a
DC 16 Wis save or be affected. An affected creature cant take
reactions and must roll 1d10 and the start of each turn to
determine its action. The creature may make a new save at
the end of each of its turns to end the effect.

d10 Behavior
1 Creature takes no action and uses all
movement to move in a random direction.
2-6 Creature doesnt move or take actions.
7-8 Creature uses action to make a melee attack
against a randomly determined target. If no
target is within reach, the creature does
nothing.
9-10 The creature can act and move normally.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
14
DEMON: YOCHLOL CR 10
Medium fiend (demon), chaotic evil 5,900 XP Innate Spellcasting: Dominate Person (1/day ). Action to
cast, 60, concentration up to 1 minute. The humanoid target
Armor Class 15 (natural armor) must make a DC 14 Wis save or be charmed by the yochlol for
Hit Points 136 (16d8+64) the duration of the spell. If the target is fighting the yochlol or
Speed 30, climb 30 ft. its allies, the target has advantage on the save. While the
STR DEX CON INT WIS CHA target is charmed, the yochlol may telepathically command it,
15 (+2) 14 (+2) 18 (+4) 13 (+1) 15 (+2) 15 (+2) which the target does its best to obey. The commands can be
simple and generic. The yochlol can use an action to limit the
Saves Dex +6, Int +5, Wis +6, Cha +6 creature only to the actions the yochlol commands. Each time
Skills Deception +10, Insight +6 the target takes damage, it may attempt a DC 14 Wis save to
Resistances cold, fire, lightning; bludgeoning, piercing, and end the spell.
slashing damage from nonmagical weapons
Damage Immunities poison ACTIONS
Condition Immunities poisoned
Senses darkvision 120, passive Perception 12 Multiattack. The yochlol makes two melee attacks.
Languages Abyssal, Elvish, Undercommon
Slam (or Bite in spider form). Melee Weapon Attack: +6 to hit,
Magic Resistance. The yochlol has advantage on saves against reach 5 (10 in demon form), one target. Hit: 9 (2d6+2)
spells and other magical effects. bludgeoning (piercing in spider form) damage plus 24 (7d6)
poison damage.
Shapechanger. The yochlol can use an action to polymorph itself
(but not its equipment) into the form of a female drow, giant Mist Form. The yochlol transforms itself and its equipment it
spider, or its natural form. Its stats remain unchanged. carries into toxic mist, or returns to its true form. While in
mist form, the yochlol is incapacitated, cant speak, has a
Web Walker. The yochlol ignores the effects of webs on its flying speed of 30, can hover, and can pass through any space
movement. that isnt airtight. It has advantage on Str, Dex, and Con saves
and is immune to nonmagical damage. While in mist form, the
Innate Spellcasting: Detect Thoughts (at will). Action to cast, yochlol can occupy a creatures space. Each time a creature
self, concentration up to 1 minute. The yochlol can focus on starts its turn with the yochlol in its space, the creature must
any target creature within 30 of it (Int >3, and knows a succeed on a DC 14 Con save or be poisoned and
language) and read its surface thoughts. As an action, the incapacitated until the start of its next turn.
yochlol can shift focus to another creature or probe deeper
into the targets mind. If the target fails a DC 14 Wis save, the
yochlol gains insight into the targets reasoning, emotional
state, and something that looms large in the targets mind. On
its own turn, the current target can make a contested Int
check against the yochlol to end the effect.

Innate Spellcasting: Web (at will). Action to cast, 60,


concentration up to 1 hour. The yochlol conjures a web that
fills a 20 cube from a point within range. If the webs dont
connect two solid masses, the web collapses, and the spell
ends at the start of the yochlols next turn. The webs create
difficult terrain. Each creature that starts its turn in the webs
or enters them during its turn must make a DC 14 Dex save of
be restrained. A creature so restrained may make a DC 14 Str
save as an action to break free. Any 5-cube of webs exposed
to fire burns away in 1 round, dealing 2d4 fire damage to a
creature starting its turn in the fire.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
15
DEVIL: BEARDED DEVIL CR 3 DEVIL: BONE DEVIL CR 9
Medium fiend (devil), lawful evil 700 XP Large fiend (devil), lawful evil 5,000 XP
Armor Class 13 (natural armor) Armor Class 19 (natural armor)
Hit Points 52 (8d8+16) Hit Points 142 (15d10+60)
Speed 30 Speed 40, fly 40
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 11 (+0) 18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)
Saves Str +5, Con +4, Wis +2 Saves Int +5, Wis +6, Cha +7
Resistances cold; bludgeoning, piercing, and slashing damage Skills Deception +7, Insight +6
from nonmagical weapons that arent silvered Resistances cold; bludgeoning, piercing, and slashing damage
Damage Immunities fire, poison from nonmagical weapons that arent silvered
Condition Immunities poisoned Damage Immunities fire, poison
Senses darkvision 120, passive Perception 10 Condition Immunities poisoned
Languages Infernal, telepathy 120 Senses darkvision 120, passive Perception 12
Languages Infernal, telepathy 120
Devils Sight. Magical darkness does not impede the bearded
devils darkvision. Devils Sight. Magical darkness does not impede the bone devils
darkvision.
Magic Resistance. The bearded devil has advantage on saves
against spells and other magical effects. Magic Resistance. The bone devil has advantage on saves against
spells and other magical effects.
Steadfast. The bearded devil cant be frightened while it can see
an allied creature within 30 of it. Steadfast. The bearded devil cant be frightened while it can see
an allied creature within 30 of it.
Innate Spellcasting: Hold Person (2/day ). Action to cast,
60, concentration up to 1 minute. A humanoid target (not Innate Spellcasting: Cone of Cold (1/day ). Action to cast, 60
undead) within range must make a DC 10 Wis save or be cone originating from the devil, instantaneous. Each creature
paralyzed. The target may repeat the save at the end of each in the cone takes 8d8 cold damage (DC 14 Con save for half
of its turns. damage).

ACTIONS ACTIONS

Multiattack. The bearded devil makes two melee attacks: one Multiattack. The bone devil makes either three melee attacks
with its beard and one with its glaive. (two with its claws and one with its sting) or two melee
attacks (one with its hooked polearm and one with its sting).
Beard. Melee Weapon Attack: +5 to hit, reach 5, one creature. Hit:
6 (1d8+2) piercing damage, and the target must succeed on a Claw. Melee Weapon Attack: +8 to hit, reach 10, one target. Hit: 8
DC 12 Con save or be poisoned for 1 minute. While poisoned, (1d8+4) slashing damage.
the target cant regain hit points, and it can repeat the save at
the end of each of its turns. Sting. Melee Weapon Attack: +8 to hit, reach 10, one target. Hit: 13
(2d8+4) piercing damage plus 17 (5d6) poison damage, and
Glaive. Melee Weapon Attack: +5 to hit, reach 10, one target. Hit: 8 the target must succeed on a DC 14 Con save or be poisoned
(1d10+3) slashing damage. If the target is a creature other for 1 minute. The target can repeat the save at the end of each
than an undead or construct, it must succeed on a DC 12 Con of its turns.
save or lose 5 (1d10) hit points at the start of each of its
turns. Each time the devil hits the wounded target with this Hooked Polearm. Melee Weapon Attack: +8 to hit, reach 10, one
attack, the damage dealt by the wound increases by 5 (1d10). target. Hit: 17 (2d12+4) piercing damage. If the target is a
Any creature can use an action to close the wound with a DC Huge or smaller creature, it is grappled (escape DC 14). Until
12 Medicine check. Magical healing closes the wound. this grapple ends, the devil cant use its polearm on another
target.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
16
DEVIL: PIT FIEND CR 20
Large fiend (devil), lawful evil 25,000 XP Innate Spellcasting: Hold Monster (3/day ). Action to
cast, 90, concentration up to 1 minute. The pit fiend targets
Armor Class 19 (natural armor) a creature within range, who must make a DC 21 Wis save or
Hit Points 300 (24d10+168) be paralyzed for the duration. The target may make a save at
Speed 30, fly 60 the end of each of its turns to end the spells effect.
STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7) Innate Spellcasting: Wall of Fire (3/day ). Action to cast,
120, concentration up to 1 minute. On a solid surface within
Saves Dex +8, Con +13, Wis +10 range, the pit fiend creates a wall of fire 60 long, 20 high,
Resistances cold; bludgeoning, piercing, and slashing damage and 1 thick, or a ringed wall up to 20 high and 1 thick. Each
from nonmagical weapons that arent silvered creature entering the wall for the first time, or inside it when
Damage Immunities fire, poison its conjured, takes 5d8 fire damage (DC 21 Dex save for half
Condition Immunities poisoned damage). One side of the wall deals 5d8 fire damage to each
Senses truesight 120, passive Perception 14 creature ending its turn within 10 of that side or inside the
Languages Infernal, telepathy 120 wall.

Fear Aura. Unless the pit fiend is incapacitated, any hostile ACTIONS
creature that starts its turn within 20 of the pit fiend must
make a DC 21 Wis save or be frightened until the start of its Multiattack. The pit fiend makes either four attacks: One with its
next turn. If a creatures save is successful, its immune to the bite, one with its claw, on with its mace, and one with its tail.
pit fiends aura for 24 hours.
Bite. Melee Weapon Attack: +14 to hit, reach 5, one target. Hit: 32
Magic Resistance. The pit fiend has advantage on saves against (7d6+8) piercing damage. The target must succeed on a DC
spells and other magical effects. 21 Con save or be poisoned. While poisoned in this way, the
target cant regain hit points and takes 21 (6d6) poison
Magic Weapon. The pit fiends weapon attacks are magical. damage at the start of each of its turns. The target can repeat
the save at the end of each of its turns.
Innate Spellcasting: Detect Magic (at will). Action to cast, self,
concentration up to 10 minutes. The pit fiend can detect the Claw. Melee Weapon Attack: +14 to hit, reach 10, one target. Hit:
presence of magic within 30 of it. It can use an action to see 30 (5d8+8) slashing damage.
an aura around the source and detect its school of magic. This
ability is blocked by 1 of stone, 1 of common metal, a thin Mace. Melee Weapon Attack: +14 to hit, reach 10, one target. Hit:
sheet of lead, or 3 of wood or dirt. 25 (5d6+8) piercing damage plus 21 (6d6) fire damage.

Innate Spellcasting: Fireball (at will). Action to cast, 150, Tail. Melee Weapon Attack: +14 to hit, reach 10, one target. Hit:
instantaneous. Each creature in a 20-radius sphere centered 40 (6d10+8) bludgeoning damage.
on a point within range takes 8d6 fire damage (DC 21 Dex
save for half damage). The fire spreads around corners.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
17
DRIDER CR 6
Large monstrosity, chaotic evil 2,300 XP
Armor Class 19 (natural armor)
Hit Points 123 (13d10+52)
Speed 30, climb 30
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 12 (+1)
Skills Perception +5, Stealth +9
Senses darkvision 120, passive Perception 15
Languages Elvish, Undercommon
Fey Ancestry. The drider has advantage on saves against being
charmed, and magic cant put the drider to sleep.

Spider Climb. The drider can climb difficult surfaces, including


upside down on ceilings, without needing to make an ability
check.

Sunlight Sensitivity. While in sunlight, the drider has


disadvantage on attack rolls and Perception checks that rely
on sight.

Web Walk. The drider ignores move restrictions based on webs.

Innate Spellcasting: Dancing Lights (at will). Action to cast,


120, concentration up to 1 minute. The drider creates four
torch-sized motes of light within range, or one in the form of
a Medium humanoid. The lights shed 10 of dim light. As a
bonus action, the drider can move them up to 60 to a spot
within range.

Innate Spellcasting: Darkness (1/day ). Action to cast, 60,


concentration up to 10 minutes. The drider spreads darkness
in a 15-radius sphere centered on a point within range, an
unattended object in range, or an object the drider is holding.
The darkness spreads around corners. The darkness dispels
an area of light created by a spell of 2nd level or lower.

Innate Spellcasting: Faerie Fire (1/day ). Action to cast, 60,


concentration up to 1 minute. Each object in a 20 cube within
range is outlined in light. A creature in the cube may make a
DC 13 Dex save to avoid the effect. If outlined, attacks against
the target have advantage, and the target cant benefit from
being invisible.

ACTIONS
Multiattack. The drider makes three attacks: either with its
longsword or longbow. It can replace one with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5, one creature. Hit: 2


(1d4) piercing damage plus 9 (2d8) poison damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 5, one target.


Hit: 7 (1d8+3) slashing damage or 8 (1d10+3) slashing
damage if used with two hands.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600, one


target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) poison
damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
18
DRYAD CR 1
Medium fey, neutral 200 XP Innate Spellcasting: Goodberry (1/day ). Action to cast,
touch, instantaneous. The dryad conjures up to 10 berries,
Armor Class 11 (16 with barkskin) which last 24 hours. A creature can use an action to eat a
Hit Points 22 (5d8) berry, which restores 1 hit point and provides sustenance
Speed 30 for 1 day.
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4) Innate Spellcasting: Pass Without Trace (at will). Action to
Skills Perception +4, Stealth +5 cast, self only, concentration up to 1 hour. The dryad and
Senses darkvision 60, passive Perception 14 each creature of its choice within range have a +10 bonus to
Languages Elvish, Sylvan Stealth checks and cant be tracked except by magical means.

Magic Resistance. The dryad has advantage on saves against Innate Spellcasting: Barkskin (1/day ). Action to cast, touch,
spells and other magical effects. concentration up to 1 hour. The targets AC is at least 16.

Speak with Beasts and Plants. The dryad can communicate with Innate Spellcasting: Shillelagh (1/day ). Bonus action to
beats and plants as if they shared a language. cast, touch, 1 minute. The dryad may use its Wis rather than
Str for melee attack rolls with its quarterstaff, and the
Tree Stride. Once on her turn, the dryad can use 10 of her damage die is d8. The weapon becomes magical if not
movement to step magically into one Large or larger living already.
tree within her reach and emerge from a second Large or
larger living tree within 60 of the first tree, appearing in an ACTIONS
unoccupied space within 5 of the second tree.
Club. Melee Weapon Attack: +2 to hit (+6 with shillelagh), reach
Innate Spellcasting: Druidcraft (at will). Action to cast, 30, 5, one target. Hit: 2 (1d4) bludgeoning damage or 8 (1d8+4)
instantaneous. The dryad can predict the weather, create an with shillelagh.
illusory, nature-based sensory effect, or snuff out a campfire.
Fey Charm. The dryad targets a humanoid or beasts within 30
Innate Spellcasting: Entangle (3/day ). Action to cast, that she can see. If the target can see the dryad, it must
90, concentration up to 1 minute. The dryad summons succeed on a DC 14 Wis save or be magically charmed,
vegetation in a 20-square starting from a point within range, viewing the dryad as a trusted friend. The target can repeat
making that area difficult terrain. A creature within the area the save if the dryad or its allies do anything harmful to the
upon casting must succeed on a DC 14 Str save or be target. Otherwise, the effect lasts 2 hours or until the dryad
restrained until the spell ends. The restrained creature may dies. The dryad can have only one humanoid and up to three
use an action to reattempt the save. beasts charmed at a time.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
19
ELF: DROW CR ELF: DROW ELITE WARRIOR CR 5
Medium humanoid (elf), neutral evil 50 XP Medium humanoid (elf), neutral evil 1,800 XP
Armor Class 15 (chain shirt) Armor Class 18 (studded leather, shield)
Hit Points 13 (3d8) Hit Points 71 (11d8+22)
Speed 30 Speed 30
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1) 13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)
Skills Perception +2, Stealth +4 Saves Dex +7, Con +5, Wis +4
Senses darkvision 120, passive Perception 12 Skills Perception +4, Stealth +10
Languages Elvish, Undercommon Senses darkvision 120, passive Perception 14
Languages Elvish, Undercommon
Fey Ancestry. The drow has advantage on saves against being Fey Ancestry. The drow has advantage on saves against being
charmed, and magic cant put the drow to sleep. charmed, and magic cant put the drow to sleep.

Sunlight Sensitivity. While in sunlight, the drow has disadvantage Sunlight Sensitivity. While in sunlight, the drow has disadvantage
on attack rolls and Perception checks that rely on sight. on attack rolls and Perception checks that rely on sight.

Innate Spellcasting: Dancing Lights (at will). Action to cast, Innate Spellcasting: Dancing Lights (at will). Action to cast,
120, concentration up to 1 minute. The drow creates four 120, concentration up to 1 minute. The drow creates four
torch-sized motes of light within range, or one in the form of torch-sized motes of light within range, or one in the form of
a Medium humanoid. The lights shed 10 of dim light. As a a Medium humanoid. The lights shed 10 of dim light. As a
bonus action, the drow can move them up to 60 to a spot bonus action, the drow can move them up to 60 to a spot
within range. within range.

Innate Spellcasting: Darkness (1/day ). Action to cast, 60, Innate Spellcasting: Darkness (1/day ). Action to cast, 60,
concentration up to 10 minutes. The drow spreads darkness concentration up to 10 minutes. The drow spreads darkness
in a 15-radius sphere centered on a point within range, an in a 15-radius sphere centered on a point within range, an
unattended object in range, or an object the drow is holding. unattended object in range, or an object the drow is holding.
The darkness spreads around corners. The darkness dispels The darkness spreads around corners. The darkness dispels
an area of light created by a spell of 2nd level or lower. an area of light created by a spell of 2nd level or lower.

Innate Spellcasting: Faerie Fire (1/day ). Action to cast, 60, Innate Spellcasting: Faerie Fire (1/day ). Action to cast, 60,
concentration up to 1 minute. Each object in a 20 cube within concentration up to 1 minute. Each object in a 20 cube within
range is outlined in light. A creature in the cube may make a range is outlined in light. A creature in the cube may make a
DC 13 Dex save to avoid the effect. If outlined, attacks against DC 13 Dex save to avoid the effect. If outlined, attacks against
the target have advantage, and the target cant benefit from the target have advantage, and the target cant benefit from
being invisible. being invisible.

ACTIONS Innate Spellcasting: Levitate (1/day ). Action to cast, self only,


concentration up to 10 minutes. The drow rises 20 and can
change its altitude 20 as movement. It can move horizontally
Shortsword. Melee Weapon Attack: +4 to hit, reach 5, one target.
by grabbing a nearby fixed object, essentially climbing.
Hit: 5 (1d6+2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120, ACTIONS


one target. Hit: 5 (1d6+2) piercing damage, and the target
must succeed on a DC 13 Con save or be poisoned for 1 hour. Multiattack. The drow makes two shortsword attacks.
If the save fails by 5 or more, the target is unconscious while
poisoned. The target wakes up if it is damaged or if someone Shortsword. Melee Weapon Attack: +4 to hit, reach 5, one target.
uses an action to awaken the target. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) poison damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120,


one target. Hit: 5 (1d6+2) piercing damage, and the target
must succeed on a DC 13 Con save or be poisoned for 1 hour.
If the save fails by 5 or more, the target is unconscious while
poisoned. The target wakes up if it is damaged or if someone
uses an action to awaken the target.

REACTIONS
Parry. The drow adds 3 to its AC against one melee attack that
would hit it. The drow must see the attacker and be wielding
a melee weapon.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
20
ELF: DROW MAGE CR 7
Medium humanoid (elf), neutral evil 2,900 XP Poison Spray (cantrip). Action to cast, 10, instantaneous.
The target creature must make a DC 14 Con save or take
Armor Class 12 (15 with mage armor)
2d12 poison damage.
Hit Points 45 (10d8)
Speed 30
Ray of Frost (cantrip). Action to cast, 60, instantaneous.
STR DEX CON INT WIS CHA The drow makes a ranged spell attack (+6 to hit). On a hit,
9 (-1) 14 (+2) 10 (+0) 17 (+3) 13 (+1) 12 (+1) the target takes 2d8 cold damage, and its speed is reduced to
Skills Arcana +6, Deception +5, Perception +4, Stealth +5 10 until the start of the drows next turn.
Senses darkvision 120, passive Perception 14
Languages Elvish, Undercommon Mage Armor (1st). Action to cast, touch, 8 hours. The
drows base AC becomes 15.
Fey Ancestry. The drow has advantage on saves against being
charmed, and magic cant put the drow to sleep. Magic Missile (1st). Action to cast, 120, instantaneous. The
drow creates a number of darts equal to 2 + the spell slot
Sunlight Sensitivity. While in sunlight, the drow has disadvantage used to cast it. A dart deals 1d4+1 force damage, each
on attack rolls and Perception checks that rely on sight. targeting the same or different creatures.

Innate Spellcasting: Dancing Lights (at will). Action to cast, Shield (1st). Reaction to a hit on the drow, self, 1 round.
120, concentration up to 1 minute. The drow creates four Until the start of its next turn, the drow has an AC of 17,
torch-sized motes of light within range, or one in the form of including against the triggering attack, and has immunity to
a Medium humanoid. The lights shed 10 of dim light. As a magic missile.
bonus action, the drow can move them up to 60 to a spot
within range. Witch Bolt (1st). Action to cast, 30, concentration up to 1
minute. Make a ranged The drow makes a ranged spell
Innate Spellcasting: Darkness (1/day ). Action to cast, 60, attack (+6 to hit). On a hit, the target takes 1d12 lightning
concentration up to 10 minutes. The drow spreads darkness damage per spell slot used to cast the spell. On each of the
in a 15-radius sphere centered on a point within range, an drows turns, the drow can use its action to deal 1d12
unattended object in range, or an object the drow is holding. lightning damage to the target automatically.
The darkness spreads around corners. The darkness dispels
an area of light created by a spell of 2nd level or lower. Alter Self (2nd). Action to cast, self, concentration up to 1
hour. The drow uses an action to take or change into of three
Innate Spellcasting: Faerie Fire (1/day ). Action to cast, 60, forms: Aquatic adaptation (can breath water and has swim
concentration up to 1 minute. Each object in a 20 cube within speed 30); change appearance (change form to another
range is outlined in light. A creature in the cube may make a medium, humanoid creature); or natural weapons (gain
DC 12 Dex save to avoid the effect. If outlined, attacks against natural weapons, reach 5, +8 to hit, 1d6+1 damage).
the target have advantage, and the target cant benefit from
being invisible. Misty Step (2nd). Bonus action to cast, self, instantaneous.
The drow teleports up to 30 to an unoccupied space it can
Innate Spellcasting: Levitate (1/day ). Action to cast, self only, see.
concentration up to 10 minutes. The drow rises 20 and can
change its altitude 20 as movement. It can move horizontally Web (2nd). Action to cast, 60, concentration up to 1 hour.
by grabbing a nearby fixed object, essentially climbing. The drow conjures a web that fills a 20 cube from a point
within range. If the webs dont connect two solid masses, the
Spellcasting: 10th-level, Int-based, DC 14, +6 to hit web collapses, and the spell ends at the start of the drows
next turn. The webs create difficult terrain. Each creature
1st 4th that starts its turn in the webs or enters them during its turn
2nd 5th must make a DC 14 Dex save of be restrained. A creature so
3rd restrained may make a DC 14 Str save as an action to break
free. Any 5-cube of webs exposed to fire burns away in 1
Mage Hand (cantrip). Action to cast, 30, 1 minute. The drow round, dealing 2d4 fire damage to a creature starting its turn
creates a ghost-like hand that can be controlled with an in the fire.
action. It can manipulate an object, open an unlocked door or
container, stow or retrieve an item from an open container, Fly (3rd). Action to cast, touch, concentration up to 10
etc. minutes. A willing creature gains a fly speed of 60. When the
spell ends, the target falls if its still airborne.
Minor Illusion (cantrip). Action to cast, 30, 1 minute. The
Lightning Bolt (3rd). Action to cast, 100 line from self,
drow creates a sound or image of an object (not both). An
instantaneous. Each creature in a 100 long, 5 wide line
object must be no larger than a 5 cube. A creature can
determine its an illusion with a DC 14 Investigation check. originating from the drow takes damage equal to 8d6 plus
1d6 per level of the slot used to cast the spell (9d6 at 4th
level, etc.; DC 14 Dex save for half damage).

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
21
Evards Black Tentacles (4th). Action to cast, 90,
concentration up to 1 minute. A 20 square space becomes
difficult terrain. When a creature enters the area for the first
time or starts its turn there, it must succeed on a DC 14 Dex
save or be restrained until the spell ends. A creature already
restrained at the start of its turn takes 3d6 bludgeoning
damage. A restrained creature can use its action to make a
DC 14 Str or Dex save to free itself.

Greater Invisibility (4th). Action to cast, touch,


concentration up to 1 minute. The drow or a creature it
touches (and their possessions) become invisible until the
spell ends.

Cloudkill (5th). Action to cast, 120, concentration up to 10


minutes. The drow conjures a 20-radius sphere of fog..
When a creature enters the sphere or starts its turn there
takes 5d8 poison damage (DC 14 Con save for half damage).
The fog rolls away from the drow at a rate of 10 per round.

ACTIONS
Staff. Melee Weapon Attack: +2 to hit, reach 5, one target. Hit: 2
(1d6-1) bludgeoning damage, or 3 (1d8-1) if used with two
hands, plus 3 (1d6) poison damage.

Summon Demon (1/day ). The drow magically summons a


quasit or attempts to summon a shadow demon with a 50%
chance of success. The demon appears in an unoccupied
space within 60 of the drow and cant summon other
demons. It remains for 10 minutes, until the drow dies, or
until the drow dismisses it as an action.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
22
ELF: DROW PRIESTESS OF LOLTH CR 8
Medium humanoid (elf), neutral evil 3,900 XP Resistance (cantrip). Action to cast, touch, instantaneous.
Once before the spell ends, the target can add 1d4 to a save.
Armor Class 16 (scale mail)
Hit Points 71 (13d8+13)
Spare the Dying (cantrip). Action to cast, touch,
Speed 30
instantaneous. The drow stabilizes a living creature that has
STR DEX CON INT WIS CHA 0 hit points. The spell has no effect on constructs or undead.
10 (+0) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 18 (+4)
Saves Con +4, Wis +6, Cha +7 Thaumaturgy (cantrip). Action to cast, 30, Up to 1 minute.
Skills Insight +6, Perception +6, Religion +4, Stealth +5 The drow can create one of the following magical effects
Senses darkvision 120, passive Perception 16 within range for the duration: a booming voice; flames that
Languages Elvish, Undercommon flicker, brighten, dim, or change color; harmless tremors; an
instantaneous sound (e.g., a thunder clap); the opening or
Fey Ancestry. The drow has advantage on saves against being closing of an unlocked door or window; or the alteration of
charmed, and magic cant put the drow to sleep. the drows own eyes. If cast more than once, the drow can
have up to three effects occurring simultaneously.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage
on attack rolls and Perception checks that rely on sight. Animal Friendship (1st). Action to cast, 30, 24 hours. A
beast the drow can see within range, having an Int of 3 or
Innate Spellcasting: Dancing Lights (at will). Action to cast, less, must make a DC 14 Wis save or be charmed for the
120, concentration up to 1 minute. The drow creates four duration of the spell. If the drow or one of her allies harms
torch-sized motes of light within range, or one in the form of the animal, the spell ends.
a Medium humanoid. The lights shed 10 of dim light. As a
bonus action, the drow can move them up to 60 to a spot Cure Wounds (1st). Action to cast, touch, instantaneous.
within range. The drow touches a creature and heals it for [slot level]d8 +
4 of hit point damage.
Innate Spellcasting: Darkness (1/day ). Action to cast, 60,
concentration up to 10 minutes. The drow spreads darkness Detect Poison and Disease (1st). Action to cast, self only,
in a 15-radius sphere centered on a point within range, an concentration up to 10 minutes. The drow can sense the
unattended object in range, or an object the drow is holding. presence and location of poisons, poisonous creatures, and
The darkness spreads around corners. The darkness dispels diseases, identifying the type in each case. The spell is
an area of light created by a spell of 2nd level or lower. blocked by 1 of stone, 1 of common metal, a thin sheet of
lead, or 3 of dirt or wood.
Innate Spellcasting: Faerie Fire (1/day ). Action to cast, 60,
concentration up to 1 minute. Each object in a 20 cube within Ray of Sickness (1st). Action to cast, 60, instantaneous. The
range is outlined in light. A creature in the cube may make a drow makes a ranged spell attack (+6). On a hit, the target
DC 15 Dex save to avoid the effect. If outlined, attacks against takes [slot level +1]d8 of damage. If the target fails a DC 14
the target have advantage, and the target cant benefit from Con save, its poisoned until the end of the drows next turn.
being invisible.
Lesser Restoration (2nd). Action to cast, touch,
Innate Spellcasting: Levitate (1/day ). Action to cast, self only, instantaneous. The drow touches a creature and ends either
concentration up to 10 minutes. The drow rises 20 and can a disease or one of the following conditions: blinded,
change its altitude 20 as movement. It can move horizontally deafened, paralyzed, or poisoned.
by grabbing a nearby fixed object, essentially climbing.
Protection from Poison (2nd). Action to cast, touch, 1 hour.
Spellcasting: 10th-level, Wis-based, DC 14, +6 to hit The drow touches a creature. If currently poisoned, the
poison is neutralized. For the duration of the spell, the target
1st 4th has advantages on saves v. poison and has resistance to
2nd 5th poison damage.
3rd
Web (2nd). Action to cast, 60, concentration up to 1 hour.
The drow conjures a web that fills a 20 cube from a point
Guidance (cantrip). Action to cast, touch, 1 round. Once
within range. If the webs dont connect two solid masses, the
before the spell ends, the target may add 1d4 to an ability
web collapses, and the spell ends at the start of the drows
check of its choice.
next turn. The webs create difficult terrain. Each creature
that starts its turn in the webs or enters them during its turn
Poison Spray (cantrip). Action to cast, 10, instantaneous.
must make a DC 14 Dex save of be restrained. A creature so
The target creature must make a DC 14 Con save or take 2d12
restrained may make a DC 14 Str save as an action to break
poison damage.
free. Any 5-cube of webs exposed to fire burns away in 1
round, dealing 2d4 fire damage to a creature starting its turn
in the fire.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
23
Conjure Animals (3rd). Action to cast, 60, concentration up
to 1 hour. The drow summons on CR 2 beast, two CR 1
beasts, four CR 1/2 beasts, or eight CR 1/4 beasts. The beast
is a fey and disappears if it drops to 0 hit points or the spell
ends. The animals are friendly, follow commands, and act on
their own initiative. If cast as a 5th-level spell, the drow can
double the number of creatures she can cast.

Dispel Magic (3rd). Action to cast, 120, instantaneous. The


drow dispels any spell of the slot level used to cast the spell
(or lower) affecting a creature, object, or area within range.
For spells of 4th level or higher, the drow must succeed on a
Cha ability check (DC is 10+level of the effect).

Divination (4th). Action to cast, self only, instantaneous.


The drow asks one question of her god concerning a specific
goal, event, or activity to occur within the next 7 days, and
receives a truthful response, possibly cryptic or symbolic.

Freedom of Movement (4th). Action to cast, touch, 1 hour.


The target is unaffected by difficult terrain, the penalties of
underwater movement, and spells or magical effects that
that reduce its speed, paralyze it, or restrain it. The target
can also spend 5 of movement to automatically escape from
nonmagical restraints.

Insect Plague (5th). Action to cast, 300, concentration up


to 10 minutes. Swarming, biting insects fill a 20-radius
sphere centered on a point within range, lightly obscuring
the volume and creating difficult terrain. When the area
appears, each creature within takes 4d10 piercing damage
(Con save DC 14 for half damage). A creature must make a
save if it enters the volume or ends its turn there.

Mass Cure Wounds (5th). Action to cast, 60, instantaneous.


The drow heals up to six creatures in a 30-radius cube
3d8+3 hit points. Constructs and undead are unaffected.

ACTIONS
Multiattack. The drow makes two scourge attacks.

Scourge. Melee Weapon Attack: +5 to hit, reach 5, one target. Hit:


5 (1d6+2) piercing damage plus 17 (5d6) poison damage.

Summon Demon (1/day ). The drow magically summons a


yochlol with a 30% chance of success. If the attempt fails, the
drow takes 5 (1d10) psychic damage. Otherwise, the demon
appears in an unoccupied space within 60 of the drow and
cant summon other demons. It remains for 10 minutes, until
the drow dies, or until the drow dismisses it as an action.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
24
ETTIN CR 4
Large giant, chaotic evil 1,100 XP
Armor Class 12 (natural armor)
Hit Points 85 (10d10+30)
Speed 40
STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1)
Skills Perception +4
Senses darkvision 60, passive Perception 14
Languages Giant, Orc

Two Heads. The ettin has advantage on Perception checks and


saves against being blinded, charmed, deafened, frightened,
stunned, and knocked unconscious.

Wakeful. When one of the ettins heads is asleep, the other is


awake.

ACTIONS
Multiattack. The ettin makes two attacks: one with its battleaxe,
and one with its morningstar.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5, one target. Hit:


14 (2d8+5) slashing damage.

Morningstar. Melee Weapon Attack: +7 to hit, reach 5, one target.


Hit: 14 (2d8+5) piercing damage.

Rock. Ranged Weapon Attack: +5 to hit, range 60/120, one target.


Hit: 5 (3d10+6) bludgeoning damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
25
EMPYREAN CR 23
Huge celestial (titan), chaotic good or neutral evil 50,000 XP Innate Spellcasting: Earthquake (1/day ). Action to cast, 500,
concentration up to 1 minute. For the duration, earth tremors
Armor Class 22 (natural armor)
flow through a 100-radius circle centered on the target point.
Hit Points 313 (19d12+190)
The area becomes difficult terrain, and each creature on the
Speed 50, fly 50, swim 50
ground must make a DC 23 Con save or lose concentration. At
STR DEX CON INT WIS CHA the end of each of the empyreans turn, each creature on the
30 (+10) 21 (+5) 30 (+10) 21 (+5) 22 (+6) 27 (+8) ground must make a DC 23 Dex save or fall prone. At the DMs
Saves Str +17, Int +12, Wis +13, Cha +15 discretion, 1d6 fissures may open, each 1d10x10 deep, 10
Skills Insight +13, Persuasion +15 wide, and stretching across the affected area. A creature
Immunities bludgeoning, piercing, and slashing from nonmagical standing on an opening fissure must make a DC 23 Dex save
weapons of fall in.
Senses truesight 120, passive Perception 16
Languages all Innate Spellcasting: Fire Storm (1/day ). Action to cast, 150,
Challenge 23 (32,500 XP) instantaneous. The empyrean creates 10 10 cubes placed
anywhere within range as long as each cube connects to at
Innate Spellcasting: Greater Restoration (at will). Action to least one other cube. Any creature in the area takes 7d10 fire
cast, touch, instantaneous. The empyrean can reduce the damage (DC 23 Dex save to halve the damage). The cubes
targets exhaustion level by one, or end on of the following: ignite unattended flammable objects.
one effect that charmed or petrified it, a curse or cursed
attunement, a reduction in ability score, an effect decreasing Innate Spellcasting: Plane Shift (1/day ). Action to cast, self
its hit point maximum. only, instantaneous. The empyrean transports to another
plane, taking itself to a general location of the its choosing.
Innate Spellcasting: Pass Without Trace (at will). Action to cast,
self only, concentration up to 1 hour. The empyrean and each Magic Resistance. The empyrean has advantage on saves against
creature of its choice within range have a +10 bonus to spells and other magical effects.
Stealth checks and cant be tracked except by magical means.
Magic Weapon. The empyreans weapon attacks are magical.
Innate Spellcasting: Water Breathing (at will). Action to cast,
30, 24 hours. Up to ten willing creatures of the empyreans ACTIONS
choice are granted the ability to breath underwater.
Maul. Melee Weapon Attack: +17 to hit, reach 10, one target. Hit:
Innate Spellcasting: Water Walk (at will). Action to cast, 30, 1 43 (6d10+10) bludgeoning damage. If the target is a creature,
hour. Up to ten willing creatures of the empyreans choice are it must succeed on a DC 15 Con save or be stunned until the
granted the ability to walk across any liquid as if it were end of the empyreans next turn.
harmless solid ground. If submerged in a liquid, a target is
carried to the surface of the liquid at a speed of 60/round. Bolt. Ranged Weapon Attack: +15 to hit, range 600, one target. Hit:
36 (6d10+3) damage of one of the following types
Innate Spellcasting: Commune (1/day ). One minute to cast, (empyreans choice): acid, cold, fire, force, lightning, radiant,
self, 1 minute. The empyrean can ask up to three questions of or thunder.
its deity, answerable as yes, no, or unclear, for which it
receives a correct answer.
LEGENDARY ACTIONS
Innate Spellcasting: Dispel Evil and Good (1/day ). Action to
cast, self only, concentration up to 1 minute. Celestials, Attack. The empyrean makes one attack.
elementals, fey, fiends, and undead have disadvantage on
attacks against the empyrean. The spell ends early if the Boister. Until the end of the empyreans next turn, all non-hostile
empyrean uses an action to activate either Break creatures within 120 of the empyrean cant be charmed or
Enchantment (touches a creature to remove the charmed or frightened, and gain advantage on ability checks and saves.
frightened condition or end possession by a celestial,
elemental, fey, fiend, or undead), or Dismissal (make a melee Trembling Strike. The empyrean strikes the ground with its maul.
spell attack at +15 against a celestial, elemental, fey, fiend, or All other creatures on the ground within 60 must succeed on
undead, which then makes a Cha save DC 23 to avoid being a DC 25 Str save or fall prone.
returned to its home plane).

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
26
FAERIE DRAGON (RED, ORANGE, OR YELLOW) CR 1
Tiny dragon, chaotic good 200 XP Innate Spellcasting: Minor Illusion (1/day ). Action to cast,
30, 1 minute. The dragon creates a sound or image of an
Armor Class 15 (natural armor) object (not both). An object must be no larger than a 5 cube.
Hit Points 14 (4d4+4) A creature can determine its an illusion with a DC 13
Speed 10, fly 60 Investigation check.
STR DEX CON INT WIS CHA
3 (-4) 20 (+5) 13 (+1) 14 (+2) 12 (+1) 16 (+3) Innate Spellcasting: Color Spray (orange, yellow) (1/day ).
Action to cast, self (15 cone), 1 round. This spell blinds 6d10
Skills Arcane +4, Perception +3, Stealth +7 hit points of creatures in ascending order of their current
Senses darkvision 60, passive Perception 13 totals (ignoring creatures that are blind or unconscious).
Languages Draconic, Sylvan
Innate Spellcasting: Mirror Image (yellow) (1/day ). Action
Superior Invisibility. As a bonus action, the dragon can magically to cast, self, 1 minute. Three illusory duplicates of the dragon
turn invisible until its concentration breaks. Any equipment appear, moving with the dragon. Each time a creature targets
the dragon wears or carries is also invisible. the dragon, roll a d20. The attack hits a duplicate on a 6 or
higher if three duplicates remain, 8 or higher if two remain,
Limited Telepathy. Using telepathy, the dragon can magically and 11 or higher if one remains. A duplicates AC is 15, and it
communicate with any other faerie dragon within 60. is automatically destroyed if hit.

Magic Resistance. The dragon has advantage on saves against ACTIONS


spells and other magical effects.
Bite. Melee Weapon Attack: +7 to hit, reach 5, one creature. Hit: 1
Innate Spellcasting: Dancing Lights (1/day ). Action to cast, piercing damage.
120, concentration up to 1 minute. The dragon creates four
torch-sized motes of light within range, or one in the form of Euphoria Breath (Recharge 56). The dragon targets one
a Medium humanoid. The lights shed 10 of dim light. As a creature within 5 with euphoria gas. The target must make a
bonus action, the dragon can move them up to 60 to a spot DC 11 Wis save or, for one minute, may not take reactions and
within range. must roll a d6 at the start of its turn to determine its actions.
On a 1-4, the target takes no action or bonus action, and uses
Innate Spellcasting: Mage Hand (1/day ). Action to cast, 30, 1 all movement to move in a random direction. On a 5-6, the
minute. The dragon creates a ghost-like hand that can be target doesnt move and takes no action, being able only to
controlled with an action. It can manipulate an object, open reattempt its save to end the effect.
an unlocked door or container, stow or retrieve an item from
an open container, etc.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
27
FAERIE DRAGON (GREEN, BLUE, INDIGO, VIOLET) CR 2
Tiny dragon, chaotic good 450 XP Innate Spellcasting: Suggestion (1/day ). Action to cast, 30,
concentration, up to 8 hours). The dragon makes a one or two
Armor Class 15 (natural armor) sentence reasonable suggestion to a creature that can
Hit Points 14 (4d4+4) understand it. If the target fails a DC 13 Wis save, it must
Speed 10, fly 60 follow the suggestion.
STR DEX CON INT WIS CHA
3 (-4) 20 (+5) 13 (+1) 14 (+2) 12 (+1) 16 (+3) Innate Spellcasting: Major Image (blue, indigo, violet)
(1/day ). Action to cast, 120, concentration up to 10
Skills Arcane +4, Perception +3, Stealth +7 minutes. The dragon creates an image no larger than a 20
Senses darkvision 60, passive Perception 13 cube and complete with appropriate smells, sounds, and
Languages Draconic, Sylvan (harmless) temperature. A creature using an action to
examine the illusion can pierce it with a successful DC 13
Superior Invisibility. As a bonus action, the dragon can magically Investigation check, but otherwise is fooled by the image.
turn invisible until its concentration breaks. Any equipment
the dragon wears or carries is also invisible. Innate Spellcasting: Hallucinatory Terrain (indigo, violet)
(1/day ). 10 minutes to cast, 300, 24 hours. The dragon
Limited Telepathy. Using telepathy, the dragon can magically makes a 150 cube of terrain appear, smell, and feel like
communicate with any other faerie dragon within 60. different natural terrain. If distinguishable by touch, a
creature entering the terrain can pierce the illusion.
Magic Resistance. The dragon has advantage on saves against Otherwise, upon inspection the creature can pierce it with a
spells and other magical effects. successful DC 13 Investigation check.

Innate Spellcasting: Dancing Lights (1/day ). Action to cast, Innate Spellcasting: Polymorph (violet) (1/day ). Action to
120, concentration up to 1 minute. The dragon creates four cast, 60, concentration, up to 1 hour. The dragon transforms
torch-sized motes of light within range, or one in the form of the target into a new form unless the target succeeds at a DC
a Medium humanoid. The lights shed 10 of dim light. As a 13 Wis save. The new form can be a beast of a challenge level
bonus action, the dragon can move them up to 60 to a spot no greater than the level of the target, and the target assumes
within range. the hit points of that form. The target is limited by its new
form, being unable to wield weapons, cast spells, speak, etc. if
Innate Spellcasting: Mage Hand (1/day ). Action to cast, 30, 1 the new form prohibits it. If the spell ends or the targets new
minute. The dragon creates a ghost-like hand that can be form drops to 0 hit points, it reverts to its true form, with
controlled with an action. It can manipulate an object, open damage it took carrying over to its hit point total prior to the
an unlocked door or container, stow or retrieve an item from polymorph.
an open container, etc.
ACTIONS
Innate Spellcasting: Minor Illusion (1/day ). Action to cast,
30, 1 minute. The dragon creates a sound or image of an Bite. Melee Weapon Attack: +7 to hit, reach 5, one creature. Hit: 1
object (not both). An object must be no larger than a 5 cube. piercing damage.
A creature can determine its an illusion with a DC 13
Investigation check. Euphoria Breath (Recharge 56). The dragon targets one
creature within 5 with euphoria gas. The target must make a
Innate Spellcasting: Color Spray (1/day ). Action to cast, self DC 11 Wis save or, for one minute, may not take reactions and
(15 cone), 1 round. This spell blinds 6d10 hit points of must roll a d6 at the start of its turn to determine its actions.
creatures in ascending order of their current totals (ignoring On a 1-4, the target takes no action or bonus action, and uses
creatures that are blind or unconscious). all movement to move in a random direction. On a 5-6, the
target doesnt move and takes no action, being able only to
Innate Spellcasting: Mirror Image (1/day ). Action to cast, reattempt its save to end the effect.
self, 1 minute. Three illusory duplicates of the dragon appear,
moving with the dragon. Each time a creature targets the
dragon, roll a d20. The attack hits a duplicate on a 6 or higher
if three duplicates remain, 8 or higher if two remain, and 11
or higher if one remains. A duplicates AC is 15, and it is
automatically destroyed if hit.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
28
FLAME SKULL CR 4
Tiny undead, neutral evil 1,100 XP
Armor Class 13
Hit Points 40 (9d4+18)
Speed 0, fly 40 (hover)
STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)
Skills Arcana +5, Perception +2
Resistances lightning, necrotic, piercing
Damage Immunities cold, fire, poison
Condition Immunities charmed, frightened, paralyzed, poisoned,
prone
Senses darkvision 60, passive Perception 12
Languages Common

Illumination. The flameskull sheds light, either dim (15 radius)


or bright (15 radius, with dim 15 beyond that). It can switch
between the two as an action.

Magic Resistance. The flameskull has advantage on saves against


spells and other magical effects.

Rejuvenation. If the flameskull is reduced to 0 hit points, it


regains them all within 1 hour unless its remains are either
sprinked with holy water or are subject to a dispel magic or
remove curse spell.

Spellcasting: 5th-level, Int-based, DC 13, +5 to hit

1st 3rd
2nd

Mage Hand (cantrip). Action to cast, 30, 1 minute. The


flameskull creates a ghost-like hand that can be controlled
with an action. It can manipulate an object, open an unlocked
door or container, stow or retrieve an item from an open
container, etc.

Magic Missile (1st). Action to cast, 120, instantaneous. The


flameskull creates a number of darts equal to 2 + the spell slot
used to cast it. A dart deals 1d4+1 force damage, each
targeting the same or different creatures.

Blur (2nd). Action to cast, self, concentration up to 1 minute.


Creatures relying on sight have disadvantage to hit the
flameskull.

Fireball (3rd). Action to cast, 150, instantaneous. Each


creature in a 20-radius sphere centered on a point within
range takes 8d6 fire damage (DC 13 Dex save for half
damage). The fire spreads around corners.

ACTIONS
Multiattack. The flameskull makes two Fire Ray attacks.

Fire Ray. Ranged Weapon Attack: +5 to hit, range 30, one target.
Hit: 10 (3d6) fire damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
29
GENIE: DAO CR 11
Large elemental, neutral evil 7,200 XP Innate Spellcasting: Gaseous Form (1/day ). Action to cast,
touch, concentration up to 1 hour. A willing, corporeal target
Armor Class 18 (natural armor)
transforms into a cloud until the spell ends or the target
Hit Points 187 (15d10+105)
drops to 0 hit points. The target has only a fly speed (10); can
Speed 30, burrow 30, fly 30
enter and occupy a space occupied by another creature; has
STR DEX CON INT WIS CHA resistance to nonmagical damage; and has advantage on Str,
23 (+6) 12 (+1) 24 (+7) 12 (+1) 13 (+1) 14 (+2) Dex, and Con saves. The target can pass through small holes
Saves Int +5, Wis +5, Cha +6 but treats liquids as solid surfaces.
Condition Immunities petrified
Skills Perception +4, Stealth +10 Innate Spellcasting: Invisibility (1/day ). Action to cast, self
Senses darkvision 120, passive Perception 11 only, concentration up to 1 hour. The dao and its equipment
Languages Terran become invisible until it attacks or casts a spell.

Earth Glide. The dao can burrow through nonmagical, unworked Innate Spellcasting: Phantasmal Killer (1/day ). Action to
earth and stone. While doing so, the dao leaves such material cast, 120, concentration up to 1 minute. The target must
undisturbed. make a DC 14 Wis save or become frightened for the duration
due to the illusory manifestation of its nightmares. At the
Elemental Demise. If the dao dies, its body disintegrates into start of each of its turns, the target must the Wis save or take
crystalline powder, leaving behind equipment it was wearing 4d10 psychic damage. On a successful save, the spell ends.
or carrying.
Innate Spellcasting: Plane Shift (1/day ). Action to cast, touch,
Sure-Footed. The dao has advantage on Str and Dex saves made instantaneous. The dao and up to 8 willing creatures who link
against effects that would knock it prone. hands in a circle transport to another plane, taking the
creatures to a general location of the daos choosing.
Innate Spellcasting: Move Earth (3/day ). Action to cast, Alternatively, the dao can banish with a melee spell attack
120, concentration up to 2 hours. The dao reshapes an area (+6) a creature that fails to make a DC 14 Cha save.
of dirt, sand, or clay (but not stone) up to 40 on each side,
with those shapes not exceeding half of the areas largest Innate Spellcasting: Wall of Stone (1/day ). Action to cast,
dimension. The changes require 10 minutes to complete. At 120, concentration up to 10 minutes. The dao creates a wall
the end of each period of 10 minutes, the dao may choose of stone consisting of 10 contiguous 10 by 10 panels 6 thick,
another area to affect. Other features of the terrain react or 10 by 20 panels 3 thick. Each creature whose space is
normally to the changes (e.g., a building will collapse, an targeted is pushed to one side of the wall (the daos choice). If
avalanche could result from unstable land, plant life will a creature would be entirely enclosed, it may make a DC 14
move with affected land). Dex save, on a success using its reaction to move its speed
such that its not confined. The wall need not rest on a solid
Innate Spellcasting: Passwall (3/day ). Action to cast, surface but must connect and merge with solid stone at each
30, 1 hour. The dao opens a passage in a surface made of end. Each panel has AC 15 and 30 hp/inch of thickness. If
plaster, stone, or wood up to 5 wide, 8 tall, and 20 deep, reduced to 0 hp, a panel is destroyed. If the spell is
without creating instability. If anyone is in the passage when maintained for the entire 10 minutes, it becomes permanent
the spell ends, theyre harmlessly ejected. and cannot be dispelled.

Innate Spellcasting: Tongues (3/day ). Action to cast, ACTIONS


touch, 1 hour. The target can understand any spoken
language, and when the target speaks, any creature knowing Multiattack. The dao makes two fist attacks or two maul attacks.
at least one language can understand the target.
Fist. Melee Weapon Attack: +10 to hit, reach 5, one target. Hit: 30
Innate Spellcasting: Conjure Earth Elemental (1/day ). 1 (4d8+12) bludgeoning damage.
minute to cast, 90, concentration up to 1 hour. The dao
conjures a CR 5 (or lower) earth elemental, appearing in an Maul. Melee Weapon Attack: +10 to hit, reach 5, one target. Hit: 27
unoccupied square within 10 of the dao. The elemental (6d6+6) bludgeoning damage. If the target is a Huge or
disappears when it drops to 0 hp. The elemental is friendly to smaller creature, it must succeed on a DC 18 Str check or fall
the dao and obeys its commands. It has its own initiative. If prone.
the daos concentration is broken, the dao loses control over
the elemental.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
30
GENIE: DJINNI CR 11 Innate Spellcasting: Conjure Air Elemental (1/day ). 1
Large elemental, chaotic good 7,200 XP minute, 90, concentration up to 1 hour. The djinni conjures a
CR 5 (or lower) air elemental, appearing in an unoccupied
Armor Class 17 (natural armor)
square within 10 of the djinni. The elemental disappears
Hit Points 161 (14d10+84)
when it drops to 0 hp. The elemental is friendly to the dao
Speed 30, fly 90
and obeys its commands. It has its own initiative. If the
STR DEX CON INT WIS CHA djinnis concentration is broken, the djinni loses control over
21 (+5) 15 (+2) 22 (+6) 15 (+2) 16 (+3) 20 (+5) the elemental.
Saves Dex +6, Wis +7, Cha +9
Damage Immunities lightning, thunder Innate Spellcasting: Creation (1/day ). 1 minute to cast, 30,
Senses darkvision 120, passive Perception 13 special duration. The djinni creates a nonliving object of
Languages Auran vegetable matter, such as rope or wood, or minerals, which is
no greater in size than a 5 cube. The duration of the object
Elemental Demise. If the djinni dies, its body disintegrates into a depends on its material (use the shortest duration if the
warm breeze, leaving behind only equipment the genie was object consists of several materials).
carrying.
Material Duration
Innate Spellcasting: Detect Evil and Good (at will). Action to Vegetable matter 1 day
Stone or crystal 12 hours
cast, self, concentration up to 10 minutes. The djinni knows if
Precious metals 1 hour
theres an aberration, celestial, elemental, fey, fiend, undead, Gems 10 minutes
or magically consecrated/desecrated place or object within Adamantium or mithral 1 minute
30 of it, as well as its exact location.
Innate Spellcasting: Gaseous Form (1/day ). Action to cast,
Innate Spellcasting: Detect Magic (at will). Action to cast, self, touch, concentration up to 1 hour. A willing, corporeal target
concentration up to 10 minutes. The djinni can detect the transforms into a cloud until the spell ends or the target
presence of magic within 30 of it. It can use an action to see drops to 0 hit points. The target has only a fly speed (10); can
an aura around the source and detect its school of magic. This enter and occupy a space occupied by another creature; has
ability is blocked by 1 of stone, 1 of common metal, a thin resistance to nonmagical damage; and has advantage on Str,
sheet of lead, or 3 of wood or dirt. Dex, and Con saves. The target can pass through small holes
but treats liquids as solid surfaces.
Innate Spellcasting: Thunderwave (at will). Action to cast, 15
cube from the djinni, instantaneous. Each creature within the
Innate Spellcasting: Invisibility (1/day ). Action to cast, self
cube takes 2d8 thunder damage and is pushed 10 (DC 17 Con
only, concentration up to 1 hour. The djinni and its
save for half damage and no push. Unsecured objects are
equipment become invisible until it attacks or casts a spell.
pushed 10 and the spell creates a thunderclap that can be
heard for 300. Innate Spellcasting: Major Image (1/day ). Action to cast,
120, concentration up to 1 minute. The target must make a
Innate Spellcasting: Create Food and Water (3/day ).
DC 14 Wis save or become frightened for the duration due to
Action to cast, 30, instantaneous. The djinni creates 45
the illusory manifestation of its nightmares. At the start of
pounds of food and 30 gallons of water, enough to sustain up
each of its turns, the target must the Wis save or take 4d10
to fifteen humanoids or five steeds for 24 hours. The food
psychic damage. On a successful save, the spell ends.
spoils after 24 hours, but the water doesnt go bad. The djinni
can create wine instead of water. Innate Spellcasting: Plane Shift (1/day ). Action to cast, touch,
instantaneous. The djinni and up to 8 willing creatures who
Innate Spellcasting: Tongues (3/day ). Action to cast, link hands in a circle transport to another plane, taking the
touch, 1 hour. The target can understand any spoken creatures to a general location of the djinnis choosing.
language, and when the target speaks, any creature knowing Alternatively, the djinni can banish with a melee spell attack
at least one language can understand the target. (+6) a creature that fails to make a DC 14 Cha save.
Innate Spellcasting: Wind Walk (3/day ). 1 minute to
cast, 30, 8 hours. The djinni and up to 10 willing creatures its
ACTIONS
can see within range assume the form of cloud wisps. Each Multiattack. The djinni makes three scimitar attacks.
creature has a fly speed of 300 and resistance to damage
from nonmagical weapons. While in cloud form, each creature Scimitar. Melee Weapon Attack: +9 to hit, reach 5, one target. Hit:
may use its action to take only the dash action or to spend 1 24 (4d8+6) slashing damage plus 3 (1d6) lightning or
minute reverting to its customary form. Until the spell ends, thunder damage (djinnis choice).
the creature may spend 1 minute to revert back to the cloud
form. If a creature is flying in cloud form when the spell ends, Create Whirlwind. The djinni creates a 5 radius, 30 tall cylinder
it descends safely at 60/round for 1 minute. If it doesnt of swirling air within 120 (concentration to maintain). Any
reach the ground, it falls the remaining distance as normal. other creature entering it must make a DC 18 Str save or be
restrained. The djinni can move it up to 60 as an action,
taking restrained creatures with it. A DC 18 Str check is
necessary to break free or help another to break free.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
31
GENIE: EFREETI CR 11
Large elemental, neutral evil 7,200 XP Innate Spellcasting: Gaseous Form (1/day ). Action to cast,
touch, concentration up to 1 hour. A willing, corporeal target
Armor Class 17 (natural armor)
transforms into a cloud until the spell ends or the target
Hit Points 200 (16d10+112)
drops to 0 hit points. The target has only a fly speed (10); can
Speed 40, fly 60
enter and occupy a space occupied by another creature; has
STR DEX CON INT WIS CHA resistance to nonmagical damage; and has advantage on Str,
22 (+6) 12 (+1) 24 (+7) 16 (+3) 15 (+2) 16 (+3) Dex, and Con saves. The target can pass through small holes
Saves Int +7, Wis +6, Cha +7 but treats liquids as solid surfaces.
Damage Immunities fire
Senses darkvision 120, passive Perception 12 Innate Spellcasting: Invisibility (1/day ). Action to cast, self
Languages Ignan only, concentration up to 1 hour. The efreeti and its
equipment become invisible until it attacks or casts a spell.
Elemental Demise. If the efreeti dies, its body disintegrates in a
flash of fire and a puff of smoke, leaving behind equipment it Innate Spellcasting: Major Image (1/day ). Action to cast,
was wearing or carrying. 120, concentration up to 1 minute. The target must make a
Wis save or become frightened for the duration due to the
Innate Spellcasting: Detect Magic (at will). Action to cast, self, illusory manifestation of its nightmares. At the start of each of
concentration up to 10 minutes. The efreeti can detect the its turns, the target must the Wis save or take 4d10 psychic
presence of magic within 30 of it. It can use an action to see damage. On a successful save, the spell ends.
an aura around the source and detect its school of magic. This
ability is blocked by 1 of stone, 1 of common metal, a thin Innate Spellcasting: Plane Shift (1/day ). Action to cast, touch,
sheet of lead, or 3 of wood or dirt. instantaneous. The efreeti and up to 8 willing creatures who
link hands in a circle transport to another plane, taking the
Innate Spellcasting: Enlarge/Reduce (3/day ). Action to creatures to a general location of the efreetis choosing.
cast, 30, concentration up to 1 minute. The efreeti chooses a Alternatively, the efreeti can banish with a melee spell attack
creature (DC 15 Con save to resist) or unattended object. A (+6) a creature that fails to make a DC 14 Cha save.
creatures possessions grow or shrink with it. If enlarged, the
target doubles in size (or the maximum possible given space Innate Spellcasting: Wall of Fire (1/day ). Action to cast, 120,
limitations), its weight increase by a factor of 8, it gains concentration up to 1 minute. The efreeti creates a wall of fire
advantage on Str checks and Str saves, and its attacks do an resting on a solid surface. The wall can be up to 60 long, 20
extra 1d4 damage. If reduced, the target is halved in size, its high, and 1 thick, or a ringed wall up to 20 in diameter, 20
weight is reduced by a factor of 8, it suffers disadvantage on high, and 1 thick. Each creature whose space is targeted
Str checks and Str saves, and its attacks do 1d4 less damage takes 5d8 fire damage (DC 15 Dex save for half damage).
(minimum damage of 1). Additionally, one side of the wall (efreetis choice) deals 5d8
fire damage to each creature that ends its turn within 10 on
Innate Spellcasting: Tongues (3/day ). Action to cast, that side, or to any creature ending its turn inside a wall for
touch, 1 hour. The target can understand any spoken the first time.
language, and when the target speaks, any creature knowing
at least one language can understand the target. ACTIONS
Innate Spellcasting: Conjure Fire Elemental (1/day ). 1 Multiattack. The efreeti makes two scimitar attacks or uses Hurl
minute, 90, concentration up to 1 hour. The efreeti conjures a Flame twice.
CR 5 (or lower) fire elemental, appearing in an unoccupied
square within 10 of the efreeti. The elemental disappears Scimitar. Melee Weapon Attack: +10 to hit, reach 5, one target.
when it drops to 0 hp. The elemental is friendly to the efreeti Hit: 23 (4d8+5) slashing damage plus 7 (2d6) fire damage.
and obeys its commands. It has its own initiative. If the
efreetis concentration is broken, the efreeti loses control Hurl Flame. Ranged Spell Attack: +7 to hit, range 120, one target.
over the elemental. Hit: 27 (6d6+6) fire damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
32
GENIE: MARID CR 11 Innate Spellcasting: Conjure Water Elemental (1/day ). 1
Large elemental, chaotic neutral 7,200 XP minute, 90, concentration up to 1 hour. The marid conjures a
CR 5 (or lower) water elemental, appearing in an unoccupied
Armor Class 17 (natural armor)
square within 10 of the marid. The elemental disappears
Hit Points 229 (17d10+136)
when it drops to 0 hp. The elemental is friendly to the marid
Speed 30, fly 60, swim 90
and obeys its commands. It has its own initiative. If the
STR DEX CON INT WIS CHA marids concentration is broken, the marid loses control over
22 (+6) 12 (+1) 26 (+8) 18 (+4) 17 (+3) 18 (+4) the elemental.
Saves Dex +5, Wis +7, Cha +8
Damage Resistances acid, cold, lightning Innate Spellcasting: Control Water (1/day ). 1 minute, 90,
Senses blindsight 30, darkvision 120, passive Perception 13 concentration up to 1 hour. The marid controls water in a
Languages Aquan cube up to 100 per side. The marid can choose any of the
Amphibious. The marid can breathe both air and water. following effects, switching from one to the other, or
repeating the current one, as an action. Flood: The marid
Elemental Demise. If the marid dies, its body disintegrates into a causes the water level of standing water to rise by up to 20;
burst of water and foam, leaving behind equipment it was or, for a large body of water, create a 20-tall wave that moves
wearing or carrying. from one side to the other then crashes down, moving Huge
or smaller vehicles with it (25% chance of capsizing).
Innate Spellcasting: Create or Destroy Water (at will). Action to Redirect Flow: The marid causes flowing water to move in
cast, 30, instantaneous. The marid can create up to 10 gallons the direction of its choosing, even if the direction is
of clean water in an open container; cause rain in a 30 cube, unintuitive. Whirlpool: The marid creates a body of water at
extinguishing open flames; destroy up to 10 gallons of water least 50 x 50 square, and 25 deep with a 25-tall whirlpool
in an open container; or destroy fog in a 30 cube within in the center, 5 wide at the base and up to 50 wide at the top.
range. A creature can swim away from the vortex with a DC 16 Str
check. When a creature enters the vortex for the first time or
Innate Spellcasting: Detect Evil and Good (at will). Action to starts its turn there, it takes 2d8 bludgeoning damage and is
cast, self, concentration up to 10 minutes. The marid knows if caught in the vortex (DC 16 Str save for half damage and not
theres an aberration, celestial, elemental, fey, fiend, undead, being caught). A caught creature can escape with a DC 16 Str
or magically consecrated/desecrated place or object within (Athletics) check, which is made at disadvantage.
30 of it, as well as its exact location.
Innate Spellcasting: Gaseous Form (1/day ). Action to cast,
Innate Spellcasting: Detect Magic (at will). Action to cast, self, touch, concentration up to 1 hour. A willing, corporeal target
concentration up to 10 minutes. The marid can detect the transforms into a cloud until the spell ends or the target
presence of magic within 30 of it. It can use an action to see drops to 0 hit points. The target has only a fly speed (10); can
an aura around the source and detect its school of magic. This enter and occupy a space occupied by another creature; has
ability is blocked by 1 of stone, 1 of common metal, a thin resistance to nonmagical damage; and has advantage on Str,
sheet of lead, or 3 of wood or dirt. Dex, and Con saves. The target can pass through small holes
but treats liquids as solid surfaces.
Innate Spellcasting: Fog Cloud (at will). Action to cast, 120,
concentration up to 1 hour. The marid creates a 20-radius Innate Spellcasting: Invisibility (1/day ). Action to cast, self
sphere centered on a point within range. Its area is heavily only, concentration up to 1 hour. The marid and its
obscured. The fog spreads around corners, and it is dispersed equipment become invisible until it attacks or casts a spell.
by a wind of at least 10 mph.
Innate Spellcasting: Plane Shift (1/day ). Action to cast, touch,
Innate Spellcasting: Purify Food and Drink (at will). Action to instantaneous. The marid and up to 8 willing creatures who
cast, 10, instantaneous. All food in a 5-radius sphere is link hands in a circle transport to another plane, taking the
purified and freed from poison and disease. creatures to a general location of the marids choosing.
Alternatively, the marid can banish with a melee spell attack
Innate Spellcasting: Tongues (3/day ). Action to cast, (+8) a creature that fails to make a DC 16 Cha save.
touch, 1 hour. The target can understand any spoken
language, and when the target speaks, any creature knowing ACTIONS
at least one language can understand the target.
Multiattack. The marid makes two trident attacks.
Innate Spellcasting: Water Breathing (3/day ). Action to
Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 5 or
cast, 30, 24 hours. Up to ten willing creatures of the marids
range 20/60, one target. Hit: 19 (3d6+6) piercing damage, or
choice are granted the ability to breath underwater.
21 (3d6+8) piercing damage if used with two hands to make
in melee.
Innate Spellcasting: Water Walk (3/day ). Action to cast,
30, 1 hour. Up to ten willing creatures of the marids choice
Water Jet. The marid shoots a water jet 60 long and 5 wide. Each
are granted the ability to walk across any liquid as if it were
creature in the line takes 21 (6d6) bludgeoning damage and
harmless solid ground. If submerged in a liquid, a target is
(if Huge or smaller) is pushed 10 and knocked prone (DC 16
carried to the surface of the liquid at a speed of 60/round.
Dex save for half damage and no push).

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
33
GIANT: CLOUD GIANT CR 9
Huge giant, neutral evil 5,000 XP Innate Spellcasting: Telekinesis (3/day ). Action to cast,
60, concentration up to 10 minutes. Each round, as an action,
Armor Class 14 (natural armor) the giant can manipulate a creature or object. Creature. The
Hit Points 200 (16d12+96) giant makes a +7 spell attack contested by the creatures Str
Speed 40 check. If successful, the giant moves the creature 30 in any
STR DEX CON INT WIS CHA direction, but not outside the range of the spell, where it
27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3) remains restrained. On its turn, the giant can maintain the
Saves Con +10, Wis +7, Cha +7 grip or repeat the contest. Object. The giant moves up to
Skills Insight +7, Perception +7 1,000 lbs. 30 in any direction. If the object is attended, the
Senses passive Perception 17 giant must succeed at the contest above against the attending
Languages Common, Giant creature. The giant may make minor manipulations on the
object, such as turning a doorknob, opening a container, etc.
Keen Smell. The giant has advantage on Perception checks that Innate Spellcasting: Control Weather (1/day ). Ten minutes
rely on smell. to cast, self (5-mile radius), concentration up to 8 hours. The
giant must have a clear path to the sky. The giant can change
Innate Spellcasting: Detect Magic (at will). Action to cast, self, precipitation, temperature, and wind every 1d4x10 minutes,
concentration up to 10 minutes. The giant can detect the moving one of those characteristics up or down on the
presence of magic within 30 of it. It can use an action to see following table:
an aura around the source and detect its school of magic. This
ability is blocked by 1 of stone, 1 of common metal, a thin Stage Precipitation Temperature Wind
sheet of lead, or 3 of wood or dirt. 1 Clear Blazing Heat Calm
2 Light Clouds Hot Moderate wind
Innate Spellcasting: Fog Cloud (at will). Action to cast, 120,
3 Overcast or fog Warm Strong wind
concentration up to 1 hour. The giant creates a 20-radius
4 Rain, hail, or Cool Gale
sphere centered on a point within range. Its area is heavily
snow
obscured. The fog spreads around corners, and it is dispersed
by a wind of at least 10 mph. 5 Torrential rain, Cold Storm
driving hail, or
Innate Spellcasting: Light (at will). Action to cast, touch, 1 hour. blizzard
Until the spell ends, an object or creature touched, which 6 Arctic cold
must be no larger than 10 in any dimension, sheds bright
light (of any color the giant chooses) in a 20 radius, and dim Innate Spellcasting: Gaseous Form (1/day ). Action to cast,
light for an additional 20. A hostile creature targeted by the touch, concentration up to 1 hour. A willing, corporeal target
spell may avoid it with a DC 15 Dex save. transforms into a cloud until the spell ends or the target
drops to 0 hit points. The target has only a fly speed (10); can
Innate Spellcasting: Feather Fall (3/day ). Reaction to enter and occupy a space occupied by another creature; has
cast when the giant or a creature within 60 of the giant falls, resistance to nonmagical damage; and has advantage on Str,
60, 1 minute. The giant chooses up to five falling creatures Dex, and Con saves. The target can pass through small holes
within range and slows their decent to 60 per round. If the but treats liquids as solid surfaces.
target lands before the spell ends, it takes no falling damage.
ACTIONS
Innate Spellcasting: Fly (3/day ). Action to cast, touch,
concentration up to 10 minutes. A willing creature gains a fly Multiattack. The giant makes two morningstar attacks.
speed of 60. When the spell ends, the target falls if its still
airborne. Morningstar. Melee Weapon Attack: +12 to hit, reach 10, one
target. Hit: 35 (4d8+8) bludgeoning damage.
Innate Spellcasting: Misty Step (3/day ). Bonus action to
cast, self, instantaneous. The giant teleports up to 30 to an Rock. Ranged Weapon Attack: +9 to hit, range 60/240, one target.
unoccupied space it can see. Hit: 33 (5d10+6) bludgeoning damage.

Create Beanstalk. The giant can create an immobile beanstalk 10


in diameter and up to 1 mile tall. It may be climbed without a
climb check, though speed penalties still apply as normal. The
beanstalk is permanent until dispelled by the giant as an
Action, or dispelled by a Dispel Magic or similar spell.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
34
GIANT: FIRE GIANT CR 9
Huge giant, lawful evil 5,000 XP
Armor Class 18 (plate armor)
Hit Points 162 (13d12+78)
Speed 30
STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 23 (+6) 10 (+0) 14 (+2) 13 (+1)
Saves Dex +3, Con +10, Cha +5
Skills Athletics +11, Perception +6
Damage Immunities Fire
Senses passive Perception 16
Languages Giant

Innate Spellcasting: Burning Hands (2/day ). Action to


cast, 15 cone originating from the giant, instantaneous. A 15
cone of flame shoots forth from the giants outstretched
fingertips. Each creature within the cone takes 5d6 fire
damage (Con save DC 13 for half damage). An unattended,
flammable object hit by the spell is set afire.

ACTIONS
Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 10, one


target. Hit: 28 (6d6+7) slashing damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240, one


target. Hit: 29 (4d10+7) bludgeoning damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
35
GIANT: FROST GIANT CR 8
Huge giant, neutral evil 3,900 XP
Armor Class 15 (patchwork armor)
Hit Points 138 (12d12+60)
Speed 40
STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 21 (+5) 9 (-1) 10 (+0) 12 (+1)
Saves Con +8, Wis +3, Cha +4
Skills Athletics +9, Perception +3
Damage Immunities Cold
Senses passive Perception 13
Languages Giant

Innate Spellcasting: Icy Spray (2/day ). Action to cast, 15


cone originating from the giant, instantaneous. A 15 cone of
ice shoots forth from the giants outstretched fingertips. Each
creature within the cone takes 4d6 cold damage (Con save DC
12 for half damage). An unattended object hit by the spell is
restrained, requiring a DC 12 Str check to dislodge it.

ACTIONS
Multiattack. The giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +9 to hit, reach 10, one target.


Hit: 25 (3d12+6) slashing damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240, one target.


Hit: 28 (4d10+6) bludgeoning damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
36
GIANT: HILL GIANT CR 5
Huge giant, chaotic evil 1,800 XP
Armor Class 13 (natural armor)
Hit Points 105 (10d12+40)
Speed 40
STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2)
Skills Perception +2
Senses passive Perception 12
Languages Giant

ACTIONS
Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +8 to hit, reach 15, one target.


Hit: 18 (3d8+5) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60/240, one target.


Hit: 21 (3d10+5) bludgeoning damage. If the target is a
creature, it must succeed on a DC 17 Str save or fall prone.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
37
GIANT: STONE GIANT CR 7
Huge giant, neutral 2,900 XP
Armor Class 17 (natural armor)
Hit Points 126 (11d12+55)
Speed 40
STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2)
Skills Perception +2
Senses passive Perception 12
Languages Giant

Stone Camouflage. The giant has advantage on Stealth checks


made to hide in rocky terrain.

Innate Spellcasting: Thorn Whip (1/day ). Action to cast, 30,


instantaneous. The giant makes a melee spell attack (+1). On
a hit, the creature takes 2d6 piercing damage and is pulled 10
closer to the giant.

ACTIONS
Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 10, one target.


Hit: 19 (3d8+6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240, one target.


Hit: 28 (4d10+6) bludgeoning damage.

REACTIONS
Rock Catching. With a successful DC 10 Dex save, the giant can
catch a rock or similar object hurled at it and take no damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
38
GIANT: STORM GIANT CR 13
Huge giant, chaotic good 10,000 XP Innate Spellcasting: Control Weather (3/day ). Ten
minutes to cast, self (5-mile radius), concentration up to 8
Armor Class 16 (scale armor) hours. The giant must have a clear path to the sky. The giant
Hit Points 230 (20d12+100) can change precipitation, temperature, and wind every
Speed 50, swim 50 1d4x10 minutes, moving one of those characteristics up or
STR DEX CON INT WIS CHA down on the following table:
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)
Stage Precipitation Temperature Wind
Saves Str +14, Con +10, Wis +9, Cha +9 1 Clear Blazing Heat Calm
Skills Arcana +8, Athletics +14, History +8, Perception +9 2 Light Clouds Hot Moderate wind
Damage Resistances Cold 3 Overcast or fog Warm Strong wind
Damage Immunities lightning, thunder 4 Rain, hail, or Cool Gale
Senses passive Perception 19 snow
Languages Common, Giant 5 Torrential rain, Cold Storm
driving hail, or
Amphibious. The giant can breathe both air and water. blizzard
6 Arctic cold
Innate Spellcasting: Detect Magic (at will). Action to cast, self,
concentration up to 10 minutes. The giant can detect the Innate Spellcasting: Water Breathing (3/day ). Action to
presence of magic within 30 of it. It can use an action to see cast, 30, 24 hours. Up to ten willing creatures of the giants
an aura around the source and detect its school of magic. This choice are granted the ability to breath underwater.
ability is blocked by 1 of stone, 1 of common metal, a thin
sheet of lead, or 3 of wood or dirt.
ACTIONS
Innate Spellcasting: Feather Fall (at will). Reaction to cast when
the giant or a creature within 60 of the giant falls, 60, 1 Multiattack. The giant makes two greatsword attacks.
minute. The giant chooses up to five falling creatures within
range and slows their decent to 60 per round. If the creature Greatsword. Melee Weapon Attack: +14 to hit, reach 10, one
lands before the spell ends, it takes no falling damage. target. Hit: 30 (9d6+9) slashing damage.

Innate Spellcasting: Levitate (at will). Action to cast, self only, Rock. Ranged Weapon Attack: +14 to hit, range 60/240, one
concentration up to 10 minutes. The drow rises 20 and can target. Hit: 35 (4d12+9) bludgeoning damage.
change its altitude 20 as movement. It can move horizontally
by grabbing a nearby fixed object, essentially climbing. Lightning Strike (Recharge 56). The giant hurls a lightning bolt
at a point it can see within 50. Each creature within 10 takes
Innate Spellcasting: Light (at will). Action to cast, touch, 1 hour. 54 (12d8) lightning damage (DC 17 Dex save for half
Until the spell ends, an object or creature touched, which damage).
must be no larger than 10 in any dimension, sheds bright
light (of any color the giant chooses) in a 20 radius, and dim
light for an additional 20. A hostile creature targeted by the
spell may avoid it with a DC 15 Dex save.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
39
GITHYANKI KNIGHT CR 8
Medium humanoid (gith), lawful evil 3,900 XP Silver Greatsword. Melee Weapon Attack: +9 to hit, reach 5, one
target. Hit: 13 (2d6+6) slashing damage, plus 10 (3d6)
Armor Class 18 (plate armor) psychic damage. This a magic weapon attack. On a critical hit
Hit Points 91 (14d8+28) against a target in an astral body (as with the Astral
Speed 30 Projection spell), the githyanki can cut the targets silvery
STR DEX CON INT WIS CHA cord instead of dealing damage.
16 (+3) 14 (+2) 15 (+2) 14 (+2) 14 (+2) 15 (+2)
Dart. Ranged Weapon Attack: +5 to hit, range 20/60, one target.
Saves Con +5, Int +5, Wis +5 Hit: 4 (1d4+2) piercing damage.
Senses passive Perception 12
Languages Gith

Innate Spellcasting: Mage Hand (at will). Action to cast, 30, 1


minute. The githyanki creates an invisible hand that can be
controlled with an action. It can manipulate an object, open
an unlocked door or container, stow or retrieve an item from
an open container, etc.

Innate Spellcasting: Jump (3/day ). Action to cast, touch,


1 minute. The target creatures jump distance is tripled until
the spell ends.

Innate Spellcasting: Misty Step (3/day ). Bonus action to


cast, self, instantaneous. The githyanki teleports up to 30 to
an unoccupied space it can see.

Innate Spellcasting: Nondetection (3/day ). Action to


cast, touch, 8 hours. The githyanki cant be targeted by
divination magic or perceived through scrying.

Innate Spellcasting: Tongues (3/day ). Action to cast,


touch, 1 hour. The target can understand any spoken
language, and when the target speaks, any creature knowing
at least one language can understand the target.

Innate Spellcasting: Plane Shift (1/day ). Action to cast, self


only, instantaneous. The githyanki transports to another
plane, taking itself to a general location of the its choosing.

Innate Spellcasting: Telekinesis (1/day ). Action to cast, 60,


concentration up to 10 minutes. Each round, as an action, the
githyanki can manipulate a creature or object. Creature. The
githyanki makes a +5 spell attack contested by the creatures
Str check. If successful, the githyanki moves the creature 30
in any direction, but not outside the range of the spell, where
it remains restrained. On its turn, the githyanki can maintain
the grip or repeat the contest. Object. The githyanki moves
up to 1,000 lbs. 30 in any direction. If the object is attended,
the giant must succeed at the contest above against the
attending creature. The githyanki may make minor
manipulations on the object, such as turning a doorknob,
opening a container, etc.

ACTIONS
Multiattack. The githyanki makes two silver greatsword attacks.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
40
GITHYANKI WARRIOR CR 3
Medium humanoid (gith), lawful evil 700 XP
Armor Class 17 (half-plate armor)
Hit Points 49 (9d8+9)
Speed 30
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 13 (+1) 13 (+1) 10 (+0)
Saves Con +3, Int +3, Wis +3
Senses passive Perception 11
Languages Gith

Innate Spellcasting: Mage Hand (at will). Action to cast, 30, 1


minute. The githyanki creates an invisible hand that can be
controlled with an action. It can manipulate an object, open
an unlocked door or container, stow or retrieve an item from
an open container, etc.

Innate Spellcasting: Jump (3/day ). Action to cast, touch,


1 minute. The target creatures jump distance is tripled until
the spell ends.

Innate Spellcasting: Misty Step (3/day ). Bonus action to


cast, self, instantaneous. The githyanki teleports up to 30 to
an unoccupied space it can see.

Innate Spellcasting: Nondetection (3/day ). Action to


cast, touch, 8 hours. The githyanki cant be targeted by
divination magic or perceived through scrying.

ACTIONS
Multiattack. The githyanki makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5, one target.


Hit: 9 (2d6+2) slashing damage, plus 7 (2d6) psychic damage.

Dart. Ranged Weapon Attack: +4 to hit, range 20/60, one target.


Hit: 4 (1d4+2) piercing damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
41
GITHZERAI ZERTH CR 6
Medium humanoid (gith), lawful neutral 2,300 XP Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5, one
target. Hit: 6 (1d8+2) bludgeoning damage, plus 9 (2d8)
Armor Class 17 psychic damage. This is a magic weapon attack.
Hit Points 84 (13d8+26)
Speed 30 Shuriken. Ranged Weapon Attack: +4 to hit, range 20/60, one
STR DEX CON INT WIS CHA target. Hit: 10 (2d4+5) piercing damage.
12 (+1) 18 (+4) 15 (+2) 16 (+3) 17 (+3) 12 (+1)
Saves Str +4, Dex +7, Int +6, Wis +6
Skills Arcana +6, Insight +6, Perception +6
Senses passive Perception 14
Languages Gith

Innate Spellcasting: Mage Hand (at will). Action to cast, 30, 1


minute. The githzerai creates an invisible hand that can be
controlled with an action. It can manipulate an object, open
an unlocked door or container, stow or retrieve an item from
an open container, etc.

Innate Spellcasting: Feather Fall (3/day ). Reaction to


cast when the githzerai or a creature within 60 of the
githzerai falls, 60, 1 minute. The githzerai chooses up to five
falling creatures within range and slows their decent to 60
per round. If the creature lands before the spell ends, it takes
no falling damage.

Innate Spellcasting: Jump (3/day ). Action to cast, touch,


1 minute. The target creatures jump distance is tripled until
the spell ends.

Innate Spellcasting: See Invisibility (3/day ). Bonus


action to cast, self, instantaneous. The githzerai can see
invisible creatures as if they were visible, and can see
ethereal creatures as ghostly, translucent figures.

Innate Spellcasting: Shield (3/day ). Reaction to a hit on


the githzerai, self, 1 round. Until the start of its next turn, the
githzerai has an AC of 22, including against the triggering
attack, and has immunity to magic missile.

Innate Spellcasting: Phantasmal Killer (1/day ). Action to


cast, 120, concentration up to 1 minute. The target must
make a DC 14 Wis save or become frightened for the duration
due to the illusory manifestation of its nightmares. At the
start of each of its turns, the target must the Wis save or take
4d10 psychic damage. On a successful save, the spell ends.

Innate Spellcasting: Plane Shift (1/day ). Action to cast, self


only, instantaneous. The githzerai transports to another
plane, taking itself to a general location of the its choosing.

Psychic Defense. While the githzerai is wearing no armor and


wielding no shield, its AC includes its Wis modifier.

ACTIONS

Multiattack. The githzerai makes two unarmed strikes.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
42
GITHZERAI MONK CR 2
Medium humanoid (gith), lawful neutral 450 XP
Armor Class 14
Hit Points 38 (7d8+7)
Speed 30
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 13 (+1) 14 (+2) 10 (+0)
Saves Str +3, Dex +4, Int +3, Wis +4
Skills Insight +4, Perception +4
Senses passive Perception 14
Languages Gith
Innate Spellcasting: Mage Hand (at will). Action to cast, 30, 1
minute. The githzerai creates an invisible hand that can be
controlled with an action. It can manipulate an object, open
an unlocked door or container, stow or retrieve an item from
an open container, etc.

Innate Spellcasting: Feather Fall (3/day ). Reaction to


cast when the githzerai or a creature within 60 of the
githzerai falls, 60, 1 minute. The githzerai chooses up to five
falling creatures within range and slows their decent to 60
per round. If the creature lands before the spell ends, it takes
no falling damage.

Innate Spellcasting: Jump (3/day ). Action to cast, touch,


1 minute. The target creatures jump distance is tripled until
the spell ends.

Innate Spellcasting: See Invisibility (3/day ). Bonus


action to cast, self, instantaneous. The githzerai can see
invisible creatures as if they were visible, and can see
ethereal creatures as ghostly, translucent figures.

Innate Spellcasting: Shield (3/day ). Reaction to a hit on


the githzerai, self, 1 round. Until the start of its next turn, the
githzerai has an AC of 19, including against the triggering
attack, and has immunity to magic missile.

Psychic Defense. While the githzerai is wearing no armor and


wielding no shield, its AC includes its Wis modifier.
ACTIONS
Multiattack. The githzerai makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5, one


target. Hit: 6 (1d8+2) bludgeoning damage, plus 9 (2d8)
psychic damage. This is a magic weapon attack.

Shuriken. Ranged Weapon Attack: +4 to hit, range 20/60, one


target. Hit: 10 (2d4+5) piercing damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
43
GNOME: DEEP GNOME (SVIRFNEBLIN) CR
Small humanoid (gnome), neutral good 100 XP
Armor Class 15 (chain shirt)
Hit Points 16 (3d6+6)
Speed 20
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 9 (-1)
Skills Investigation +3, Perception +2, Stealth +4
Senses darkvision 120, passive Perception 12
Languages Gnomish, Terran, Undercommon

Gnome Cunning. The gnome has advantage on Int, Wis, and Cha
saves against magic.

Stone Camouflage. The gnome has advantage on Stealth checks


made to hide in rocky terrain.

Innate Spellcasting: Nondetection (at will). Action to cast, touch,


8 hours. The gnome cant be targeted by divination magic or
perceived through scrying.

Innate Spellcasting: Blindness/Deafness (1/day ). Action to


cast, 30, 1 minute. A creature within range that the gnome
can see is either blinded or deafened on a failed DC 11 Con
save. At the end of each of its turns, the target may attempt
the save again to negate the spell.

Innate Spellcasting: Blur (1/day ). Action to cast, self,


concentration up to 1 minute. Any creature that relies on
sight and cannot see through illusions has disadvantage on
attacks against the gnome.

Innate Spellcasting: Disguise Self (1/day ). Action to cast, self,


1 hour. The gnome makes itself and its belongings look
different: 1 foot shorter or taller; thin, fat, or in between; but
bipedal. The disguise will not hold up to inspection. To
discern that the gnome is disguised, a creature may spend its
action to inspect its appearance or make a DC 11
Investigation check.

ACTIONS
War Pick. Melee Weapon Attack: +4 to hit, reach 5, one target. Hit:
6 (1d8+2) piercing damage.

Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120,


one target. Hit: 4 (1d4+2) piercing damage, and the target
must succeed on a DC 12 Con save or be poisoned 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.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
44
HAG: GREEN HAG CR 3
Medium fey, neutral evil 700 XP
Armor Class 17 (natural armor)
Hit Points 82 (11d8+33)
Speed 30
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Senses darkvision 60, passive Perception 14
Languages Common, Draconic, Sylvan

Amphibious. The hag can breathe air and water.

Mimicry. The hag can mimic animals sounds and humanoid


voices. A creature that hears the sound can pierce the illusion
with a successful DC 14 Insight check.

Innate Spellcasting: Dancing Lights (at will). Action to cast,


120, concentration up to 1 minute. The hag creates four
torch-sized motes of light within range, or one in the form of
a Medium humanoid. The lights shed 10 of dim light. As a
bonus action, the hag can move them up to 60 to a spot
within range.

Innate Spellcasting: Minor Illusion (at will). Action to cast, 30,


1 minute. The hag creates a sound or image of an object (not
both). An object must be no larger than a 5 cube. A creature
can determine its an illusion with a DC 14 Investigation
check.

Innate Spellcasting: Vicious Mockery (at will). Action to cast,


60, Instantaneous. The hag spews enchanting insults at a
target creature that can hear the hag. The target must make a
DC 14 Wis check or take 1d4 damage and have disadvantage
on the next attack roll it makes before the end of its next turn.

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

Illusory Appearance. The hag covers herself, as well as anything


shes wearing or carrying, with a magical illusion that makes
her look like another Medium humanoid creature until she
uses a bonus action to dismiss the effect or dies. Physical
inspection pierces the illusion, but visual inspection requires
a DC 20 Investigation check.

Invisible Passage. The hag and her carried and worn belongings
turn invisible until she attacks or casts a spell, or until her
concentration ends. While invisible, she leaves no evidence of
her passage, so magic is required to track her.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
45
HAG: NIGHT HAG CR 5
Medium fey, neutral evil 1,800 XP Innate Spellcasting: Sleep (1/day ). Action to cast, 90, 1
minute. The hag affects 5d8 hit points worth of creatures
Armor Class 17 (natural armor) within 20 of a point within range. Creatures are selected in
Hit Points 112 (15d8+45) ascending order of their remaining hit points, staring with the
Speed 30 creature having the lowest current total. When a creature is
STR DEX CON INT WIS CHA affected, subtract its total hit points from the amount affected
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) by the spell, then proceed to the next creature. A creatures
hit points must be equal or less than the remaining total for
Skills Deception +7, Insight +6, Perception +6, Stealth +6 the creature to be affected.
Damage Resistances cold; fire; bludgeoning, piercing, and
slashing from nonmagical, nonsilvered weapons. ACTIONS
Condition Immunities charmed
Senses darkvision 120, passive Perception 16 Claws (only when in Hag form). Melee Weapon Attack: +7 to hit,
Languages Abyssal, Common, Infernal, Primordial reach 5, one target. Hit: 13 (2d8+4) slashing damage.
Magic Resistance. The hag has advantage on saves against spells Change Shape. The hag (and anything shes carrying or wearing)
and other magical effects. polymorphs into a Small or Medium female humanoid, or
back into her true form, retaining the same statistics in each
Innate Spellcasting: Detect Magic (at will). Action to cast, self, form, and reverting to her true form if she dies.
concentration up to 10 minutes. The hag can detect the
presence of magic within 30 of it. It can use an action to see Etherealness. The hag enters the Ethereal Plane or returns to the
an aura around the source and detect its school of magic. This Material Plane. The hag must have a heartstone in her
ability is blocked by 1 of stone, 1 of common metal, a thin possession to do so.
sheet of lead, or 3 of wood or dirt.
Nightmare Haunting (1/day ). While on the Ethereal Plane,
Innate Spellcasting: Magic Missile (at will). Action to cast, 120, the hag touches a sleeping humanoid on the Material Plane
instantaneous. The hag creates three darts. A dart deals (unless the target is protected by a Protection from Evil or
1d4+1 force damage, each targeting the same or different Magic Circle spell), causing horrible visions as long as the
creatures. contact persists. If these visions last for more than one hour,
the target gains no benefit from the rest, and its hit point
Innate Spellcasting: Plane Shift (1/day ). Action to cast, self maximum is reduced by 5 (1d10). If this effect reduces the
only, instantaneous. The hag transports to another plane, targets hit point maximum to 0, the target dies. If the target
taking itself to a general location of the its choosing. was evil, its soul is trapped in the hags soul bag. The
reduction to the targets hit point maximum lasts until
Innate Spellcasting: Ray of Enfeeblement (1/day ). Action to removed by a Greater Restoration spell or similar magic.
cast, 60, concentration up to 1 minute. The hag makes a
ranged spell attack (+6) against a target creature. On a hit, the
target deals only half damage with weapon attacks that use
Str until the spell ends. At the end of each of its turns, the
target can attempt a DC 14 Con save to end the spell.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
46
HAG COVENS
Three hags can form a coven, sharing these spells and spell slots: Phantasmal Killer (4th). Action to cast, 120, concentration
up to 1 minute. The target must make a Wis save or become
frightened for the duration due to the illusory manifestation
Spellcasting: 12th-level, Int-based of its nightmares. At the start of each of its turns, the target
must the Wis save or take 4d10 (+1d10/spell slot > 4th used
Night Hag: DC 15, +7 to hit to cast) psychic damage. On a successful save, the spell ends.
Green and Sea Hags: DC 13, +5 to hit
Polymorph (4th). Action to cast, 60, concentration, up to 1
1st 4th hour. The hag transforms the target into a new form unless
2nd 5th the target succeeds at a Wis save. The new form can be a
3rd 6th beast of a challenge level no greater than the level of the
target, and the target assumes the hit points of that form.
Identify (1st). 1 minute to cast, touch, instantaneous. The The target is limited by its new form, being unable to wield
hag touches an object and learns its magic properties, how to weapons, cast spells, speak, etc. if the new form prohibits it.
use them, whether they require attunement, how many If the spell ends or the targets new form drops to 0 hit
charges it has (if applicable), what magical effects currently points, it reverts to its true form, with damage it took
affect it, and what spell was used to create it. If the target is carrying over to its hit point total prior to the polymorph.
a creature, the hag learns what spells currently affect it.
Contact Other Plane (5th). 1 minute to cast, self, 1 minute.
Ray of Sickness (1st). Action to cast, 60, instantaneous. The The hag makes a Int save. On a failure, it takes 6d6 psychic
hag makes a ranged spell attack. On a hit, the target takes damage and is insane until either it takes a long rest or a
[slot level +1]d8 of damage. If the target fails a Con save, its Greater Restoration spell is cast on it. While insane, it cant
poisoned until the end of the hags next turn. take actions or understand communications from others. On
a success, an extraplanar entity gives the hag one-word
Hold Person (2nd). Action to cast, 60, concentration up to 1 answers to five questions asked of it.
minute. The hag targets a humanoid within range, who must
make a Wis save or be paralyzed for the duration. The target Scrying (5th). 10 minutes to cast, self, concentration up to
may make a save at the end of each of its turns to end the 10 minutes. The hag can see and hear a creature on the same
spells effect. For each slot level above 2nd level the hag uses plane of existence that fails a Wis save, modified by how
to cast this spell, it may target an additional target. familiar the hag is with the target, and the nature of its
connection, as follows:
Locate Object (2nd). Action to cast, self, concentration up to
10 minutes. The hag senses the direction of a chosen object Knowledge Save Modifier
within 1,000 of it that isnt blocked by a lead barrier. If the Secondhand (heard of) +5
object is in motion, the hag knows the direction and speed. Firsthand (have met) +0
The hag must have seen the object in the past from a Familiar (know well) -5
distance of no more than 30.
Connection Save Modifier
Bestow Curse (3rd). Action to cast, touch, concentration up Likeness or picture -2
to 1 minute. The target creature must succeed on a Wis save Possession or garment -4
or become cursed for the duration of the spell. The curse Body part, lock of hair, etc. -10
may be of one of three types: 1) the target has disadvantage
on checks and saves of a chosen ability score; 2) the target On a failed save, an invisible sensor manifests within 10 of
has disadvantage on attacks against the hag; 3) the target the target, following it as it moves. Instead, the hag can
must succeed on Wis save at the start of each of its turns in target a place, in which case the sensor doesnt move.
order to act; or 4) the hags attacks and spells do an extra
1d8 necrotic damage to the target. Eyebite (6th). Action to cast, self, concentration up to 1
minute. One creature within 60 that the hag can see must
Counterspell (3rd). Reaction to cast when a creature within succeed on a Wis save or be affected by one of the following
60 casts a spell, 60, instantaneous. The hag automatically effects for the duration (hags choice): asleep (unconscious
stops the target spell if it is of the same or lower level than until taking damage or awoken by a creature using an
the slot the hag uses to cast this spell. Otherwise, the hag action), panicked (frightened by the hag; must use Dash to
stops the target spell with a successful Int check with a DC of move safely away, the effect ending if the target moves 60
10+the target spells level. away, or sickened (disadvantage on saves and ability checks,
making new save at the end of each of its turns). Until the
Lightning Bolt (3rd). Action to cast, 100 line from self, spell ends, on each of the hags turns, she can use an action
instantaneous. Each creature in a 100 long, 5 wide line to target another creature that hasnt already succeeded on a
originating from the hag takes damage equal to 8d6 plus 1d6 save against this casting of eyebite.
per additional level of the slot used to cast the spell (9d6 at
4th level, etc.; Dex save for half damage).

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
47
KUO-TOA: ARCHPRIEST CR 6
Medium humanoid (kuo-toa), neutral evil 2,300 XP Shield of Faith (1st). Bonus action to cast, 60,
concentration up to 10 minutes. A target creature gains a +2
Armor Class 13 (natural armor)
bonus to AC for the duration of the spell.
Hit Points 97 (13d8+39)
Speed 30, swim 30
Hold Person (2nd). Action to cast, 60, concentration up to 1
STR DEX CON INT WIS CHA minute. The kuo-toa targets a humanoid within range, who
16 (+3) 14 (+2) 16 (+3) 13 (+1) 16 (+3) 14 (+2) must make a DC 18 Wis save or be paralyzed for the
Skills Perception +9, Religion +6 duration. The target may make a save at the end of each of
Senses darkvision 120, passive Perception 19 its turns to end the spells effect. For each slot level above
Languages Undercommon 2nd level the kuo-toa uses to cast this spell, it may target an
Amphibious. The kuo-toa can breathe air and water. additional target.

Spiritual Weapon (2nd). Bonus action to cast, 60, 1 minute.


Outherworldly Perception. The kuo-toa can sense the presence
The kuo-toa creates a ghostly weapon and makes a melee
of any creature within 30 of it that is invisible or on the
spell attack (+6) against a creature within 5 of the weapon.
Ethereal Plane, and can pinpoint such a creature that is
On a hit, the target takes 1d8+3 force damage. As a bonus
moving.
action on subsequent turns, the koa-toa may move the
weapon up to 20 and attack a creature within 5 of the
Slippery. The kuo-toa has advantage on ability checks and saves
weapon. For each slot level above 2nd level the kuo-toa uses
made to escape a grapple.
to cast this spell, it does an extra 1d8 damage on a hit.
Sunlight Sensitivity. While in sunlight, the kuo-toa has Spirit Guardians (3rd). Action to cast, self (15 radius),
disadvantage on attack rolls and Perception checks that rely concentration up to 10 minutes. The koa-toa calls forth
on sight. fiendish spirits that cant stray more than 15 from the kuo-
toa. At casting, the koa-toa chooses any number of creatures
Spellcasting: 10th-level, Wis-based, DC 14, +6 to hit not to affect. An affected creatures speed is halved and it
takes 3d8 necrotic damage when it enters the area for the
1st 4th first time (DC 14 Wis save for half damage). If cast using a
2nd 5th 4th level spell slot, the kuo-toa does an extra 1ds8 damage
3rd on a hit.
Guidance (cantrip). Action to cast, touch, 1 round. Once Tongues (3rd). Action to cast, touch, 1 hour. The target can
before the spell ends, the target may add 1d4 to an ability understand any spoken language, and when the target
check of its choice. speaks, any creature knowing at least one language can
understand the target.
Sacred Flame (cantrip). Action to cast, 60, 1 hour. The kuo-
toa attacks a target it can see. The target must succeed on a
DC 14 Dex check or take 2d8 radiant damage. Control Water (4th). Ten minutes to cast, self (5-mile
radius), concentration up to 8 hours. The kuo-toa must have
Thaumaturgy (cantrip). Action to cast, 30, up to 1 minute. a clear path to the sky. The giant can change precipitation,
The kuo-toa can create one of the following magical effects temperature, and wind every 1d4x10 minutes, moving one
within range for the duration: a booming voice; flames that of those characteristics up or down on the following table:
flicker, brighten, dim, or change color; harmless tremors; an
instantaneous sound (e.g., a thunder clap); the opening or Stage Precipitation Temperature Wind
closing of an unlocked door or window; or the alteration of 1 Clear Blazing Heat Calm
the kuo-toas own eyes. If cast more than once, the kuo-toa 2 Light Clouds Hot Moderate wind
can have up to three effects occurring simultaneously. 3 Overcast or fog Warm Strong wind
4 Rain, hail, or Cool Gale
Detect Magic (1st). Action to cast, self, concentration up to snow
10 minutes. The kuo-toa can detect the presence of magic 5 Torrential rain, Cold Storm
within 30 of it. It can use an action to see an aura around the driving hail, or
source and detect its school of magic. This ability is blocked blizzard
by 1 of stone, 1 of common metal, a thin sheet of lead, or 3 6 Arctic cold
of wood or dirt.
Divination (4th). Action to cast, self only, instantaneous.
Sanctuary (1st). Bonus action to cast, 30, 1 minute. The kuo- The kuo-toa asks one question of its god concerning a
toa wards a creature within range against attack. Any specific goal, event, or activity to occur within the next 7
creature that tries to attack the warded target must succeed days, and receives a truthful response, possibly cryptic or
on a DC 14 Wis save or else choose a new target (or lose the symbolic.
attack). The spell does not protect the target from area
effects. If target attacks or affects an enemy, the spell ends.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
48
Mass Cure Wounds (5th). Action to cast, 60, instantaneous.
The kuo-toa heals up to six creatures in a 30-radius cube
3d8+3 hit points. Constructs and undead are unaffected.

Scrying (5th). 10 minutes to cast, self, concentration up to


10 minutes. The kuo-toa can see and hear a creature on the
same plane of existence that fails a DC 14 Wis save, modified
by how familiar the kuo-toa is with the target, and the nature
of its connection, as follows:

Knowledge Save Modifier


Secondhand (heard of) +5
Firsthand (have met) +0
Familiar (know well) -5

Connection Save Modifier


Likeness or picture -2
Possession or garment -4
Body part, lock of hair, etc. -10

On a failed save, an invisible sensor manifests within 10 of


the target, following it as it moves. Instead, the kuo-toa can
target a place, in which case the sensor doesnt move.

ACTIONS
Multiattack. The kuo-toa makes two melee attacks.

Scepter. Melee Weapon Attack: +6 to hit, reach 5, one target. Hit:


6 (1d6+3) bludgeoning damage plus 14 (4d6) lightning
damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5, one


target. Hit: 5 (1d4+3) bludgeoning damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
49
KUO-TOA: WHIP CR 1
Medium humanoid (kuo-toa), neutral evil 200 XP
Armor Class 11 (natural armor)
Hit Points 65 (10d8+20)
Speed 30, swim 30
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 12 (+1) 14 (+2) 11 (+0)
Skills Perception +6, Religion +4
Senses darkvision 120, passive Perception 16
Languages Undercommon
Amphibious. The kuo-toa can breathe air and water.

Outherworldly Perception. The kuo-toa can sense the presence


of any creature within 30 of it that is invisible or on the
Ethereal Plane, and can pinpoint such a creature that is
moving.

Slippery. The kuo-toa has advantage on ability checks and saves


made to escape a grapple.

Sunlight Sensitivity. While in sunlight, the kuo-toa has


disadvantage on attack rolls and Perception checks that rely
on sight.

Spellcasting: 10th-level, Wis-based, DC 14, +6 to hit

1st

Sacred Flame (cantrip). Action to cast, 60, 1 hour. The kuo-


toa attacks a target it can see. The target must succeed on a
DC 14 Dex check or take 2d8 radiant damage.

Thaumaturgy (cantrip). Action to cast, 30, up to 1 minute.


The kuo-toa can create one of the following magical effects
within range for the duration: a booming voice; flames that
flicker, brighten, dim, or change color; harmless tremors; an
instantaneous sound (e.g., a thunder clap); the opening or
closing of an unlocked door or window; or the alteration of
the kuo-toas own eyes. If cast more than once, the kuo-toa
can have up to three effects occurring simultaneously.

Bane (1st). Action to cast, 30, concentration up to 1 minute.


Up to three creatures the kuo-toa can see must make Cha
saves. On a failed save, a target must subtract 1d4 from each
attack roll or save it makes until the spell ends.

Shield of Faith (1st). Bonus action to cast, 60, concentration


up to 10 minutes. A target creature gains a +2 bonus to AC for
the duration of the spell.

ACTIONS
Multiattack. The kuo-toa makes two attacks: one with its bite and
one with its pincer staff.

Bite. Melee Weapon Attack: +4 to hit, reach 5, one target. Hit: 4


(1d4+2) piercing damage.

Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10, one target.
Hit: 5 (1d6+2) piercing damage. If the target is Medium or
smaller, its grappled (escape DC 14).

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
50
LAMIA CR 4
Large monstrosity, chaotic good 1,100 XP Innate Spellcasting: Suggestion (1/day ). Action to cast, 30,
concentration, up to 8 hours). The lamia makes a one or two
Armor Class 13 (natural armor) sentence reasonable suggestion to a creature that can
Hit Points 97 (13d10+26) understand it. If the target fails a DC 13 Wis save, it must
Speed 30 follow the suggestion.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 14 (+2) 15 (+2) 16 (+3) Innate Spellcasting: Geas (1/day ). 1 minute to cast, 60, 30
days. A creature within range that can understand the lamia
Skills Deception +7, Insight +4, Stealth +3 and that the lamia can see must succeed on a DC 13 Wis save
Senses darkvision 60, passive Perception 12 or be compelled to perform a service or refrain from an
Languages Abyssal, Common action for the duration. Each time it acts in a manner contrary
to the requirement, it takes 5d10 psychic damage.
Innate Spellcasting: Disguise Self (at will). Action to cast, self, 1
hour. The lamia makes itself and its belongings look different:
ACTIONS
1 foot shorter or taller; thin, fat, or in between; but humanoid.
The disguise will not hold up to inspection. To discern that Multiattack. The lamia makes three attacks: one with its claws,
the lamia is disguised, a creature may spend its action to and one with either its dagger or its Intoxicating Touch.
inspect its appearance or make a DC 13 Investigation check.
Claws. Melee Weapon Attack: +5 to hit, reach 5, one target. Hit: 14
Innate Spellcasting: Major Image (at will). Action to cast, 120, (2d10+3) slashing damage.
concentration up to 1 minute. The target must make a DC 13
Wis save or become frightened for the duration due to the Dagger. Melee Weapon Attack: +5 to hit, reach 5, one target. Hit: 5
illusory manifestation of its nightmares. At the start of each of (1d4+3) piercing damage.
its turns, the target must the Wis save or take 4d10 psychic
damage. On a successful save, the spell ends. Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5, one
creature. Hit: The target is magically cursed for 1 hour. Until
Innate Spellcasting: Charm Person (1/day ). Action to cast, the curse ends, the target has disadvantage on Wis saves and
30, 1 hour. If the target creature fails a DC 13 Wis save (made all ability checks.
with advantage if currently fighting the lamia), the target is
charmed until the spell ends or the lamia attacks it. The lamia
can add another target for each slot level above 1st used to
cast it.

Innate Spellcasting: Mirror Image (1/day ). Action to cast,


self, 1 minute. Three illusory duplicates of the lamia appear,
moving with the lamia. Each time a creature targets the lamia,
roll a d20. The attack hits a duplicate on a 6 or higher if three
duplicates remain, 8 or higher if two remain, and 11 or higher
if one remains. A duplicates AC is 13, and it is automatically
destroyed if hit.

Innate Spellcasting: Scrying (1/day ). 10 minutes to cast, self,


concentration up to 10 minutes. The lamia can see and hear a
creature on the same plane of existence that fails a DC 13 Wis
save, modified by how familiar the lamia is with the target,
and the nature of its connection, as follows:

Knowledge Save Modifier


Secondhand (heard of) +5
Firsthand (have met) +0
Familiar (know well) -5

Connection Save Modifier


Likeness or picture -2
Possession or garment -4
Body part, lock of hair, etc. -10

On a failed save, an invisible sensor manifests within 10 of


the target, following it as it moves. Instead, the lamia can
target a place, in which case the sensor doesnt move.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
51
LICH CR 21 Magic Missile (1st). Action to cast, 120, instantaneous. The
Medium undead, any evil 33,000 XP lich creates a number of darts equal to 2 + the spell slot used
to cast it. A dart deals 1d4+1 force damage, each targeting
Armor Class 17 (natural armor)
the same or different creatures.
Hit Points 135 (18d8+54)
Speed 30, swim 30
Shield (1st). Reaction to a hit on the lich, self, 1 round. Until
STR DEX CON INT WIS CHA the start of its next turn, the lich has an AC of 22, including
11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3) against the triggering attack, and immunity to magic missile.
Saves Con +10, Int +12, Wis +9
Skills Arcana +18, History +12, Insight +9, Perception +9 Thunderwave (1st). Action to cast, 15 cube from the lich,
Damage Resistances cold, lightning, necrotic instantaneous. Each creature within the cube takes 2d8
Damage Immunities poison; bludgeoning, piercing, and slashing thunder damage and is pushed 10 (DC 17 Con save for half
from nonmagical weapons damage and no push. Unsecured objects are pushed 10 and
Condition Immunities charmed, exhaustion, frightened, the spell creates a thunderclap that can be heard for 300.
paralyzed, poisoned When cast using a spell slot higher than 1st, the spell does an
Senses truesight 120, passive Perception 19 extra 1d8 damage per level of the slot.
Languages Common plus up to five other languages
Legendary Resistance (3/day ). If the lich fails a saving Detect Thoughts (2nd). Action to cast, self, concentration
throw, it can choose to succeed instead. up to 1 minute. The lich can focus on any target creature
within 30 of it (Int >3, and knows a language) and read its
Rejuvenation. If it has a phylactery, a destroyed lich gains a new surface thoughts. As an action, the lich can shift focus to
body in 1d10 days, regaining all of its hit points and becoming another creature or probe deeper into the targets mind. If
active again. The new body appears within 5 feet of the the target fails a DC 20 Wis save, the lich gains insight into
phylactery. the targets reasoning, emotional state, and something that
looms large in the targets mind. On its own turn, the current
Turn Resistance. The lich has advantage on saves against any target can make a contested Int check against the lich to end
effect that turns undead. the effect.

Spellcasting: 18th-level, Int-based, DC 20, +12 to hit Invisibility (2nd). Action to cast, self, concentration up to 1
hour. The lich and its possessions become invisible until it
1st 4th 7th attacks or casts a spell.
2nd 5th 8th
3rd 6th 9th Melfs Acid Arrow (2nd). Action to cast, 90, instantaneous.
The lich makes a ranged spell attack (+12) against a target.
Mage Hand (cantrip). Action to cast, 30, 1 minute. The lich On a hit, the target takes 4d4 acid damage immediately and
creates a ghost-like hand that can be controlled with an 2d4 acid damage at the end of its next turn. On a miss, the
action. It can manipulate an object, open an unlocked door or target takes half if the initial damage and no other damage.
container, stow or retrieve an item from an open container,
etc. Mirror Image (2nd). Action to cast, self, 1 minute. Three
illusory duplicates of the lich appear, moving with the lich.
Prestidigitation (cantrip). Action to cast, 60, 1 hour. The Each time a creature targets the lich, roll a d20. The attack
lich creates one of six minor effects: a harmless sensory hits a duplicate on a 6 or higher if three duplicates remain, 8
effect; lighting or snuffing a small flame; cleaning or soiling an or higher if two remain, and 11 or higher if one remains. A
object no larger than a cubic foot; chilling, warming, or duplicates AC is 13, and it is automatically destroyed if hit.
flavoring up to 1 cubic foot of nonliving material for 1 hour;
coloring or marking an object or surface for 1 hour; or Animate Dead (3rd). 1 minute to cast, 10, instantaneous.
creating a nonmagical trinket or illusion that can fit in its The lich creates an undead servant. As a bonus action on
hand that lasts until the end of the lichs next turn. If cast each of its turns, the lich can telepathically order any
more than once, the lich can have up to three effects number of such servants within 60 of it, though multiple
occurring simultaneously. servants commanded with a single bonus action must
receive the same order. If not receiving an order, the servant
Ray of Frost (cantrip). Action to cast, 60, instantaneous. The merely defends itself. The lich loses control over a servant
lich makes a ranged spell attack (+12 to hit). On a hit, the after 24 hours unless recasting the spell on it. The lich may
target takes 4d8 cold damage, and its speed is reduced to 10 reassert control over up to 4 servants with such a casting.
until the start of the lichs next turn.
Counterspell (3rd). Reaction to cast when a creature within
Detect Magic (1st). Action to cast, self, concentration up to 60 casts a spell, 60, instantaneous. The lich automatically
10 minutes. The lich can detect the presence of magic within stops the target spell if it is of the same or lower level than
30 of it. It can use an action to see an aura around the source the slot the lich uses to cast this spell. Otherwise, the lich
and detect its school of magic. This ability is blocked by 1 of stops the target spell with a successful Int check (+5) with a
stone, 1 of common metal, a thin sheet of lead, or 3 of wood DC of 10+the target spells level.
or dirt.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
52
Dispel Magic (3rd). Action to cast, 120, instantaneous. The Globe of Invulnerability (6th). Action to cast, self (10-
lich dispels any spell of the slot level used to cast the spell (or radius), concentration up to 1 minute. The lich surrounds
lower) affecting a creature, object, or area within range. For itself with a 10-radius barrier. Any spell of 5th level or
spells of 4th level or higher, the lich must succeed on a Cha lower cast from outside the barrier cannot affect creatures
ability check (+3; DC is 10+level of the effect). within it, even if cast with a higher level slot. If cast using a
higher spell slot, the globe blocks spells one level beneath
Fireball (3rd). Action to cast, 150, instantaneous. Each that slot level.
creature in a 20-radius sphere centered on a point within
range takes 8d6 fire damage (DC 21 Dex save for half Finger of Death (7th). Action to cast, 60, instantaneous. A
damage). The fire spreads around corners. When cast using a target creature takes 7d8+30 necrotic damage (DC 20 Con
spell slot higher than 3rd, the spell does an extra 1d8 damage save for half damage). A humanoid killed by this spell rises
per level of the slot. as a zombie at the start of the lichs next turn, and is
permanently under the lichs control.
Blight (4th). Action to cast, 30, instantaneous. A creature
(not undead or a construct) the lich can see within 30 takes Plane Shift (7th). Action to cast, touch, instantaneous. The
8d8 necrotic damage (DC 20 Con save for half damage; plant lich and up to 8 willing creatures who link hands in a circle
creatures and magical plants have disadvantage on this save). transport to another plane, taking the creatures to a general
The damage increases by 1d8 per slot used above 4th level. location of the lichs choosing. Alternatively, the lich can
banish with a melee spell attack (+12) a creature that fails to
Dimension Door (4th). Action to cast, 500, instantaneous. make a DC 20 Cha save.
The lich can teleport itself, anything it can carry, an adjacent
willing creature the lichs size or smaller, and anything that Dominate Monster (8th). Action to cast, 60, concentration
creature can carry to a place within range. If the place is up to 1 hour. A target creature must succeed on a DC 20 Wis
already occupied, both the lich and the other creature (if any) save or be charmed by the lich for the spells duration. When
take 4d6 force damage and arent teleported. cast as a 9th level spell, the duration is concentration up to 8
hours. While charmed and on the same plane as the lich, the
Cloudkill (5th). Action to cast, 120, concentration up to 10 target can be telepathically ordered by the lich to issue
minutes. The lich conjures a 20-radius sphere of fog.. When a simple commands. If the lich uses an action to do so, the
creature enters the sphere or starts its turn there takes 5d8 creature may be given detail commands, including using the
poison damage (DC 20 Con save for half damage). The fog lichs reaction as its own. Each time it takes damage, the
rolls away from the lich at a rate of 10 per round. The target may attempt a new save to end the spell.
damage increases by 1d8 per slot used above 5th level.
Power Word Stun (8th). Action to cast, 60, instantaneous.
Scrying (5th). 10 minutes to cast, self, concentration up to 10 The lich stuns a creature it can see within range if it has 150
minutes. The lich can see and hear a creature on the same hit points or fewer. The target may make a DC 20 Con save at
plane of existence that fails a DC 20 Wis save, modified by the end if each of its turns to end the effect.
how familiar the lich is with the target, and the nature of its
connection, as follows: Power Word Kill (9th). Action to cast, 60, instantaneous.
The lich kills a creature it can see within range if it currently
Knowledge Save Modifier has 100 hit points or fewer.
Secondhand (heard of) +5
Firsthand (have met) +0 ACTIONS
Familiar (know well) -5 Paralyzing Touch. Melee Weapon Attack: +12 to hit, reach 5, one
creature. Hit: 10 (3d6) cold damage. The target must succeed
Connection Save Modifier on a DC 18 Con save or be paralyzed for 1 minute. The target
Likeness or picture -2 can repeat the save at the end of each of its turns.
Possession or garment -4
Body part, lock of hair, etc. -10 LEGENDARY ACTIONS
The lich can take 3 legendary actions, only one at a time and only
On a failed save, an invisible sensor manifests within 10 of at the end of another creatures turn. The lich regains spent
the target, following it as it moves. Instead, the lich can target actions at the start of its turn.
a place, in which case the sensor doesnt move. Cantrip. The lich casts a cantrip.
Paralyzing Touch (costs 2 actions). The lich uses that action.
Disintegrate (6th). Action to cast, 60, instantaneous. A Frightening Gaze (costs 2 actions). One creature the lich can
creature must make a DC 20 Dex save or take 10d6+40 force see within 10 of it must succeed on a DC 18 Wis save or
damage. If this reduces the target to 0 hit points, it and its become frightened for 1 minute. The target may make
nonmagical items are turned to dust. That target may be another save at the end of each of its turn, gaining immunity
brought back to life by only a Greater Restoration or Wish for 24 hours on a success.
spell. A Large or smaller nonmagical object is automatically Disrupt Life (costs 3 actions). Each living creature within 20 of
disintegrated. The damage increases by 3d6 per slot used the lich takes 21 (6d6) necrotic damage (DC 18 Con save for
above 6th level. half damage).

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
53
LIZARDFOLK SHAMAN CR 2
Medium humanoid (lizardfolk), neutral 450 XP Spike Growth (2nd). Action to cast, 150, concentration up
to 10 minutes. The ground in a 20 radius centered on a
Armor Class 13 (natural armor)
point within range becomes difficult terrain. When a
Hit Points 27 (5d8+5)
creature moves into or within the area, it takes 2d4 piercing
Speed 30, swim 30
damage for each 5 it moves. Any creature unable to see the
STR DEX CON INT WIS CHA area at the time of spellcasting must make a DC 12
15 (+2) 10 (+0) 13 (+1) 10 (+0) 15 (+2) 8 (-1) Perception check to recognize it as hazardous.
Skills Perception +4, Stealth +4, Survival +6
Senses passive Perception 14 Conjure Animals (reptiles only) (3rd). Action to cast, 90,
Languages Draconic concentration up to 1 minute. The lizardfolk summons on
` CR2 beast, two CR 1 beasts, four CR beasts, or eight CR
Hold Breath. The lizardfolk can hold its breath for 15 minutes. beasts with their own initiative. They obey the lizardfolks
orders (no action to issue orders) but otherwise simply
Spellcasting (lizardfolk form only): 5th-level, Wis-based, DC 12, defend themselves.
+4 to hit
Plant Growth (3rd). 1 action or 8 hours, 150,
1st 3rd instantaneous. If cast as 1 action, all normal plant life within
2nd 100-radius of a point within range become overgrown,
quadrupling the cost to move through it (i.e., 1 requires 4 of
Druidcraft (cantrip). Action to cast, 30, instantaneous. The movement). If cast over 8 hours, all plants in a half-mile
lizardfolk can predict the weather, create an illusory, nature- radius yield twice the normal amount food for 1 year.
based sensory effect, or snuff out a campfire.
ACTIONS
Produce Flame (cantrip). Action to cast, self, 10 minutes.
The lizardfolk produces a flame that sheds bright light in 10 Multiattack (lizardfolk form only). The lizardfolk makes one
radius, and dim light 10 beyond that. Instead, the flame can bite attack and one claw attack.
be hurled 30 at a creature with a ranged spell attack (+4) for
2d8 fire damage on a hit. Bite. Melee Weapon Attack: +4 to hit, reach 5, one target. Hit: 5
(1d6+2) piercing damage, or 7 (1d10+2) piercing damage in
Thornwhip (cantrip). Action to cast, 30, instantaneous. The crocodile form. If in crocodile form, a Large or smaller
lizardfolk makes a melee spell attack (+4). On a hit, the creature is grappled (escape DC 12) and is restrained.
creature takes 2d6 piercing damage and is pulled 10 closer to
the lizardfolk. Claw. Melee Weapon Attack: +4 to hit, reach 5, one target. Hit: 4
(1d4+2) slashing damage.
Entangle (1st). Action to cast, 90, concentration up to 1
minute. The lizardfolk summons vegetation in a 20-square Change Shape (Recharges after Short or Long Rest). The
starting from a point within range, making that area difficult lizardfolk magically polymorphs into a crocodile for up to 1
terrain. A creature within the area upon casting must succeed hour, retaining the same statistics except that its size is now
on a DC 12 Str save or be restrained until the spell ends. The Large. It can revert to true form as a bonus action, and
restrained creature may use an action to reattempt the save. automatically does so if it dies.

Fog Cloud (1st). Action to cast, 120, concentration up to 1


hour. The lizardfolk creates a 20-radius sphere centered on a
point within range. Its area is heavily obscured. The fog
spreads around corners, and it is dispersed by a wind of at
least 10 mph.

Heat Metal (2nd). Action to cast, 60, concentration up to 1


minute. Any creature in physical contact with a targeted,
manufactured, metal object takes 2d8 fire damage. Until the
spell ends, the lizardfolk can use a bonus action to cause the
damage again. If the object is carried, the creature carrying it
must succeed on a DC 12 Con save or drop the object. If it
doesnt, the creature has disadvantage on attack rolls and
ability checks until the start of the lizardfolks next turn.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
54
MEPHIT: DUST MEPHIT CR
Small elemental, neutral evil 100 XP
Armor Class 12
Hit Points 17 (5d6)
Speed 30, fly 30
STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 10 (+0) 9 (-1) 11 (+0) 10 (+0)
Skills Perception +2, Stealth +4
Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60, passive Perception 11
Languages Auran, Terran

Death Burst. When the mephit dies, if explodes in a burst of dust.


Each creature within 5 of it must succeed on a DC 10 Con
save or be blinded for 1 minute. An affected creature can
repeat the save at the end of each turn to end the effect early.

Innate Spellcasting: Sleep (1/day ). Action to cast, 90, 1


minute. The mephit affects 5d8 hit points worth of creatures
within 20 of a point within range. Creatures are selected in
ascending order of their remaining hit points, staring with the
creature having the lowest current total. When a creature is
affected, subtract its total hit points from the amount affected
by the spell, then proceed to the next creature. A creatures
hit points must be equal or less than the remaining total for
the creature to be affected.

ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5, one creature. Hit:
4 (1d4+2) slashing damage.

Blinding Breath (Recharge 6). The mephit breathes a 15 cone


of blinding dust. Each creature in that area must succeed on a
DC 10 Dex save or be blinded for 1 minute. An affected
creature can repeat the save at the end of each turn to end the
effect early.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
55
MEPHIT: ICE MEPHIT CR
Small elemental, neutral evil 100 XP
Armor Class 11
Hit Points 21 (6d6)
Speed 30, fly 30
STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 12 (+1)
Skills Perception +2, Stealth +3
Damage Vulnerabilities bludgeoning, fire
Damage Immunities cold, poison
Condition Immunities poisoned
Senses darkvision 60, passive Perception 12
Languages Aquan, Auran

Death Burst. When the mephit dies, if explodes in a burst of dust.


Each creature within 5 of it takes 4 (1d8) slashing damage
(DC 10 Dex save for half damage).

False Appearance. When the mephit is motionless, it is


indistinguishable from an ordinary shard of ice.

Innate Spellcasting: Fog Cloud (1/day ). Action to cast, 120,


concentration up to 1 hour. The mephit creates a 20-radius
sphere centered on a point within range. Its area is heavily
obscured. The fog spreads around corners, and it is dispersed
by a wind of at least 10 mph.

ACTIONS
Claws. Melee Weapon Attack: +3 to hit, reach 5, one creature. Hit:
3 (1d4+1) slashing damage plus 2 (1d4) cold damage.

Frost Breath (Recharge 6). The mephit breathes a 15 cone of


cold air. Each creature takes 5 (2d4) cold damage (DC 10 Dex
save for half damage).

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
56
MEPHIT: MAGMA MEPHIT CR
Small elemental, neutral evil 100 XP
Armor Class 11
Hit Points 22 (5d6+5)
Speed 30, fly 30
STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 10 (+0)
Skills Stealth +3
Damage Vulnerabilities cold
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60, passive Perception 10
Languages Ignan, Terran

Death Burst. When the mephit dies, if explodes in a burst of lava.


Each creature within 5 takes 7 (2d6) fire damage (DC 11 Dex
save for half damage).

False Appearance. When the mephit is motionless, it is


indistinguishable from an ordinary pile of magma.

Innate Spellcasting: Heat Metal (1/day ). Action to cast, 60,


concentration up to 1 minute. Any creature in physical
contact with a targeted, manufactured, metal object takes 2d8
fire damage. Until the spell ends, the mephit can use a bonus
action to cause the damage again. If the object is carried, the
creature carrying it must succeed on a DC 12 Con save or
drop the object. If it doesnt, the creature has disadvantage on
attack rolls and ability checks until the start of the mephits
next turn.

ACTIONS
Claws. Melee Weapon Attack: +3 to hit, reach 5, one creature. Hit:
3 (1d4+1) slashing damage plus 2 (1d4) fire damage.

Fire Breath (Recharge 6). The mephit breathes a 15 cone of fire.


Each creature within 5 takes 7 (2d6) fire damage (DC 11 Dex
save for half damage).

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
57
MEPHIT: MUD MEPHIT CR
Small elemental, neutral evil 50 XP
Armor Class 11
Hit Points 27 (6d6+6)
Speed 20, fly 20, swim 20
STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 9 (-1) 11 (+0) 7 (-2)
Skills Stealth +3
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60, passive Perception 10
Languages Aquan, Terran

Death Burst. When the mephit dies, if explodes in a burst of


sticky mud. Each creature within 5 of it must succeed on a DC
11 Dex save or be restrained until the end of the creatures
next turn.

False Appearance. When the mephit is motionless, it is


indistinguishable from an ordinary mound of mud.

ACTIONS
Fists. Melee Weapon Attack: +3 to hit, reach 5, one creature. Hit: 4
(1d6+1) bludgeoning damage.

Mud Breath (Recharge 6). The mephit breathes mud onto one
creature within 5 of it. If the target is Medium or smaller, it
must succeed on a DC 11 Dex save or be restrained for 1
minute. A creature may attempt the save at the ned of each of
its turns to end the effect.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
58
MEPHIT: SMOKE MEPHIT CR
Small elemental, neutral evil 50 XP
Armor Class 12
Hit Points 22 (5d6+5)
Speed 30, fly 30
STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0)
Skills Perception +2, Stealth +4
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60, passive Perception 12
Languages Auran, Ignan

Death Burst. When the mephit dies, if leaves behind a cloud of


smoke, filling a 5-radius sphere centered on its space lasting
1 minute. The sphere is heavily obscured but is dispersed by
any wind.

Innate Spellcasting: Dancing Lights (1/day ). Action to cast,


120, concentration up to 1 minute. The mephit creates four
torch-sized motes of light within range, or one in the form of
a Medium humanoid. The lights shed 10 of dim light. As a
bonus action, the mephit can move them up to 60 to a spot
within range.

ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5, one creature. Hit:
4 (1d4+2) slashing damage.

Cinder Breath (Recharge 6). The mephit breathes a 15 cone of


smoldering ash. Each creature in that area must succeed on a
DC 10 Dex save or be blinded until the end of the mephits
next turn.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
59
MEPHIT: STEAM MEPHIT CR
Small elemental, neutral evil 50 XP
Armor Class 10
Hit Points 21 (6d6)
Speed 30, fly 30
STR DEX CON INT WIS CHA
5 (-3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1)
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60, passive Perception 10
Languages Aquan, Ignan

Death Burst. When the mephit dies, if explodes in a cloud of


steam. Each creature within 5 of it must succeed on a DC 10
Dex save or take 4 (1d8) fire damage.

Innate Spellcasting: Blur (1/day ). Action to cast, self,


concentration up to 1 minute. Creatures relying on sight have
disadvantage to hit the mephit.

ACTIONS
Claws. Melee Weapon Attack: +2 to hit, reach 5, one creature. Hit:
2 (1d4) slashing damage plus 2 (1d4) fire damage.

Steam Breath (Recharge 6). The mephit breathes a 15 cone of


scorching steam. Each creature takes 4 (1d8) fire damage (DC
10 Dex save for half damage).

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
60
MIND FLAYER CR 7
Small aberration, lawful evil 2,900 XP Innate Spellcasting: Dominate Monster (1/day ). Action to
cast, 60, concentration up to 1 hour. A target creature must
Armor Class 15 (breastplate) succeed on a DC 15 Wis save or be charmed by the mind
Hit Points 71 (13d8+13) flayer for the spells duration. While charmed and on the
Speed 30 same plane as the mind flayer, the target can be telepathically
STR DEX CON INT WIS CHA ordered by the mind flayer to issue simple commands. If the
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3) mind flayer uses an action to do so, the creature may be given
detail commands, including using the mind flayers reaction
Saves Int +7, Wis +6, Cha +6 as its own. Each time it takes damage, the target may attempt
Skills Arcana +7, Deception +6, Insight +6, Perception +6, a new save to end the spell.
Persuasion +6, Stealth +4
Senses darkvision 120, passive Perception 16 Innate Spellcasting: Plane Shift (1/day ). Action to cast, self
Languages Deep Speech, Undercommon, telepathy 120 only, instantaneous. The mid flayer transports to another
plane, taking itself to a general location of the its choosing.
Magic Resistance. The mind flayer has advantage on saving
throws against spells and other magical effects. ACTIONS
Innate Spellcasting: Detect Thoughts (at will). Action to cast, Tentacles. Melee Weapon Attack: +7 to hit, reach 5, one creature.
self, concentration up to 1 minute. The mind flayer can focus Hit: 15 (2d10+4) psychic damage. If the target is Medium or
on any target creature within 30 of it (Int >3, and knows a smaller, it is grappled (escape DC 15) and must succeed on a
language) and read its surface thoughts. As an action, the DC 15 Int save or be stunned until the grapple ends.
mind flayer can shift focus to another creature or probe
deeper into the targets mind. If the target fails a DC 15 Wis Extract Brain. Melee Weapon Attack: +7 to hit, reach 5, one
save, the mind flayer gains insight into the targets reasoning, incapacitated humanoid currently grappled by the mind
emotional state, and something that looms large in the flayer. Hit: 55 (10d10) piercing damage. If the target is
targets mind. On its own turn, the current target can make a reduced to 0 hit points, the target dies.
contested Int check against the mind flayer to end the effect.

Innate Spellcasting: Levitate (at will). Action to cast, self only, Mind Blast (Recharge 56). Each ceature in a 60cone emanating
concentration up to 10 minutes. The mind flayer rises 20 and from the mind flayer must succeed on a DC 15 Int save or take
can change its altitude 20 as movement. It can move 22 (4d8+4) psychic damage and be stunned for 1 minute. A
horizontally by grabbing a nearby fixed object, essentially creature may repeat the save at the end of each of its turns to
climbing. end the effect.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
61
MIND FLAYER ARCANIST CR 8
Small aberration, lawful evil 3,900 XP Blade Ward (cantrip). Action to cast, self, concentration up
to 10 minutes. The mind flayer creates a wall of magical
Armor Class 15 (breastplate) blades providing cover to those behind it, and representing
Hit Points 71 (13d8+13) difficult terrain. The wall can be 100 long, 20 high, and 5
Speed 30 thick; or a ring 60 in diameter, 20 high, and 5 thick. When a
STR DEX CON INT WIS CHA creature enters the wall for a first time on a turn or starts its
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3) turn there, it takes 6d10 slashing damage (DC 15 Dex save for
half damage.
Saves Int +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Mage Hand (cantrip). Action to cast, 30, 1 minute. The mind
Persuasion +6, Stealth +4 flayer creates a ghost-like hand that can be controlled with an
Senses darkvision 120, passive Perception 16 action. It can manipulate an object, open an unlocked door or
Languages Deep Speech, Undercommon, telepathy 120 container, stow or retrieve an item from an open container,
etc.
Magic Resistance. The mind flayer has advantage on saving
throws against spells and other magical effects. Shocking Grasp (cantrip). Action to cast, 30, instantaneous.
The mind flayer makes a melee spell attack (+7) with
Innate Spellcasting: Detect Thoughts (at will). Action to cast, advantage if the target creature is wearing metal armor. On a
self, concentration up to 1 minute. The mind flayer can focus hit, the target takes 1d8 lightning damage and cant take
on any target creature within 30 of it (Int >3, and knows a reactions until the end of its next turn.
language) and read its surface thoughts. As an action, the
mind flayer can shift focus to another creature or probe Detect Magic (1st). Action to cast, self, concentration up to
deeper into the targets mind. If the target fails a DC 15 Wis 10 minutes. The mind flayer can detect the presence of magic
save, the mind flayer gains insight into the targets reasoning, within 30 of it. It can use an action to see an aura around the
emotional state, and something that looms large in the source and detect its school of magic. This ability is blocked
targets mind. On its own turn, the current target can make a by 1 of stone, 1 of common metal, a thin sheet of lead, or 3
contested Int check against the mind flayer to end the effect. of wood or dirt.

Innate Spellcasting: Levitate (at will). Action to cast, self only, Disguise Self (1st). Action to cast, self, 1 hour. The mind
concentration up to 10 minutes. The mind flayer rises 20 and flayer makes itself and its belongings look different: 1 foot
can change its altitude 20 as movement. It can move shorter or taller; thin, fat, or in between; but bipedal. The
horizontally by grabbing a nearby fixed object, essentially disguise will not hold up to inspection. To discern that the
climbing. mind flayer is disguised, a creature may spend its action to
inspect its appearance or make a DC 15 Investigation check.
Innate Spellcasting: Dominate Monster (1/day ). Action to
cast, 60, concentration up to 1 hour. A target creature must Shield (1st). Reaction to a hit on the couatl, self, 1 round.
succeed on a DC 15 Wis save or be charmed by the mind Until the start of its next turn, the mind flayer has an AC of 20,
flayer for the spells duration. While charmed and on the including against the triggering attack, and has immunity to
same plane as the mind flayer, the target can be telepathically magic missile.
ordered by the mind flayer to issue simple commands. If the
mind flayer uses an action to do so, the creature may be given Sleep (1st). Action to cast, 90, 1 minute. The mind flayer
detail commands, including using the mind flayers reaction affects 5d8 hit points worth of creatures within 20 of a point
as its own. Each time it takes damage, the target may attempt within range. Creatures are selected in ascending order of
a new save to end the spell. their remaining hit points, staring with the creature having
the lowest current total. When a creature is affected, subtract
Innate Spellcasting: Plane Shift (1/day ). Action to cast, self its total hit points from the amount affected by the spell, then
only, instantaneous. The mid flayer transports to another proceed to the next creature. A creatures hit points must be
plane, taking itself to a general location of the its choosing. equal or less than the remaining total for the creature to be
affected. For each slot level above 1st used to cast this spell,
Spellcasting: 10th-level, Int-based, DC 15, +7 to hit an additional 2d8 of hit points can be affected.

1st 4th Blur (2nd). Action to cast, 90, 1 minute. Action to cast, self,
2nd 5th concentration up to 1 minute. Creatures relying on sight have
3rd disadvantage to hit the mind flayer.

Dancing Lights (cantrip). Action to cast, 120, concentration Invisibility (2nd). Action to cast, self only, concentration up
up to 1 minute. The mid flayer creates four torch-sized motes to 1 hour. The mind flayer and its equipment become
of light within range, or one in the form of a Medium invisible until it attacks or casts a spell.
humanoid. The lights shed 10 of dim light. As a bonus action,
the mind flayer can move them up to 60 to a spot within
range.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
62
Ray of Enfeeblement (2nd). Action to cast, 60, Telekinesis (5th). Action to cast, 60, concentration up to 10
concentration up to 1 minute. The mind flayer makes a minutes. Each round, as an action, the mind flayer can
ranged spell attack (+5) against a target creature. On a hit, the manipulate a creature or object. Creature. The giant makes a
target deals only half damage with weapon attacks that use +7 spell attack contested by the creatures Str check. If
Str until the spell ends. At the end of each of its turns, the successful, the giant moves the creature 30 in any direction,
target can attempt a DC 15 Con save to end the spell. but not outside the range of the spell, where it remains
restrained. On its turn, the giant can maintain the grip or
Clairvoyance (3rd). 10 minutes, 1 mile, concentration up to repeat the contest. Object. The mind flayer moves up to 1,000
10 minutes. The mind flayer places an invisible sensor in a lbs. 30 in any direction. If the object is attended, the giant
place either familiar or obvious to it. The mind flayer can must succeed at the contest above against the attending
either see or hear as if it was in that space, switching between creature. The giant may make minor manipulations on the
hearing or seeing as an action. object, such as turning a doorknob, opening a container, etc.

Lightning Bolt (3rd). Action to cast, 100 line 5 wide, ACTIONS


instantaneous. Each creature in the line takes 8d6 lighting
damage (DC 15 Dex save for half damage).The damage Tentacles. Melee Weapon Attack: +7 to hit, reach 5, one creature.
increases by 1d6 per slot level above 3rd used to cast it. Hit: 15 (2d10+4) psychic damage. If the target is Medium or
smaller, it is grappled (escape DC 15) and must succeed on a
Sending (3rd). Action to cast, unlimited, 1 round. The mind DC 15 Int save or be stunned until the grapple ends.
flayer sends a message of 25 of fewer words to a creature
familiar to it. The creature knows the identity of the sender Extract Brain. Melee Weapon Attack: +7 to hit, reach 5, one
and can immediately respond in a like manner. If the creature incapacitated humanoid currently grappled by the mind
is on another plane of existence, theres a 5% chance the flayer. Hit: 55 (10d10) piercing damage. If the target is
message doesnt arrive. reduced to 0 hit points, the target dies.

Confusion (4th). Action to cast, 90, concentration up to 1 Mind Blast (Recharge 56). Each creature in a 60cone
minute. Each creature in a 10-radius sphere centered on a emanating from the mind flayer must succeed on a DC 15 Int
point within range must succeed on a DC 15 Wis save or be save or take 22 (4d8+4) psychic damage and be stunned for 1
affected. An affected creature cant take reactions and must minute. A creature may repeat the save at the end of each of
roll 1d10 and the start of each turn to determine its action. its turns to end the effect.
The creature may make a new save at the end of each of its
turns to end the effect.

d10 Behavior
1 Creature takes no action and uses all
movement to move in a random direction.
2-6 Creature doesnt move or take actions.
7-8 Creature uses action to make a melee attack
against a randomly determined target. If no
target is within reach, the creature does
nothing.
9-10 The creature can act and move normally.

Hallucinatory Terrain (4th). 10 minutes to cast, 300, 24


hours. The mind flayer makes a 150 cube of terrain appear,
smell, and feel like different natural terrain. If distinguishable
by touch, a creature entering the terrain can pierce the
illusion. Otherwise, upon inspection the creature can pierce it
with a successful DC 15 Investigation check.

Wall of Force (5th). Action to cast, 120, concentration up to


10 minutes. A wall of force thick appears anywhere within
range, not necessarily resting on a solid surface. It can
manifest as a semispherical dome up to 10 in radius, or as a
flat surface consisting of 10 contiguous 10x10 panels.
Nothing on its plane of existence nor on the Ethereal plane
may pass it, and it blocks spells. Dispel Magic does not affect
it, but disintegrate destroys it instantly.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
63
MUMMY LORD CR 15
Medium undead, lawful evil 13,000 XP Shield of Faith (1st). Bonus action to cast, 60,
concentration up to 10 minutes. A target creature gains a +2
Armor Class 17 (natural armor)
bonus to AC for the duration of the spell.
Hit Points 97 (13d8+39)
Speed 20
Hold Person (2nd). Action to cast, 60, concentration up to 1
STR DEX CON INT WIS CHA minute. The mummy lord targets a humanoid within range,
18 (+4) 10 (+0) 17 (+3) 11 (+0) 18 (+4) 16 (+3) who must make a DC 17 Wis save or be paralyzed for the
Saves Con +8, Int +5, Wis +9, Cha +8 duration. The target may make a save at the end of each of
Skills History +5, Religion +5 its turns to end the spells effect. For each slot level above
Damage Vulnerabilities fire 2nd level the mummy lord uses to cast this spell, it may
Damage Immunities necrotic, poison; bludgeoning, piercing, and target an additional target.
slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, Silence (2nd). Action to cast, 120, concentration up to 10
paralyzed, poisoned minutes. For the duration, no sound can be created within or
Senses darkvision 60, passive Perception 14 pass through a 20-radius sphere centered on a point within
Languages The languages it knew in life. range. Any creature entirely within the sphere is immune to
thunder damage, is deafened, and cant cast a spell with a
Magic Resistance. The mummy lord has advantage on saves verbal component.
against spells and other magical effects.
Spiritual Weapon (2nd). Bonus action to cast, 60, 1 minute.
Rejuvenation. If its heart is intact, a destroyed mummy lord gains The mummy lord creates a ghostly weapon and makes a
a new body in 24 hours, regaining all of its hit points and melee spell attack (+9) against a creature within 5 of the
becoming active again. The new body appears within 5 feet of weapon. On a hit, the target takes 1d8+3 force damage. As a
the mummy lords heart. bonus action on subsequent turns, the mummy lord may
move the weapon up to 20 and attack a creature within 5 of
Spellcasting: 10th-level, Wis-based, DC 17, +9 to hit the weapon. For each slot level above 2nd level the mummy
lord uses to cast this spell, it does an extra 1d8 damage on a
1st 4th hit.
2nd 5th
3rd 6th Animate Dead (3rd). 1 minute to cast, 10, instantaneous.
The mummy lord creates an undead servant. As a bonus
Sacred Flame (cantrip). Action to cast, 60, 1 hour. The action on each of its turns, the mummy lord can
mummy lord attacks a target it can see. The target must telepathically order any number of such servants within 60
succeed on a DC 17 Dex check or take 2d8 radiant damage. of it, though multiple servants commanded with a single
bonus action must receive the same order. If not receiving an
Thaumaturgy (cantrip). Action to cast, 30, Up to 1 minute. order, the servant merely defends itself. The mummy lord
The mummy lord can create one of the following magical loses control over a servant after 24 hours unless recasting
effects within range for the duration: a booming voice; flames the spell on it. The mummy lord may reassert control over
that flicker, brighten, dim, or change color; harmless tremors; up to 4 servants with such a casting.
an instantaneous sound (e.g., a thunder clap); the opening or
closing of an unlocked door or window; or the alteration of Dispel Magic (3rd). Action to cast, 120, instantaneous. The
the mummy lords own eyes. If cast more than once, the mummy lord dispels any spell of the slot level used to cast
mummy lord can have up to three effects occurring the spell (or lower) affecting a creature, object, or area
simultaneously. within range. For spells of 4th level or higher, the mummy
lord must succeed on a Cha ability check (+3; DC is 10+level
Command (1st). Action to cast, 60, 1 round. The mummy of the effect).
lord speaks one command word to a target. If the target fails a
DC 17 Wis save, the target must obey. Example command Divination (4th). Action to cast, self only, instantaneous.
words are approach, drop (item), flee, grovel (go prone), and The mummy lord asks one question of its god concerning a
halt (take no actions). The mummy lord can add another specific goal, event, or activity to occur within the next 7
target for each slot level above 1st used to cast it. days, and receives a truthful response, possibly cryptic or
symbolic.
Guiding Bolt (1st). Action to cast, 120, 1 round. The mummy
lord makes a ranged spell attack (+9) against a target. On a Guardian of Faith (4th). Action to cast, 30, 8 hours. The
hit, the target takes 4d6 radiant damage, and the next attack mummy lord conjures a Large, spectral guardian that
against the target before the end of the mummy lords next occupies a space the mummy lord can see. Any creature that
turn has advantage. The damage increases by 1d6 per slot moves within 10 of the guardian takes 20 radiant damage
level above 1st used to cast it. (DC 17 Dex save for half damage).

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
64
ACTIONS
Contagion (5th). Action to cast, touch, 7 days. The mummy
lord makes a melee spell attack (+9) to a target creature Multiattack. The mummy lord uses its Dreadful Gaze and makes
within its reach. On a hit, the target contracts a natural one attack with its Rotting Fists.
disease chosen by the mummy lord. The target makes DC 17
Con saves at the end of each of the targets turns. If it Rotting Fists. Melee Weapon Attack: +9 to hit, reach 5, one target.
succeeds on three before failing on three, the target recovers Hit: 14 (3d6+4) bludgeoning damage plus 21 (6d6) necrotic
from the disease. Otherwise, the disease lasts for the damage. If the target is a creature, it must succeed on a DC
duration. Blinding Sickness. The target has disadvantage on 16 Con save or be cursed with mummy rot. A cursed target
Wis checks and saves and is blinded. Filth Fever. The target cant regain hit points, and its hit point maximum decreases
has disadvantage on Str checks, saves, and attacks using Str. by 10 (3d6) for every 24 hours that elapses. If the curse
Flesh Rot. The target has disadvantage on Cha checks and reduces the targets hit point maximum to 0, the target dies.
has vulnerability to all damage. Midfire. The target jas The curse lasts until removed by appropriate magic.
disadvantage on Int checks and saves, and behaves as if
under a Confusion spell. Seizure. The target has Dreadful Glare. A creature within 60 that the mummy lord can
disadvantage on Dex checks, saves, and attacks using Dex. see must succeed on a DC 16 Wis save or become frightened
Slimy Doom. The target has disadvantage on Con checks until the end of the mummys next turn. If the target fails the
and saves, and whenever the target takes damage, its save by 5 or more, its also paralyzed during that time. A
stunned until the end of its next turn. target that succeeds on the save is immune to the Dreadful
Gaze of all mummies and mummy lords for 24 hours.
Confusion. An affected creature cant take reactions
and must roll 1d10 and the start of each turn to
determine its action. The creature may make a new save LEGENDARY ACTIONS
at the end of each of its turns to end the effect.
The mummy lord can take 3 legendary actions, only one at a time
d10 Behavior and only at the end of another creatures turn. The lich regains
1 Creature takes no action and uses all spent actions at the start of its turn.
movement to move in a random direction.
2-6 Creature doesnt move or take actions. Attack. The mummy lord makes one attack with its Rotting Fist
7-8 Creature uses action to make a melee or uses its Dreadful Gaze.
attack against a randomly determined
target. If no target is within reach, the Blinding Dust. Each creature within 5 of the mummy lord must
creature does nothing. succeed on a DC 16 Con save or be blinded until the end of
the creatures next turn.
9-10 The creature can act and move normally.
Blasphemous Word (costs 2 actions). Each non-undead
Insect Plague (5th). Action to cast, 300, concentration up
creature within 10 of the mummy lord that can hear it must
to 10 minutes. Swarming, biting insects fill a 20-radius
succeed on a DC 16 Con save or be stunned until the end of
sphere centered on a point within range, lightly obscuring
the mummy lords next turn.
the volume and creating difficult terrain. When the area
appears, each creature within takes 4d10 piercing damage
Channel Negative Energy (costs 2 actions). Creatures within
(Con save DC 20 for half damage). A creature must make a
60 of the mummy lord, including ones behind barriers and
save if it enters the volume or ends its turn there. The
around corners, cant regain hit points until the end of the
damage increases by 1d10 per slot level above 5th used to
mummy lords next turn.
cast it.
Whirlwind of Sand (costs 2 actions). The mummy lord
Harm (6th). Action to cast, 60, instantaneous. A target
transforms into a whirlwind of sand, moving up to 60, then
creature takes 14d6 necrotic damage (DC 17 Con save for
reverting to its normal form. While in whirlwind form, its
half damage), leaving the target with at least 1 hit point
immune to all damage, and it cant be grappled, petrified,
remaining. If the target failed the save, for 1 hour the targets
knocked prone, restrained, or stunned.
maximum hit points is reduced to the amount of damage it
took.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
65
NAGA: BONE NAGA (GUARDIAN) CR 4
Large undead, lawful evil 1,100 XP Shield of Faith (1st). Bonus action to cast, 60,
concentration up to 10 minutes. A target creature gains a +2
Armor Class 15 (natural armor)
bonus to AC for the duration of the spell.
Hit Points 58 (9d10+9)
Speed 30
Calm Emotions (2nd). Action to cast, 60, concentration up
STR DEX CON INT WIS CHA to 1 minute. Each humanoid within range must make a DC
15 (+2) 16 (+3) 12 (+1) 15 (+2) 15 (+2) 16 (+3) 12 Cha save. If it fails, the naga can either suppress any
Damage Immunities poison charm or frighten effect on the target for the spells duration,
Condition Immunities charmed, exhaustion, frightened, or make target creatures indifferent to those towards whom
paralyzed, poisoned theyre hostile.
Senses darkvision 60, passive Perception 12
Languages Common, plus one other language. Hold Person (2nd). Action to cast, 60, concentration up to 1
minute. The naga targets a humanoid within range, who
Spellcasting: 5th-level, Wis-based, DC 12, +4 to hit must make a DC 12 Wis save or be paralyzed for the
duration. The target may make a save at the end of each of
1st 3rd its turns to end the spells effect. For each slot level above
2nd 2nd level the naga uses to cast this spell, it may target an
additional target.
Mending (cantrip). 1 minute, touch, instantaneous. The naga
repairs a single break or tear in an object, as long as the Bestow Curse (3rd). Action to cast, touch, concentration up
damage is less than 1 in any dimension. to 1 minute. The target creature must succeed on a DC 12
Wis save or become cursed for the duration of the spell. The
Sacred Flame (cantrip). Action to cast, 60, 1 hour. The naga curse may be of one of three types: 1) the target has
attacks a target it can see. The target must succeed on a DC 12 disadvantage on checks and saves of a chosen ability score;
Dex check or take 2d8 radiant damage. 2) the target has disadvantage on attacks against the naga;
3) the target must succeed on DC 12 Wis save at the start of
Thaumaturgy (cantrip). Action to cast, 30, Up to 1 minute. each of its turns in order to act; or 4) the nagas attacks and
The naga can create one of the following magical effects spells do an extra 1d8 necrotic damage to the target.
within range for the duration: a booming voice; flames that
flicker, brighten, dim, or change color; harmless tremors; an ACTIONS
instantaneous sound (e.g., a thunder clap); the opening or
closing of an unlocked door or window; or the alteration of
Bite. Melee Weapon Attack: +5 to hit, reach 10, one creature. Hit:
the nagas own eyes. If cast more than once, the naga can have
10 (2d6+3) piercing damage plus 10 (3d6) poison damage.
up to three effects occurring simultaneously.

Command (1st). Action to cast, 60, 1 round. The naga speaks


one command word to a target. If the target fails a DC 12 Wis
save, the target must obey. Example command words are
approach, drop (item), flee, grovel (go prone), and halt (take
no actions). The naga can add another target for each slot
level above 1st used to cast it.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
66
NAGA: BONE NAGA (SPIRIT) CR 4
Large undead, lawful evil 1,100 XP Sleep (1st). Action to cast, 90, 1 minute. The mind flayer
affects 5d8 hit points worth of creatures within 20 of a point
Armor Class 15 (natural armor)
within range. Creatures are selected in ascending order of
Hit Points 58 (9d10+9)
their remaining hit points, staring with the creature having
Speed 30
the lowest current total. When a creature is affected,
STR DEX CON INT WIS CHA subtract its total hit points from the amount affected by the
15 (+2) 16 (+3) 12 (+1) 15 (+2) 15 (+2) 16 (+3) spell, then proceed to the next creature. A creatures hit
Damage Immunities poison points must be equal or less than the remaining total for the
Condition Immunities charmed, exhaustion, frightened, creature to be affected. For each slot level above 1st used to
paralyzed, poisoned cast this spell, an additional 2d8 of hit points can be affected.
Senses darkvision 60, passive Perception 12
Languages Common, plus one other language. Detect Thoughts (2nd). Action to cast, self, concentration
up to 1 minute. The naga can focus on any target creature
Spellcasting: 5th-level, Int-based, DC 12, +4 to hit within 30 of it (Int >3, and knows a language) and read its
surface thoughts. As an action, the naga can shift focus to
1st 3rd another creature or probe deeper into the targets mind. If
2nd the target fails a DC 12 Wis save, the naga gains insight into
the targets reasoning, emotional state, and something that
Mage Hand (cantrip). Action to cast, 30, 1 minute. The naga looms large in the targets mind. On its own turn, the current
creates a ghost-like hand that can be controlled with an target can make a contested Int check against the naga to
action. It can manipulate an object, open an unlocked door or end the effect.
container, stow or retrieve an item from an open container,
etc. Hold Person (2nd). Action to cast, 60, concentration up to 1
minute. The naga targets a humanoid within range, who
Minor Illusion (cantrip). Action to cast, 30, 1 minute. The must make a DC 12 Wis save or be paralyzed for the
naga creates a sound or image of an object (not both). An duration. The target may make a save at the end of each of
object must be no larger than a 5 cube. A creature can its turns to end the spells effect. For each slot level above
determine its an illusion with a DC 12 Investigation check. 2nd level the naga uses to cast this spell, it may target an
additional target.
Ray of Frost (cantrip). Action to cast, 60, instantaneous. The
naga makes a ranged spell attack (+4 to hit). On a hit, the Lightning Bolt (3rd). Action to cast, 100 line from self,
target takes 2d8 cold damage, and its speed is reduced to 10 instantaneous. Each creature in a 100 long, 5 wide line
until the start of the nagas next turn. originating from the naga takes 5d6 lightning damage (DC 12
Dex save for half damage).
Charm Person (1st). Action to cast, 30, 1 hour. If the target
creature fails a DC 12 Wis save (made with advantage if ACTIONS
currently fighting the naga), the target is charmed until the
spell ends or the naga attacks it. The naga can add another
Bite. Melee Weapon Attack: +5 to hit, reach 10, one creature. Hit:
target for each slot level above 1st used to cast it.
10 (2d6+3) piercing damage plus 10 (3d6) poison damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
67
NAGA: GUARDIAN NAGA CR 10
Large monstrosity, lawful good 5,900 XP Hold Person (2nd). Action to cast, 60, concentration up to 1
minute. The naga targets a humanoid within range, who
Armor Class 18 (natural armor)
must make a DC 16 Wis save or be paralyzed for the
Hit Points 127 (15d10+45)
duration. The target may make a save at the end of each of
Speed 40
its turns to end the spells effect. For each slot level above
STR DEX CON INT WIS CHA 2nd level the naga uses to cast this spell, it may target an
19 (+4) 18 (+4) 16 (+3) 16 (+3) 19 (+4) 18 (+4) additional target.
Saves Dex +8, Con +7, Int +7, Wis +8, Cha +8
Damage Immunities poison Bestow Curse (3rd). Action to cast, touch, concentration up
Condition Immunities charmed, poisoned to 1 minute. The target creature must succeed on a DC 16
Senses darkvision 60, passive Perception 14 Wis save or become cursed for the duration of the spell. The
Languages Celestial, Common curse may be of one of three types: 1) the target has
disadvantage on checks and saves of a chosen ability score;
Rejuvenation. If it dies, the naga returns to life in 1d6 days with 2) the target has disadvantage on attacks against the naga;
full hit points. Only a Wish spell can prevent this. 3) the target must succeed on DC 16 Wis save at the start of
each of its turns in order to act; or 4) the nagas attacks and
Spellcasting: 11th-level, Wis-based, DC 16, +8 to hit spells do an extra 1d8 necrotic damage to the target.

1st 3rd 5th Clairvoyance (3rd). 10 minutes, 1 mile, concentration up to


2nd 4th 6th 10 minutes. The naga places an invisible sensor in a place
either familiar or obvious to it. The naga can either see or
Mending (cantrip). 1 minute, touch, instantaneous. The naga hear as if it was in that space, switching between hearing or
repairs a single break or tear in an object, as long as the seeing as an action.
damage is less than 1 in any dimension.
Banishment (4th). Action to cast, 60, concentration up to 1
Sacred Flame (cantrip). Action to cast, 60, 1 hour. The naga minute. The target must succeed on a DC 16 Cha save or be
attacks a target it can see. The target must succeed on a DC 16 sent to another plane of existence. If the target is not from
Dex check or take 2d8 radiant damage. the plane of existence in which the spell is cast, and the spell
doesnt end before 1 minute expires, the target doesnt
Thaumaturgy (cantrip). Action to cast, 30, Up to 1 minute. return. Otherwise, the target returns to the space from
The naga can create one of the following magical effects which it disappeared, or the closest possible unoccupied
within range for the duration: a booming voice; flames that square. The naga can add another target for each slot level
flicker, brighten, dim, or change color; harmless tremors; an above 4th used to cast it.
instantaneous sound (e.g., a thunder clap); the opening or
closing of an unlocked door or window; or the alteration of Freedom of Movement (4th). Action to cast, touch, 1 hour.
the nagas own eyes. If cast more than once, the naga can have The target is unaffected by difficult terrain, the penalties of
up to three effects occurring simultaneously. underwater movement, and spells or magical effects that
that reduce its speed, paralyze it, or restrain it. The target
Command (1st). Action to cast, 60, 1 round. The naga speaks can also spend 5 of movement to automatically escape from
one command word to a target. If the target fails a DC 16 Wis nonmagical restraints.
save, the target must obey. Example command words are
approach, drop (item), flee, grovel (go prone), and halt (take Flame Strike (5th). Action to cast, 60, instantaneous. Each
no actions). The naga can add another target for each slot creature in a 10-radius, 40-high cylinder centered on a
level above 1st used to cast it. point within range takes 4d6 fire damage and 4d6 radiant
damage (DC 16 Dex save for half damage). Either the fire or
Cure Wounds (1st). Action to cast, touch, instantaneous. The radiant damage (nagas choice) increases by 1d6 for each
naga touches a creature and heals it 1d8+4 hit points. The slot level above 5th used to cast it.
healing increases by 1d8 for every slot above 1st used to cast
the spell. Geas (5th). 1 minute to cast, 60, 30 days. A creature within
range that can understand the naga and that the naga can
Shield of Faith (1st). Bonus action to cast, 60, concentration see must succeed on a DC 16 Wis save or be compelled to
up to 10 minutes. A target creature gains a +2 bonus to AC for perform a service or refrain from an action for the duration.
the duration of the spell. Each time it acts in a manner contrary to the requirement, it
takes 5d10 psychic damage.
Calm Emotions (2nd). Action to cast, 60, concentration up
to 1 minute. Each humanoid within range must make a DC 16 True Seeing (6th). Action to cast, touch, 1 hour. A touched
Cha save. If it fails, the naga can either suppress any charm or creature has truesight, sees secret doors hidden by magic,
frighten effect on the target for the spells duration, or make and can see into the Ethereal Plane up to 120.
target creatures indifferent to those towards whom theyre
hostile.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
68
ACTIONS

Bite. Melee Weapon Attack: +8 to hit, reach 10, one creature. Hit: 8
(1d8+4) piercing damage, and the target takes 45 (10d8)
poison damage (DC 15 Con save for half damage).

Spit Poison. Ranged Weapon Attack: +8 to hit, range 15/30, one


creature. Hit: The target takes 45 (10d8) poison damage (DC
15 Con save for half damage).

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
69
NAGA: SPIRIT NAGA CR 8
Large undead, lawful evil 3,900 XP Detect Thoughts (2nd). Action to cast, self, concentration
up to 1 minute. The naga can focus on any target creature
Armor Class 15 (natural armor)
within 30 of it (Int >3, and knows a language) and read its
Hit Points 75 (10d10+20)
surface thoughts. As an action, the naga can shift focus to
Speed 40
another creature or probe deeper into the targets mind. If
STR DEX CON INT WIS CHA the target fails a DC 14 Wis save, the naga gains insight into
18 (+4) 17 (+3) 14 (+2) 16 (+3) 15 (+2) 16 (+3) the targets reasoning, emotional state, and something that
Damage Immunities poison looms large in the targets mind. On its own turn, the current
Condition Immunities charmed, exhaustion, frightened, target can make a contested Int check against the naga to
paralyzed, poisoned end the effect.
Senses darkvision 60, passive Perception 12
Languages Common, plus one other language. Hold Person (2nd). Action to cast, 60, concentration up to 1
minute. The naga targets a humanoid within range, who
Rejuvenation. If it dies, the naga returns to life in 1d6 days with must make a DC 14 Wis save or be paralyzed for the
full hit points. Only a Wish spell can prevent this. duration. The target may make a save at the end of each of
its turns to end the spells effect. For each slot level above
Spellcasting: 10th-level, Int-based, DC 14, +6 to hit 2nd level the naga uses to cast this spell, it may target an
additional target.
1st 3rd 5th
2nd 4th Lightning Bolt (3rd). Action to cast, 100 line from self,
instantaneous. Each creature in a 100 long, 5 wide line
Mage Hand (cantrip). Action to cast, 30, 1 minute. The naga originating from the naga takes 5d6 lightning damage (DC 14
creates a ghost-like hand that can be controlled with an Dex save for half damage).
action. It can manipulate an object, open an unlocked door or
container, stow or retrieve an item from an open container, Water Breathing (3rd). Action to cast, 30, 24 hours. Up to
etc. ten willing creatures of the nagas choice are granted the
ability to breath underwater.
Minor Illusion (cantrip). Action to cast, 30, 1 minute. The
naga creates a sound or image of an object (not both). An Blight (4th). Action to cast, 30, instantaneous. A creature
object must be no larger than a 5 cube. A creature can (not undead or a construct) the naga can see within 30 takes
determine its an illusion with a DC 14 Investigation check. 8d8 necrotic damage (DC 14 Con save for half damage; plant
creatures and magical plants have disadvantage on this
Ray of Frost (cantrip). Action to cast, 60, instantaneous. The save). The damage increases by 1d8 per slot used above 4th
naga makes a ranged spell attack (+6 to hit). On a hit, the level.
target takes 2d8 cold damage, and its speed is reduced to 10
until the start of the nagas next turn. Dimension Door (4th). Action to cast, 500, instantaneous.
The naga can teleport itself, anything it can carry, an
Charm Person (1st). Action to cast, 30, 1 hour. If the target adjacent willing creature the nagas size or smaller, and
creature fails a DC 14 Wis save (made with advantage if anything that creature can carry to a place within range. If
currently fighting the naga), the target is charmed until the the place is already occupied, both the lich and the other
spell ends or the naga attacks it. The naga can add another creature (if any) take 4d6 force damage and arent
target for each slot level above 1st used to cast it. teleported.

Detect Magic (1st). Action to cast, self, concentration up to Dominate Person (5th). Action to cast, 60, concentration
10 minutes. The naga can detect the presence of magic within up to 1 minute. The humanoid target must make a DC 14 Wis
30 of it. It can use an action to see an aura around the source save or be charmed by the naga for the duration of the spell.
and detect its school of magic. This ability is blocked by 1 of If the target is fighting the naga or its allies, the target has
stone, 1 of common metal, a thin sheet of lead, or 3 of wood advantage on the save. While the target is charmed, the naga
or dirt. may telepathically command it, which the target does its
best to obey. The commands can be simple and generic. The
Sleep (1st). Action to cast, 90, 1 minute. The mind flayer naga can use an action to limit the creature only to the
affects 5d8 hit points worth of creatures within 20 of a point actions the naga commands. Each time the target takes
within range. Creatures are selected in ascending order of damage, it may attempt a DC 14 Wis save to end the spell.
their remaining hit points, staring with the creature having
the lowest current total. When a creature is affected, subtract ACTIONS
its total hit points from the amount affected by the spell, then
proceed to the next creature. A creatures hit points must be
Bite. Melee Weapon Attack: +7 to hit, reach 10, one creature. Hit:
equal or less than the remaining total for the creature to be
7 (1d6+4) piercing damage, and the target takes 31 (7d8)
affected. For each slot level above 1st used to cast this spell,
poison damage (DC 13 Con save for half damage).
an additional 2d8 of hit points can be affected.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
70
ONI CR 7
Large giant, lawful evil 2,900 XP Innate Spellcasting: Gaseous Form (1/day ). Action to cast,
touch, concentration up to 1 hour. A willing, corporeal target
Armor Class 16 (chain mail)
transforms into a cloud until the spell ends or the target
Hit Points 110 (13d10+39)
drops to 0 hit points. The target has only a fly speed (10);
Speed 30, fly 30
can enter and occupy a space occupied by another creature;
STR DEX CON INT WIS CHA has resistance to nonmagical damage; and has advantage on
19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2) Str, Dex, and Con saves. The target can pass through small
Saves Dex +3, Con +6, Wis +4, Cha +5 holes but treats liquids as solid surfaces.
Skills Arcana +5, Deception +8, Perception +4
Senses darkvision 60, passive Perception 14 Innate Spellcasting: Sleep (1/day ). Action to cast, 90, 1
Languages Common, Giant minute. The oni affects 5d8 hit points worth of creatures
within 20 of a point within range. Creatures are selected in
Magic Weapons. The onis weapon attacks are magical. ascending order of their remaining hit points, staring with
the creature having the lowest current total. When a
Regeneration. The oni regains 10 hit points at the start of its turn creature is affected, subtract its total hit points from the
if it has at least 1 hit point. amount affected by the spell, then proceed to the next
creature. A creatures hit points must be equal or less than
Innate Spellcasting: Darkness (at will). Action to cast, 60, the remaining total for the creature to be affected.
concentration up to 10 minutes. The oni spreads darkness in
a 15-radius sphere centered on a point within range, an ACTIONS
unattended object in range, or an object the oni is holding.
The darkness spreads around corners. The darkness dispels
Multiattack. The oni makes two attacks, either with its claws or
an area of light created by a spell of 2nd level or lower.
its glaive.
Innate Spellcasting: Invisibility (at will). Action to cast, self only,
Claw (Oni form only). Melee Weapon Attack: +7 to hit, reach 5,
concentration up to 1 hour. The oni and its equipment
one creature. Hit: 8 (1d8+4) slashing damage.
become invisible until it attacks or casts a spell.
Glaive. Melee Weapon Attack: +7 to hit, reach 10, one creature.
Innate Spellcasting: Charm Person (1/day ). Action to cast,
Hit: 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing
30, 1 hour. If the target creature fails a DC 13 Wis save (made
damage when in Small or Medium form.
with advantage if currently fighting the oni), the target is
charmed until the spell ends or the oni attacks it.
Change Shape. The oni polymorphs into a Small or Medium
humanoid, into a large giant, or into its real form. Other than
Innate Spellcasting: Cone of Cold (1/day ). Action to cast, 60
its size, its statistics remain the same, but its glaive resizes so
cone originating from the oni, instantaneous. Each creature in
that it may be wielded by the oni in its current size. If it dies,
the cone takes 8d8 cold damage (DC 13 Con save for half
the oni reverts to its true form, as does its glaive.
damage).

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
71
ORC EYE OF GRUUMSH CR 2
Medium humanoid (orc), chaotic evil 450 XP Bless (1st). Action to cast, 30, concentration up to 1 minute.
The orc blesses up to three targets. Whenever a target makes
Armor Class 16 (ring mail, shield)
an attack roll or a save, the target can roll a d4 and add it to
Hit Points 45 (6d8+18)
the roll.
Speed 30
STR DEX CON INT WIS CHA Command (1st). Action to cast, 60, 1 round. The orc speaks
16 (+3) 12 (+1) 16 (+3) 9 (-1) 13 (+1) 12 (+1) one command word to a target. If the target fails a DC 11 Wis
Skills Intimidation +3, Religion +1 save, the target must obey. Example command words are
Senses darkvision 60, passive Perception 11 approach, drop (item), flee, grovel (go prone), and halt (take
Languages Common, Orc no actions).

Aggressive. As a bonus action, the orc can move up to its speed Augury (1st). 1 minute to cast, self, instantaneous. The orc
toward a hostile creature that it can see. receives an omen from an extraplanar patron relating to a
course of action to be taken within the next 30 minutes. The
Gruumshs Fury. The orc deals an extra 4 (1d8) damage when it omen is weal (good results), woe (bad results), weal and
hits with a weapon attack (included below). woe (a mix of the two), or nothing (results neither good
nor bad).
Spellcasting: 3rd-level, Wis-based, DC 11, +3 to hit
Spiritual Weapon (2nd). Bonus action to cast, 60, 1 minute.
1st 2nd The orc creates a ghostly spear and makes a melee spell
attack (+3) against a creature within 5 of the weapon. On a
Guidance (cantrip). Action to cast, touch, 1 round. Once hit, the target takes 1d8+3 force damage. As a bonus action
before the spell ends, the target may add 1d4 to an ability on subsequent turns, the orc may move the weapon up to 20
check of its choice. and attack a creature within 5 of the weapon.

Resistance (cantrip). Action to cast, touch, instantaneous. ACTIONS


Once before the spell ends, the target can add 1d4 to a save.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 or
Thaumaturgy (cantrip). Action to cast, 30, Up to 1 minute. range 20/60, one creature. Hit: 11 (1d8+1d6+3) piercing
The orc can create one of the following magical effects within damage, or 12 (2d8+3) piercing damage if used two-handed
range for the duration: a booming voice; flames that flicker, for a melee attack.
brighten, dim, or change color; harmless tremors; an
instantaneous sound (e.g., a thunder clap); the opening or
closing of an unlocked door or window; or the alteration of
the orcs own eyes.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
72
PIXIE CR
Tiny fey, neutral good 50 XP Innate Spellcasting: Dispel Magic (1/day ). Action to cast,
120, instantaneous. The pixie dispels any spell of level 3 or
Armor Class 15 (ring mail, shield)
lower affecting a creature, object, or area within range. For
Hit Points 1 (1d4-1)
spells of 4th level or higher, the pixie must succeed on a Cha
Speed 10, fly 30
ability check (DC is 10+level of the effect).
STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2) Innate Spellcasting: Entangle (1/day ). Action to cast, 90,
Skills Perception +4, Stealth +7 concentration up to 1 minute. The dryad summons
Senses passive Perception 14 vegetation in a 20-square starting from a point within range,
Languages Sylvan making that area difficult terrain. A creature within the area
upon casting must succeed on a DC 14 Str save or be
Magic Resistance. The pixie has advantage on saving throws restrained until the spell ends. The restrained creature may
against spells and other magical effects. use an action to reattempt the save.

Innate Spellcasting: Druidcraft (at will). Action to cast, 30, Innate Spellcasting: Fly (1/day ). Action to cast, touch,
instantaneous. The pixie can predict the weather, create an concentration up to 10 minutes. A willing creature gains a fly
illusory, nature-based sensory effect, or snuff out a campfire. speed of 60. When the spell ends, the target falls if its still
airborne.
Innate Spellcasting: Confusion (1/day ). Action to cast, 90,
concentration up to 1 minute. Each creature in a 10-radius Innate Spellcasting: Phantasmal Force (1/day ). Action to
sphere centered on a point within range must succeed on a cast, 120, concentration up to 1 minute. A target creature
DC 12 Wis save or be affected. An affected creature cant take (neither undead nor a construct) must make a DC 12
reactions and must roll 1d10 and the start of each turn to Intelligence save or have an image placed in its mind. The
determine its action. The creature may make a new save at target may make a DC 12 Investigation check to realize the
the end of each of its turns to end the effect. image is an illusion. While affected, the target is so convinced
that the illusion is real that it can take damage from it. Each
round on the pixies turn, the target takes 1d6 psychic
d10 Behavior
damage if within 5 of the illusion.
1 Creature takes no action and uses all
movement to move in a random direction.
Innate Spellcasting: Polymorph (1/day ). Action to cast, 60,
2-6 Creature doesnt move or take actions.
concentration, up to 1 hour. The pixie transforms the target
7-8 Creature uses action to make a melee attack into a new form unless the target succeeds at a DC 12 Wis
against a randomly determined target. If no save. The new form can be a beast of a challenge level no
target is within reach, the creature does greater than the level of the target, and the target assumes
nothing. the hit points of that form. The target is limited by its new
9-10 The creature can act and move normally. form, being unable to wield weapons, cast spells, speak, etc.
if the new form prohibits it. If the spell ends or the targets
Innate Spellcasting: Dancing Lights (1/day ). Action to cast, new form drops to 0 hit points, it reverts to its true form,
120, concentration up to 1 minute. The pixie creates four with damage it took carrying over to its hit point total prior
torch-sized motes of light within range, or one in the form of to the polymorph.
a Medium humanoid. The lights shed 10 of dim light. As a
bonus action, the pixie can move them up to 60 to a spot Innate Spellcasting: Sleep (1/day ). Action to cast, 90, 1
within range. minute. The pixie affects 5d8 hit points worth of creatures
within 20 of a point within range. Creatures are selected in
Innate Spellcasting: Detect Evil and Good (1/day ). Action to ascending order of their remaining hit points, staring with
cast, self, concentration up to 10 minutes. The pixie knows if the creature having the lowest current total. When a
theres an aberration, celestial, elemental, fey, fiend, undead, creature is affected, subtract its total hit points from the
or magically consecrated/desecrated place or object within amount affected by the spell, then proceed to the next
30 of it, as well as its exact location. creature. A creatures hit points must be equal or less than
the remaining total for the creature to be affected.
Innate Spellcasting: Detect Thoughts (1/day ). Action to cast,
self, concentration up to 1 minute. The pixie can focus on any
target creature within 30 of it (Int >3, and knows a language)
ACTIONS
and read its surface thoughts. As an action, the pixie can shift
focus to another creature or probe deeper into the targets Superior Invisibility. The pixie can magically turn invisible until
mind. If the target fails a DC 12 Wis save, the pixie gains its concentration breaks. Any equipment the pixie wears or
insight into the targets reasoning, emotional state, and carries is also invisible.
something that looms large in the targets mind. On its own
turn, the current target can make a contested Int check
against the pixie to end the effect.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
73
RAKSHASA CR 13
Medium fiend, lawful evil 10,000 XP Innate Spellcasting: Invisibility (3/day ). Action to cast,
self only, concentration up to 1 hour. The rakshasa and its
Armor Class 16 (natural armor)
equipment become invisible until it attacks or casts a spell.
Hit Points 110 (13d8+52)
Speed 40 Innate Spellcasting: Major Image (3/day ). Action to
STR DEX CON INT WIS CHA cast, 120, concentration up to 1 minute. The target must
14 (+2) 17 (+3) 18 (+4) 13 (+1) 16 (+3) 20 (+5) make a DC 18 Wis save or become frightened for the
Skills Deception +10, Insight +8 duration due to the illusory manifestation of its nightmares.
Damage Vulnerabilities piercing from magic weapons wielded At the start of each of its turns, the target must the Wis save
by good creatures or take 4d10 psychic damage. On a successful save, the spell
Damage Immunities bludgeoning, piercing, and slashing from ends.
nonmagical weapons
Senses darkvision 60, passive Perception 13 Innate Spellcasting: Suggestion (3/day ). Action to cast,
Languages Common, Infernal 30, concentration, up to 8 hours). The rakshasa makes a one
Limited Magic Immunity. The rakshasa is immune to spells of or two sentence reasonable suggestion to a creature that can
6th level or lower unless it wishes to be affected or detected. understand it. If the target fails a DC 18 Wis save, it must
It has advantage on saving throws against all other spells and follow the suggestion.
magical effects.
Innate Spellcasting: Dominate Person (1/day ). Action to
Innate Spellcasting: Detect Thoughts (at will). Action to cast, cast, 60, concentration up to 1 minute. The humanoid target
self, concentration up to 1 minute. The rakshasa can focus on must make a DC 18 Wis save or be charmed by the rakshasa
any target creature within 30 of it (Int >3, and knows a for the duration of the spell. If the target is fighting the
language) and read its surface thoughts. As an action, the rakshasa or its allies, the target has advantage on the save.
rakshasa can shift focus to another creature or probe deeper While the target is charmed, the rakshasa may telepathically
into the targets mind. If the target fails a DC 18 Wis save, the command it, which the target does its best to obey. The
rakshasa gains insight into the targets reasoning, emotional commands can be simple and generic. The rakshasa can use
state, and something that looms large in the targets mind. On an action to limit the creature only to the actions the
its own turn, the current target can make a contested Int rakshasa commands. Each time the target takes damage, it
check against the rakshasa to end the effect. may attempt a DC 18 Wis save to end the spell.

Innate Spellcasting: Disguise Self (at will). Action to cast, self, 1 Innate Spellcasting: Fly (1/day ). Action to cast, touch,
hour. The rakshasa makes itself and its belongings look concentration up to 10 minutes. A willing creature gains a fly
different: 1 foot shorter or taller; thin, fat, or in between; but speed of 60. When the spell ends, the target falls if its still
bipedal. The disguise will not hold up to inspection. To airborne.
discern that the rakshasa is disguised, a creature may spend
its action to inspect its appearance or make a DC 18 Innate Spellcasting: Plane Shift (1/day ). Action to cast,
Investigation check. touch, instantaneous. The rakshasa and up to 8 willing
creatures who link hands in a circle transport to another
Innate Spellcasting: Mage Hand (at will). Action to cast, 30, 1 plane, taking the creatures to a general location of the
minute. The rakshasa creates a ghost-like hand that can be rakshasas choosing. Alternatively, the rakshasa can banish
controlled with an action. It can manipulate an object, open with a melee spell attack (+10) a creature that fails to make a
an unlocked door or container, stow or retrieve an item from DC 18 Cha save.
an open container, etc.
Innate Spellcasting: True Seeing (1/day ). Action to cast,
Innate Spellcasting: Minor Illusion (at will). Action to cast, 30, touch, 1 hour. A touched creature has truesight, sees secret
1 minute. The rakshasa creates a sound or image of an object doors hidden by magic, and can see into the Ethereal Plane
(not both). An object must be no larger than a 5 cube. A up to 120.
creature can determine its an illusion with a DC 18
Investigation check. ACTIONS
Innate Spellcasting: Charm Person (3/day ). Action to Multiattack. The rakshasa makes two claw attacks.
cast, 30, 1 hour. If the target creature fails a DC 18 Wis save
(with advantage if currently fighting the rakshasa), the target Claw. Melee Weapon Attack: +7 to hit, reach 5, one target. Hit: 9
is charmed until the spell ends or the rakshasa attacks it. (2d6+2) slashing damage, and if the target is a creature, its
cursed until the curse is lifted by, for example, a Remove
Innate Spellcasting: Detect Magic (3/day ). Action to Curse spell. The curse manifests as horrible imagery or
cast, self, concentration up to 10 minutes. The rakshasa can dreams accompanying either a short or long rest. As a result,
detect the presence of magic within 30 of it. It can use an the target gains no benefits from such rests.
action to see an aura around the source and detect its school
of magic. This ability is blocked by 1 of stone, 1 of common
metal, a thin sheet of lead, or 3 of wood or dirt.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
74
SAHUAGIN PRIESTESS CR 2
Medium humanoid (sahuagin), lawful evil 450 XP Guiding Bolt (1st). Action to cast, 120, 1 round. The
sahuagin lord makes a ranged spell attack (+4) against a
Armor Class 12 (natural armor)
target. On a hit, the target takes 4d6 radiant damage, and the
Hit Points 33 (6d8+6)
next attack against the target before the end of the
Speed 30, swim 40
sahuagins next turn has advantage. The damage increases
STR DEX CON INT WIS CHA by 1d6 per slot level above 1st used to cast it.
13 (+1) 11 (+0) 12 (+1) 12 (+1) 14 (+2) 13 (+1)
Skills Perception +6, Religion +3 Hold Person (2nd). Action to cast, 60, concentration up to 1
Senses darkvision 120, passive Perception 16 minute. The sahuagin targets a humanoid within range, who
Languages Sahuagin must make a DC 12 Wis save or be paralyzed for the
duration. The target may make a save at the end of each of
Blood Frenzy. The sahuagin has advantage on melee attack rolls its turns to end the spells effect. For each slot level above
against any creature that isnt at full hit points. 2nd level used to cast this spell, it gains an additional target.

Limited Amphibiousness. The sahuagin can breathe air and water Spiritual Weapon (2nd). Bonus action to cast, 60, 1 minute.
but needs to be submerged at least once every 4 hours to The sahuagin creates a ghostly trident and makes a melee
avoid suffocation. spell attack (+4) against a creature within 5 of the weapon.
On a hit, the target takes 1d8+3 force damage. As a bonus
Shark Telepathy. The sahuagin can magically command any shark action on subsequent turns, the sahuagin may move the
within 120 using limited telepathy. weapon up to 20 and attack a creature within 5 of the
weapon. For each slot level above 2nd level the sahuagin
Spellcasting: 6th-level, Wis-based, DC 12, +4 to hit uses to cast this spell, it does an extra 1d8 damage on a hit.

1st 2nd 3rd Mass Healing Word (3rd). Bonus action to cast, 60,
instantaneous. Up to six creatures the sahuagin can see
Guidance (cantrip). Action to cast, touch, 1 round. Once regain 1d4+2 hit points. The spell has no effect on constructs
before the spell ends, the target may add 1d4 to an ability or undead creatures.
check of its choice.
Tongues (3rd). Action to cast, touch, 1 hour. The target can
Thaumaturgy (cantrip). Action to cast, 30, Up to 1 minute. understand any spoken language, and when the target
The sahuagin can create one of the following magical effects speaks, any creature knowing at least one language can
within range for the duration: a booming voice; flames that understand the target.
flicker, brighten, dim, or change color; harmless tremors; an
instantaneous sound (e.g., a thunder clap); the opening or ACTIONS
closing of an unlocked door or window; or the alteration of
the sahuagins own eyes. Mutliattack. The sahuagin makes three attacks: one bite and two
claws.
Bless (1st). Action to cast, 30, concentration up to 1 minute.
The sahuagin blesses up to three targets. Whenever a target Bite. Melee Weapon Attack: +3 to hit, reach 5, one target. Hit: 3
makes an attack roll or a save, the target can roll a d4 and add (1d4+1) piercing damage.
it to the roll.
Claws. Melee Weapon Attack: +3 to hit, reach 5, one target. Hit: 3
Detect Magic (1st). Action to cast, self, concentration up to (1d4+1) slashing damage.
10 minutes. The sahuagin can detect the presence of magic
within 30 of it. It can use an action to see an aura around the
source and detect its school of magic. This ability is blocked
by 1 of stone, 1 of common metal, a thin sheet of lead, or 3
of wood or dirt.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
75
SLAAD: GREEN SLAAD CR 8
Large aberration (shapechanger), chaotic neutral 3,900 XP Innate Spellcasting: Fireball (1/day ). Action to cast, 150,
instantaneous. Each creature in a 20-radius sphere centered
Armor Class 16 (natural armor)
on a point within range takes 8d6 fire damage (DC 12 Dex
Hit Points 127 (15d10+45)
save for half damage). The fire spreads around corners.
Speed 30
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 11 (+0) 8 (-1) 12 (+1) ACTIONS
Skills Arcana +3, Perception +2
Mutliattack. The slaad makes three attacks: one bite and two
Damage Resistances acid, cold, fire, lightning, thunder
with either its claws or its staff. The slaad may instead use
Senses blindsight 30, darkvision 60, passive Perception 12
Hurl Flame twice.
Languages Slaad, telepathy 60
Bite (slaad form only). Melee Weapon Attack: +7 to hit, reach 5,
Shapechanger. The slaad can use its action to polymorph into a
one target. Hit: 14 (3d6+4) piercing damage.
Small and Medium humanoid, or back into its true form. Its
statistics, other than size, are the same in each form. Any
Claws (slaad form only). Melee Weapon Attack: +7 to hit, reach
equipment it is wearing or carrying isnt transformed, and it
5, one target. Hit: 11 (2d6+4) slashing damage.
reverts to its true upon death.
Staff. Melee Weapon Attack: +7 to hit, reach 5, one target. Hit: 14
Magic Resistance. The slaad has advantages on saves against
(3d6+4) slashing damage.
spells and other magic effects.
Hurl Flame. Ranged Weapon Attack: +4 to hit, ranged 60, one
Regeneration. If it has at least 1 hit point at the start of its turn,
target. Hit: 10 (1d6) fire damage, and flammable objects not
the slaad regains 10 hit points.
being worn or carried are ignited.
Innate Spellcasting: Detect Magic (at will). Action to cast, self,
concentration up to 10 minutes. The slaad can detect the
presence of magic within 30 of it. It can use an action to see SLAAD ENCOUNTERS
an aura around the source and detect its school of magic. This
ability is blocked by 1 of stone, 1 of common metal, a thin In many cases, I find published encounters lacking. After all, they
sheet of lead, or 3 of wood or dirt. cant all be winners. Its tough to make every combat interesting and
memorable. Taking inspiration from the 4th edition skill challenge
Innate Spellcasting: Detect Thoughts (at will). Action to cast, with a blue slaad, one thing I like to do is throw in a slaad thats
self, concentration up to 1 minute. The slaad can focus on any
overpowered for the group. The slaad acts randomly according to
target creature within 30 of it (Int >3, and knows a language)
the following chart.
and read its surface thoughts. As an action, the slaad can shift
focus to another creature or probe deeper into the targets
mind. If the target fails a DC 18 Wis save, the slaad gains d6 roll Action
insight into the targets reasoning, emotional state, and 1 The slaad views the PCs as enemies and attacks them.
something that looms large in the targets mind. On its own 2 The slaad views the PCs as allies, attacking their enemies.
turn, the current target can make a contested Int check 3 The slaad views all creatures as enemies and does its best
against the slaad to end the effect. to attack as many of them as possible (e.g., casting
fireball such that it hits the most creatures).
Innate Spellcasting: Mage Hand (at will). Action to cast, 30, 1 4 The slaad refuses to believe either the PCs or their
minute. The slaad creates a ghost-like hand that can be enemies exist, and moves its speed in a random direction.
controlled with an action. It can manipulate an object, open
5 The slaad becomes suicidal and attacks itself.
an unlocked door or container, stow or retrieve an item from
an open container, etc. 6 The slaad is overcome with emotion and takes no action
except to laugh, cry, etc.
Innate Spellcasting: Fear (2/day ). Action to cast, self only,
concentration up to 1 minute. Each creature within a 30 cone
must make a DC 12 Wis save or drop what its holding and be
frightened. On its turn, a frightened creature must take the
Dash action and move away from the slaad as safely as
possible. If the creature ends its turn without the slaad in
sight, the creature may repeat the Wis save.

Innate Spellcasting: Invisibility (2/day ). Action to cast, self


only, concentration up to 1 hour. The slaad and its equipment
become invisible until it attacks or casts a spell.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
76
SLAAD: GRAY SLAAD CR 9
Medium aberration (shapechanger), chaotic neutral 5,000 XP Innate Spellcasting: Major Image (at will). Action to cast, 120,
concentration up to 10 minutes. The slaad creates an image
Armor Class 18 (natural armor)
no larger than a 20 cube and complete with appropriate
Hit Points 127 (17d8+51)
smells, sounds, and (harmless) temperature. A creature
Speed 30
using an action to examine the illusion can pierce it with a
STR DEX CON INT WIS CHA successful DC 13 Investigation check, but otherwise is fooled
17 (+3) 17 (+3) 16 (+3) 13 (+1) 8 (-1) 14 (+2) by the image.
Skills Arcana +5, Perception +6
Damage Resistances acid, cold, fire, lightning, thunder Innate Spellcasting: Fear (2/day ). Action to cast, self only,
Senses blindsight 60, darkvision 60, passive Perception 16 concentration up to 1 minute. Each creature within a 30
Languages Slaad, telepathy 60 cone must make a DC 12 Wis save or drop what its holding
and be frightened. On its turn, a frightened creature must
Shapechanger. The slaad can use its action to polymorph into a take the Dash action and move away from the slaad as safely
Small and Medium humanoid, or back into its true form. Its as possible. If the creature ends its turn without the slaad in
statistics, other than size, are the same in each form. Any sight, the creature may repeat the Wis save.
equipment it is wearing or carrying isnt transformed, and it
reverts to its true upon death. Innate Spellcasting: Fireball (2/day ). Action to cast, 150,
instantaneous. Each creature in a 20-radius sphere centered
Magic Resistance. The slaad has advantages on saves against on a point within range takes 8d6 fire damage (DC 12 Dex
spells and other magic effects. save for half damage). The fire spreads around corners.

Magic Resistance. The slaads attacks are magical. Innate Spellcasting: Fly (2/day ). Action to cast, touch,
concentration up to 10 minutes. A willing creature gains a fly
Regeneration. If it has at least 1 hit point at the start of its turn, speed of 60. When the spell ends, the target falls if its still
the slaad regains 10 hit points. airborne.

Innate Spellcasting: Detect Magic (at will). Action to cast, self, Innate Spellcasting: Tongues (2/day ). Action to cast,
concentration up to 10 minutes. The slaad can detect the touch, 1 hour. The target can understand any spoken
presence of magic within 30 of it. It can use an action to see language, and when the target speaks, any creature knowing
an aura around the source and detect its school of magic. This at least one language can understand the target.
ability is blocked by 1 of stone, 1 of common metal, a thin
sheet of lead, or 3 of wood or dirt. Innate Spellcasting: Plane Shift (1/day ). Action to cast, self
only, instantaneous. The slaad transports to another plane,
Innate Spellcasting: Detect Thoughts (at will). Action to cast, taking itself to a general location of the its choosing.
self, concentration up to 1 minute. The slaad can focus on any
target creature within 30 of it (Int >3, and knows a language) ACTIONS
and read its surface thoughts. As an action, the slaad can shift
focus to another creature or probe deeper into the targets
Mutliattack. The slaad makes three attacks: one bite and two
mind. If the target fails a DC 18 Wis save, the slaad gains
with either its claws or its greatsword.
insight into the targets reasoning, emotional state, and
something that looms large in the targets mind. On its own
Bite (slaad form only). Melee Weapon Attack: +7 to hit, reach 5,
turn, the current target can make a contested Int check
one target. Hit: 10 (2d6+3) piercing damage.
against the slaad to end the effect.
Claws (slaad form only). Melee Weapon Attack: +7 to hit, reach
Innate Spellcasting: Invisibility (at will). Action to cast, self only,
5, one target. Hit: 14 (2d10+3) slashing damage.
concentration up to 1 hour. The slaad and its equipment
become invisible until it attacks or casts a spell.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5, one target.
Hit: 14 (3d6+4) slashing damage.
Innate Spellcasting: Mage Hand (at will). Action to cast, 30, 1
minute. The slaad creates a ghost-like hand that can be
controlled with an action. It can manipulate an object, open
an unlocked door or container, stow or retrieve an item from
an open container, etc.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
77
SLAAD: DEATH SLAAD CR 10
Medium aberration (shapechanger), chaotic neutral 5,900 XP Innate Spellcasting: Major Image (at will). Action to cast, 120,
concentration up to 10 minutes. The slaad creates an image
Armor Class 18 (natural armor)
no larger than a 20 cube and complete with appropriate
Hit Points 170 (20d8+80)
smells, sounds, and (harmless) temperature. A creature
Speed 30
using an action to examine the illusion can pierce it with a
STR DEX CON INT WIS CHA successful DC 13 Investigation check, but otherwise is fooled
20 (+5) 15 (+2) 19 (+4) 15 (+2) 10 (+0) 16 (+3) by the image.
Skills Arcana +6, Perception +8
Damage Resistances acid, cold, fire, lightning, thunder Innate Spellcasting: Fear (2/day ). Action to cast, self only,
Senses blindsight 60, darkvision 60, passive Perception 18 concentration up to 1 minute. Each creature within a 30
Languages Slaad, telepathy 60 cone must make a DC 12 Wis save or drop what its holding
and be frightened. On its turn, a frightened creature must
Shapechanger. The slaad can use its action to polymorph into a take the Dash action and move away from the slaad as safely
Small and Medium humanoid, or back into its true form. Its as possible. If the creature ends its turn without the slaad in
statistics, other than size, are the same in each form. Any sight, the creature may repeat the Wis save.
equipment it is wearing or carrying isnt transformed, and it
reverts to its true upon death. Innate Spellcasting: Fireball (2/day ). Action to cast, 150,
instantaneous. Each creature in a 20-radius sphere centered
Magic Resistance. The slaad has advantages on saves against on a point within range takes 8d6 fire damage (DC 12 Dex
spells and other magic effects. save for half damage). The fire spreads around corners.

Magic Resistance. The slaads attacks are magical. Innate Spellcasting: Fly (2/day ). Action to cast, touch,
concentration up to 10 minutes. A willing creature gains a fly
Regeneration. If it has at least 1 hit point at the start of its turn, speed of 60. When the spell ends, the target falls if its still
the slaad regains 10 hit points. airborne.

Innate Spellcasting: Detect Magic (at will). Action to cast, self, Innate Spellcasting: Tongues (2/day ). Action to cast,
concentration up to 10 minutes. The slaad can detect the touch, 1 hour. The target can understand any spoken
presence of magic within 30 of it. It can use an action to see language, and when the target speaks, any creature knowing
an aura around the source and detect its school of magic. This at least one language can understand the target.
ability is blocked by 1 of stone, 1 of common metal, a thin
sheet of lead, or 3 of wood or dirt. Innate Spellcasting: Cloudkill (1/day ). Action to cast, 120,
concentration up to 10 minutes. The slaad conjures a 20-
Innate Spellcasting: Detect Thoughts (at will). Action to cast, radius sphere of fog.. When a creature enters the sphere or
self, concentration up to 1 minute. The slaad can focus on any starts its turn there takes 5d8 poison damage (DC 20 Con
target creature within 30 of it (Int >3, and knows a language) save for half damage). The fog rolls away from the slaad at a
and read its surface thoughts. As an action, the slaad can shift rate of 10 per round.
focus to another creature or probe deeper into the targets
mind. If the target fails a DC 18 Wis save, the slaad gains Innate Spellcasting: Plane Shift (1/day ). Action to cast, self
insight into the targets reasoning, emotional state, and only, instantaneous. The slaad transports to another plane,
something that looms large in the targets mind. On its own taking itself to a general location of the its choosing.
turn, the current target can make a contested Int check
against the slaad to end the effect. ACTIONS
Innate Spellcasting: Invisibility (at will). Action to cast, self only,
Mutliattack. The slaad makes three attacks: one bite and two
concentration up to 1 hour. The slaad and its equipment
with either its claws or its greatsword.
become invisible until it attacks or casts a spell.
Bite (slaad form only). Melee Weapon Attack: +9 to hit, reach 5,
Innate Spellcasting: Mage Hand (at will). Action to cast, 30, 1
one target. Hit: 14 (2d8+5) piercing damage.
minute. The slaad creates a ghost-like hand that can be
controlled with an action. It can manipulate an object, open
Claws (slaad form only). Melee Weapon Attack: +9 to hit, reach
an unlocked door or container, stow or retrieve an item from
5, one target. Hit: 16 (2d10+5) slashing damage.
an open container, etc.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5, one target.
Hit: 15 (3d6+5) slashing damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
78
SPHINX: ANDROSPHINX CR 17
Large monstrosity, lawful neutral 18,000 XP Detect Magic (1st). Action to cast, self, concentration up to
10 minutes. The sphinx can detect the presence of magic
Armor Class 17 (natural armor)
within 30 of it. It can use an action to see an aura around the
Hit Points 199 (19d10+95)
source and detect its school of magic. This ability is blocked
Speed 40, fly 60
by 1 of stone, 1 of common metal, a thin sheet of lead, or 3
STR DEX CON INT WIS CHA of wood or dirt.
22 (+6) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 23 (+6)
Saves Dex + 6, Con +11, Int +9, Wis +10 Lesser Restoration (2nd). Action to cast, touch,
Skills Arcana +9, Perception +10, Religion +15 instantaneous. The sphinx touches a creature and ends
Damage Immunities psychic; bludgeoning, piercing, and slashing either a disease or one of the following conditions: blinded,
from nonmagical weapons deafened, paralyzed, or poisoned.
Condition Immunities charmed, frightened
Senses truesight 120, passive Perception 20 Zone of Truth (2nd). Action to cast, 60, 10 minutes. The
Languages Common, Sphinx sphinx creates a zone as a 15-radius sphere. A creature
entering for the first time or starting its turn there must
Inscrutable. The sphinx is immune to any effect that would sense make a DC 18 Cha save or be unable to tell a lie deliberately
its emotions or read its thoughts, as well as any divination while within the zone. The sphinx knows whether the
spell it disallows. Insight checks made to ascertain is creature failed its save, but the creature may be evasive in its
intentions or sincerity have disadvantage. answers.

Magic Weapons. The sphinxs weapon attacks are magical. Dispel Magic (3rd). Action to cast, 120, instantaneous. The
sphinx dispels any spell of the slot level used to cast the spell
Spellcasting: 12th-level, Wis-based, DC 18, +10 to hit (or lower) affecting a creature, object, or area within range.
For spells of 4th level or higher, the sphinx must succeed on
1st 3rd 5th a Cha ability check (+6; DC is 10+level of the effect).
2nd 4th 6th
Tongues (3rd). Action to cast, touch, 1 hour. The target can
Sacred Flame (cantrip). Action to cast, 60, 1 hour. The understand any spoken language, and when the target
sphinx attacks a target it can see. The target must succeed on speaks, any creature knowing at least one language can
a DC 18 Dex check or take 3d8 radiant damage. understand the target.

Spare the Dying (cantrip). Action to cast, touch, Banishment (4th). Action to cast, 60, concentration up to 1
instantaneous. The sphinx stabilizes a living creature that has minute. The target must succeed on a DC 18 Cha save or be
0 hit points. The spell has no effect on constructs or undead. sent to another plane of existence. If the target is not from
the plane of existence in which the spell is cast, and the spell
Thaumaturgy (cantrip). Action to cast, 30, up to 1 minute. doesnt end before 1 minute expires, the target doesnt
The sphinx can create one of the following magical effects return. Otherwise, the target returns to the space from
within range for the duration: a booming voice; flames that which it disappeared, or the closest possible unoccupied
flicker, brighten, dim, or change color; harmless tremors; an square. The sphinx can add another target for each slot level
instantaneous sound (e.g., a thunder clap); the opening or above 4th used to cast it.
closing of an unlocked door or window; or the alteration of
the sphinxs own eyes. If cast more than once, the sphinx can Freedom of Movement (4th). Action to cast, touch, 1 hour.
have up to three effects occurring simultaneously. The target is unaffected by difficult terrain, the penalties of
underwater movement, and spells or magical effects that
Command (1st). Action to cast, 60, 1 round. The sphinx that reduce its speed, paralyze it, or restrain it. The target
speaks one command word to a target. If the target fails a DC can also spend 5 of movement to automatically escape from
18 Wis save, the target must obey. Example command words nonmagical restraints.
are approach, drop (item), flee, grovel (go prone), and halt
(take no actions). The sphinx can add another target for each Flame Strike (5th). Action to cast, 60, instantaneous. Each
slot level above 1st used to cast it. creature in a 10-radius, 40-high cylinder centered on a
point within range takes 4d6 fire damage and 4d6 radiant
Detect Evil and Good (1st). Action to cast, self, concentration damage (DC 18 Dex save for half damage). Either the fire or
up to 10 minutes. The sphinx knows if theres an aberration, radiant damage (sphinxs choice) increases by 1d6 for each
celestial, elemental, fey, fiend, undead, or magically slot level above 5th used to cast it.
consecrated/desecrated place or object within 30 of it, as
well as its exact location.

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Greater Restoration (6th). Action to cast, touch, LAIR ACTIONS
instantaneous. The sphinx can reduce the targets exhaustion
level by one, or end on of the following: one effect that On initiative 20 (losing ties), the sphinx can take a lair action to
charmed or petrified it, a curse or cursed attunement, a cause one of the following magical effects (an effect recharges
reduction in ability score, an effect decreasing its hit point after a short or long rest).
maximum.
Every creature in the lair must reroll initiative, though the
Heroes Feast (7th). 10 minutes to cast, 30, instantaneous. sphinx may choose not to reroll.
The sphinx brings forth a feast requiring 1 hour to consume. Every creature in the lair must succeed on a DC 15 Con save
An hour later, up to 12 creatures are cured of all diseases or become 1d20 years older or younger (sphinxs choice),
and poisons; and for 24 hours are immune to poison and but never younger than 1 year old. A greater restoration
being frightened, make Wis saves with advantage, have their spell or similar magic can restore the creature to its proper
maximum hit points increased by 2d10, and gain that age.
number of hit points immediately. Everything within the lair is moved up to 10 years forward
or backward in time (sphinxs choice). Only the sphinx is
ACTIONS immediately aware of this change. A wish spell can return
the caster and up to 7 other creatures chosen by the caster
Multiattack. The sphinx makes two claw attacks. to their normal time.
The sphinx and up to 7 other creatures in its lair it can see to
Claw. Melee Weapon Attack: +12 to hit, reach 5, one target. Hit: another plane of existence. While it cant use lair actions
17 (2d10+6) slashing damage. once it leaves, the sphinx can use a bonus action to return
with up to 7 creatures.
Roar (3/day ). The sphinx emits a magic roar, which
varies each time it roars between long rests. Each creature
within 500 must make a save. First roar: On a failed DC 18
Wis save, the creature is frightened for 1 minute. At the end
of each of its turns, it may repeat the save. Second roar: On
a failed DC 18 Wis save, the creature is deafened and
frightened for 1 minute, but if already frightened is also
paralyzed. At the end of each of its turns, it may repeat the
save. Third roar: The creature takes 44 (8d10) thunder
damage and is knocked prone (DC 18 Con save for half
damage and not being knocked prone).

LEGENDARY ACTIONS
The sphinx can take 3 legendary actions, only one at a time and
only at the end of another creatures turn. The sphinx regains
spent actions at the start of its turn.

Claw Attack. The sphinx makes one claw attack.

Teleport (costs 2 actions). The sphinx and its equipment


magically teleports up to 120 to an unoccupied space it can
see.

Cast a Spell (costs 3 actions). The sphinx casts a spell using a


spell slot as normal.

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SPHINX: GYNOSPHINX CR 11
Large monstrosity, lawful neutral 7,200 XP Identify (1st). 1 minute to cast, touch, instantaneous. The
sphinx touches an object and learns its magic properties,
Armor Class 17 (natural armor)
how to use them, whether they require attunement, how
Hit Points 136 (16d10+48)
many charges it has (if applicable), what magical effects
Speed 40, fly 60
currently affect it, and what spell was used to create it. If the
STR DEX CON INT WIS CHA target is a creature, the sphinx learns what spells currently
18 (+4) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4) affect it.
Skills Arcana +12, History +12, Perception +8, Religion +8
Damage Immunities bludgeoning, piercing, and slashing from Shield (1st). Reaction to a hit on the sphinx, self, 1 round.
nonmagical weapons Until the start of its next turn, the sphinx has an AC of 22,
Condition Immunities charmed, frightened including against the triggering attack, and immunity to
Senses truesight 120, passive Perception 18 magic missile.
Languages Common, Sphinx
Darkness (2nd). Action to cast, 60, concentration up to 10
Inscrutable. The sphinx is immune to any effect that would sense minutes. The sphinx spreads darkness in a 15-radius sphere
its emotions or read its thoughts, as well as any divination centered on a point within range, an unattended object in
spell it disallows. Insight checks made to ascertain is range, or an object the sphinx is holding. The darkness
intentions or sincerity have disadvantage. spreads around corners. The darkness dispels an area of
light created by a spell of 2nd level or lower.
Magic Weapons. The sphinxs weapon attacks are magical.
Locate Object (2nd). Action to cast, self, concentration up to
Spellcasting: 12th-level, Wis-based, DC 16, +8 to hit 10 minutes. The sphinx senses the direction of a chosen
object within 1,000 of it that isnt blocked by a lead barrier.
1st 3rd 5th If the object is in motion, the sphinx knows the direction and
2nd 4th speed. The sphinx must have seen the object in the past from
a distance of no more than 30.
Mage Hand (cantrip). Action to cast, 30, 1 minute. The
sphinx creates a ghost-like hand that can be controlled with Suggestion (2nd). Action to cast, 30, concentration, up to 8
an action. It can manipulate an object, open an unlocked door hours). The sphinx makes a one or two sentence reasonable
or container, stow or retrieve an item from an open suggestion to a creature that can understand it. If the target
container, etc. fails a DC 17 Wis save, it must follow the suggestion.

Minor Illusion (cantrip). Action to cast, 30, 1 minute. The Dispel Magic (3rd). Action to cast, 120, instantaneous. The
sphinx creates a sound or image of an object (not both). An sphinx dispels any spell of the slot level used to cast the spell
object must be no larger than a 5 cube. A creature can (or lower) affecting a creature, object, or area within range.
determine its an illusion with a DC 17 Investigation check. For spells of 4th level or higher, the sphinx must succeed on
a Cha ability check (+4; DC is 10+level of the effect).
Prestidigitation (cantrip). Action to cast, 60, 1 hour. The
sphinx creates one of six minor effects: a harmless sensory Remove Curse (3rd). Action to cast, touch, instantaneous.
effect; lighting or snuffing a small flame; cleaning or soiling an All curses affecting the target creature or object are
object no larger than a cubic foot; chilling, warming, or removed. If the object is a cursed magic item, the curse
flavoring up to 1 cubic foot of nonliving material for 1 hour; remains, but the user may discard the item.
coloring or marking an object or surface for 1 hour; or
creating a nonmagical trinket or illusion that can fit in its Tongues (3rd). Action to cast, touch, 1 hour. The target can
hand that lasts until the end of the sphinxs next turn. If cast understand any spoken language, and when the target
more than once, the sphinx can have up to three effects speaks, any creature knowing at least one language can
occurring simultaneously. understand the target.

Detect Magic (1st). Action to cast, self, concentration up to Banishment (4th). Action to cast, 60, concentration up to 1
10 minutes. The sphinx can detect the presence of magic minute. The target must succeed on a DC 17 Cha save or be
within 30 of it. It can use an action to see an aura around the sent to another plane of existence. If the target is not from
source and detect its school of magic. This ability is blocked the plane of existence in which the spell is cast, and the spell
by 1 of stone, 1 of common metal, a thin sheet of lead, or 3 doesnt end before 1 minute expires, the target doesnt
of wood or dirt. return. Otherwise, the target returns to the space from
which it disappeared, or the closest possible unoccupied
square. The sphinx can add another target for each slot level
above 4th used to cast it.

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81
Greater Invisibility (4th). Action to cast, touch,
concentration up to 1 minute. The sphinx or a creature it
touches (and their possessions) become invisible until the
spell ends.

Legend Lore (5th). Action to cast, 60, instantaneous. The


spell grants the sphinx knowledge of significant lore about a
named target (person, place, or object) as long as the target
is of legendary importance. The more familiar the sphinx is
with the target, the more detailed the information learned.
The information learned may be presented cryptically or
figuratively.

ACTIONS
Multiattack. The sphinx makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5, one target. Hit: 13


(2d8+4) slashing damage.

LEGENDARY ACTIONS
The sphinx can take 3 legendary actions, only one at a time and
only at the end of another creatures turn. The sphinx regains
spent actions at the start of its turn.

Claw Attack. The sphinx makes one claw attack.

Teleport (costs 2 actions). The sphinx and its equipment


magically teleports up to 120 to an unoccupied space it can
see.

Cast a Spell (costs 3 actions). The sphinx casts a spell using a


spell slot as normal.

LAIR ACTIONS

On initiative 20 (losing ties), the sphinx can take a lair action to


cause one of the following magical effects (an effect recharges
after a short or long rest).

Every creature in the lair must reroll initiative, though the


sphinx may choose not to reroll.
Every creature in the lair must succeed on a DC 15 Con save
or become 1d20 years older or younger (sphinxs choice),
but never younger than 1 year old. A greater restoration
spell or similar magic can restore the creature to its proper
age.
Everything within the lair is moved up to 10 years forward
or backward in time (sphinxs choice). Only the sphinx is
immediately aware of this change. A wish spell can return
the caster and up to 7 other creatures chosen by the caster
to their normal time.
The sphinx and up to 7 other creatures in its lair it can see to
another plane of existence. While it cant use lair actions
once it leaves, the sphinx can use a bonus action to return
with up to 7 creatures.

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UNICORN CR 5
Large celestial, lawful good 1,800 XP Innate Spellcasting: Entangle (1/day ). Action to cast, 90,
concentration up to 1 minute. The unicorn summons
Armor Class 12
vegetation in a 20-square starting from a point within range,
Hit Points 67 (9d10+18)
making that area difficult terrain. A creature within the area
Speed 50
upon casting must succeed on a DC 14 Str save or be
STR DEX CON INT WIS CHA restrained until the spell ends. The restrained creature may
18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3) use an action to reattempt the save.
Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned ACTIONS
Senses darkvision 60, passive Perception 13
Languages Celestial, Elvish, Sylvan, telepathy 60 Multiattack. The unicorn makes two attacks: One with its hooves
and one with its horn.
Charge. If the unicorn moves at least 20 in a straight line toward
a target, and then hits the target with its horn attack on the Hooves. Melee Weapon Attack: +7 to hit, reach 5, one target. Hit:
same turn, the target takes an extra 9 (2d8) piercing damage. 11 (2d6+4) bludgeoning damage.
If the target is a creature, it must succeed on a DC 15 Str save
or fall prone. Horn. Melee Weapon Attack: +7 to hit, reach 5, one target. Hit: 8
(1d8+4) piercing damage.
Magic Resistance. The unicorn has advantage on saves against
spells and other magical effects. Healing Touch (3/day ). The unicorn touches a creature
and magically heals the creature 11 (2d8+2) hit points, as
Magic Weapons. The unicorns weapon attacks are magical. well as removes all diseases and neutralizes all poisons
afflicting the target.
Innate Spellcasting: Detect Evil and Good (at will). Action to
cast, self, concentration up to 10 minutes. The unicorn knows Teleport (1/day ). The unicorn magically teleports itself and
if theres an aberration, celestial, elemental, fey, fiend, up to 3 willing creatures it can see within 5 of it, along with
undead, or magically consecrated/desecrated place or object any equipment they are carrying or wearing, to a location up
within 30 of it, as well as its exact location. to 1 mile away with which the unicorn is familiar.

Innate Spellcasting: Druidcraft (at will). Action to cast, 30, LEGENDARY ACTIONS
instantaneous. The unicorn can predict the weather, create an
illusory, nature-based sensory effect, or snuff out a campfire. The unicorn can take 3 legendary actions, only one at a time and
only at the end of another creatures turn. The unicorn regains
Innate Spellcasting: Pass Without Trace (at will). Action to cast, spent actions at the start of its turn.
self only, concentration up to 1 hour. The empyrean and each
creature of its choice within range have a +10 bonus to Hooves. The unicorn makes one attack with its hooves.
Stealth checks and cant be tracked except by magical means.
Shimmering Shield (costs 2 actions). Either the unicorn or a
Innate Spellcasting: Calm Emotions (1/day ). Action to cast, creature within 60 it can see gains a +2 bonus to AC until the
60, concentration up to 1 minute. Each humanoid within end of the unicorns turn.
range must make a DC 14 Cha save. If it fails, the unicorn can
either suppress any charm or frighten effect on the target for Heal Self (costs 3 actions). The unicorn magically regains 11
the spells duration, or make target creatures indifferent to (2d8+2) hit points.
those towards whom theyre hostile.

Innate Spellcasting: Dispel Evil and Good (1/day ). Action to


cast, self only, concentration up to 1 minute. Celestials,
elementals, fey, fiends, and undead have disadvantage on
attacks against the unicorn. The spell ends early if the unicorn
uses an action to activate either Break Enchantment (touches
a creature to remove the charmed or frightened condition or
end possession by a celestial, elemental, fey, fiend, or
undead), or Dismissal (make a melee spell attack at +12
against a celestial, elemental, fey, fiend, or undead, which
then makes a Cha save DC 14 to avoid being returned to its
home plane).

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VAPMIRE CR 13
Medium undead (shapechanger), lawful evil 10,000 XP Spellcasting: 9th-level, Int-based, DC 16, +8 to hit
Armor Class 16 (natural armor)
1st 3rd 5th
Hit Points 144 (17d8+68)
2nd 4th 6th
Speed 30
STR DEX CON INT WIS CHA Mage Hand (cantrip). Action to cast, 30, 1 minute. The
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4) vampire creates a ghost-like hand that can be controlled
Saves Dex + 9, Wis +7, Cha +9 with an action. It can manipulate an object, open an unlocked
Skills Perception +7, Stealth +9 door or container, stow or retrieve an item from an open
Damage Resistances necrotic; bludgeoning, piercing, and container, etc.
slashing from nonmagical weapons
Senses darkvision 120, passive Perception 17 Prestidigitation (cantrip). Action to cast, 60, 1 hour. The
Languages The languages it knew in life. vampire creates one of six minor effects: a harmless sensory
effect; lighting or snuffing a small flame; cleaning or soiling
Shapechanger. If the vampire isnt in sunlight or running water, an object no larger than a cubic foot; chilling, warming, or
it can use its action to polymorph into a Tiny bat or a Medium flavoring up to 1 cubic foot of nonliving material for 1 hour;
cloud of mist, or back to its true form. While in bat form, the coloring or marking an object or surface for 1 hour; or
vampire cant speak, its speeds are 5, fly 30. Other than its creating a nonmagical trinket or illusion that can fit in its
size and speed, its statistics are unchanged. Anything it is hand that lasts until the end of the vampires next turn. If
wearing transforms with it, but not what its carrying. It cast more than once, the vampire can have up to three
reverts to is true form if it dies. While in mist form, the effects occurring simultaneously.
vampire cant take any actions, speak, or manipulate objects.
It is weightless, has a fly speed of 20, can hover, and can Ray of Frost (cantrip). Action to cast, 60, instantaneous.
enter a hostile creatures space and stop there. In addition, if The vampire makes a ranged spell attack (+8 to hit). On a hit,
air can pass through a space, the mist can do so without the target takes 2d8 cold damage, and its speed is reduced to
squeezing, but it cant pass through water. It has advantage 10 until the start of the vampires next turn.
on Str, Dex, and Con saves, and it is immune to all nonmagical
damage, except the damage it takes from sunlight. Comprehend Languages (1st). Action to cast, self, 1 hour.
For the duration, the vampire understands any spoken or
Legendary Resistance (3/day ). If the vampire fails a written language, but cannot automatically decrypt coded
saving throw, it can choose to succeed instead. messages.

Misty Escape. When it drops to 0 hit points outside its resting Fog Cloud (1st). Action to cast, 120, concentration up to 1
space, the vampire transforms into a cloud of mist as hour. The vampire creates a 20-radius sphere centered on a
described above. If it cant transform, its destroyed. While it point within range. Its area is heavily obscured. The fog
has 0 hit points in mist form, it cant transform to its true spreads around corners, and it is dispersed by a wind of at
form, and it much reach its resting place within 2 hours or be least 10 mph.
destroyed. Once there, it reverts to vampire form and is
paralyzed until it regains at least 1 hit point, which it does for Sleep (1st). Action to cast, 90, 1 minute. The mind flayer
each hour spent there. affects 5d8 hit points worth of creatures within 20 of a point
within range. Creatures are selected in ascending order of
Regeneration. As long as it has at least 1 hit point and isnt in their remaining hit points, staring with the creature having
sunlight or running water, the vampire regains 20 hit points. the lowest current total. When a creature is affected,
If the vampire takes radiant damage or damage from holy subtract its total hit points from the amount affected by the
water, it cant regenerate until the start of the vampires next spell, then proceed to the next creature. A creatures hit
turn. points must be equal or less than the remaining total for the
creature to be affected. For each slot level above 1st used to
Spider Climb. The vampire can climb without making an ability cast this spell, an additional 2d8 of hit points can be affected.
check.
Detect Thoughts (2nd). Action to cast, self, concentration
Vampire Weakness. The vampire cant enter a residence without up to 1 minute. The vampire can focus on any target creature
consent of the occupants; the vampire takes 20 acid damage if within 30 of it (Int >3, and knows a language) and read its
it ends its turn in running water; it is paralyzed if a piercing surface thoughts. As an action, the vampire can shift focus to
weapon made of wood is driving into its heart while it is another creature or probe deeper into the targets mind. If
incapacitated in its resting place (until the weapon removed); the target fails a DC 16 Wis save, the vampire gains insight
takes 20 radiant damage when its starts its turn in sunlight; into the targets reasoning, emotional state, and something
and has disadvantage on attack rolls an ability checks while in that looms large in the targets mind. On its own turn, the
sunlight. current target can make a contested Int check against the
vampire to end the effect.

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84
Gust of Wind (2nd). Action to cast, self (60 line), ACTIONS
concentration up to 1 minute. A strong wind emanates from
the vampire in a 60 line 10 wide. A creature that starts its Multiattack (vampire form). The vampire makes two attacks,
turn in the line must succeed on a DC 16 Str save or be only one of which can be a bite attack.
pushed 15 along the line.
Unarmed Strike (vampire form). Melee Weapon Attack: +9 to
Animate Dead (3rd). 1 minute to cast, 10, instantaneous. hit, reach 5, one target. Hit: 8 (1d8+4) bludgeoning damage.
The vampire creates an undead servant. As a bonus action Instead of dealing damage, the vampire can grapple the
on each of its turns, the vampire can telepathically order any target (escape DC 18).
number of such servants within 60 of it, though multiple
servants commanded with a single bonus action must Bite (vampire or bat form). Melee Weapon Attack: +9 to hit,
receive the same order. If not receiving an order, the servant reach 5, one willing creature, or a creature grappled by the
merely defends itself. The vampire loses control over a vampire, restrained, or incapacitated. Hit: 7 (1d6+4)
servant after 24 hours unless recasting the spell on it. The piercing damage plus 10 (3d6) necrotic damage. The targets
vampire may reassert control over up to 4 servants with maximum hit points are reduced by the amount of necrotic
such a casting. damage taken, and the vampire regains those hit points. The
reduction lasts until the target takes a long rest, but if the
Bestow Curse (3rd). Action to cast, touch, concentration up reduction reduces the targets maximum hit point to 0, the
to 1 minute. The target creature must succeed on a DC 16 target dies. A humanoid killed in this way that is buried rises
Wis save or become cursed for the duration of the spell. The the next night as a vampire spawn under the control of the
curse may be of one of three types: 1) the target has vampire.
disadvantage on checks and saves of a chosen ability score;
2) the target has disadvantage on attacks against the Charm. The vampire targets one humanoid creature it can see
vampire; 3) the target must succeed on DC 16 Wis save at within 30. If the target can see the vampire, the target must
the start of each of its turns in order to act; or 4) the succeed on a DC 17 Wis save or be charmed by the vampire
vampires attacks and spells do an extra 1d8 necrotic for 24 hours, until the vampire dies or uses a bonus action to
damage to the target. If cast as a 4th level spell, the duration end the effect, or is on a different plane from the target. Each
is concentration up to 10 minutes, and if cast as a 5th level time the vampire or its allies causes harm to the target, the
spell the duration is 8 hours. target may repeat the save, ending the effect early on a
success.
Nondetection (3rd). Action to cast, touch, 8 hours. The
vampire cant be targeted by divination magic or perceived Summon Children (1/day when the sun has not risen). The
through scrying. vampire magically calls 2d4 swarms of bats or rats, or if
outdoors, 3d6 wolves, which arrive in 1d4 rounds. The
Blight (4th). Action to cast, 30, instantaneous. A creature beasts act as allies to the vampire, obeying its spoken
(not undead or a construct) the vampire can see within 30 commands. The beasts remain for 1 hour, or until the
takes 8d8 necrotic damage (DC 16 Con save for half damage; vampire dies or dismisses them as a bonus action.
plant creatures and magical plants have disadvantage on this
save). The damage increases to 9d8 if cast at 5th level.
LEGENDARY ACTIONS
Greater Invisibility (4th). Action to cast, touch,
concentration up to 1 minute. The vampire or a creature it The vampire can take 3 legendary actions, only one at a time and
touches (and their possessions) become invisible until the only at the end of another creatures turn. The vampire regains
spell ends. spent actions at the start of its turn.

Dominate Person (5th). Action to cast, 60, concentration up Move. The vampire moves up to its speed without provoking
to 1 minute. The humanoid target must make a DC 16 Wis opportunity attacks.
save or be charmed by the vampire for the duration of the
spell. If the target is fighting the vampire or its allies, the Unarmed Strike. The vampire makes one unarmed strike.
target has advantage on the save. While the target is
charmed, the vampire may telepathically command it, which Bite (costs 2 actions). The vampire makes one bite attack.
the target does its best to obey. The commands can be
simple and generic. The vampire can use an action to limit
the creature only to the actions the vampire commands.
Each time the target takes damage, it may attempt a DC 16
Wis save to end the spell.

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YUAN-TI ABOMINATION CR 7
Large monstrosity, neutral evil 2,900 XP
Armor Class 15 (natural armor)
Hit Points 127 (15d10+45)
Speed 40
STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 17 (+3) 17 (+3) 15 (+2) 18 (+4)
Skills Perception +5, Stealth +6
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60, passive Perception 15
Languages Abyssal, Common, Draconic
Shapechanger. The yuan-ti can use an action to polymorph itself
(but not its equipment) into the form of a Large snake, or
back into its natural form. Its statistics are the same in each
form. It doesnt change form if it dies.

Magic Resistance. The yuan-ti has advantage on saves against


spells and other magical effects.

Innate Spellcasting: Animal Friendship (at will). Action to cast,


30, 24 hours. A snake the yuan-ti can see within range,
having an Int of 3 or less, must make a DC 15 Wis save or be
charmed for the duration of the spell. If the yuan-ti or one of
its allies harms the animal, the spell ends.

Innate Spellcasting: Suggestion (3/day ). Action to cast,


30, concentration, up to 8 hours). The yuan-ti makes a one or
two sentence reasonable suggestion to a creature that can
understand it. If the target fails a DC 15 Wis save, it must
follow the suggestion.

Innate Spellcasting: Fear (1/day ). Action to cast, self only,


concentration up to 1 minute. Each creature within a 30 cone
must make a DC 12 Wis save or drop what its holding and be
frightened. On its turn, a frightened creature must take the
Dash action and move away from the slaad as safely as
possible. If the creature ends its turn without the slaad in
sight, the creature may repeat the Wis save.

ACTIONS
Multiattack (Abomination Form Only). The yuan-ti makes two
ranged attacks or three melee attacks, but can use its bite and
constrict only once each.

Bite. Melee Weapon Attack: +7 to hit, reach 5, one creature. Hit: 7


(1d6+4) piercing damage plus 10 (3d6) poison damage.

Constrict. Melee Weapon Attack: +7 to hit, reach 10, one target.


Hit: 11 (2d6+4) bludgeoning damage, and the target is
grappled (escape DC 14). Until the grapple ends, the taget is
restrained, and the yuan-ti cant constrict another target.

Scimitar (Abomination Form Only). Melee Weapon Attack: +7 to


hit, reach 5, one target. Hit: 11 (2d6+4) slashing damage.

Longbow (Abomination Form Only). Ranged Weapon Attack: +6


to hit, range 150/600, one target. Hit: 12 (2d8+3) piercing
damage plus 10 (3d6) poison damage.

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YUAN-TI MALISON (TYPE 1) CR 3
Medium monstrosity (shapechanger, yuan-ti) neutral evil 700 XP
Armor Class 12 (natural armor)
Hit Points 66 (12d8+12)
Speed 30
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 14 (+2) 12 (+1) 16 (+3)
Skills Deception +5, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60, passive Perception 11
Languages Abyssal, Common, Draconic

Shapechanger. The yuan-ti can use an action to polymorph itself


(but not its equipment) into the form of a Medium snake, or
back into its natural form. Its statistics are the same in each
form. It doesnt change form if it dies.

Magic Resistance. The yuan-ti has advantage on saves against


spells and other magical effects.

Malison Type. The yuan-ti has a human body with a snake head.

Innate Spellcasting: Animal Friendship (at will). Action to cast,


30, 24 hours. A snake the yuan-ti can see within range,
having an Int of 3 or less, must make a DC 13 Wis save or be
charmed for the duration of the spell. If the yuan-ti or one of
its allies harms the animal, the spell ends.

Innate Spellcasting: Suggestion (3/day ). Action to cast,


30, concentration, up to 8 hours). The yuan-ti makes a one or
two sentence reasonable suggestion to a creature that can
understand it. If the target fails a DC 13 Wis save, it must
follow the suggestion.

ACTIONS
Multiattack (Yuan-Ti Form Only). The yuan-ti makes two ranged
attacks or two melee attacks, but can use its bite only once.

Bite. Melee Weapon Attack: +5 to hit, reach 5, one creature. Hit: 5


(1d4+3) piercing damage plus 7 (2d6) poison damage.

Scimitar (Yuan-Ti Form Only). Melee Weapon Attack: +5 to hit,


reach 5, one target. Hit: 6 (1d6+3) slashing damage.

Longbow (Yuan-Ti Form Only). Ranged Weapon Attack: +4 to hit,


range 150/600, one target. Hit: 6 (1d8+2) piercing damage
plus 7 (2d6) poison damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
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YUAN-TI MALISON (TYPE 2) CR 3
Medium monstrosity (shapechanger, yuan-ti) neutral evil 700 XP
Armor Class 12 (natural armor)
Hit Points 66 (12d8+12)
Speed 30
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 14 (+2) 12 (+1) 16 (+3)
Skills Deception +5, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60, passive Perception 11
Languages Abyssal, Common, Draconic

Shapechanger. The yuan-ti can use an action to polymorph itself


(but not its equipment) into the form of a Medium snake, or
back into its natural form. Its statistics are the same in each
form. It doesnt change form if it dies.

Magic Resistance. The yuan-ti has advantage on saves against


spells and other magical effects.

Malison Type. The yuan-ti has a human head and body with
snakes for arms.

Innate Spellcasting: Animal Friendship (at will). Action to cast,


30, 24 hours. A snake the yuan-ti can see within range,
having an Int of 3 or less, must make a DC 13 Wis save or be
charmed for the duration of the spell. If the yuan-ti or one of
its allies harms the animal, the spell ends.

Innate Spellcasting: Suggestion (3/day ). Action to cast,


30, concentration, up to 8 hours). The yuan-ti makes a one or
two sentence reasonable suggestion to a creature that can
understand it. If the target fails a DC 13 Wis save, it must
follow the suggestion.

ACTIONS
Multiattack (Yuan-Ti Form Only). The yuan-ti makes two bite
attacks using its snake arms.

Bite. Melee Weapon Attack: +5 to hit, reach 5, one creature. Hit: 5


(1d4+3) piercing damage plus 7 (2d6) poison damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
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YUAN-TI MALISON (TYPE 3) CR 3
Medium monstrosity (shapechanger, yuan-ti) neutral evil 700 XP
Armor Class 12 (natural armor)
Hit Points 66 (12d8+12)
Speed 30
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 14 (+2) 12 (+1) 16 (+3)
Skills Deception +5, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60, passive Perception 11
Languages Abyssal, Common, Draconic

Shapechanger. The yuan-ti can use an action to polymorph itself


(but not its equipment) into the form of a Medium snake, or
back into its natural form. Its statistics are the same in each
form. It doesnt change form if it dies.

Magic Resistance. The yuan-ti has advantage on saves against


spells and other magical effects.

Malison Type. The yuan-ti has a human head and upper body
with a snakes lower body instead of legs.

Innate Spellcasting: Animal Friendship (at will). Action to cast,


30, 24 hours. A snake the yuan-ti can see within range,
having an Int of 3 or less, must make a DC 13 Wis save or be
charmed for the duration of the spell. If the yuan-ti or one of
its allies harms the animal, the spell ends.

Innate Spellcasting: Suggestion (3/day ). Action to cast,


30, concentration, up to 8 hours). The yuan-ti makes a one or
two sentence reasonable suggestion to a creature that can
understand it. If the target fails a DC 13 Wis save, it must
follow the suggestion.

ACTIONS
Multiattack (Yuan-Ti Form Only). The yuan-ti makes two ranged
attacks or two melee attacks, but can use constrict only once.

Bite (Snake Form Only). Melee Weapon Attack: +5 to hit, reach 5,


one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6)
poison damage.

Constrict. Melee Weapon Attack: +5 to hit, reach 5, one target. Hit:


10 (2d6+3) bludgeoning damage, and the target is grappled
(escape DC 13). Until the grapple ends, the taget is restrained,
and the yuan-ti cant constrict another target.

Scimitar (Yuan-Ti Form Only). Melee Weapon Attack: +5 to hit,


reach 5, one target. Hit: 6 (1d6+3) slashing damage.

Longbow (Yuan-Ti Form Only). Ranged Weapon Attack: +4 to hit,


range 150/600, one target. Hit: 6 (1d8+2) piercing damage
plus 7 (2d6) poison damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
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YUAN-TI PUREBLOOD CR 1
Medium humanoid (yuan-ti), neutral evil 200 XP
Armor Class 11
Hit Points 40 (9d8)
Speed 30
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 13 (+1) 12 (+1) 14 (+2)
Skills Deception +6, Perception +3, Stealth +3
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60, passive Perception 13
Languages Abyssal, Common, Draconic

Magic Resistance. The yuan-ti has advantage on saves against


spells and other magical effects.

Innate Spellcasting: Animal Friendship (at will). Action to cast,


30, 24 hours. A snake the yuan-ti can see within range,
having an Int of 3 or less, must make a DC 15 Wis save or be
charmed for the duration of the spell. If the yuan-ti or one of
its allies harms the animal, the spell ends.

Innate Spellcasting: Poison Spray (3/day ). Action to


cast, 10, instantaneous. The target creature must make a DC
12 Con save or take 1d12 poison damage.

Innate Spellcasting: Suggestion (3/day ). Action to cast,


30, concentration, up to 8 hours). The yuan-ti makes a one or
two sentence reasonable suggestion to a creature that can
understand it. If the target fails a DC 12 Wis save, it must
follow the suggestion.

ACTIONS
Multiattack. The yuan-ti makes two melee attacks.

Scimitar. Melee Weapon Attack: +3 to hit, reach 5, one target. Hit:


4 (1d6+1) slashing damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/120, one


target. Hit: 4 (1d6+1) piercing damage plus 7 (2d6) poison
damage.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
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YUGOLOTH: ARCANALOTH CR 12
Medium fiend (yugoloth), neutral evil 8,400 XP Spellcasting: 16th-level, Int-based, DC 17, +9 to hit
Armor Class 17 (natural armor)
Hit Points 104 (16d8+32) 1st 4th 7th
Speed 40, fly 30 2nd 5th 8th
STR DEX CON INT WIS CHA 3rd 6th
17 (+3) 12 (+1) 14 (+2) 20 (+5) 16 (+3) 17 (+3)
Fire Bolt (at will). Action to cast, 120, instantaneous. The
Saves Dex +5, Int +9, Wis +7, Cha +7
yugoloth hurls a mote of fire, making a ranged spell attack.
Skills Arcana +13, History +9, Perception +9, Religion +7
+9 to hit, 16 (3d10) fire damage. An unattended flammable
Damage Resistances cold, fire, lighting; bludgeoning, piercing,
object hit by the spell catches fire.
and slashing from nonmagical weapons
Damage Immunities acid, poison
Mage Hand (cantrip). Action to cast, 30, 1 minute. The
Condition Immunities charmed, poisoned
yugoloth creates a ghost-like hand that can be controlled
Senses truesight 120, passive Perception 17
with an action. It can manipulate an object, open an unlocked
Languages all, telepathy 120
door or container, stow or retrieve an item from an open
container, etc.
Magic Resistance. The yugoloth has advantage on saves against
spells and other magical effects. Minor Illusion (cantrip). Action to cast, 30, 1 minute. The
yugoloth creates a sound or image of an object (not both). An
Magic Weapons. The yugoloths weapon attacks are magical. object must be no larger than a 5 cube. A creature can
determine its an illusion with a DC 17 Investigation check.
Innate Spellcasting: Alter Self (at will). Action to cast, self,
concentration up to 1 hour. The yugoloth uses an action to Prestidigitation (cantrip). Action to cast, 60, 1 hour. The
take or change into of three forms: Aquatic adaptation (can yugoloth creates one of six minor effects: a harmless sensory
breathe water and has swim speed 30); change appearance effect; lighting or snuffing a small flame; cleaning or soiling
(change form to another medium, humanoid creature); or an object no larger than a cubic foot; chilling, warming, or
natural weapons (gain natural weapons, reach 5, +4 to hit, flavoring up to 1 cubic foot of nonliving material for 1 hour;
1d6+1 damage). coloring or marking an object or surface for 1 hour; or
creating a nonmagical trinket or illusion that can fit in its
Innate Spellcasting: Darkness (at will). Action to cast, 60, hand that lasts until the end of the yugoloths next turn. If
concentration up to 10 minutes. The yugoloth spreads cast more than once, the yugoloth can have up to three
darkness in a 15-radius sphere centered on a point within effects occurring simultaneously.
range, an unattended object in range, or an object the
yugoloth is holding. The darkness spreads around corners. Detect Magic (1st). Action to cast, self, concentration up to
The darkness dispels an area of light created by a spell of 2nd 10 minutes. The yugoloth can detect the presence of magic
level or lower. within 30 of it. It can use an action to see an aura around the
source and detect its school of magic. This ability is blocked
Innate Spellcasting: Heat Metal (at will). Action to cast, 60, by 1 of stone, 1 of common metal, a thin sheet of lead, or 3
concentration up to 1 minute. Any creature in physical of wood or dirt.
contact with a targeted, manufactured, metal object takes 2d8
fire damage. Until the spell ends, the yugoloth can use a bonus
action to cause the damage again. If the object is carried, the Identify (1st). 1 minute to cast, touch, instantaneous. The
creature carrying it must succeed on a DC 15 Con save or yugoloth touches an object and learns its magic properties,
drop the object. If it doesnt, the creature has disadvantage on how to use them, whether they require attunement, how
attack rolls and ability checks until the start of the yugoloths many charges it has (if applicable), what magical effects
next turn. currently affect it, and what spell was used to create it. If the
target is a creature, the yugoloth learns what spells currently
Innate Spellcasting: Invisibility (at will). Action to cast, self only, affect it.
concentration up to 1 hour. The yugoloth and its equipment
become invisible until it attacks or casts a spell. Shield (1st). Reaction to a hit on the yugoloth, self, 1 round.
Until the start of its next turn, the yugoloth has an AC of 22,
Innate Spellcasting: Magic Missile (at will). Action to cast, 120, including against the triggering attack, and immunity to
instantaneous. The yugoloth creates three darts. A dart deals magic missile.
1d4+1 force damage, each targeting the same or different
creatures. Tensers Floating Disc (1st). Action to cast, 30, 1 hour. The
yugoloth creates a 3-diameter circular disc of force in an
unoccupied space. The disc can hold 500 lbs. If the yugoloth
moves more than 20 from the disc, the disc follows it,
though it cant cross an elevation change of 10 or greater.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
91
Detect Thoughts (2nd). Action to cast, self, concentration Banishment (4th). Action to cast, 60, concentration up to 1
up to 1 minute. The yugoloth can focus on any target minute. The target must succeed on a DC 16 Cha save or be
creature within 30 of it (Int >3, and knows a language) and sent to another plane of existence. If the target is not from
read its surface thoughts. As an action, the yugoloth can shift the plane of existence in which the spell is cast, and the spell
focus to another creature or probe deeper into the targets doesnt end before 1 minute expires, the target doesnt
mind. If the target fails a DC 17 Wis save, the yugoloth gains return. Otherwise, the target returns to the space from
insight into the targets reasoning, emotional state, and which it disappeared, or the closest possible unoccupied
something that looms large in the targets mind. On its own square. The yugoloth can add another target for each slot
turn, the current target can make a contested Int check level above 4th used to cast it.
against the yugoloth to end the effect.
Dimension Door (4th). Action to cast, 500, instantaneous.
Mirror Image (2nd). Action to cast, self, 1 minute. Three The yugoloth can teleport itself, anything it can carry, an
illusory duplicates of the yugoloth appear, moving with the adjacent willing creature the yugoloths size or smaller, and
yugoloth. Each time a creature targets the yugoloth, roll a anything that creature can carry to a place within range. If
d20. The attack hits a duplicate on a 6 or higher if three the place is already occupied, both the lich and the other
duplicates remain, 8 or higher if two remain, and 11 or creature (if any) take 4d6 force damage and arent
higher if one remains. A duplicates AC is 13, and it is teleported.
automatically destroyed if hit.
Contact Other Plane (5th). 1 minute to cast, self, 1 minute.
Phantasmal Force (2nd). Action to cast, 120, The yugoloth makes a DC 15 Int save. On a failure, it takes
concentration up to 1 minute. A target creature (neither 6d6 psychic damage and is insane until either it takes a long
undead nor a construct) must make a DC 17 Intelligence rest or a Greater Restoration spell is cast on it. While insane,
save or have an image placed in its mind. The target may it cant take actions or understand communications from
make a DC 17 Investigation check to realize the image is an others. On a success, an extraplanar entity gives the yugoloth
illusion. While affected, the target is so convinced that the one-word answers to five questions asked of it.
illusion is real that it can take damage from it. Each round on
the yugoloths turn, the target takes 1d6 psychic damage if Hold Monster (5th). Action to cast, 90, concentration up to
within 5 of the illusion. 1 minute. The yugoloth targets a creature within range, who
must make a DC 17 Wis save or be paralyzed for the
Suggestion (2nd). Action to cast, 30, concentration, up to 8 duration. The target may make a save at the end of each of
hours). The yugoloth makes a one or two sentence its turns to end the spells effect.
reasonable suggestion to a creature that can understand it. If
the target fails a DC 17 Wis save, it must follow the Chain Lightning (6th). Action to cast, 150, instantaneous.
suggestion. The yugoloth launches a lightning bolt at a target and up to 3
targets within 30 of the first target. Each target takes 10d8
Counterspell (3rd). Reaction to cast when a creature within lightning damage (DC 17 Wis save for half damage). For each
60 casts a spell, 60, instantaneous. The yugoloth spell slot above 6th used to cast the spell, the yugoloth can
automatically stops the target spell if it is of the same or hit another target.
lower level than the slot the yugoloth uses to cast this spell.
Finger of Death (7th). Action to cast, 60, instantaneous. A
Otherwise, the yugoloth stops the target spell with a
target creature takes 7d8+30 necrotic damage (DC 17 Con
successful Int check (+5) with a DC of 10+the target spells
save for half damage). A humanoid killed by this spell rises
level.
as a zombie at the start of the yugoloths next turn, and is
permanently under the yugoloths control.
Fear (3rd). Action to cast, self only, concentration up to 1
minute. Each creature within a 30 cone must make a DC 17 Mind Blank (8th). Action to cast, touch, 24 hours. For the
Wis save or drop what its holding and be frightened. On its duration, the target is immune to psychic damage, any effect
turn, a frightened creature must take the Dash action and that would read its emotions or thoughts (including Wish),
move away from the yugoloth as safely as possible. If the divinations, and the charmed condition.
creature ends its turn without the yugoloth in sight, the
creature may repeat the Wis save. ACTIONS
Fireball (3rd). Action to cast, 150, instantaneous. Each Claws. Melee Weapon Attack: +7 to hit, reach 5, one target. Hit: 8
creature in a 20-radius sphere centered on a point within (2d4+3) slashing damage plus 10 (3d6) poison damage (DC
range takes 8d6 fire damage (DC 17 Dex save for half 14 Con save for half poison damage).
damage). The fire spreads around corners. When cast using a
spell slot higher than 3rd, the spell does an extra 1d8 Teleport. The yugoloth magically teleports, along with any
damage per level of the slot. equipment its wearing or carrying, up to 60 to an
unoccupied space it can see.

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
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YUGOLOTH: MEZZOLOTH CR 5
Medium fiend (yugoloth), neutral evil 1,800 XP
Armor Class 18 (natural armor)
Hit Points 75 (10d8+30)
Speed 40
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 7 (-2) 10 (+0) 11 (+0)
Skills Perception +3
Damage Resistances cold, fire, lighting; bludgeoning, piercing,
and slashing from nonmagical weapons
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60, darkvision 60, passive Perception 13
Languages Abyssal, Infernal, telepathy 60

Magic Resistance. The yugoloth has advantage on saves against


spells and other magical effects.

Magic Weapons. The yugoloths weapon attacks are magical.

Innate Spellcasting: Darkness (at will). Action to cast, 60,


concentration up to 10 minutes. The yugoloth spreads
darkness in a 15-radius sphere centered on a point within
range, an unattended object in range, or an object the
yugoloth is holding. The darkness spreads around corners.
The darkness dispels an area of light created by a spell of 2nd
level or lower.

Innate Spellcasting: Dispel Magic (at will). Action to cast, 120,


instantaneous. The yugoloth dispels any spell of level 3 or
lower affecting a creature, object, or area within range. For
spells of 4th level or higher, the yugoloth must succeed on a
Cha ability check (DC is 10+level of the effect).

Innate Spellcasting: Cloudkill (1/day ). Action to cast, 120,


concentration up to 10 minutes. The yugoloth conjures a 20-
radius sphere of fog.. When a creature enters the sphere or
starts its turn there takes 5d8 poison damage (DC 11 Con
save for half damage). The fog rolls away from the yugoloth at
a rate of 10 per round.

ACTIONS
Multiattack. The yugoloth makes two attacks: one with its claws
and one with its trident.

Claws. Melee Weapon Attack: +7 to hit, reach 5, one target. Hit: 9


(2d4+4) slashing damage.

Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 or


range 20/60, one target. Hit: 7 (1d6+4) piercing damage or 8
(1d8+4) piercing damage when held with two claws and used
to make a melee attack.

Teleport. The yugoloth magically teleports, along with any


equipment its wearing or carrying, up to 60 to an
unoccupied space it can see.

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YUGOLOTH: NYCALOTH CR 9
Large fiend (yugoloth), neutral evil 5,000 XP Innate Spellcasting: Invisibility (at will). Action to cast, self only,
concentration up to 1 hour. The yugoloth and its equipment
Armor Class 18 (natural armor)
become invisible until it attacks or casts a spell.
Hit Points 123 (13d10+52)
Speed 40, fly 60 Innate Spellcasting: Mirror Image (1/day ). Action to cast,
STR DEX CON INT WIS CHA self, 1 minute. Three illusory duplicates of the yugoloth
20 (+5) 11 (+0) 19 (+4) 12 (+1) 10 (+0) 15 (+2) appear, moving with the yugoloth. Each time a creature
Skills Intimidation +6, Perception +4, Stealth +4 targets the yugoloth, roll a d20. The attack hits a duplicate on
Damage Resistances cold, fire, lighting; bludgeoning, piercing, a 6 or higher if three duplicates remain, 8 or higher if two
and slashing from nonmagical weapons remain, and 11 or higher if one remains. A duplicates AC is
Damage Immunities acid, poison 13, and it is automatically destroyed if hit.
Condition Immunities poisoned
Senses blindsight 60, darkvision 60, passive Perception 14 ACTIONS
Languages Abyssal, Infernal, telepathy 60
Multiattack. The yugoloth makes two attacks, or it makes one
Magic Resistance. The yugoloth has advantage on saves against attack and uses Teleport before or after that attack.
spells and other magical effects.
Claws. Melee Weapon Attack: +9 to hit, reach 5, one target. Hit: 12
Magic Weapons. The yugoloths weapon attacks are magical. (2d6+5) slashing damage. If the target is a creature, it must
make a DC 16 Con save or take 5 (2d4) slashing damage at the
Innate Spellcasting: Darkness (at will). Action to cast, 60, start of each of its turns from a wound. Each time the
concentration up to 10 minutes. The yugoloth spreads yugoloth hits a creature with such a wound, the wounds
darkness in a 15-radius sphere centered on a point within damage increases by 5 (2d4) slashing damage. The wound
range, an unattended object in range, or an object the can be healing by any healing magic or a successful DC 13
yugoloth is holding. The darkness spreads around corners. Medicine check.
The darkness dispels an area of light created by a spell of 2nd
level or lower. Greataxe. Melee Weapon Attack: +9 to hit, reach 5, one target. Hit:
18 (2d12+5) slashing damage.
Innate Spellcasting: Detect Magic (at will). Action to cast, self,
concentration up to 10 minutes. The yugoloth can detect the Teleport. The yugoloth magically teleports, along with any
presence of magic within 30 of it. It can use an action to see equipment its wearing or carrying, up to 60 to an
an aura around the source and detect its school of magic. This unoccupied space it can see.
ability is blocked by 1 of stone, 1 of common metal, a thin
sheet of lead, or 3 of wood or dirt.

Innate Spellcasting: Dispel Magic (at will). Action to cast, 120,


instantaneous. The yugoloth dispels any spell of level 3 or
lower affecting a creature, object, or area within range. For
spells of 4th level or higher, the yugoloth must succeed on a
Cha ability check (DC is 10+level of the effect).

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YUGOLOTH: ULTROLOTH CR 13
Medium fiend (yugoloth), neutral evil 10,000 XP Innate Spellcasting: Invisibility (at will). Action to cast, self
only, concentration up to 1 hour. The yugoloth and its
Armor Class 19 (natural armor)
equipment become invisible until it attacks or casts a spell.
Hit Points 153 (18d8+72)
Speed 30, fly 60
Innate Spellcasting: Suggestion (at will). Action to cast, 30,
STR DEX CON INT WIS CHA concentration, up to 8 hours). The yugoloth makes a one or
16 (+3) 16 (+3) 18 (+4) 18 (+4) 15 (+2) 19 (+4) two sentence reasonable suggestion to a creature that can
Skills Intimidation +9, Perception +7, Stealth +8 understand it. If the target fails a DC 17 Wis save, it must
Damage Resistances cold, fire, lighting; bludgeoning, piercing, follow the suggestion.
and slashing from nonmagical weapons
Damage Immunities acid, poison Innate Spellcasting: Dimension Door (3/day ). Action to
Condition Immunities charmed, frightened, poisoned cast, 500, instantaneous. The yugoloth can teleport itself,
Senses truesight 120, passive Perception 17 anything it can carry, an adjacent willing creature the
Languages Abyssal, Infernal, telepathy 120 yugoloths size or smaller, and anything that creature can
carry to a place within range. If the place is already occupied,
Magic Resistance. The yugoloth has advantage on saves against both the lich and the other creature (if any) take 4d6 force
spells and other magical effects. damage and arent teleported.

Magic Weapons. The yugoloths weapon attacks are magical. Innate Spellcasting: Fear (3/day ). Action to cast, self
only, concentration up to 1 minute. Each creature within a
Innate Spellcasting: Alter Self (at will). Action to cast, self, 30 cone must make a DC 17 Wis save or drop what its
concentration up to 1 hour. The yugoloth uses an action to holding and be frightened. On its turn, a frightened creature
take or change into of three forms: Aquatic adaptation (can must take the Dash action and move away from the yugoloth
breathe water and has swim speed 30); change appearance as safely as possible. If the creature ends its turn without the
(change form to another medium, humanoid creature); or yugoloth in sight, the creature may repeat the Wis save.
natural weapons (gain natural weapons, reach 5, +5 to hit,
1d6+1 damage). Innate Spellcasting: Wall of Fire (3/day ). Action to cast,
120, concentration up to 1 minute. On a solid surface within
Innate Spellcasting: Clairvoyance (at will). 10 minutes, 1 mile, range, the yugoloth creates a wall of fire 60 long, 20 high,
concentration up to 10 minutes. The yugoloth places an and 1 thick, or a ringed wall up to 20 high and 1 thick. Each
invisible sensor in a place either familiar or obvious to it. The creature entering the wall for the first time, or inside it when
yugoloth can either see or hear as if it was in that space, its conjured, takes 5d8 fire damage (DC 17 Dex save for half
switching between hearing or seeing as an action. damage). One side of the wall deals 5d8 fire damage to each
creature ending its turn within 10 of that side or inside the
Innate Spellcasting: Darkness (at will). Action to cast, 60, wall.
concentration up to 10 minutes. The yugoloth spreads
darkness in a 15-radius sphere centered on a point within Innate Spellcasting: Firestorm (1/day ). Action to cast, 150,
range, an unattended object in range, or an object the instantaneous. The yugoloth creates a storm of 10
yugoloth is holding. The darkness spreads around corners. contiguous 10 cubes. Each creature in the storm takes 7d10
The darkness dispels an area of light created by a spell of 2nd fire damage (DC 17 Dex save for half damage). Unattended
level or lower. flammable objects catch fire.

Innate Spellcasting: Detect Magic (at will). Action to cast, self, Innate Spellcasting: Mass Suggestion (1/day ). Action to cast,
concentration up to 10 minutes. The yugoloth can detect the 60, 24 hours). The yugoloth makes a one or two sentence
presence of magic within 30 of it. It can use an action to see reasonable suggestion to up to twelve creatures that can
an aura around the source and detect its school of magic. This understand it. Each target that fails a DC 17 Wis save must
ability is blocked by 1 of stone, 1 of common metal, a thin follow the suggestion.
sheet of lead, or 3 of wood or dirt.
ACTIONS
Innate Spellcasting: Detect Thoughts (at will). Action to cast,
self, concentration up to 1 minute. The yugoloth can focus on Multiattack. The yugoloth can use its Hypnotic Gaze and makes
any target creature within 30 of it (Int >3, and knows a three melee attacks.
language) and read its surface thoughts. As an action, the
yugoloth can shift focus to another creature or probe deeper Longsword. Melee Weapon Attack: +8 to hit, reach 5, one target.
into the targets mind. If the target fails a DC 17 Wis save, the Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing
yugoloth gains insight into the targets reasoning, emotional damage if used with two hands.
state, and something that looms large in the targets mind. On
its own turn, the current target can make a contested Int
check against the yugoloth to end the effect.

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Hypnotic Gaze. The yugoloth targets one creature it can see
within 30. If the target can see the yugoloth, it must make a
DC 17 Wis save or be charmed and stunned until the end of
the yugoloths next turn. If the target saves against this
effect, its immune from this yugoloths gaze for 24 hours.

Teleport. The yugoloth magically teleports, along with any


equipment its wearing or carrying, up to 60 to an
unoccupied space it can see.

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NPC: ARCHMAGE CR 12
Medium humanoid (any race), any alignment 8,400 XP Detect Magic (1st). Action to cast, self, concentration up to
10 minutes. The archmage can detect the presence of magic
Armor Class 12 (15 with mage armor)
within 30. It can use an action to see an aura around the
Hit Points 99 (18d8+18)
source and detect its school of magic. This ability is blocked
Speed 30
by 1 of stone, 1 of common metal, a thin sheet of lead, or 3
STR DEX CON INT WIS CHA of wood or dirt.
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)
Saves Int + 9, Wis +6 Identify (1st). 1 minute to cast, touch, instantaneous. The
Skills Arcana +13, History +13 archmage touches an object and learns its magic properties,
Damage Resistances damage from spells; bludgeoning, piercing, how to use them, whether they require attunement, how
and slashing from nonmagical weapons (due to Stoneskin) many charges it has (if applicable), what magical effects
Senses passive Perception 12 currently affect it, and what spell was used to create it. If the
Languages any six languages target is a creature, the archmage learns what spells
currently affect it.
Magic Resistance. The archmage has advantage on saves against
spells and other magical effects. Mage Armor (1st). Action to cast, touch, 8 hours. The
archmages base AC becomes 15. Cast before combat.
Spellcasting: 18th-level, Int-based, DC 17, +9 to hit
Magic Missile (1st). Action to cast, 120, instantaneous. The
1st 4th 7th archmage creates a number of darts equal to 2 + the spell
2nd 5th 8th slot used to cast it. A dart deals 1d4+1 force damage, each
3rd 6th 9th targeting the same or different creatures.

Fire Bolt (at will). Action to cast, 120, instantaneous. The Detect Thoughts (2nd). Action to cast, self, concentration
archmage hurls a mote of fire, making a ranged spell attack. up to 1 minute. The archmage can focus on any target
+9 to hit, 22 (4d10) fire damage. An unattended flammable creature within 30 of it (Int >3, and knows a language) and
object hit by the spell catches fire. read its surface thoughts. As an action, the archmage can
shift focus to another creature or probe deeper into the
Light (cantrip). Action to cast, touch, 1 hour. Until the spell targets mind. If the target fails a DC 17 Wis save, the
ends, an object or creature touched, which must be no larger archmage gains insight into the targets reasoning, emotional
than 10 in any dimension, sheds bright light (of any color the state, and something that looms large in the targets mind.
giant chooses) in a 20 radius, and dim light for an additional On its own turn, the current target can make a contested Int
20. A hostile creature targeted by the spell may avoid it with check against the archmage to end the effect.
a DC 17 Dex save.
Mirror Image (2nd). Action to cast, self, 1 minute. Three
Mage Hand (cantrip). Action to cast, 30, 1 minute. The illusory duplicates of the archmage appear, moving with the
archmage creates a ghost-like hand that can be controlled archmage. Each time a creature targets the archmage, roll a
with an action. It can manipulate an object, open an unlocked d20. The attack hits a duplicate on a 6 or higher if three
door or container, stow or retrieve an item from an open duplicates remain, 8 or higher if two remain, and 11 or
container, etc. higher if one remains. A duplicates AC is 13, and it is
automatically destroyed if hit.
Prestidigitation (cantrip). Action to cast, 60, 1 hour. The
archmage creates one of six minor effects: a harmless sensory Misty Step (2nd). Bonus action to cast, self, instantaneous.
effect; lighting or snuffing a small flame; cleaning or soiling an The archmage teleports up to 30 to an unoccupied space it
object no larger than a cubic foot; chilling, warming, or can see.
flavoring up to 1 cubic foot of nonliving material for 1 hour;
coloring or marking an object or surface for 1 hour; or Counterspell (3rd). Reaction to cast when a creature within
creating a nonmagical trinket or illusion that can fit in its 60 casts a spell, 60, instantaneous. The archmage
hand that lasts until the end of the archmages next turn. If automatically stops the target spell if it is of the same or
cast more than once, the mage can have up to three effects lower level than the slot the archmage uses to cast this spell.
occurring simultaneously. Otherwise, the archmage stops the target spell with a
successful Int check (+5) with a DC of 10+the target spells
Shocking Grasp (cantrip). Action to cast, 30, instantaneous. level.
The archmage makes a melee spell attack (+9) with
advantage if the target creature is wearing metal armor. On a
hit, the target takes 4d8 lightning damage and cant take
reactions until the end of its next turn.

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97
Fly (3rd). Action to cast, touch, concentration up to 10 Wall of Force (5th). Action to cast, 120, concentration up to
minutes. A willing creature gains a fly speed of 60. When the 10 minutes. A wall of force thick appears anywhere
spell ends, the target falls if its still airborne. within range, not necessarily resting on a solid surface. It can
manifest as a semispherical dome up to 10 in radius, or as a
Lightning Bolt (3rd). Action to cast, 100 line from self, flat surface consisting of 10 contiguous 10x10 panels.
instantaneous. Each creature in a 100 long, 5 wide line Nothing on its plane of existence nor on the Ethereal plane
originating from the archmage takes damage equal to 8d6 may pass it, and it blocks spells. Dispel Magic does not affect
plus 1d6 per additional level of the slot used to cast the spell it, but disintegrate destroys it instantly.
(9d6 at 4th level, etc.; DC 17 Dex save for half damage).
Globe of Invulnerability (6th). Action to cast, self (10-
Banishment (4th). Action to cast, 60, concentration up to 1 radius), concentration up to 1 minute. The archmage
minute. The target must succeed on a DC 18 Cha save or be surrounds itself with a 10-radius barrier. Any spell of 5th
sent to another plane of existence. If the target is not from level or lower cast from outside the barrier cannot affect
the plane of existence in which the spell is cast, and the spell creatures within it, even if cast with a higher level slot. If cast
doesnt end before 1 minute expires, the target doesnt using a higher spell slot, the globe blocks spells one level
return. Otherwise, the target returns to the space from beneath that slot level.
which it disappeared, or the closest possible unoccupied
square. The archmage can add another target for each slot Teleport (7th). Action to cast, 10, instantaneous. Either the
level above 4th used to cast it. Archmage and up to 8 willing creatures, or a single object
the archmage can see within range, are/is teleported to a
Fire Shield (4th). Action to cast, self, 10 minutes. A shield of location of the archmages choosing that is both known to
either warmth or chill gives the archmage resistance to the archmage and on the same plane of existence. The
either cold or fire respectively. If a creature within 5 hits the following chart determines whether the spell succeeds:
archmange with a melee attack, the target takes 2d8 fire or
cold damage respectively. The shield sheds bright light in a Similar Off On
10 radius. Familiarity Mishap Area Target Target
Perm. Teleportation Circle -- -- -- 01-100
Stoneskin (4th). Action to cast, touch, concentration up to 1 Object Taken from -- -- -- 01-100
hour. The target has resistance to nonmagical bludgeoning, Location < 6 months ago
Location often visited 01-05 06-13 14-24 25-100
piercing, and slashing weapon damage. Cast before combat.
Location visited more than 10-33 34-43 44-53 54-100
once, but unfamiliar
Cone of Cold (5th). Action to cast, 60 cone originating from Location viewed once 01-43 44-53 54-73 74-100
the oni, instantaneous. Each creature in the cone takes 8d8 (possibly with magic)
cold damage plus 1d8 per additional level of the slot used to Location merely described 01-43 44-53 54-73 74-100
cast the spell (DC 17 Con save for half damage). by another
Location that doesnt exist 01-50 51-100 -- --
Scrying (5th). 10 minutes to cast, self, concentration up to
10 minutes. The couatl can see and hear a creature on the On Target: The targets appear at the intended location.
same plane of existence that fails a DC 14 Wis save, modified Off Target: The targets appear 1d10 x 1d10% of the distance
by how familiar the couatl is with the target, and the nature traveled from the intended location.
of its connection, as follows: Similar Area: The targets appear at the closest place to the
intended location that is similar in description or theme.
Knowledge Save Modifier Mishap: Each target takes 3d10 force damage, and the DM rerolls
Secondhand (heard of) +5 on the table . Multiple mishaps can occur, resulting in damage.
Firsthand (have met) +0
Familiar (know well) -5 Mind Blank (8th). Action to cast, touch, 24 hours. For the
duration, the target is immune to psychic damage, any effect
Connection Save Modifier that would read its emotions or thoughts (including Wish),
Likeness or picture -2 divinations, and the charmed condition.
Possession or garment -4
Body part, lock of hair, etc. -10 Time Stop (9th). Action to cast, self, instantaneous. The
archmage stops time for 1d4 +1 turns, during which the
archmage may take actions normally. The spell ends if either
On a failed save, an invisible sensor manifests within 10 of
the archmage moves 1,000 from where the spell was cast, or
the target, following it as it moves. Instead, the couatl can
if the archmage affects another creature or an object carried
target a place, in which case the sensor doesnt move.
or worn by such creature.

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

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98
NPC: CULT FANATIC CR 2
Medium humanoid (any race), any non-good alignment 450 XP Command (1st). Action to cast, 60, 1 round. The fanatic
speaks one command word to a target. If the target fails a DC
Armor Class 13 (leather armor)
11 Wis save, the target must obey. Example command words
Hit Points 33 (6d8+6)
are approach, drop (item), flee, grovel (go prone), and halt
Speed 30
(take no actions). The fanatic can add another target for each
STR DEX CON INT WIS CHA slot level above 1st used to cast it.
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
Skills Deception +4, Persuasion +4, Religion +2 Inflict Wounds (1st). Action to cast, touch, instantaneous.
Senses passive Perception 11 The fanatic makes a melee spell attack (+3) against a
Languages any one language (usually Common) creature in reach. On a hit, the target takes 3d10 necrotic
` damage. If cast as a 2nd level spell, the necrotic damage is
Dark Devotion. The fanatic has advantage on saves against being 4d10.
charmed or frightened.
Shield of Faith (1st). Bonus action to cast, 60,
Spellcasting: 4th-level, Wis-based, DC 11, +3 to hit concentration up to 10 minutes. A target creature gains a +2
bonus to AC for the duration of the spell.
1st
2nd Hold Person (2nd). Action to cast, 60, concentration up to 1
minute. The fanatic targets a humanoid within range, who
Light (cantrip). Action to cast, touch, 1 hour. Until the spell must make a DC 11 Wis save or be paralyzed for the
ends, an object or creature touched, which must be no larger duration. The target may make a save at the end of each of
than 10 in any dimension, sheds bright light (of any color the its turns to end the spells effect.
giant chooses) in a 20 radius, and dim light for an additional
20. A hostile creature targeted by the spell may avoid it with Spiritual Weapon (2nd). Bonus action to cast, 60, 1 minute.
a DC 11 Dex save. The fanatic creates a ghostly weapon and makes a melee
spell attack (+3) against a creature within 5 of the weapon.
Sacred Flame (cantrip). Action to cast, 60, 1 hour. The On a hit, the target takes 1d8+3 force damage. As a bonus
fanatic attacks a target it can see. The target must succeed on action on subsequent turns, the fanatic may move the
a DC 14 Dex check or take 2d8 radiant damage. weapon up to 20 and attack a creature within 5 of the
weapon.
Thaumaturgy (cantrip). Action to cast, 30, up to 1 minute.
The fanatic can create one of the following magical effects ACTIONS
within range for the duration: a booming voice; flames that
flicker, brighten, dim, or change color; harmless tremors; an Multiattack. The fanatic makes two melee attacks.
instantaneous sound (e.g., a thunder clap); the opening or
closing of an unlocked door or window; or the alteration of Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 or
the fanatics own eyes. If cast more than once, the fanatic can ranged 20/60, one target. Hit: 4 (1d4+2) piercing damage,
have up to three effects occurring simultaneously. or 7 (1d10+2) piercing damage.

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NPC: DRUID CR 2
Medium humanoid (any race), any alignment 450 XP Longstrider (1st). Action to cast, touch, 1 hour. The targets
speed increases by 10 If cast as a 2nd level spell, the druid
Armor Class 11 (16 with barkskin)
can add a second target.
Hit Points 27 (8d8+5)
Speed 30
Speak with Animals (1st). Action to cast, self, 10 minutes.
STR DEX CON INT WIS CHA The druid gains the ability to communicate and understand
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0) beasts.
Skills Medicine +4, Nature +3, Perception +4
Senses passive Perception 14 Thunderwave (1st). Action to cast, 15 cube from the druid,
Languages Druidic plus any two languages instantaneous. Each creature within the cube takes 2d8
` thunder damage and is pushed 10 (DC 12 Con save for half
Spellcasting: 4th-level, Wis-based, DC 12, +4 to hit damage and no push. Unsecured objects are pushed 10 and
the spell creates a thunderclap that can be heard for 300. If
1st cast as a 2nd-level spell, the thunder damage is 3d8.
2nd
Animal Messenger (2nd). Action to cast, 30, 24 hours. The
Druidcraft (cantrip). Action to cast, 30, instantaneous. The druid chooses a tiny beast to carry a spoken message of up
druid can predict the weather, create an illusory, nature- to 25 words, which it delivers to a target the druid described.
based sensory effect, or snuff out a campfire.
Barkskin (2nd). Action to cast, touch, concentration up to 1
Produce Flame (cantrip). Action to cast, self, 10 minutes. hour. The targets AC is at least 16.
The druid produces a flame that sheds bright light in 10
radius, and dim light 10 beyond that. Instead, the flame can ACTIONS
be hurled 30 at a creature with a ranged spell attack (+4) for
2d8 fire damage on a hit. Multiattack. The fanatic makes two melee attacks.

Shillelagh (cantrip). Bonus action to cast, touch, 1 minute. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 or
The druid may use its Wis rather than Str for melee attack ranged 20/60, one target. Hit: 4 (1d4+2) piercing damage,
rolls with its quarterstaff, and the damage is 6 (1d8 + 2). The or 7 (1d10+2) piercing damage.
weapon becomes magical if not already.

Entangle (1st). Action to cast, 90, concentration up to 1


minute. The druid summons vegetation in a 20-square
starting from a point within range, making that area difficult
terrain. A creature within the area upon casting must succeed
on a DC 12 Str save or be restrained until the spell ends. The
restrained creature may use an action to reattempt the save.

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NPC: MAGE CR 6
Medium humanoid (any race), any alignment 2,300 XP Shield (1st). Reaction to a hit on the mage, self, 1 round.
Until the start of its next turn, the mage has an AC of 17,
Armor Class 12 (15 with mage armor)
including against the triggering attack, and has immunity to
Hit Points 40 (9d8)
magic missile.
Speed 30
STR DEX CON INT WIS CHA Misty Step (2nd). Bonus action to cast, self, instantaneous.
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) The mage teleports up to 30 to an unoccupied space it can
Saves Int + 6, Wis +4 see.
Skills Arcana +6, History +6
Senses passive Perception 11 Suggestion (2nd). Action to cast, 30, concentration, up to 8
Languages any four languages hours). The mage makes a one or two sentence reasonable
suggestion to a creature that can understand it. If the target
Spellcasting: 9th-level, Int-based, DC 14, +6 to hit fails a DC 14 Wis save, it must follow the suggestion.

1st 3rd 5th Fireball (3rd). Action to cast, 150, instantaneous. Each
2nd 4th creature in a 20-radius sphere centered on a point within
range takes 8d6 fire damage (DC 14 Dex save for half
Fire Bolt (cantrip). Action to cast, 120, instantaneous. The damage). The fire spreads around corners. When cast using a
mage hurls a mote of fire, making a ranged spell attack. +6 to spell slot higher than 3rd, the spell does an extra 1d8
hit, 11 (2d10) fire damage. An unattended flammable object damage per level of the slot.
hit by the spell catches fire.
Fly (3rd). Action to cast, touch, concentration up to 10
Light (cantrip). Action to cast, touch, 1 hour. Until the spell minutes. A willing creature gains a fly speed of 60. When the
ends, an object or creature touched, which must be no larger spell ends, the target falls if its still airborne.
than 10 in any dimension, sheds bright light (of any color the
giant chooses) in a 20 radius, and dim light for an additional Counterspell (3rd). Reaction to cast when a creature within
20. A hostile creature targeted by the spell may avoid it with 60 casts a spell, 60, instantaneous. The mage automatically
a DC 14 Dex save. stops the target spell if it is of the same or lower level than
the slot the mage uses to cast this spell. Otherwise, the mage
Mage Hand (cantrip). Action to cast, 30, 1 minute. The stops the target spell with a successful Int check (+3) with a
mage creates a ghost-like hand that can be controlled with an DC of 10+the target spells level.
action. It can manipulate an object, open an unlocked door or
container, stow or retrieve an item from an open container, Greater Invisibility (4th). Action to cast, touch,
etc. concentration up to 1 minute. The mage or a creature the
mage touches (and their possessions) become invisible until
Prestidigitation (cantrip). Action to cast, 60, 1 hour. The the spell ends.
mage creates one of six minor effects: a harmless sensory
effect; lighting or snuffing a small flame; cleaning or soiling an Ice Storm (4th). Action to cast, 300, instantaneous. Each
object no larger than a cubic foot; chilling, warming, or creature in a 20-radius, 40-high cylinder centered on a
flavoring up to 1 cubic foot of nonliving material for 1 hour; point within range takes 2d8 bludgeoning damage and 4d6
coloring or marking an object or surface for 1 hour; or cold damage (DC 14 Dex save for half damage), and the area
creating a nonmagical trinket or illusion that can fit in its becomes difficult terrain until the end of the mages next
hand that lasts until the end of the mages next turn. If cast turn. The bludgeoning damage increases by 1d8 per slot
more than once, the mage can have up to three effects level above 4th used to cast the spell.
occurring simultaneously.
Cone of Cold (5th). Action to cast, 60 cone originating from
Detect Magic (1st). Action to cast, self, concentration up to the mage, instantaneous. Each creature in the cone takes 8d8
10 minutes. The mage can detect the presence of magic cold damage (DC 14 Con save for half damage).
within 30. It can use an action to see an aura around the
source and detect its school of magic. This ability is blocked ACTIONS
by 1 of stone, 1 of common metal, a thin sheet of lead, or 3
of wood or dirt. Dagger. Melee Weapon Attack: +5 to hit, reach 5 or range
20/60, one target. Hit: 4 (1d4+2) piercing damage.
Mage Armor (1st). Action to cast, touch, 8 hours. The mages
base AC becomes 15.

Magic Missile (1st). Action to cast, 120, instantaneous. The


mage creates a number of darts equal to 2 + the spell slot
used to cast it. A dart deals 1d4+1 force damage, each
targeting the same or different creatures.

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NPC: PRIEST CR 2
Medium humanoid (any race), any alignment 450 XP Guiding Bolt (1st). Action to cast, 120, 1 round. The priest
lord makes a ranged spell attack (+5) against a target. On a
Armor Class 13 (chain shirt)
hit, the target takes 4d6 radiant damage, and the next attack
Hit Points 27 (5d8+5)
against the target before the end of the priests next turn has
Speed 25
advantage. The damage increases by 1d6 per slot level above
STR DEX CON INT WIS CHA 1st used to cast it.
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Skills Medicine +7, Persuasion +3, Religion +4 Sanctuary (1st). Bonus action to cast, 30, 1 minute. The
Senses passive Perception 13 priest wards a creature within range against attack. Any
Languages any two languages creature that tries to attack the warded target must succeed
on a DC 13 Wis save or else choose a new target (or lose the
Divine Eminence. As a bonus action, the priest can expend a spell attack). The spell does not protect the target from area
slot to cause its melee weapon attacks to deal an extra 10 effects. If target attacks or affects an enemy, the spell ends.
(3d6) magical radiant damage to a target on a hit until the
end of its next turn. This extra damage increases by 1d6 for Lesser Restoration (2nd). Action to cast, touch,
every spell slot above 1st used expended for this purpose. instantaneous. The priest touches a creature and ends either
a disease or one of the following conditions: blinded,
Spellcasting: 5th-level, Wis-based, DC 13, +5 to hit deafened, paralyzed, or poisoned.

1st 2nd Spiritual Weapon (2nd). Bonus action to cast, 60, 1 minute.
3rd The priest creates a ghostly weapon and makes a melee spell
attack (+5) against a creature within 5 of the weapon. On a
Light (cantrip). Action to cast, touch, 1 hour. Until the spell hit, the target takes 1d8+3 force damage. As a bonus action
ends, an object or creature touched, which must be no larger on subsequent turns, the priest may move the weapon up to
than 10 in any dimension, sheds bright light (of any color the 20 and attack a creature within 5 of the weapon.
giant chooses) in a 20 radius, and dim light for an additional
20. A hostile creature targeted by the spell may avoid it with Dispel Magic (3rd). Action to cast, 120, instantaneous. The
a DC 13 Dex save. priest dispels any spell of the slot level used to cast the spell
(or lower) affecting a creature, object, or area within range.
Sacred Flame (cantrip). Action to cast, 60, 1 hour. The For spells of 4th level or higher, the priest must succeed on a
priest attacks a target it can see. The target must succeed on a Cha ability check (DC is 10+level of the effect).
DC 13 Dex check or take 1d8 radiant damage.
Spirit Guardians (3rd). Action to cast, self (15 radius),
Thaumaturgy (cantrip). Action to cast, 30, Up to 1 minute. concentration up to 10 minutes. The priest calls forth
The priest can create one of the following magical effects fiendish spirits that cant stray more than 15 from the priest.
within range for the duration: a booming voice; flames that At casting, the priest chooses any number of creatures not to
flicker, brighten, dim, or change color; harmless tremors; an affect. An affected creatures speed is halved and it takes 3d8
instantaneous sound (e.g., a thunder clap); the opening or necrotic damage when it enters the area for the first time
closing of an unlocked door or window; or the alteration of (DC 13 Wis save for half damage).
the priests own eyes. If cast more than once, the priest can
have up to three effects occurring simultaneously. ACTIONS
Cure Wounds (1st). Action to cast, touch, instantaneous. The Mace. Melee Weapon Attack: +2 to hit, reach 5, one target. Hit: 3
priest touches a creature and heals it 1d8+4 hit points. The (1d6) bludgeoning damage.
healing increases by 1d8 for every slot above 1st used to cast
the spell.

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102
APPENDIX A: LIST OF CHANGES
I made changes to several stat blocks in order to reconcile them with the table on page 274 of the Dungeon Masters Guide, Monster Statistics
by Challenge Rating. In short, monsters over CR 5 are typically underpowered with respect to how much damage their Actions do. I suspect
that the reason for this is related to the fact that the Monster Manual and Dungeon Masters Guide were released separately. While that time
difference is relatively short, I suspect the two were written independently and thus arent in sync. I also made a few changes because I
found the monsters boring.

In case you want to revert these stat blocks to their original numbers and powers, here are the original stats as they appeared in the Monster
Manual. Follow these instructions, and everything will be the same.

Angel: Solar Genie: Efreeti


Greatsword damage 22 (4d6+8) plus 27 (6d8). Scimitar damage 13 (2d6+6) plus 7 (2d6) fire
Slaying Longbow damage 15 (2d8+6) plus 27 (6d8). Hurl Flame damage 17 (5d6) fire

Azer Genie: Marid


The Azer doesnt have Innate Spellcasting: Fire Bolt (at will) Trident damage 13 (2d6+6) or 15 (2d8+6)

Cambion Giant: Cloud Giant


Spear damage 7 (1d6+4) or 8 (1d8+4) plus 3 (1d6) fire Morningstar damage 21 (3d8+8)
Fire Ray damage 10 (3d6) fire Rock damage 30 (4d10+8)
The Cloud Giant doesnt have the Create Beanstalk power.
Cyclops
The Cyclops doesnt have an Evil Eye power. Giant: Fire Giant
The Fire Giant doesnt have the Burning Hands power.
Death Knight
Longsword damage 9 (1d8+5) or 10 (1d10+5) plus 18 (4d8) Giant: Frost Giant
necrotic The Frost Giant doesnt have the Icy Spray power.

Demon: Barlgua Giant: Hill Giant


Bite damage 11 (2d6+4) The Hill Giants Rock power doesnt knock the target prone.
Fist damage 9 (1d10+4)
Giant: Stone Giant
Demon: Glabrezu The Stone Giant doesnt have the Thorn Whip power.
Pincer damage 16 (2d10+5)
Fist damage 7 (2d4+2) Githyanki Warrior and Knight
The Githyankis dont have Darts.
Demon: Yochlol
Slam damage 5 (1d6+2) plus 21 (6d6) poison Githzerai Monk and Zerth
The Githzerai dont have shurikens.
Devil: Pit Fiend
Bite damage 22 (4d6+8) Slaad: Green
Claw damage 17 (2d8+8) Bite damage 11 (2d6+4)
Mace damage 15 (2d6+8) Claw damage 7 (1d6+4)
Tail damage 24 (3d10+8) Staff damage 11 (2d6+4)

Empyrean Slaad: Gray


Maul damage 31 (6d6+10) Bite damage 6 (1d6+3)
Bolt damage 24 (7d6) Claws damage 8 (1d8+3)
Greatsword 10 (2d6+3)
Genie: Dao
Fist damage 15 (2d8+6) Slaad: Death
Maul damage 20 (4d6+6) Bite damage 9 (1d8+5)
Claws damage 10 (1d10+)
Genie: Djinni Greatsword 12 (2d6+5)
Scimitar damage 12 (2d6+5) plus 3 (1d6) lightning

Last modified: 10/29/2016 9:46:00 PM Copyright 2015-2016 Robert E. Bodine, Esq. All Rights Reserved.
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