TEXT: By
  DRAGONIX 
  MONSTER TALENTS
  DM OPTIONS
  
  1
  Design
  Dragonix
  Facebook Home Page
  Cover Art
  Sandeson Gonzaga
  Interior Art
  Sandeson Gonzaga
  Arcana Games' Character Stock Art
  The Homebrewery
  DMG Creator Resource Art
  Playtesters
  Mycko David, Kirby Gonzaga, Teddy Gonzaga, Marky Erquiza, James Manan-
  sala, Marco Pasamba, Jeff Quilala, Raffy San Antonio, TJ Sese, Teejay Suaring, 
  Michael Tiongson, Dave Young, Rowell Zaragoza, Rowena Zaragoza
  About the Cover
  I wanted the cover for this book to be special, and at 
  the same time, wanted to pay tribute to the classic D&D 
  books.  This was about monsters so I looked at the 
  classic Monster Manual covers.  Nothing jumped at me 
  until I saw the classic Players Handbook cover by David 
  Trampier.  I thought, what if the devil statue was actual-
  ly a golem?  So I commissioned Sandy Gonzaga as usual 
  and asked him, if that statue is a golem and it is about 
  to come alive to deal with the interlopers, what would it 
  look like 5 seconds later?  The result is what you see.
  About this Book (v1.01)
  DM Options: Monster Talents is the third book 
  about the Talents concept.  The first two books 
  (Character Options: Talents and Character Options: 
  Talents II) have been successful and made a huge 
  impact to a lot of players' gaming experience.  
  However, it did have balance issues that a DM had 
  to address.  And this book will finally help the 
  DM do that.  This time, the talents are not for the 
  players (well, most of it, see Chapter 3).  This time, 
  it's the DM who gets to have the fun choosing and 
  playing around with feat-like options for monsters.  
    This book covers the creatures from the Monster 
  Manual book, providing several talents to choose 
  from for each critter, depending on their CR.  The 
  higher the creature's CR, the more talents they can 
  have and the bigger their selection.  As a result, 
  you'll have plenty of options to make the tired 
  and typical encounters your players have gone 
  accustomed to dealing with suddenly fresh and 
  exciting.   With talents like the Stirge's insidious 
  Anesthetic Bite, the Beholder's obnoxious Redirect 
  Central Eye, the Balor's destructive Meteor Strike, 
  the Tarrasque's terrifying Disintegration Breath, 
  and the truly horrifying rage-quit inducing Potent 
  Antennae of the Rust Monster to arm your monsters 
  with, you'll have a delightful time tormenting and 
  shocking your players. 
    If you didn't purchase the Character Options: 
  Talents books, don't fret.  This book can still 
  provide you with ideas on how to create or 
  customize your monsters.  To help with this, take 
  a look at the Elite Monster template provided in 
  Chapter 4 and some elite creature samples. With 
  over 150 pages of talents, you'll find a lot you can 
  use here!  Enjoy!
  Acknowledgement
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten 
  Realms, the dragon ampersand, Player’s Handbook, Monster Manual, 
  Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trade-
  marks of Wizards of the Coast in the USA and other countries. All 
  characters and their distinctive likenesses are property of Wizards of 
  the Coast. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of 
  the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast.   
  
  2
  Introduction
  What are Monster Talents?
  M
  onster Talents are extraordinary aspects 
  of a creature’s abilities, background, 
  personality, physique, proficiencies, and 
  features.  They offer a means for you to improve a 
  creature's current existing abilities or provide it 
  with new capabilities.  
    With the introduction of Monster Talents, your 
  players will seldom face the same monster again.  
   Types of Talents
  U
  nlike the talents presented in the Character 
  Options: Talents books, there are only four 
  types of talents here, each categorized on 
  how they are supposed to be used.  They are Traits, 
  Actions, Reactions, and Legendary Actions.  
  Traits.  The most common talent type.  They 
  are often characterized as a passive talent, such 
  as improvements to existing abilities, added 
  resistances, or new ongoing effects like auras.  
  Others are features like innate spellcasting abilities,  
  options that require it to take a bonus action, or 
  even grant a monster Legendary Actions!
  Action.  A talent that provides the creature with 
  the use of an action, such as a breath attack or spell 
  like ability.  Some actions can be used each turn 
  while others have charges or limits per day.
  Reaction. A talent that provides the creature with 
  the use of a reaction.  
  Legendary Action. A talent that provides the 
  creature with the use of a legendary action.  
  Legendary actions will always come with a cost.
  Talent Descriptions
  Below is the format for talent descriptions:
  Monster Name
  The name of the monster followed by its CR and 
  the number of talents it can haves.  A list of talents 
  available to that monster will be shown below it.
  Type: The talent type (Trait, Action, Reaction, or 
  Legendary Action).
  Talent Cost: The count value of the talent.  If this 
  entry is absent, it means the talent counts as 1 
  talent. Otherwise, some talents have a cost of 2 or 
  3.  This means they count as 2 or 3 talents if you 
  take it.  For example, the aboleth can have 4 talents.  
  It if acquires the talent Innate Spellcaster (Psionics), 
  which costs 2 talents, this means the aboleth 
  can only have 2 more talents.  If it acquires Slime 
  Sphere, which also costs 2, then it would end up 
  with only those 2 talents.  
  Prerequisite: This could be a monster type, a 
  certain feature or ability, another talent or talents. 
  This entry is absent if a talent has  no prerequisite. 
  How many Talents does it have?
  T
  he number of talents a creature has is equal 
  to one third the creature's CR plus one, 
  rounded down.    Consult the table below for 
  exact details:
  
  3
  Chapter 1
  Monster Manual Creatures
  A
  Aarakocra, Aboleth, Angels, 
  Animated Objects, Ankheg, Azer.
  B
  Banshee, Basilisk, Behir, 
  Beholders, Blights, Bugbears, 
  Bulette.
  C
  Cambion, Carrion Crawler, 
  Centaur, Chimera, Chuul, Cloaker, 
  Cockatrice, Couatl, Cyclops.
  D
  Darkmantle, Death Knight, 
  Demilich, Demons, Devils, 
  Dinosaurs, Displacer Beast, 
  Doppleganger, Dracolich, Dragon, 
  Shadow,  Dragons, Dragon Turtle,  
  Drider, Dryad, Duergar.
  E
  Elementals, Elves: Drow, 
  Empyrean, Ettercap, Ettin, Faerie 
  Dragon, Flameskull, Fomorian, 
  Fungi.
  G
  Galeb Duhr, Gargoyle, Genies, 
  Ghost, Ghouls, Giants, Gibbering 
  Mouther, Githyanki, Githzerai, 
  Gnolls, Gnome, Deep, Goblins, 
  Golems, Gorgon, Grell, Grick, 
  Griffon, Grimlock.
  H
  Hags, Harpy, Hellhound, Helmed 
  Horror, Hippogriff, Hobgoblins, 
  Homunculus, Hook Horror, 
  Hydra.
  I
  Intellect Devourer, Invisible 
  Stalker.
  J
  Jackalware.
  K
  Kenku, Kobolds, Kraken, Kuo-toa.
  L
  Lamia, Lich, Lizardfolk, 
  Lycanthropes.
  M
  Magmin, Manticore, Medusa, 
  Mephits, Merfolk, Merrow, Mimic, 
  Mindflayer, Minotaur, Modrons, 
  Mummies, Myconids.
  N
  Nagas, Nightmare, Nothic.
  O
  Ogres, Oni, Oozes, Orcs, Otyugh, 
  Owlbear.
  P
  Peryton, Piercer, Pixie, 
  Pseudodragon, Purple Worm.
  Q
  Quaggoth.
  R
  Rakshasa, Remorhazes, Revenant, 
  Roc, Roper, Rust Monster.
  S
  Sahuagin, Salamanders, 
  Satyr, Scarecrow, Shadow, 
  Shambling Mound, Shield 
  Guardian, Skeleton, Slaadi, 
  Spectre, Sphinxes, Sprite, Stirge, 
  Succubus/Incubus.
  T
  Tarrasque, Thri-Kreen, Treant, 
  Troglodyte, Troll.
  U
  Umber Hulk, Unicorn.
  V
  Vampires.
  W
  Water Weird, Wight, Will-o'-wisp, 
  Wraith, Wyvern.
  X
  Xorn.
  Y
  Yetis, Yuan-ti, Yugoloths.
  Z
  Zombies.
  Chapter II
  Miscellaneous Monsters 
  Death Dog, Dire Wolf, Giant Ape, 
  Giant Boar, Giant Hyena, Giant 
  Crocodile, Giant Scorpion, Giant 
  Shark, Lion/Tiger, Mammoth, 
  Phase Spider, Polar Bear, Sabre-
  toothed Tiger, Winter Wolf, Wolf/
  Worg.
  Chapter III
  Character Races 
  Aasimar, Firbolg, Goliath, Kenku, 
  Lizardfolk, Tabaxi, Triton.
  Chapter IV
  Elite Monster Template
  Balor, Chimera, Ettin, Frost Giant, 
  Goblin, Manticore, Mind Flayer.
  Table of Contents
  
  4
  T
  his chapter covers every creature listed in 
  the Monster Manual.  Under each creature's 
  name is the number of talents it has followed 
  by a list of available talents the creature can have.  
  Aarakocra
  The aarakocra (CR 1/4) can have 1 talent.
  Flyby
  Type: Trait.
  The aarakocra doesn't provoke an opportunity 
  attack when it flies out of an enemy's reach.
  Improved Dive Attack
  Type: Trait.
  If the aarakocra is flying and dives at least 30 feet 
  straight toward a target and then hits it with a 
  melee weapon attack, the target takes an extra 
  3 (1d6) damage and must succeed on a DC 10 
  Strength saving throw or be knocked prone.  
   
  Multiattack
  Type: Trait.
  The aarakocra makes two attacks: one with its 
  javelin and one with its talon. 
  Chapter 1. Monster Manual Creatures
  
  5
  Aboleth 
  The aboleth (CR 10) can have 4 talents. 
  Extra Legendary Action
  Type: Trait.
  The aboleth can take 1 additional legendary action 
  before the start of its next turn.  The aboleth can 
  retake this talent up to two additional times.  The 
  additional legendary action stacks.
  Improved Enslave
  Type: Trait.
  The aboleth can target up to two creatures it can 
  see within 30 feet with its Enslave feature.  
  Improved Multiattack
  Type: Trait.
  When the aboleth uses Multiattack, it makes four 
  attacks: three with its tentacles and one with its 
  tail.
  Innate Spellcaster (Psionics) 
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  The aboleth's innate spellcasting ability is 
  Intelligence (DC 16). It can innately cast the 
  following spells requiring no material components:  
  3/day (each): hypnotic pattern, phantasmal force
  2/day (each): hallucinatory terrain, major image
  1/day: project image
  Slime Orb
  Type: Legendary Action. 
  Slime Orb. Ranged Spell Attack: +9 to hit, range 
  120ft., one target. Hit: 14 (4d6) acid damage and 
  the target must make a DC 14 Strength saving 
  throw or be restrained until the end of the aboleth's 
  next turn.
  Slime Sphere
  Type: Legendary Action (Costs 2 Actions). 
  Slime Sphere. The aboleth conjures a ball of acidic 
  slime that explodes at a point it can see within 120 
  feet of it.  Each creature in a 20-foot-radius sphere 
  centered on that point must make a DC 14 Strength 
  saving throw. On a failed save, the target takes 14 
  (4d6) acid damage and is restrained, or half as 
  much damage and isn't restrained on a successful 
  one.  A restrained creature takes 10 (3d6) acid 
  damage at the start of each of the Aboleth's turns.      
    A restrained creature can use an action to 
  perform a DC 14 Strength (Athletics) or Dexterity 
  (Acrobatics) check, ending the effect on itself on a 
  success.
  Tail Bash
  Type: Trait.
  If the aboleth's tail attack roll against a target 
  succeeds by 5 or more, the target must make a DC 
  14 Constitution saving throw or be stunned until 
  the end of the aboleth's next turn.
  
  6
  Angel 
  Angelic Presence
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  While the angel has more than half of its hit points, 
  all melee and ranged attacks made against the 
  angel have disadvantage.
  Aura of Radiance
  Type: Trait.
  A hostile creature that starts its turn within 5 feet 
  of the Angel takes 4 (1d8) radiant damage. 
  Angel of Vengeance
  Type: Trait.
  Once per short or long rest, the angel can take a 
  bonus action to mark a target hostile creature it can 
  see within 10 feet of it.  The angel gains advantage 
  on attack rolls against the creature for 1 minute or 
  until it drops to 0 hit points or is incapacitated.
  Burst of Healing
  Type: Action. 
  The angel expends three uses of its Healing Touch 
  and each creature within 20 feet of the angel 
  regains hit points and is freed of any curse, disease, 
  poison, blindness, or deafness, as if targeted by the 
  angel's Healing Touch feature.
  Extra Legendary Action
  Type: Trait.
  Prerequisite: Solar. 
  The solar can take 1 additional legendary action 
  before the start of its next turn.  The solar can 
  retake this talent up to two additional times.  The 
  additional legendary action stacks.
  Flyby
  Type: Trait.
  The angel doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach.
  Guardian Angel
  Type: Reaction. 
  The angel designates a creature as its ward.  It can 
  use its reaction to move up to half its flying speed 
  and add 6 to the AC of the ward against one attack 
  that would hit it. To do so, the angel must be within 
  5 feet of its ward, see the attacker, and be wielding 
  a melee weapon.
  Improved Angelic Weapons
  Type: Trait.
  The radiant damage dealt by the angel's weapon is 
  increased by 9 (2d8).
  
  7
  Improved Aura of Radiance
  Type: Trait.
  Prerequisite: Aura of Radiance.
  A hostile creature that starts its turn within 10 feet 
  of the angel takes 9 (2d8) radiant damage.
  Regeneration
  Type: Trait.
  The angel regains 10 hit points at the start of its 
  turn if it has at least 1 hit point.  lf the angel takes 
  necrotic damage, this trait doesn't function at the 
  start of the angel's next turn.
  Spell Reflection (3/day)
  Type: Reaction. 
  Talent Cost: 2 (Counts as 2 Talents). 
  If the angel makes a successful saving throw against 
  a spell, or a spell attack misses it, the angel can use 
  its reaction to choose another creature (including 
  the spellcaster) it can see within 30 feet of it. The 
  spell targets the chosen creature instead of the 
  angel. If the spell forced a saving throw, the chosen 
  creature makes its own save. If the spell was an 
  attack, the attack roll is rerolled against the chosen 
  creature.
  Swift Spellcaster (3/day)
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The angel can take a bonus action to cast a spell 
  that has a casting time of 1 action.
  ___________________________________________________________
  Animated Objects
  An animated object can have 1 talent.
  Ever Vigilant
  Type: Trait.
  The animated object has advantage to Initiative 
  rolls and Wisdom (Perception) checks.
  Magic Weapons
  Type: Trait.
  The animated object's weapon attacks are magical.
  ___________________________________________________________
  Ankheg 
  The ankheg (CR 2) can have 1 talent.
  Hardened Carapace
  Type: Trait.
  The ankheg is resistant to piercing and slashing 
  damage from nonmagical weapons that aren't 
  adamantine.
  Rising Burst (Recharge 6)
  Type: Action.
  
  8
  The ankheg bursts out from underneath its victims.  
  This sprays rock and dirt into the air and causes the 
  ground around it to shake violently.  Each creature 
  standing within that 20-foot cube area centered 
  on the ankheg must make a DC 13 Strength saving 
  throw. A creature takes 11 (2d10) bludgeoning 
  damage and is knocked prone on a failed save, or 
  half as much damage and isn't knocked prone on 
  a successful one.   Additionally, the ground in that 
  area becomes difficult terrain until cleared. Each 
  5-foot-square portion of the area requires at least 
  one minute to clear by hand.
  Spiked Carapace
  Type: Trait.
  A creature that hits the ankheg with a melee attack 
  while within 5 feet of it takes 3 (1d6) piercing 
  damage. 
   
  Vitriolic Acid Spray
  Type: Trait.
  If a creature fails its saving throw against the 
  ankheg's acid spray, it takes 7 (2d6) acid damage at 
  the start of ankheg's next turn.  
  Azer 
  The azer (CR 2) can have 1 talent.
  Aura of Fire
  Type: Trait.
  A creature that starts its turn within 5 feet of the 
  Azer takes 5 (1d10) fire damage. 
  Chains of Flame (Recharge 6)
  Type: Action.
  The azer can use Chains of Flame.
  Chains of Flame. Ranged Melee Attack: +5 to hit, 
  range 10 ft., one target. Hit: 6 (1d6+3) bludgeoning 
  damage and 3 (1d6) fire damage and the target 
  must succeed on a DC 13 Strength saving throw or 
  become restrained until the end of the azer's next 
  turn.  
  Hurl Flame
  Type: Action.
  The azer can use Hurl Flame.
  Hurl Flame. Ranged Spell Attack: +5 to hit, range 
  60 ft., one target. Hit: 4 (1d8) fire damage. If the 
  target is a flammable object that isn't being worn or 
  carried, it also catches fire. 
  Improved Heated Weapons
  Type: Trait.
  The fire damage dealt by the Azer's weapon is 
  increased by 3 (1d6).
  Banshee 
  The banshee (CR 4) can have 2 talents.
  Deathly Whispers (3/day)
  Type: Action.
  The banshee whispers a baleful melody that only 
  one creature of its choice within 30 feet can hear, 
  wracking it with terrible pain and grief. The target 
  must make a DC 13 Wisdom saving throw. On a 
  failed save, it takes 10 (3d6) psychic damage and 
  must immediately use its reaction, if available, 
  to move as far as its speed allows away from the 
  banshee. The creature doesn't move into obviously 
  dangerous ground, such as a fire or a pit. On a 
  successful save, the target takes half as much 
  damage and doesn't have to move away. A deafened 
  creature automatically succeeds on the save.
  Groaning Spirit
  Type: Trait.
  The Banshee produces and maintains a series 
  of eerie, mournful groans and cries that can be 
  heard up to 120 feet.   A creature that can hear it 
  and is concentrating on a spell must make a DC 13 
  Constitution saving throw each turn to maintain 
  
  9
  concentration.  In addition, a creature that can 
  hear it must make a DC 13 Wisdom saving throw 
  or become frightened for as long as it can hear the 
  banshee. A creature can repeat the saving throw 
  at the end of each of its turns, ending the effect on 
  itself on a success.  A creature that successfully 
  saves against the effect is immune to the banshee’s 
  groaning spirit for the next 24 hours. 
  Hypnotic Glare (3/day)
  Type: Reaction.
  When a creature the banshee can see targets the 
  banshee with an attack and the creature is within 
  30 feet of the banshee, the banshee can use its 
  reaction and glare at the creature.   The target must 
  succeed on a DC 13 Wisdom saving throw against 
  this magic or be charmed until the end of the 
  banshee's next turn. The charmed target is stunned. 
  If the target's saving throw is successful, the target 
  is immune to the banshee's Hypnotic Glare for the 
  next 24 hours.
    
  Improved Wail
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  As Wail, except that a creature that fails its saving 
  throw has its hit point maximum magically reduced 
  by 10 (3d6).  If a creature's hit point maximum is 
  reduced to 0 by this effect , the creature dies.  A 
  creature's hit point maximum can be restored with 
  the greater restoration spell or similar magic.
  Kiss of Death
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  The banshee can use kiss of death.
  Kiss of Death. Melee Spell Attack; +5 to hit, reach 
  5 ft., one charmed or frightened male humanoid 
  creature.  Hit: The target must make a DC 13 
  Constitution saving throw.  On failed save, the 
  target’s hit points is reduced to 0. On a success, the 
  creature takes 12 (3d6 + 2) necrotic damage.
  Basilisk 
  The basilisk (CR 3) can have 2 talents.
  Multi-Claw Rake
  Type: Trait.
  If the basilisk hits a target creature with its bite, 
  it can take a bonus action to immediately target it 
  with its multi-claw rake attack.
  Multi-Claw Rake. Melee Weapon Attack:  +5 to hit, 
  reach 5 ft., one target.  Hit: 13 (4d4+3) slashing 
  damage.
  Poison Breath (Recharge 5-6)
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  The basilisk exhales poisonous gas in a 15-foot 
  
  10
  cone.  Each creature in that area must make a DC 12 
  Constitution saving throw taking 18 (4d8) poison 
  damage on a failed save, or half as much damage on 
  a successful one.
  Stony Hide
  Type: Trait.
  The basilisk is resistant to bludgeoning, piercing, 
  and slashing damage from nonmagical weapons 
  that aren't adamantine.
  Venomous Spittle
  Type: Action. 
  The basilisk can use venomous spittle.
  Venomous Spittle. Melee Weapon Attack: +5 to 
  hit, reach 30 ft., one target.  Hit: 7 (2d6) poison 
  damage and the target must succeed on a DC 12 
  Constitution saving throw or become poisoned for 
  one minute.
  Behir 
  The behir (CR 11) can have 4 talents.
  Legendary Actions
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The behir gains three legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature's turn. The behir regains spent 
  legendary actions at the start of its turn.
  Attack. The behir makes one bite or Constrict 
  attack.
  Move. The behir moves up to half its speed.
  Swallow (Costs 2 Actions). The behir uses 
  Swallow.
  Lightning-Charged
  Type: Trait.
  The behir's melee weapon attacks deal an extra 4 
  
  11
  (1d8) lightning damage.  
    In addition, a creature that hits the behir with a 
  melee attack while within 5 feet of it takes 4 (1d8) 
  lightning damage.
  Frightful Presence
  Type: Action.
  Each creature of the behir's choice that is within 
  60 feet of the behir and aware of it must succeed 
  on a DC 13 Wisdom saving throw or become 
  frightened for 1 minute.    A creature can repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a creature's 
  saving throw is successful or the effect ends for 
  it, the creature is immune to the behir's Frightful  
  Presence for the next 24 hours.  
    When the behir uses Multiattack, it can also use its 
  Frightful Presence.
  Multi-Claw Rake
  Type: Action.
  If the behir hits a creature with its bite, it can take 
  a bonus action to attack it with its multi-claw rake 
  attack.
  Multi-Claw Rake. Melee Weapon Attack:  +10 to hit, 
  reach 5 ft., one target.  Hit: 17 (2d10+6) slashing 
  damage.
  Shocking Lightning Breath
  Type: Trait.
  If a creature fails its saving throw against the 
  behir's lightning breath by 5 or more, it is 
  paralyzed until the end of the behir's next turn.
  Tail Slap
  Type: Reaction.
  Talent Cost: 2 (Counts as 2 Talents). 
  When a creature the behir can see starts its turn 
  within 10 feet of the behir, the behir can use its 
  reaction to attack it with its tail slam feature.
  Tail Slap. Melee Weapon Attack  +10 to hit, reach 
  10 ft., one target.  Hit: 17 (2d10+6) bludgeoning 
  damage and the target must make a DC 16 Strength 
  saving throw.  On a failure, the target is pushed up 
  to 10 feet away and is knocked prone.
  Beholder 
  Extra Eye Ray Attack
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  When the beholder uses its Eye Rays attack, it can 
  shoot one additional magical eye ray at random 
  (reroll duplicates).
  Extra Legendary Action
  Type: Trait.
  Prerequisite: Beholder or Death Tyrant
  The beholder can take 1 additional legendary 
  action before the start of its next turn.  The 
  beholder can retake this talent up to two additional 
  times.  The additional legendary action stacks.
  Focusing Eye Rays
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  If a creature is hit by an eye ray attack, the beholder 
  imposes disadvantage to all saving throws made by 
  the creature against any succeeding eye ray attacks 
  until the end of the beholder's turn.
  
  12
  Redirect Central Eye
  Type: Reaction. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Beholder.
  When a creature the beholder can see but isn't 
  within its anti-magic cone casts a spell or uses a 
  magical item but before it takes effect, the beholder 
  can use its reaction to turn its central eye facing 
  towards the creature.
  Spasmodic Eye Ray
  Type: Reaction. 
  Talent Cost: 2 (Counts as 2 Talents). 
  When a creature the beholder can see hits the 
  beholder with an attack and is within 120 feet of 
  the beholder, the beholder can use its reaction to 
  attack the creature with one of its eye rays, chosen 
  at random.
  Withering Negative Energy Cone
  Type: Trait.
  Prerequisite: Death Tyrant
  A creature that starts its turn within the area of 
  effect of the Death Tyrant's negative energy cone takes 
  10 (3d6) necrotic damage.
  Blights 
  All blights have 1 talent each.
  Poisonous Touch
  Type: Trait.
  The blight's melee weapon attacks deal an extra 3 
  (1d6) poison damage.
  Strangling Plants
  Type: Trait.
  Prerequisite: Vine Blight
  A creature restrained by the vine blight's 
  entrangling plants takes 3 (1d6) bludgeoning 
  damage at the start of its turn and is unable to 
  breathe.
  Thorny Bark
  Type: Trait.
  A creature that hits the blight with a melee attack while 
  within 5 feet of it takes 2 (1d4) piercing damage.
  Bugbear 
  The bugbear (CR 1) can have 1 talent.  The bugbear 
  chief (CR 3) can have 2 talents.
  Body Shield
  Type: Reaction. 
  Prerequisite: Garrote
  When a bugbear that has grappled with a creature 
  using its garrote feature is hit by a melee or ranged 
  
  13
  attack roll, the bugbear can use its reaction to make 
  the grappled creature take the damage instead.  To 
  do so, the bugbear must see the attacker.
    The bugbear cannot use Body Shield if the attack 
  came from the creature it has grappled with.
  Combat Advantage
  Type: Trait. 
  Once during its turn, the bugbear deals an extra 7 
  (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll.  
    This does not stack with the bugbear's surprise 
  attack feature.
  Garrote
  Type: Action. 
  The bugbear can use garrote.
  Garrote. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one Medium or Small creature against which 
  the bugbear has advantage on the attack roll. Hit: 
  4 (1d4 + 2) bludgeoning damage, and the target is 
  grappled (escape DC 11). Until the is grapple ends, 
  the target can't breathe.
  Skulk
  Type: Trait.
  The bugbear has advantage on Dexterity (Stealth) 
  checks.
  Skullthump
  Type: Action. 
  Prerequisite: Bugbear Chief, must be wielding a 
  bludgeoning weapon.
  Once per turn, when a bugbear chief hits a target 
  with a melee weapon attack with a bludgeoning 
  weapon and has advantage on the attack roll, it can 
  choose to stun it.  The target must make a DC 13 
  Constitution saving throw or be stunned until the 
  end of its next turn.
  Bulette 
  The bulette (CR 5) can have 2 talents. 
  Earth Furrow
  Type: Trait.
  If the bulette moves within 10 feet underneath the 
  space of Large or smaller creature using its burrow 
  speed, the creature must make a DC 15 Strength 
  (Athletics) or DC 15 Dexterity (Acrobatics) ability 
  check or be knocked prone.
  Improved Second Wind (1/day)
  Type: Action. 
  The bulette can take a bonus action to regain 29 
  (2d10+18) hit points.
  Multiattack
  Type: Action. 
  The bulette makes two attacks: one with its bite 
  and one with its claws.
  Claws. Melee Weapon Attack:  +7 to hit, reach 5 ft., 
  one target.  Hit: 11 (2d6+4) slashing damage.
  
  14
  Rising Burst (Recharge 6)
  Type: Action. 
  The bullete bursts out from underneath its victims.  
  This sprays rock and dirt into the air and causes the 
  ground around it to shake violently.  Each creature 
  standing within that 20-foot cube area centered 
  on the bulette must make a DC 15 Strength saving 
  throw. A creature takes 16 (3d10) bludgeoning 
  damage and is knocked prone on a failed save, or 
  half as much damage and isn't knocked prone on 
  a successful one.   Additionally, the ground in that 
  area becomes difficult terrain until cleared. Each 
  5-foot-square portion of the area requires at least 
  one minute to clear by hand.
  Bullywog 
  The bullywog (CR 1/4) can have 1 talent. 
  Bully
  Type: Trait.
  A bullywog deals an extra 3 (1d6) damage against 
  prone targets.
  Bullywog Rush
  Type: Action. 
  The bullywog can take a bonus action to move up to 
  its speed (possibly using its standing leap feature) 
  toward an enemy that it can see or hear.  If it ends 
  up within 5 feet of that enemy, it can make one 
  melee weapon attack.   If the bullywog hits, the 
  target must make a DC 11 Strength saving throw 
  or be knocked prone.  If the bullywog misses its 
  attack, it immediately ends it turn and all attacks 
  made against the bullywog have advantage until the 
  start of its next turn.
  Spasmodic Hop
  Type: Reaction. 
  When a creature the bullywog can see moves 
  within 5 feet of the bullywog, the bullywog can 
  use its reaction to perform a Disengage action and 
  move up to its speed.
  Cambion 
  The cambion (CR 5) can have 2 talents. 
  Hellfire Ray (3/day)
  Type: Action. 
  The cambion can take a bonus action to empower 
  its fire ray with infernal magic.  A creature struck 
  by the hellfire ray takes an extra 10 (3d6) necrotic 
  damage and must make a DC 14 Strength saving 
  throw or be knocked prone.
  Improved Innate Spellcasting
  Type: Action. 
  The cambion can innately cast the following spells 
  requiring no material components:
  3/day: cause fear
  1/day: polymorph (self only)  
  
  15
  Soul Scorch (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The cambion summons a 15-foot cube of hellfire to 
  erupt from the ground within 60 feet. Each creature 
  other than the cambion in that area must make a 
  DC 14 Dexterity saving throw, taking 10 (3d6) fire 
  damage and 10 (3d6) necrotic damage on a failed 
  save, or half as much damage on a successful one.
  Soul Mantle (1/day)
  Type: Reaction. 
  When the cambion is hit by an attack roll or makes 
  a saving throw roll but before the outcome is 
  determined, the Cambion can use its reaction to 
  add 4 to its AC or saving throw.   
  Carrion Crawler 
  The carrion crawler (CR 2) can have 1 talent. 
  Crawling Stalker
  Type: Trait.
  The carrion crawler gains the skill Stealth (+5) and 
  has advantage on Dexterity (Stealth) checks when 
  using spider climb.
  Improved Multiattack
  Type: Trait.
  When the carrion crawler uses its Multiattack, it 
  makes four attacks: three with its tentacles and one 
  with its bite.
  Tentacle Flurry (Recharge 5-6)
  Type: Action. 
  The carrion crawler makes eight tentacle attacks.
  Threatening Reach
  Type: Trait.
  The carrion crawler can make up to four 
  opportunity attacks per turn.
  Centaur 
  The centaur (CR 2) can have 1 talent. 
  Improved Charger
  Type: Trait. 
  The centaur can reroll its attack roll when it uses 
  Charge.  The centaur must use the result of the 
  second roll, even if it is lower.
  Overrun
  Type: Action. 
  After moving more than 10 feet and then entering 
  the space of a medium-sized or smaller creature, 
  the centaur can try to knock the creature prone.  
  The creature must make a DC 14 Strength saving 
  throw.  On a failed save, the target is knocked prone 
  and the centaur can immediately attack it with its 
  hooves.  On a successful save, the creature isn't 
  knocked prone, and is pushed 5 feet out of the 
  centaur's space into an unoccupied space of the 
  creature's choice. If no unoccupied space is with 
  in range, the creature instead falls prone in the 
  centaur's space.
  Rear Kick
  Type: Reaction. 
  When a creature the centaur can see and is within 5 
  feet of the centaur targets the centaur with a melee 
  attack, the centaur can use its reaction to attack it 
  with its hooves.  If the centaur hits, the target must 
  succeed on a DC 14 Strength check or be pushed 5 
  feet and be knocked prone.
  Skirmisher
  Type: Trait.
  If the centaur hits a creature with a weapon attack, 
  it can use a bonus action to perform a Dash or 
  Disengage action this turn.
  
  16
  Chimera 
  The chimera (CR 6) can have 3 talents. 
  Improved Multiattack
  Type: Trait.
  When the chimera uses its Multiattack, it makes 
  four attacks: two with its bite, one with its horns, 
  and one with its claws.
  Three-Headed
  The chimera has advantage on Wisdom 
  (Perception) checks and on saving throws against 
  being blinded, charmed, deafened, frightened, 
  stunned, and knocked unconscious.
  Ram's Charge
  Type: Action. 
  If the chimera moves at least 20 feet straight 
  toward a target and then hits it with its horns 
  attack on the same turn, the target takes an extra 
  6 (1d12) bludgeoning damage. lf the target is a 
  creature, it must succeed on a DC 15 Strength 
  saving throw or be knocked prone.
  Ravage (Recharge 4-6)
  Type: Action. 
  The chimera makes five attacks: two bites (one 
  from the dragon and one from the lion), one with 
  its horns, and two with its claws. 
  Lion's Roar (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The chimera's lion head emits a magical roar.  Each 
  creature within 120 feet that can hear its roar 
  must succeed on a DC 15 Wisdom saving throw 
  or be deafened and frightened for one minute.   If 
  a creature fails its saving throw by 5 or more, the 
  creature is also paralyzed while frightened for the 
  same duration.
    A frightened creature can repeat the saving throw 
  at the end of each of its turns, ending both effects 
  on itself on a success.
    When the chimera uses Multiattack and Lion's 
  Roar is available, the chimera can use Lion's Roar in 
  place of its bite.
  Sting
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The chimera's tail ends in a scorpion-like stinger.   
  When the chimera uses its Multiattack, it can use 
  Sting is place of one claw attack.
  Sting. Melee Weapon Attack: +7 to hit , reach 5 ft., 
  one creature. Hit: 10 (1d10 + 4) piercing damage, 
  and the target must make a DC 15 Constitution 
  saving throw, taking 11 (2d10) poison damage on a 
  failed save, or half as much damage on a successful 
  one.
  Chuul 
  The chuul (CR 4) can have 2 talents. 
  Hardened Carapace
  Type: Trait. 
  
  17
  The chuul is resistant to piercing and slashing damage 
  from nonmagical weapons that aren't adamantine.
  Psychic Lure (Recharge 5-6)
  Type: Action. 
  The chuul can take a bonus action to make a Psychic 
  Lure attack.
  Psychic Lure. Ranged Spell Attack: +6 to hit, reach 
  30ft., one target.  Hit: 10 (3d6) psychic damage and 
  the target must succeed on a DC 15 Strength saving 
  throw or be pulled up to 25 feet toward the chuul.
  Venomous Tentacles
  Type: Trait. 
  A creature takes 7 (2d6) poison damage at the start 
  of each of its turns while poisoned by the chuul's 
  tentacles.
  Cloaker 
  The cloaker (CR 8) can have 3 talents. 
  Extra Phantasms
  Type: Trait. 
  The cloaker creates two additional illusory 
  duplicates of itself when it uses its Phantasms 
  feature.
  Hypnotic Moan (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The cloaker emits a psychic-charged moan.  Each 
  creature within 60 feet that can hear its moan and 
  isn't an aberration must make a DC 13 Wisdom 
  saving throw.  On a failed save, the target takes 10 
  (3d6) psychic damage and is stunned until the end 
  of the cloaker's next turn or half as much damage 
  and isn't stunned on a successful one.   
  Shadow Shift (3/day)
  Type: Trait. 
  When in in dim Iight or darkness, the cloaker can 
  take a bonus action to teleport up to 60 feet to 
  an unoccupied space it can see that is also in dim 
  light or darkness. After doing so, the cloaker has 
  advantage on the first melee attack it makes before 
  the end of the turn.
  Subterranean Stalker
  Type: Trait.
  The cloaker has advantage on Wisdom 
  (Perception), Wisdom (Survival) checks, and 
  Dexterity (Stealth) checks while in natural 
  subterranean surroundings.
  Venomous Tail
  Type: Trait.
  The cloaker's tail is covered with venomous spines.  
  A creature hit by the cloaker's tail attack must 
  make a DC 12 Constitution saving throw, taking 14 
  
  18
  (4d6) poison damage on a failed save, or half as 
  much on a successful one.
  Cockatrice 
  The cockatrice (CR 1/2) can have 1 talent. 
  Multiattack
  Type: Action.
  The cockatrice makes two attacks: one with its bite 
  and one with its sting.
  Sting. Melee Weapon Attack: +3 to hit , reach 5 ft., 
  one creature. Hit: 3 (1d4+1) piercing damage, and 
  the target must make a DC 11 Constitution saving 
  throw, taking 7 (2d6) poison damage on a failed 
  save, or half as much damage on a successful one.
  Petrifying Gaze
  Type: Trait.
  If a creature starts its turn within 5 feet of the 
  cockatrice and the two of them can see each other, 
  the cockatrice can force the creature to make a 
  DC 11 Constitution saving throw if the cockatrice 
  isn't incapacitated. On a failed save, the target 
  magically begins to turn to stone and is restrained. 
  It must repeat the saving throw at the end of its 
  next turn. On a success, the effect ends. On a failure, 
  the creature is petrified until freed by the greater 
  restoration spell or other magic. A creature that 
  isn't surprised can avert its eyes to avoid the saving 
  throw at the start of its turn. If it does so, it can't 
  see the cockatrice until the start of its next turn, 
  when it can avert its eyes again . If it looks at the 
  cockatrice in the meantime, it must immediately 
  make the save.  
    If the cockatrice sees its reflection within 5 feet 
  of it in bright light, it mistakes itself for a rival and 
  targets itself with its gaze.
  Poisonous Breath (Recharge 5-6)
  Type: Action. 
  The cockatrice exhales poisonous gas around it.  
  Each creature within 5 feet of the cockatrice must 
  make a DC 11 Constitution saving throw or become 
  poisoned for one minute.
  Couatl 
  The couatl (CR 4) can have 2 talents. 
  Burst of Radiance (Recharge 6)
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  The couatl emits a burst of radiant energy.  All 
  allies within 30 feet of the couatl regain 18 (4d8) 
  hit points.   All other creatures within 30 feet must 
  make a DC 14 Dexterity saving throw,  taking 18 
  (4d8) radiant damage on a failed save, or half as 
  much on a successful one.
  Ethereal Jaunt
  Type: Trait.
  The couatl can take a bonus action to magically shift 
  from the Material Plane to the Ethereal Plane, or vice 
  versa.
  Twist Free
  Type: Trait.
  A couatl automatically makes its saving throws against 
  paralysis and being restrained at the end of its turn as 
  long as it is not unconscious.
  Cyclops (See also Giant) 
  The cyclops (CR 6) can have 3 talents. 
  Vexing Eye (3/day)
  Type: Reaction. 
  Talent Cost: 2 (Counts as 2 Talents). 
  When a creature the cyclops can see and is within 
  30 feet of the cyclops targets the cyclops with a 
  melee or ranged attack, the cyclops can use its 
  
  19
  reaction to impose disadvantage to the creature's 
  attack roll.  It must decide to use this feature before 
  the attack is rolled.
  Darkmantle 
  The darkmantle (CR 1/2) can have 1 talent. 
  Barbed Tentacles
  Type: Trait.
  A creature that is attached to a darkmantle takes an 
  extra 3 (1d6) piercing damage from the darkmantle's 
  barbed tentacles that wrap around its torso and 
  head at the start of each of the darkmantle's turns.  
    Additionally, each time a creature attempts to 
  detach itself from the darkmantle, it takes 3 (1d6) 
  piercing damage.
  Envelop
  Type: Trait.
  When the darkmantle attaches itself to a target, 
  it enwraps itself fully around the creature's body, 
  restraining it.   When the darkmantle takes damage 
  while attached to a creature this way, the attack 
  deals half as much damage to the darkmantle and 
  half as much damage to the creature it has attached 
  itself to.
  Death Knight 
  The death knight (CR 17) can have 6 talents. 
  Aura of Despair
  Type: Trait.
  A creature hostile to the death knight that starts its 
  turn within 20 feet of the death knight must make 
  a DC 18 Wisdom saving throw, unless the death 
  knight is incapacitated. On a failed save, the target 
  is frightened until the start of its next turn.  The 
  target is unable to perform any actions except move 
  at half its speed while frightened in this way. If a 
  creature's saving throw is successful, the creature 
  is immune to the death knight's Aura of Despair for 
  the next 24 hours.  
  Command Undead
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  The death knight takes a bonus action to target 
  an allied undead creature with CR 5 or less it can 
  see within 60 feet and telepathically gives it a 
  command to move or attack or do both.  The target 
  uses its reaction to move up to its speed and make 
  one melee or ranged attack.  
  Extra Legendary Action
  Type: Trait.
  Prerequisite: Legendary Actions. 
  The death knight can take 1 additional legendary 
  action before the start of its next turn.  The death 
  knight can retake this talent up to two additional 
  times.  The additional legendary action stacks.
  Greater Command Undead
  Type: Reaction.
  
  20
  Prerequisite: Improved Command Undead.
  When an enemy the Death Knight can see moves 
  within 30 feet of it, the Death Knight can use its 
  reaction and target one undead it can see within 60 
  feet and telepathically give it a command to move 
  towards the enemy.  The targeted undead creature 
  immediately uses its reaction to move up to its 
  speed towards the enemy and if it ends within 5 
  feet of it, make one melee attack.
  Legendary Actions
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The death knight gains three legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time and 
  only at the end of another creature's turn. The 
  death knight regains spent legendary actions at the 
  start of its turn.
  Move. The death knight moves up to half its speed.
  Longsword. The death knight makes one 
  longsword attack.
  Cast a Spell (Costs 3 Actions). The death knight 
  casts a spell from its list of prepared spells, using a 
  spell slot as normal.
  Improved Command Undead
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Command Undead.
  As Command Undead, but the death knight can 
  target up to two allied undead creatures with CR 5 
  or less it can see within 60 feet.
  Innate Spellcaster 
  Type: Action.
  The death knight's innate spellcasting ability is 
  Charisma (DC 18). It can innately cast the following 
  spells requiring no material components:  
  3/day (each): detect magic, see invisibility
  2/day (each): animate dead, blight
  Innate Spellcaster II
  Type: Trait. 
  Prerequisite: Innate Spellcaster.
  The death knight can innately cast the following 
  spells requiring no material components:  
  1/day (each): power word stun, symbol
  Spell Reflection (3/day)
  Type: Reaction. 
  Talent Cost: 2 (Counts as 2 Talents). 
  If the death knight makes a successful saving 
  throw against a spell, or a spell attack misses it, 
  the death knight can use its reaction to choose 
  another creature (including the spellcaster) it can 
  see within 30 feet of it. The spell targets the chosen 
  creature instead of the death knight. If the spell 
  forced a saving throw, the chosen creature makes 
  its own save. If the spell was an attack, the attack 
  roll is rerolled against the chosen creature.
    
  
  21
  Demilich 
  The demilich (CR 18) can have 7 talents. 
  Aura of Decay
  Type: Trait.
  A creature that starts its turn within 20 feet of the 
  demilich takes 10 (3d6) necrotic damage.
  Death Gaze (Recharge 4-6)
  Type: Action.
  The demilich can take a bonus action to gaze at one 
  creature it can see within 30 feet of it.  The target 
  must make a DC 19 Wisdom saving throw. On a 
  failed save, the target's hit points is reduced to 0.  A 
  creature that successfully saves against the effect 
  takes 10 (3d6) necrotic damage.  
  Extra Legendary Action
  Type: Trait.
  The demilich can take 1 additional legendary action 
  before the start of its next turn.  The demilich can 
  retake this talent up to two additional times.  The 
  additional legendary action stacks.
  Innate Spellcaster 
  Type: Trait. 
  The demilich has somehow retained some of 
  its spellcasting abilities.  Its spellcasting ability 
  is Charisma (DC 15).It can innately cast the 
  following spells, requiring no material or somatic 
  components:  
  3/day (each): alter self, create undead, dispel magic
  Innate Spellcaster II
  Type: Trait. 
  Prerequisite: Innate Spellcaster.
  The demilich can innately cast the following spells, 
  requiring no material or somatic components:  
  2/day (each): astral projection, counterspell, 
  telekinesis
  Innate Spellcaster III
  Type: Trait. 
  Prerequisite: Innate Spellcaster II.
  The demilich can innately cast the following spells, 
  requiring no material or somatic components:  
  1/day: harm, imprisonment
  Innate Spellcaster IV
  Type: Trait. 
  Prerequisite: Innate Spellcaster III.
  The demilich can innately cast the following spells, 
  requiring no material or somatic components:  
  1/day: power word kill, weird
  Demon
  Naturally Insidious
  Type: Trait.
  The demon has advantage on all Charisma checks 
  when lying, intimidating and manipulating others 
  to further its agenda or for self-preservation.
  Balor 
  The balor (CR 19) can have 7 talents. 
  Constricting Whip
  Type: Trait
  A creature that fails its Strength saving throw 
  after getting hit by the balor's whip attack is also 
  grappled (escape DC 20) and restrained.  The 
  balor is unable to attack with its whip and use any 
  other actions that employ its whip while a target 
  is grappled this way.  The target takes 15 (2d6 + 8) 
  bludgeoning damage plus 10  (3d6) fire damage at 
  the start of each of the balor's turns.
  
  22
  Extra Legendary Action
  Type: Trait.
  Prerequisite: Legendary Actions. 
  The balor can take 1 additional legendary action 
  before the start of its next turn.  The balor can 
  retake this talent up to two additional times.  The 
  additional legendary action stacks.
  Frightful Presence
  Type: Action.
  Each creature of the balor's choice that is within 
  120 feet of the balor and aware of it must succeed 
  on a DC 20 Wisdom saving throw or become 
  frightened for 1 minute.  A creature can repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a creature's 
  saving throw is successful or the effect ends for 
  it, the creature is immune to the balor's Frightful  
  Presence for the next 24 hours.  
    When the balor uses Multiattack, it can also use its 
  Frightful Presence.
  Innate Spellcaster 
  Type: Trait. 
  The balor's spellcasting ability is Charisma (DC 20).
  The balor can innately cast the following spells, 
  requiring no material components:  
  At will (each): alter self, dispel magic
  Innate Spellcaster II
  Type: Trait. 
  Prerequisite: Innate Spellcaster. 
  The balor can innately cast the following spells, 
  requiring no material components:  
  3/day (each): dominate person, telekinesis
  Innate Spellcaster III
  Type: Trait. 
  Prerequisite: Innate Spellcaster II. 
  The balor can innately cast the following spells, 
  requiring no material components:  
  1/day (each): divine word, dominate monster, fire 
  storm, power word stun 
  Legendary Actions
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The balor gains three legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature's turn. The balor regains spent 
  legendary actions at the start of its turn.
  Attack. The balor makes a longsword or whip 
  attack.
  Teleport (Costs 2 Actions). The balor magically 
  teleports, along with any equipment it is wearing 
  or carrying, up to 120 feet to an unoccupied space 
  it can see.
  Infernal Blast Wave (Costs 3 Actions). Infernal 
  fire erupts and surges from the balor, striking 
  creatures around it.  Each creature within 20 feet 
  of it must make a DC 20 Dexterity saving throw.  On 
  a failed save, the target takes 24 (7d6) fire damage 
  and 24 (7d6) necrotic damage and catches fire.  
  On a successful save, the target takes half as much 
  damage and doesn't catch fire.
  Lightning and Fire
  Type: Reaction. 
  Talent Cost: 2 (Counts as 2 Talents). 
  When a creature the balor can see hits the balor 
  with a melee attack and the creature is within 10 
  feet of the balor, the balor can use its reaction to 
  add 6 to its AC.  If it results in a miss, the balor was 
  able to parry the attack with its longsword. The 
  balor can then immediately make one Whip attack 
  at the creature.
  Lightning Shock
  Type: Trait.
  If the balor's longsword attack roll against a target 
  succeeds by 5 or more,  the target must make a DC 
  20 Constitution saving throw or be paralyzed until 
  the end of the balor's next turn.
  
  23
  Meteor Strike (Recharge 6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The balor flies at least 40 feet and dives into a 
  target space on the ground, creating a massive 
  explosion of fire, rock, and brimstone.  This sprays 
  rock and fire into the air and causes the ground to 
  break and form a crater.  Each creature standing 
  within that 40-foot radius area centered on the 
  balor must make a DC 20 Strength saving throw. 
  A creature takes 35 (10d6) fire damage and 35 
  (10d6) bludgeoning damage and is knocked prone 
  on a failed save, or half as much damage and is not 
  knocked prone on a successful one.   Additionally, 
  the ground in that area becomes difficult terrain 
  until cleared and is engulfed in flames for one 
  minute. A creature that starts its turn in the area 
  while it is still in flames takes 10 (3d6) fire damage. 
  Each 5-foot-square portion of the area requires at 
  least 30 minutes to clear by hand.   
  Reactive Teleport (2/day)
  Type: Reaction. 
  When a creature the balor can see targets the balor 
  with an attack, the balor can use its reaction to 
  perform its teleport feature.
  Summon Demon (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A balor summons 1d4+1 vrocks, 1d3+1 hezrous, 
  1d3 glabrezus, 1d2 nalfeshnees, one marilith, or 
  one goristro.  A summoned demon appears in an 
  unoccupied space within 60 feet of the balor, acts 
  as an ally of the balor, has no talents, and and can't 
  summon other demons. It remains for one minute, 
  until it or the balor dies, or until the balor dismiss-
  es it as an action.
  Sweeping Whip
  Type: Legendary Action (Costs 2 Actions). 
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Legendary Actions. 
  The balor attempts to knock multiple targets prone 
  with one swing of its whip in a wide arc.   Each 
  creature in a 30 by 30 ft. space originating from the 
  balor must make a DC 20 Strength saving throw, 
  taking 15 (2d6 + 8) slashing damage plus 10 (3d6) 
  fire damage and is knocked prone on a failed save, 
  or half as much damage and isn't knocked prone on 
  a successful one.
    
  Wall of Fire (Recharge 6)
  Type: Action. 
  The balor magically forms an opaque wall of fire on 
  a solid surface it can see within 60 feet of it . The 
  wall is 1 foot thick and up to 30 feet long and 10 
  feet high, or it's a hemispherical dome up to 20 feet 
  in diameter. When the wall appears, each creature 
  in its space is pushed out of it by the shortest 
  route. The creature chooses which side of the wall 
  to end up on, unless the creature is incapacitated.  
  The creature then makes a DC 20 Dexterity saving 
  throw, taking 39 (9d8) fire damage on a failed save, 
  or half as much damage on a successful one.  
    The wall deals 39 (9d8) fire damage to each 
  creature that ends its turn within 10 feet of it or 
  inside the wall. A creature takes the same damage 
  when it enters the wall for the first time on a turn 
  and ends its turn there.
  Barlgura
  The barlgura (CR 5) can have 2 talents. 
  Body Slam
  Type: Action. 
  When a Large or smaller creature is hit by both 
  the barlgura's fists in the same turn, it must make 
  a DC 15 Strength saving throw.   On a failed save, 
  the barlgura  lifts the target overhead and slams 
  it on the ground.  The target takes 11 (2d6+4) 
  bludgeoning damage and is knocked prone. 
  Pounce
  Type: Trait. 
  
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  If the barlgura moves at least 30 feet straight 
  toward a creature and then hits it with a fist attack 
  on the same turn, that target must succeed on a DC 
  15 Strength saving throw or be knocked prone. If 
  the target is prone, the barlgura can make one bite 
  attack against it as a bonus action.
  Savage Howl (Recharge 6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The barlgura emits a bloodcurling howl that 
  frightens enemies and stirs allies into bloodlust.  
  Each demon ally within 30 feet of the barlgura who 
  can hear the barlgura and has less Hit Dice than the 
  barlgura gains advantage on their next attack or 
  saving throw until the start of the balrgura's next 
  turn.  Each enemy creature within 30 feet of the 
  barlgura who can hear the barlgura must make a 
  DC 14 Wisdom saving throw or become frightened 
  for one minute.  A creature can repeat the saving 
  throw at the end of each of its turns, ending the 
  effect on itself on a success. If a creature's saving 
  throw is successful or the effect ends for it, the 
  creature is immune to the barlgura's Savage Howl 
  for the next 24 hours.
  Summon Demon (1/day)
  Type: Action. 
  A barlgura summons 1d3 dretches.  A summoned 
  dretch appears in an unoccupied space within 60 
  feet of the barlgura, acts as an ally of the barlgura, 
  has no talents, and and can't summon other 
  demons. It remains for one minute, until it or the 
  barlgura dies, or until the barlgura dismisses it as 
  an action.
  Chasme
  The chasme (CR 6) can have 3 talents. 
  Fear Aura
  Type: Trait.
  A creature hostile to the chasme that starts its 
  turn within 20 feet of the chasme must make a 
  DC 12 Wisdom saving throw, unless the chasme 
  is incapacitated. On a failed save, the target is 
  frightened until the start of its next turn. If a 
  creature's saving throw is successful, the creature 
  is immune to the chasme's Fear Aura for the next 
  24 hours.
  Innate Spellcaster 
  Type: Trait. 
  The chasme's spellcasting ability is Wisdom (DC 
  13).The chasme can innately cast the following 
  spells, requiring no material components:  
  2/day (each): darkness, detect magic, see invisibility
  1/day: telekinesis
  Summon Demon (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  
  25
  A chasme summons 1d4 +1 dretches.  A summoned 
  dretch appears in an unoccupied space within 60 
  feet of the chasme, acts as an ally of the chasme, has 
  no talents, and and can't summon other demons. It 
  remains for one minute, until it or the chasme dies, 
  or until the chasme dismisses it as an action.
  Teleport (1/day)
  Type: Action. 
  The chasme magically teleports, along with any 
  equipment it is wearing or carrying, up to 60 feet to 
  an unoccupied space it can see.
  Wounding Proboscis
  Type: Trait.
  When the Chasme hits a creature with its proboscis  
  attack, it can wound the target.  At the start of 
  each of the wounded creature's turns, it takes 2 
  (1d4) necrotic damage.  The wounded creature, or 
  a creature within 5 feet of it, can use an action to 
  make a DC 12 Wisdom (Medicine) check, ending 
  the effect on a success.  The wound also closes if the 
  target receives magical healing.
  Dretch 
  The dretch (CR 1/4) can have 1 talent. 
  Innate Spellcaster 
  Type: Trait. 
  The dretch's spellcasting ability is Wisdom (DC 
  9).The dretch can innately cast the following spells, 
  requiring no material components:  
  3/day (each): cause fear
  Noxious Fetid Cloud
  Type: Trait.
  A creature that starts its turn within the area of the 
  dretch's fetid cloud takes 3 (1d6) poison damage.
   
  Glabrezu 
  The glabrezu (CR 9) can have 5 talents. 
  Bite 
  Type: Trait. 
  While a creature is grappled by the glabrezu's 
  pincers, the glabrezu can take a bonus action to 
  make a bite attack at the grappled target.
  Bite. Melee Weapon Attack:  +9 to hit, reach 5 ft., 
  one target.  Hit: 12 (2d6+5) piercing damage.
  Innate Spellcaster
  Type: Trait. 
  The glabrezu's spellcasting ability is Intelligence 
  (DC 16).The glabrezu can innately cast the 
  following spells, requiring no material components:  
  3/day (each): mirror image, dispel magic
   
  Innate Spellcaster II
  Type: Trait. 
  Prerequisite: Innate Spellcaster.
  The glabrezu can innately cast the following spells, 
  requiring no material or somatic components:  
  2/day (each): blight, confusion
  
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  Innate Spellcaster III
  Type: Trait. 
  Prerequisite: Innate Spellcaster II.
  The glabrezu can innately cast the following spells, 
  requiring no material or somatic components:  
  1/day (each): reverse gravity, power word stun
  Summon Demon (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A glabrezu summons 1d2 vrocks or 1 hezrou.  A 
  summoned demon appears in an unoccupied space 
  within 60 feet of the glabrezu, acts as an ally of the 
  glabrezu, has no talents, and and can't summon 
  other demons. It remains for one minute, until it or 
  the glabrezu dies, or until the glabrezu dismisses it 
  as an action.
  Swift Spellcaster (2/day)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Innate Spellcaster.
  The glabrezu can take a bonus action to cast a spell 
  that has a casting time of 1 action. 
  Goristro 
  The glabrezu (CR 17) can have 6 talents. 
  Frenzied Berserker
  Type: Trait.
  While the goristro has less than full hit points, 
  the goristro gains advantage on all melee weapon 
  attack rolls and all Intelligence, Wisdom, and 
  Charisma saving throws, but attack rolls against it 
  have advantage.
  Improved Multiattack
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  When the goristo uses its Multiattack, it makes four 
  attacks: two with its fists and two with its hooves.  
  It can replace two attacks of its fists or hooves with 
  
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  one gore attack.
  Stomp
  Type: Trait. 
  The goristro can take a bonus action to make a hoof 
  attack against a prone target.  
  Stunning Charge 
  Type: Trait.
  A creature that is successfully knocked prone by 
  the Charge attack feature of the goristro is also 
  stunned until the end of the goristro's next turn.
  Trample (Recharge 5-6) 
  Type: Trait. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The goristro moves up to its speed in a straight 
  line. During this move, it can enter Large or smaller 
  creatures' spaces. A creature whose space the 
  goristro enters must make a DC 18 Dexterity saving 
  throw. On a successful save, the creature is pushed 
  5 feet to the nearest space out of the goristro's path. 
  On a failed save, the creature falls prone and takes 
  23 (3d10+7) bludgeoning damage. If the goristro 
  remains in the prone creature's space, the creature 
  is also restrained until it's no longer in the same 
  space as the goristro. While restrained in this way, 
  the creature, or another creature within 5 feet of it, 
  can make a DC 18 Strength check. On a success, the 
  creature is shunted to an unoccupied space of its 
  choice within 5 feet of the goristro and is no longer 
  restrained.
  War Stomp (Recharge 5-6) 
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The goristro violently slams its hoof on the ground 
  and causes a powerful shockwave.  Each creature 
  within 10 feet of the goristro must succeed on a 
  DC 21 Strength saving throw or take 23 (3d10 + 
  7) bludgeoning damage and be knocked prone 
  on a failed save, or half as much damage and isn't 
  knocked prone on a successful one.
    When the goristro uses Multiattack and War 
  Stomp is available, the goristro can use War Stomp 
  in place of its hoof. 
  Hezrou 
  The glabrezu (CR 8) can have 3 talents. 
  Innate Spellcaster
  Type: Trait. 
  The hezrou's spellcasting ability is Charisma (DC 
  12).The hezrou can innately cast the following 
  spells, requiring no material components:  
  3/day (each): detect magic, gaseous form, dispel 
  magic
  Innate Spellcaster II
  Type: Trait. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Innate Spellcaster.
  The hezrou can innately cast the following spells, 
  requiring no material components:  
  2/day: blight.
  1/day: divine word.
  Noxious Stench
  Type: Trait.
  A creature that fails its saving throw against the 
  hezrou's Stench takes 10 (3d6) poison damage.
  Summon Demon (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A hezrou summons 1d6 dretches or 1 vrock.  A 
  summoned demon appears in an unoccupied space 
  within 60 feet of the hezrou, acts as an ally of the 
  hezrou, has no talents, and and can't summon other 
  demons. It remains for one minute, until it or the 
  hezrou dies, or until the hezrou dismisses it as an 
  action.
  
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  Teleport (1/day)
  Type: Action. 
  The hezrou magically teleports, along with any 
  equipment it is wearing or carrying, up to 60 feet to 
  an unoccupied space it can see.
  Marilith 
  The marilith (CR 16) can have 6 talents. 
  Bladestorm (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The marilith moves up to its speed and targets each 
  creature within 5 feet of it during its movement.  
  Each target must succeed on a DC 19 Dexterity 
  saving throw or take 43 (6d12 + 4) slashing 
  damage.  The marilith's movement during this 
  action will not trigger opportunity attacks.
  Extra Legendary Action
  Type: Trait.
  Prerequisite: Legendary Actions. 
  The marilith can take 1 additional legendary action 
  before the start of its next turn.  The marilith can 
  retake this talent up to two additional times.  The 
  additional legendary action stacks.
  Innate Spellcaster
  Type: Trait. 
  The marilith's spellcasting ability is Charisma (DC 
  18).The marilith can innately cast the following 
  spells, requiring no material components:  
  3/day (each): fly, telekinesis
  
  29
  Innate Spellcaster II
  Type: Trait. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Innate Spellcaster.
  The marilith can innately cast the following spells, 
  requiring no material components:  
  2/day (each): blade barrier, divine word.
  Legendary Actions
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The marilith gains three legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time and 
  only at the end of another creature's turn. The 
  marilith regains spent legendary actions at the 
  start of its turn.
  Longsword. The marilith makes a longsword 
  attack.
  Tail (Costs 2 Actions). The marilith makes a tail 
  attack.
  Teleport (Costs 2 Actions). The marilith magically 
  teleports, along with any equipment it is wearing 
  or carrying, up to 120 feet to an unoccupied space 
  it can see.
  Riposte
  Type: Reaction. 
  Talent Cost: 2 (Counts as 2 Talents). 
  If a creature misses a melee attack against the 
  marilith due to its' Parry feature, and the creature 
  is within 10 feet of the marilith, the marilith can 
  immediately make one longsword attack at the 
  target.
  Summon Demon (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A marilith summons 1d4+1 vrocks, 1d3 hezrous, 
  1d2 glabrezus, or one nalfeshnee.  A summoned 
  demon appears in an unoccupied space within 60 
  feet of the marilith, acts as an ally of the marilith, 
  has no talents, and and can't summon other 
  demons. It remains for one minute, until it or the 
  marilith dies, or until the marilith dismisses it as an 
  action.
  Tail Swipe (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The marilith attempts to knock multiple targets 
  prone with one sweep of its tail.   Each creature 
  within 10 feet of the marilith must make a DC 
  19 Strength saving throw, taking 20 (3d10 + 4) 
  bludgeoning damage and is knocked prone on 
  a failed save, or half as much damage and isn't 
  knocked prone on a successful one.    When 
  the marilith uses Multiattack, and Tail Swipe is 
  available, it can use Tail Swipe in place of its tail.  
  The marilith can't use Tail Swipe if it has a creature 
  grappled with its tail.
  Nalfeshnee 
  The nalfeshnee (CR 13) can have 5 talents. 
  Innate Spellcaster
  Type: Trait. 
  The nalfeshnee's spellcasting ability is Intelligence 
  (DC 17).The nalfeshnee can innately cast the 
  following spells, requiring no material components:  
  3/day (each): call lightning, dispel magic, slow
  Innate Spellcaster II
  Type: Trait. 
  Prerequisite: Innate Spellcaster.
  The nalfeshnee can innately cast the following 
  spells, requiring no material components:  
  2/day: feeblemind.
  Improved Horror Nimbus
  Type: Trait.
  
  30
  Talent Cost: 2 (Counts as 2 Talents). 
  As Horror Nimbus, except a creature that fails its 
  saving throw is also unable to perform any actions 
  except move at half its speed while frightened in 
  this way.  
   
  Legendary Actions
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The nalfeshnee gains three legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time and 
  only at the end of another creature's turn. The 
  nalfeshnee regains spent legendary actions at the 
  start of its turn.
  Claw. The nalfeshnee makes a claw attack.
  Bite (Costs 2 Actions). The nalfeshnee makes a 
  bite attack.
  Teleport (Costs 2 Actions). The nalfeshnee 
  magically teleports, along with any equipment 
  it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see.
  Stunning Rend
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  If a creature is hit by both the nalfeshnee's claw 
  attacks in the same turn, it takes an extra 15 (3d6 
  + 5) slashing damage and must make a DC 18 
  Constitution saving throw or be stunned until the 
  end of the nalfeshnee's next turn.
  Summon Demon (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A nalfeshnee summons 1d3 vrocks, 1d2 hezrous, or 
  one glabrezu.  A summoned demon appears in an 
  unoccupied space within 60 feet of the nalfeshnee, 
  acts as an ally of the nalfeshnee, has no talents, and 
  and can't summon other demons. It remains for one 
  minute, until it or the nalfeshnee dies, or until the 
  nalfeshnee dismisses it as an action.
  Quasit 
  The quasit (CR 1) can have 1 talent. 
  Paralyzing Poison
  Type: Trait.
  A creature is paralyzed while poisoned by the 
  quasit's claws (or bite).
  Wink Out (1/day)
  Type: Reaction.
  The quasit can use its reaction to perform its 
  Invisibility action.
  Shadow Demon 
  The shadow demon (CR 4) can have 2 talents. 
  Innate Spellcaster
  Type: Trait. 
  The shadow demon's spellcasting ability is 
  Charisma (DC 12).The shadow demon can innately 
  cast the following spells, requiring no material 
  components:  
  3/day (each): darkness
  1/day (each): fear
  Fade into Shadow (3/day)
  Type: Reaction. 
  When in dim light or darkness and a creature the 
  shadow demon can see targets the shadow demon 
  with an attack,  the shadow demon can use its 
  reaction to take the Hide action.
  Flyby
  Type: Trait.
  The shadow demon doesn't provoke an opportunity 
  attack when it flies out of an enemy's reach.
  
  31
  Shadow Shift (3/day)
  Type: Trait. 
  When in in dim Iight or darkness, the shadow 
  demon can take a bonus action to teleport up to 60 
  feet to an unoccupied space it can see that is also in 
  dim light or darkness. After doing so, the shadow 
  demon has advantage on the first melee attack it 
  makes before the end of the turn.
  Summon Shadow (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A shadow demon summons 1d4 +1 shadows.  A 
  summoned shadow appears in an unoccupied 
  space within 60 feet of its summoner and acts as 
  an ally of the shadow demon.  It remains for one 
  minute, until it or the shadow demon dies, or until 
  the shadow demon dismisses it as an action.
  Vrock
  The vrock (CR 6) can have 3 talents. 
  Dance of Ruin
  Type: Action. 
  The vrock chant and dance wildly.  At the end of 
  3 rounds of performing Dance of Ruin, a violent 
  wave of crackling energy explodes in a 100-foot 
  radious, centered on the vrock.   Each target 
  caught in the explosion that isn't a demon must 
  make a DC 14 Dexterity saving throw, taking 2d6 
  lightning damage and 2d6 necrotic damage on a 
  failed save, or half as much on a successful one. For 
  each additional vrock that joins in the dance, the 
  damage increases by 2d6 lightning damage and 2d6 
  necrotic damage, to a maximum of 10d6 lightning 
  damage and 10d6 necrotic when five or more 
  vrocks are dancing. 
    The dance immediately ends and must be started 
  anew if any of the participating vrocks is slain, 
  incapacitated, or otherwise prevented from 
  dancing.  
  Innate Spellcaster
  Type: Trait. 
  The vrock's spellcasting ability is Wisdom (DC 12).
  The vrovk can innately cast the following spells, 
  requiring no material components:  
  2/day (each): mirror image, heroism
  1/day (each): telekinesis
  Spores of Madness
  Type: Trait.
  While a creature is poisoned from the vrock's 
  Spores, it can't take reactions or maintain 
  concentration until the end of its next turn.  On its 
  turn, the target can't move, and it uses its action to 
  make a melee or ranged attack against a randomly 
  determined creature within range. If the target 
  can't attack, it does nothing on its turn.
  Summon Demon (1/day)
  Type: Action. 
  A vrock summons 1d4 dretches.  A summoned 
  dretch appears in an unoccupied space within 60 
  feet of the vrock, acts as an ally of the vrock, has 
  no talents, and and can't summon other demons. It 
  remains for one minute, until it or the vrock dies, or 
  until the vrock dismisses it as an action.
  Teleport (1/day)
  Type: Action. 
  The vrock magically teleports, along with any 
  equipment it is wearing or carrying, up to 60 feet to 
  an unoccupied space it can see.
  ___________________________________________________________
  Yochlol 
  The yochlol (CR 10) can have 4 talents. 
  Debilitating Poison
  Type: Trait.
  A creature that takes poison damage from the 
  
  32
  yochlol's melee weapon attack must make a DC 
  16 Constitution saving throw or be poisoned for 1 
  minute.
  Improved Multiattack
  Type: Trait.
  When the yochlol uses its Multiattack, it makes 
  three melee attacks.
  Innate Spellcaster
  Type: Trait. 
  The yochlol's spellcasting ability is Charisma (DC 
  20). The yochlol can innately cast the following 
  spells, requiring no material components:  
  3/day: darkness
  1/day: stone shape
  Noxious Mist Form
  Type: Trait.
  A creature that fails its saving throw against the 
  mist form takes 10 (3d6) poison damage.
  Summon Spiders (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A yochlol summons 2d4 giant spiders or 1d3 
  phase spiders.  A summoned spider appears in an 
  unoccupied space within 60 feet of its summoner 
  and acts as an ally of the yochlol.  It remains for 
  one minute, until it or the yochlol dies, or until the 
  yochlol dismisses it as an action.
  Swift Webcaster (2/day)
  Type: Trait.
  The yochlol can take a bonus action to cast web. 
  Devil
  Naturally Insidious
  Type: Trait.
  The devil has advantage on all Charisma checks 
  when lying, intimidating and manipulating others 
  to further its agenda or for self-preservation.
  Barbed Devil 
  The barbed devil (CR 5) can have 2 talents. 
  Barbed Defense
  Type: Trait.
  A creature that hits the barbed devil with a melee 
  attack while within 5 feet of it takes 5 (1d10) piercing 
  damage.
  Fear Touch
  Type: Trait. 
  
  33
  A creature hit by a barbed devil's melee attack must 
  make a DC 13 Wisdom saving throw or become 
  frightened for one minute.  If a creature's saving 
  throw is successful, the creature is immune to the 
  barbed devil's Fear Touch for the next 24 hours.
  Impale
  Type: Trait.
  If a creature is hit twice by a barbed devil's claws in the 
  same turn, it is grappled (escape DC 14), restrained, 
  and impaled by the barbed devil's barbed hide, taking 
  an extra 11 (2d10) piercing damage.
  Innate Spellcaster
  Type: Trait. 
  The barbed devil's spellcasting ability is Charisma 
  (DC 14).The barbed devil can innately cast the 
  following spells, requiring no material components:  
  2/day (each): hold person, major image
  1/day: blight
  Summon Devil (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A barbed devil summons 1d2 spined devils or 1 
  bearded devil.  A summoned devil appears in an 
  unoccupied space within 60 feet of the barbed 
  devil, acts as an ally of the barbed devil, has no 
  talents, and and can't summon other devils. It 
  remains for one minute, until it or the barbed devil 
  dies, or until the barbed devil dismisses it as an 
  action.
  Teleport (1/day)
  Type: Action. 
  The barbed devil magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 
  feet to an unoccupied space it can see.
  Bearded Devil 
  The bearded devil (CR 3) can have 2 talents. 
  Battle Frenzy
  Type: Trait.
  While it can see an allied creature within 30 feet of 
  it, the bearded devil gains advantage on Strength 
  checks, Strength saving throws, and all melee 
  weapon attack rolls it makes, but attack rolls 
  against it have advantage.
  Parry 
  Type: Reaction.  
  The bearded devil adds 3 to its AC against one 
  melee attack that would hit it. To do so, the bearded 
  must see the attacker and be wielding a melee 
  weapon.
  Summon Devil (1/day)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  A barbed devil summons 2d4 lemures or 1 spined 
  devil.  A summoned devil appears in an unoccupied 
  space within 60 feet of the barbed devil, acts as 
  an ally of the bearded devil, has no talents, and 
  and can't summon other devils. It remains for one 
  minute, until it or the bearded devil dies, or until 
  the bearded devil dismisses it as an action.
  Venomous Beard
  Type: Trait.
  A creature poisoned by the bearded devil's Beard  
  attack takes 4 (1d8) poison damage at the start of 
  each of the bearded devil's turn.
  Bone Devil 
  The bearded devil (CR 9) can have 4 talents. 
  Aura of Obedience
  
  34
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents) 
  A devil allied to the bone devil that has less than 
  half the Hit Dice of the bone devil and starts 
  its turn within 30 feet of the bone devil takes 5 
  (1d10) necrotic damage but gains advantage to all 
  attacks and saving throws and is immune to being 
  frightened.  If a devil under this effect dies within 
  this aura, the bone devil regains 11 (2d10) hit 
  points.
  Fear Aura
  Type: Trait.
  A creature hostile to the bone devil that starts its 
  turn within 20 feet of the bone devil must make 
  a DC 14 Wisdom saving throw, unless the bone 
  devil is incapacitated. On a failed save, the target 
  is frightened until the start of its next turn. If a 
  creature's saving throw is successful, the creature 
  is immune to the bone devil's Fear Aura for the next 
  24 hours.
  Impale
  Type: Trait.
  If the bone devil hits a Medium or smaller creature 
  with its sting, the bone devil can additionally 
  choose to impale it with its sting.  If it does so, the 
  creature is grappled (escape DC 15) and restrained.     
  While it has a creature grappled this way, it cannot 
  use its sting.
  Innate Spellcaster
  Type: Trait. 
  The bone devil's spellcasting ability is Charisma 
  (DC 14).The marilith can innately cast the following 
  spells, requiring no material components:  
  3/day (each): fly, invisibility (self only), major image
  Rend
  Type: Trait.
  If a creature is hit by both the bone devil's claw 
  attacks in the same turn, it takes an extra 13 
  (2d8+4) slashing damage.
  Summon Devil (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A bone devil summons 1d4 spined devils, 1d3 
  bearded devils, 1d2 barbed devils, or 1 chain devil.  
  A summoned devil appears in an unoccupied 
  space within 60 feet of the bone devil, acts as an 
  
  35
  ally of the bone devil, has no talents, and and can't 
  summon other devils. It remains for one minute, 
  until it or the bone devil dies, or until the bone 
  devil dismisses it as an action.
  Teleport (1/day)
  Type: Action. 
  The bone devil magically teleports, along with any 
  equipment it is wearing or carrying, up to 60 feet to 
  an unoccupied space it can see.
  Chain Devil 
  The chain devil (CR 8) can have 3 talents. 
  Chain Slam
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The chain devil slams a Medium or smaller creature 
  grappled by its chain into another creature or 
  a solid surface within its reach.  Both creatures 
  must succeed on a DC 14 Strength saving throw 
  or take 11 (2d6 + 4) bludgeoning damage and 
  be stunned until the end of the chain devil's next 
  turn.  On a successful save, the target takes half the 
  bludgeoning damage and isn't stunned. 
  Ensnaring Chains
  Type: Reaction. 
  When a creature the chain devil can see moves 
  within 10 feet of an animated chain that isn't 
  grappling another creature,  the chain devil can use 
  its reaction and have the animated chain use its 
  chain attack at the creature.
  Extended Chains
  Type: Trait.
  The reach of the chain attack of the chain devil and 
  its animated chains is increased to 15 feet.
  Regeneration
  Type: Trait.
  The chain devil regains 10 hit points at the start 
  of its turn if it has at least 1 hit point.  lf the chain 
  devil takes radiant damage or damage from 
  silvered weapons or holy water, this trait doesn't 
  function at the start of the chain devil's next turn.
  Strangling Chains
  Type: Trait.
  A creature that is restrained by the chain attack 
  of the chain devil or animated chain is unable to 
  breathe.
  Summon Devil (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A chain devil summons 1d3 spined devils, 1d2 
  bearded devils, or 1 barbed devil.  A summoned 
  devil appears in an unoccupied space within 60 feet 
  of the chain devil, acts as an ally of the chain devil, 
  has no talents, and and can't summon other devils. 
  It remains for one minute, until it or the chain 
  devil dies, or until the chain devil dismisses it as an 
  action.
  Erinyes 
  The erinyes (CR 12) can have 5 talents. 
  Aura of Obedience
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents) 
  A devil allied to the erinyes that has less than half 
  the Hit Dice of the erinyes and starts its turn within 
  30 feet of the erinyes takes 5 (1d10) necrotic 
  damage but gains advantage to all attacks and 
  saving throws and is immune to being frightened.  
  If a devil under this effect dies within this aura, the 
  erinyes regains 11 (2d10) hit points.
  
  36
  Dominating Presence
  Type: Trait.
  A creature hostile to the erinyes that starts its 
  turn within 20 feet of the erinyes must make a 
  DC 16 Wisdom saving throw, unless the erinyes 
  is incapacitated. On a failed save, the target is 
  frightened until the start of its next turn.  The target 
  can't perform any actions except move up to half its 
  speed while frightened in this way. If a creature's 
  saving throw is successful, the creature is immune 
  to the erinyes's Dominating Presence for the next 
  24 hours.  
  Innate Spellcaster
  Type: Trait. 
  The erinyes's spellcasting ability is Charisma (DC 
  16).The erinyes can innately cast the following 
  spells, requiring no material components:  
  3/day (each): command, crown of madness, minor 
  image
  Innate Spellcaster II
  Type: Trait. 
  Prerequisite: Innate Spellcaster.
  The erinyes can innately cast the following spells, 
  requiring no material components: 
  2/day (each): charm monster, blight
  Oppressive
  Type: Trait.
  The erinyes has advantage on attack rolls and deals 
  an extra 7 (2d6) damage on weapon damage rolls 
  against a creature that is impaired by any negative 
  condition (frightened, incapacitated, poisoned, 
  restrained, etc.).
  Riposte
  Type: Reaction. 
  Talent Cost: 2 (Counts as 2 Talents). 
  If a creature misses a melee attack against the 
  erinyes due to the successful use of the erinyes's 
  Parry feature, and the creature is within 5 feet of 
  the erinyes, the erinyes can immediately make one 
  longsword attack at the creature.
  Rope of Strangulation
  Type: Trait.
  A creature that is restrained by the erinyes's rope 
  of entanglement is unable to breathe and takes 7 
  (2d6) bludgeoning damage at the start of each of 
  the erinyes' turns.
  Summon Devil (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  An erinyes summons 2d4 spined devils, 1d6 
  bearded devils, 1d4 barbed devils, 1d3 chain devils, 
  or 1d2 bone devils.  A summoned devil appears in 
  an unoccupied space within 60 feet of the erinyes, 
  acts as an ally of the erinyes, has no talents, and 
  and can't summon other devils. It remains for one 
  minute, until it or the erinyes dies, or until the 
  erinyes dismisses it as an action.
  Teleport (1/day)
  Type: Action. 
  The erinyes magically teleports, along with any 
  equipment it is wearing or carrying, up to 90 feet to 
  an unoccupied space it can see.
  Visage of Pain (Recharge 4-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The erinyes can take a bonus action to gaze at 
  one creature it can see within 30 feet of it.  The 
  target must make a DC 16 Wisdom saving throw. 
  On a failed save, the target becomes wracked with 
  agonizing pain and becomes incapacitated.  The 
  affected creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself 
  on a success.
  Word of Command (5/day)
  Type: Trait. 
  
  37
  silvered weapons or holy water, this trait doesn't 
  function at the start of the horned devil's next turn.
  Spiked Chain
  Type: Action. 
  The horned devil wields a spiked chain instead of a 
  fork.   
  Spiked Chain. Melee Weapon Attack: +10 to hit, 
  reach 20 ft., one target.  Hit: 17 (2d10 + 6) slashing 
  damage.
  Strangling Spiked Chain
  Type: Trait.
  Prerequisite: Spiked Chain.
  A creature hit by the horned devil's spiked chain is 
  grappled if the horned devil isn't already grappling 
  a creature (escape DC 18).  Until this grapple ends, 
  the target is restrained and unable to breathe, and 
  the horned devil can automatically hit the target 
  with its spiked chain but can't make spiked chain 
  attacks against other targets.
   
  Spiked Chain Slam
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Spiked Chain.
  The horned devil slams a Large or smaller creature 
  grappled by its spiked chain into another creature 
  or a solid surface within 20 feet.  Both creatures 
  must succeed on a DC 18 Strength saving throw 
  or take 17 (2d10 + 6) bludgeoning damage and be 
  stunned until the end of the horned devil's next 
  turn.  On a successful save, the target takes half the 
  bludgeoning damage and isn't stunned.    
    When the horned devil uses Multiattack, the 
  horned devil can use Spiked Chain Slam in place of 
  its two spiked chain attacks. 
  Summon Devil (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Innate Spellcaster.
  The erinyes can take a bonus action to cast 
  command. 
  Horned Devil 
  The horned devil (CR 11) can have 4 talents. 
  Fear Aura
  Type: Trait.
  A creature hostile to the horned devil that starts its 
  turn within 20 feet of the horned devil must make 
  a DC 15 Wisdom saving throw, unless the horned 
  devil is incapacitated. On a failed save, the target 
  is frightened until the start of its next turn. If a 
  creature's saving throw is successful, the creature 
  is immune to the horned devil's Fear Aura for the 
  next 24 hours.
  Innate Spellcaster
  Type: Trait. 
  The horned devil's spellcasting ability is Charisma 
  (DC 15).The horned devil can innately cast the 
  following spells, requiring no material components:  
  3/day (each): dispel magic, magic circle (against 
  good creatures only)
  Innate Spellcaster II
  Type: Trait. 
  Prerequisite: Innate Spellcaster.
  The horned devil can innately cast the following 
  spells, requiring no material components:  
  1/day (each): fireball, lightning bolt, programmed 
  illusion
  Regeneration
  Type: Trait.
  The horned devil regains 10 hit points at the 
  start of its turn if it has at least 1 hit point.  lf the 
  horned devil takes radiant damage or damage from 
  
  38
  Legendary Actions
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The ice devil gains three legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time and 
  only at the end of another creature's turn. The ice 
  devil regains spent legendary actions at the start of 
  its turn.
  Attack. The ice devil makes a bite, claw, tail, or ice 
  spear attack.
  Teleport (Costs 2 Actions). The ice devil magically 
  teleports, along with any equipment it is wearing 
  or carrying, up to 90 feet to an unoccupied space it 
  can see.
  Blizzard (Costs 3 Actions). Blinding snow and 
  freezing jagged ice swirls magically around the ice 
  devil. Each creature within 20 feet of the ice devil 
  must succeed on a DC 17 Constitution saving throw.  
  On a failed save, the target takes 28 (8d6) cold 
  damage and is blinded and can't use reactions, its 
  speed is halved, and it can' t make more than one 
  attack on its turn. In addition, the creature can use 
  either an action or a bonus action on its turn, but 
  not both. These effects last until the end of the ice 
  devil's next turn.  On a successful save, the target 
  takes half as much damage and suffers no other 
  effects.
  A horned devil summons 1d4+1 spined devils, 1d4 
  bearded devils, 1d3 barbed devils, 1d2 chain devils, 
  or 1 bone devil.  A summoned devil appears in an 
  unoccupied space within 60 feet of the horned 
  devil, acts as an ally of the horned devil, has no 
  talents, and and can't summon other devils. It 
  remains for one minute, until it or the horned devil 
  dies, or until the horned devil dismisses it as an 
  action.
  Teleport (1/day)
  Type: Action. 
  The horned devil magically teleports, along with 
  any equipment it is wearing or carrying, up to 90 
  feet to an unoccupied space it can see.
  Ice Devil 
  The ice devil (CR 14) can have 5 talents. 
  Aura of Frost
  Type: Trait.
  A creature that starts its turn within 20 feet of the 
  ice devil or the ice devil's wall of ice takes 10 (3d6) 
  cold damage.
  
  39
  weapons or holy water, this trait doesn't function at 
  the start of the ice devil's next turn.
  Summon Devil (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  An ice devil summons 1d8 bearded devils, 1d6 
  barbed devils, 1d4 chain devils, or 1d3 bone devils.  
  A summoned devil appears in an unoccupied space 
  within 60 feet of the ice devil, acts as an ally of the 
  ice devil, has no talents, and and can't summon 
  other devils. It remains for one minute, until it or 
  the ice devil dies, or until the ice devil dismisses it 
  as an action.
  Swift Spellcaster (3/day)
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  Prerequisite: Innate Spellcaster.
  The ice devil can take a bonus action to cast a spell 
  that has a casting time of 1 action. 
  Imp 
  The imp (CR 1) can have 1 talent. 
  Debilitating Poison
  Type: Trait.
  A creature that takes poison damage from the 
  imp's melee weapon attacks is also poisoned for 1 
  minute.
  Wink Out (1/day)
  Type: Reaction.
  The imp can use its reaction to perform its 
  Invisibility action.
  Ice Block (Recharge 6)
  Type: Reaction. 
  When a creature the ice devil can see targets the 
  ice devil with an attack or forces it to make a saving 
  throw, the ice devil can use its reaction to instantly 
  create a hollow 10-foot square wall of ice that fully 
  encases the ice devil, shielding it from harm.  It is 
  otherwise identical to the ice devil's Wall of Ice 
  ability except that the ice devil can dismiss it.
  Innate Spellcaster
  Type: Trait. 
  The ice devil's spellcasting ability is Charisma (DC 
  17). The ice devil can innately cast the following 
  spells, requiring no material components:  
  3/day (each): fly, ice storm
  Innate Spellcaster II
  Type: Trait. 
  Prerequisite: Innate Spellcaster.
  The ice devil can innately cast the following spells, 
  requiring no material components:  
  2/day (each): cold of cold, programmed image
  1/day (each): divine word
  Numbing Cold
  Type: Trait.
  A creature that is hit and takes cold damage from 
  an ice devil's melee attack must make a DC 17 
  Constitution saving throw.  On a failed save, the 
  target can't use reactions, its speed is halved, and 
  it can' t make more than one attack on its turn. In 
  addition, the creature can use either an action or a 
  bonus action on its turn, but not both. These effects 
  last until the end of the ice devil's next turn.
  Regeneration
  Type: Trait.
  The ice devil regains 10 hit points at the start of 
  its turn if it has at least 1 hit point.  lf the ice devil 
  takes radiant damage or damage from silvered 
  
  40
  a random direction and knocked prone. If a thrown 
  target strikes a solid surface, the target takes 3 
  (1d6) bludgeoning damage for every 10 feet it was 
  thrown. If the target is thrown at another creature, 
  that creature must succeed on a DC 22 Dexterity 
  saving throw or take the same damage and be 
  knocked prone. 
  Hellfire Orb
  Type: Legendary Action (Costs 3 Actions).
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Legendary Actions.
  The pit fiend hurls a magical ball of fire that 
  explodes at a point it can see within 120 feet of it. 
  Each creature in a 20-foot·radius sphere centered 
  on that point must make a DC 22 Dexterity saving 
  throw. The sphere spreads around corners. A 
  creature takes 35  (10d6) fire damage and 35 
  (10d6) necrotic damage on a failed save, or half as 
  much damage on a successful one.
  Innate Spellcaster
  Type: Trait. 
  Pit Fiend 
  The pit fiend (CR 20) can have 7 talents. 
  Aura of Obedience
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents) 
  A devil allied to the pit fiend that has less than 
  half the Hit Dice of the pit fiend and starts its 
  turn within 30 feet of the pit fiend takes 5 (1d10) 
  necrotic damage but gains advantage to all 
  attacks and saving throws and is immune to being 
  frightened.  If a devil under this effect dies within 
  this aura, the pit fiend regains 11 (2d10) hit points.
  Claw Grab
  Type: Trait.
  A Medium or smaller creature that is hit by the 
  pit fiend's claw attack is grappled (escape DC 22).  
  Until this grapple ends, the target is restrained and 
  the pit fiend can automatically hit the target with 
  its claw but can't make claw attacks against other 
  targets. 
  Devil Chills
  Type: Trait.
  A creature is incapacitated while poisoned by the 
  pit fiend's bite.
  Extra Legendary Action
  Type: Trait.
  Prerequisite: Legendary Actions. 
  The pit fiend can take 1 additional legendary action 
  before the start of its next turn.  The pit fiend can 
  retake this talent up to two additional times.  The 
  additional legendary action stacks.
  Fling
  Type: Action. 
  Prerequisite: Claw Grab.
  One Large or smaller object held or creature 
  grappled by the pit fiend is thrown up to 60 feet in 
  
  41
  The pit fiend gains three legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time and 
  only at the end of another creature's turn. The pit 
  fiend regains spent legendary actions at the start of 
  its turn.
  Attack. The pit fiend makes a claw, mace, or tail 
  attack.
  Teleport (Costs 2 Actions). The pit fiend magically 
  teleports, along with any equipment it is wearing 
  or carrying, up to 120 feet to an unoccupied space 
  it can see.
  Cast a Spell (Costs 3 Actions). The pit fiend casts 
  a spell from its list of prepared spells, using a spell 
  slot as normal.
  Mace Bash
  Type: Trait.
  If the pit fiend's mace attack roll against a target 
  succeeds by 5 or more, the target must make a DC 
  22 Constitution saving throw or be stunned until 
  the end of the pit fiend's next turn.
  Swift Fireball (3/day)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  The pit fiend can take a bonus action to cast 
  Fireball.
  Summon Devil (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A pit fiend summons summon 2d6 barbed devils, 
  1d8 chain devils, 1d4 bone devils, or 1 erinyes.  A 
  summoned devil appears in an unoccupied space 
  within 60 feet of the pit fiend, acts as an ally of the 
  pit fiend, has no talents, and and can't summon 
  other devils. It remains for one minute, until it or 
  the pit fiend dies, or until the pit fiend dismisses it 
  as an action.
  Tactical Teleport (Recharge 5-6)
  Type: Action. 
  The pit fiend's spellcasting ability is Charisma (DC 
  21). The pit fiend can innately cast the following 
  spells, requiring no material components:  
  At will: alter self, dispel magic, invisibility (self only), 
  major image
  Innate Spellcaster II
  Type: Trait. 
  Prerequisite: Innate Spellcaster.
  The pit fiend can innately cast the following spells, 
  requiring no material components:  
  3/day (each): charm monster, create undead, power 
  word stun, programmed illusion
  Innate Spellcaster III
  Type: Trait. 
  Prerequisite: Innate Spellcaster II.
  The pit fiend can innately cast the following spells, 
  requiring no material components: 
  2/day: divine word 
  1/day: meteor swarm
  Irresistible Command (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Aura of Obedience.
  The pit fiend takes a bonus action to target one 
  devil under the effect of its Aura of Obedience.  The 
  target uses its reaction and moves up to its speed 
  towards a space of the pit fiend's choosing.  Upon 
  reaching the space, the target explodes in a burst of 
  infernal fire and body parts. Each creature within 
  10 feet of the target must make a DC 21 Dexterity 
  saving throw, taking 14 (4d6) fire and 14 (4d6) 
  piercing damage on a failed save, or half as much 
  damage on a successful one. Flammable objects 
  that aren't being worn or carried in that area are 
  ignited.
  Legendary Actions
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  
  42
  Dinosaur
  Allosaurus
  The allosaurus (CR 2) can have 1 talent. 
  Mangle
  Type: Action.  
  A Large or smaller creature that is hit by the 
  allosaurus's bite attack is grappled (escape DC 13).  
  Until this grapple ends, the target is restrained and 
  the allosaurus can automatically hit the target with 
  its bite but can't make bite attacks against other 
  targets.
  Tail Whip
  Type: Reaction. 
  When a creature the allosaurus can see and is 
  within 10 feet of the allosaurus hits the allosaurus 
  with an attack, the allosaurus can use its reaction to 
  immediately attack the creature with its tail.  
  Tail. Melee Weapon Attack:  +6 to hit, reach 10 ft., 
  one target.  Hit: 13 (2d8 + 4) bludgeoning damage.
  Ankylosaurus
  The allosaurus (CR 3) can have 2 talents. 
  Hardened Hide
  Type: Trait.
  The ankylosaurus is resistant to piercing and slashing 
  damage from nonmagical weapons.
  Tail Strike
  Type: Reaction. 
  When a creature the ankylosaurus can see starts 
  its turn within 10 feet of the ankylosaurus, the 
  ankylosaurus can use its reaction to attack it with 
  its tail.
  Prerequisite: Aura of Obedience.
  The pit fiend takes a bonus action to target up to 
  two devils under the effect of its Aura of Obedience 
  and magically teleport them along with any 
  equipment it is wearing or carrying, up to 60 feet 
  away to two unoccupied spaces it can see. 
  Tail Slap
  Type: Reaction. 
  Talent Cost: 2 (Counts as 2 Talents). 
  When a Huge or smaller creature the pit fiend can 
  see and is within 10 feet of the pit fiend targets 
  the pit fiend with an attack, the pit fiend can use 
  its reaction to immediately attack it with its tail.  If 
  the pit fiend hits, the creature must make a DC 22 
  Strength saving throw or be pushed up to 20 feet 
  away and be knocked prone.
  Spined Devil 
  The bearded devil (CR 2) can have 1 talent. 
  Extra Spines
  Type: Trait.
  The spined devil has six more tail spines than 
  normal.
  Rain of Spines
  Type: Action. 
  The spined devil shoots up to four tail spines at one 
  target or several in a 10-foot radius area within 20 
  feet.  The spined devil makes a tail spine attack for 
  each tail spine shot.  
  Spiny Hide
  Type: Trait.
  A creature that hits the spined devil with a melee 
  attack while within 5 feet of it takes 3 (1d6) piercing 
  damage.
  ___________________________________________________________
  
  43
  Pteranodon
  The pteranodon (CR 1/4) can have 1 talent. 
  Dive Attack 
  Type: Trait.
  If the pteranodon is flying and dives at least 30 
  feet straight toward a target and then hits it with 
  a melee attack, the attack deals an extra 3 (1d6) 
  damage to the target.
  Swoop
  Type: Trait.
  The pteranodon gains a claws attack.  If it flies 
  at least 30 feet and hits a Medium or smaller 
  creature with its claws attack, the creature is 
  grappled (escape DC 11) and restrained while the 
  pteranodon flies upward with it at half its speed.  
  While the pteranodon has a creature grappled, it 
  can fly up to a maximum height of 30 feet.  The 
  pteranodon can take a bonus action to drop the 
  target from the air.  If a dropped target strikes a 
  solid surface, the target is knocked prone and takes 
  3 (1d6) bludgeoning damage for every 10 feet it 
  was dropped. If the target is dropped at another 
  creature, that creature must succeed on a DC 11 
  Dexterity saving throw or take the same damage 
  Plesiosaurus
  The plesiosaurus (CR 2) can have 1 talent. 
  Mangle
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A Large or smaller creature that is hit by the 
  plesiosaurus's bite attack is grappled (escape DC 
  14).  Until this grapple ends, the target is restrained 
  and the plesiosaurus can automatically hit the 
  target with its bite but can't make bite attacks 
  against other targets.  
  Lurker
  Type: Trait.
  While underwater, plesiosaurus is invisible to a 
  creature above the surface of the water.  If the  
  plesiosaurus surprises a creature and hits it
  with an attack during the first round of combat, 
  the target takes an extra 10 (3d6) damage from the 
  attack.
  
  44
  Tyrannosaurus Rex
  The tyrannosaurus rex (CR 8) can have 3 talents. 
  Mangle
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A Large or smaller creature that is hit by the 
  tyrannosaurus rex's bite attack is grappled 
  (escape DC 17).  Until this grapple ends, the target 
  is restrained and the tyrannosaurus rex can 
  automatically hit the target with its bite but can't 
  make bite attacks against other targets.  
  Roar (Recharge 5-6)
  Type: Action.
  The tyrannosaurus rex can emit a loud terrifying 
  roar.  Each creature within 120 feet that can 
  hear its roar must succeed on a DC 15 Wisdom 
  saving throw or be deafened and frightened for 
  one minute. If a creature fails its saving throw by 
  5 or more, the creature is also paralyzed while 
  frightened.  A frightened creature can repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
    When the tyrannosaurus rex uses Multiattack and 
  Roar is available, the tyrannosaurus rex can use 
  Roar in place of its bite. 
  Stomp
  Type: Action.
  The tyrannosaurus rex can use Stomp.
  Stomp. Melee Weapon Attack:  +10 to hit, reach 5 
  ft., one prone target.  Hit: 16 (2d8 + 7) bludgeoning 
  damage and if the creature is Large or smaller it is 
  grappled (escape DC 17).  Until this grapple ends, 
  the target is restrained.
    When the tyrannosaurus rex uses Multiattack, it 
  can use Stomp in place of its tail attack. 
  Tail Sweep (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  and be knocked prone. 
  Claws. Melee Weapon Attack:  +3 to hit, reach 5 ft., 
  one target.  Hit: 3 (1d4 + 1) piercing damage.
  Triceratops
  The triceratops (CR 5) can have 2 talents. 
  Hardened Hide
  Type: Trait.
  The triceratops is resistant to piercing and slashing 
  damage from nonmagical weapons.
  Stunning Charge 
  Type: Trait.
  A creature that is successfully knocked prone by 
  the trampling charge feature of the triceratops is 
  also stunned until the end of the triceratop's next 
  turn.
  Trample (Recharge 5-6) 
  Type: Trait. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The triceratops moves up to its speed in a straight 
  line. During this move, it can enter Large orsmaller 
  creatures' spaces. A creature whose space the 
  triceratops enters must make a DC 18 Dexterity 
  saving throw. On a successful save, the creature 
  is pushed 5 feet to the nearest space out of the 
  triceratops's path. On a failed save, the creature 
  falls prone and takes 24 (4d8+6) bludgeoning 
  damage. If the triceratops remains in the prone 
  creature's space, the creature is also restrained 
  until it's no longer in the same space as the 
  triceratops. While restrained in this way, the 
  creature, or another creature within 5 feet of it, 
  can make a DC 18 Strength check. On a success, 
  the creature is shunted to an unoccupied space of 
  its choice within 5 feet of the triceratops and is no 
  longer restrained.
  
  45
  Improved Multiattack
  Type: Trait.
  If the displacer beast uses its Multiattack, it makes 
  three melee attacks: two with its tentacles and one 
  with its bite.    If the displacer beast hits a target 
  with both of its tentacles in the same turn, it gains 
  advantage on its bite attack made against the same 
  target.
  Bite. Melee Weapon Attack:  +6 to hit, reach 5 ft., 
  one target.  Hit: 8 (1d8 + 4) piercing damage.
  Shadow Shift (3/day)
  Type: Action. 
  When in in dim Iight or darkness, the displacer 
  beast can take a bonus action to teleport up to 60 
  feet to an unoccupied space it can see that is also in 
  dim light or darkness. After doing so, the displacer 
  beast has advantage on the first melee attack it 
  makes before the end of the turn.
  The tyrannosaurus rex attempts to knock multiple 
  targets prone with one swing of its tail.   Each 
  creature within a 15 by 15 ft. area originating from 
  the tyrannosaurus rex must make a DC 17 Strength 
  saving throw, taking 20 (3d8 + 7) bludgeoning 
  damage and is pushed up to 10 feet away and 
  knocked prone on a failed save, or half as much 
  damage and isn't pushed and knocked prone on a 
  successful one.  
  Tail Whip
  Type: Reaction. 
  Talent Cost: 2 (Counts as 2 Talents). 
  When a creature the  tyrannosaurus rex can 
  see and is within 10 feet of the tyrannosaurus 
  rex hits the tyrannosaurus rex with an attack, 
  the  tyrannosaurus rex can use its reaction to 
  immediately attack the creature with its tail.  If the  
  attack roll succeeds by 5 or more, the target must 
  make a DC 17 Strength saving throw or be pushed 
  up to 10 feet away and knocked prone. 
  ___________________________________________________________
  Displacer Beast
  The displacer beast (CR 3) can have 2 talents. 
  Constant Displacement 
  Type: Trait.
  The displacer beast's Displacement trait is not 
  disrupted even if the displacer beast is hit by an 
  attack, becomes incapacitated, or has a speed of 0.
  Ensnaring Tentacles
  Type: Trait.
  If the displacer beast hits a creature with a tentacle, 
  it is grappled (escape DC 14) and pulled 5 feet to 
  the displacer beast.  Until this grapple ends, the 
  target is restrained and the displacer beast can 
  automatically hit the target with its tentacle.  While 
  the displacer beast has the target grappled this 
  way,  it can't use one of its tentacles to attack other 
  targets.
  
  46
  Dracolich (See also 
  Dragon)
  The dracolich's number of talents varies depending 
  on the dracolich's CR. See Number of Talents by 
  Chromatic Dragon (page 49).
  Aura of Despair
  Type: Trait.
  A creature hostile to the dracolich that starts its 
  turn within 30 feet of the dracolich must make a 
  Wisdom saving throw. The DC is equal to 8 plus the 
  dracolich's Charisma modifier plus its proficiency 
  bonus (see MM page 8), unless the dracolich 
  is incapacitated. On a failed save, the target is 
  frightened until the start of its next turn.  The 
  target is unable to perform any actions except move 
  at half its speed while frightened in this way. If a 
  creature's saving throw is successful, the creature 
  is immune to the dracolich's Aura of Despair for the 
  next 24 hours.  
  Command Undead
  Type: Action. 
  The dracolich takes a bonus action to target an 
  allied undead creature with CR 5 or less it can 
  see within 60 feet and telepathically gives it a 
  command to move or attack or do both.  The target 
  uses its reaction to move up to its speed and make 
  one melee or ranged attack.
  Chill Touch
  Type: Trait.
  A creature hit by a dracolich's melee attack takes 
  extra cold damage equal to a number depending on 
  the age of the dracolich:
  Young: 3 (1d6)
  Adult: 5 (1d10)
  Ancient: 10 (3d6)
  Energy Draining Breath
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Venomous Tentacles
  Type: Trait.
  A creature that is hit by the displacer beast's 
  tentacle attack must make a DC 12 Constitution 
  saving throw or take 7 (2d6) poison damage.
  Doppleganger
  The doppleganger (CR 3) can have 2 talents. 
  Anticipate Foe
  Type: Action. 
  While a doppleganger has a creature targeted 
  with its Read Thoughts feature, it can take a bonus 
  action to make a Wisdom (Insight) check against 
  the creature's Charisma (Deception) check.  If it 
  is successful, it gains advantage on its attack rolls 
  against the creature and it imposes disadvantage to 
  the creature's attack rolls against the doppleganger 
  until the start of the doppleganger's next turn.
  Deceitful
  Type: Trait.
  The doppleganger has advantage on Charisma 
  checks when trying to pass itself as a different 
  person. 
     In addition, creatures' Wisdom (Insight) checks 
  and  Intelligence (Investigation) checks made 
  against the doppleganger have disadvantage.
  Stunning Attack
  Type: Trait.
  If a creature takes damage from a doppleganger's 
  surprise attack, it must make a DC 10 Constitution 
  saving throw or be stunned until the end of the 
  doppleganger's next turn. 
  Swift Shapechange (3/day)
  Type: Trait.
  The doppleganger can take a bonus action to use its 
  shapechange feature.
  
  47
  its proficiency bonus (see MM page 8). On a failed 
  save, the target is paralyzed for one minute.
  Paralyzing Glare
  Type: Action. 
  The dracolich can take a bonus action to gaze at one 
  creature it can see within 30 feet of it.  The target 
  must make a Wisdom saving throw. The DC is equal 
  to 8 plus the dracolich's Charisma modifier plus 
  its proficiency bonus (see MM page 8). On a failed 
  save, the target is frightened until the end of the 
  dracolich's next turn.  The target is paralyzed while 
  frightened in this way.
  Spell Reflection (3/day)
  Type: Reaction. 
  Talent Cost: 2 (Counts as 2 Talents). 
  If the dracolich makes a successful saving throw 
  against a spell, or a spell attack misses it, the 
  dracolich can use its reaction to choose another 
  creature (including the spellcaster) it can see 
  within 30 feet of it. The spell targets the chosen 
  creature instead of the dracolich. If the spell forced 
  a saving throw, the chosen creature makes its own 
  save. If the spell was an attack, the attack roll is 
  A creature that fails its saving throw and is 
  damaged by the dracolich's breath attack has 
  its maximum hit points reduced by a number 
  depending on the age of the dracolich:
  Young: 3 (1d6)
  Adult: 5 (1d10)
  Ancient: 10 (3d6)
  If a creature's hit point maximum is reduced to 0 
  by this effect, the creature dies.  A creature's hit 
  point maximum can be restored with the greater 
  restoration spell or similar magic.
  Improved Command Undead
  Type: Trait.
  Prerequisite: Command Undead.
  As Command Undead, but the dracolich can target 
  up to two allied undead creatures with CR 5 or less 
  it can see within 60 feet.
  Lich Touch
  Type: Trait.
  A creature hit by the dracolich's melee attack must 
  make a Constitution saving throw. The DC is equal 
  to 8 plus the dracolich's Constitution modifier plus 
  
  48
  its proficiency bonus (see MM page 8), unless the 
  shadow dragon is incapacitated. On a failed save, 
  the target is frightened until the start of its next 
  turn.  The target is unable to perform any actions 
  except move at half its speed while frightened in 
  this way. If a creature's saving throw is successful, 
  the creature is immune to the shadow dragon's 
  Aura of Despair for the next 24 hours.  
  Fade into Shadow (3/day)
  Type: Reaction. 
  When in dim light or darkness and a creature the 
  shadow dragon can see targets the shadow dragon 
  with an attack,  the shadow dragon can use its 
  reaction to take the Hide action.
  Shadow Shift (3/day)
  Type: Action. 
  When in in dim Iight or darkness, the shadow 
  dragon can take a bonus action to teleport up to 60 
  feet to an unoccupied space it can see that is also in 
  dim light or darkness. After doing so, the shadow 
  rerolled against the chosen creature.
  Unnatural Toughness
  Type: Trait.
  The dracolich is resistant to bludgeoning, piercing, and 
  slashing damage from nonmagical weapons.
  Dragon, Shadow (See 
  also Dragon)
  The shadow dragon's number of talents varies 
  depending on the shadow dragon's CR.  See Number 
  of Talents by Chromatic Dragon (page 49).
  Aura of Despair
  Type: Trait.
  A creature hostile to the shadow dragon that starts 
  its turn within 30 feet of the shadow dragon must 
  make a Wisdom saving throw. The DC is equal to 8 
  plus the shadow dragon's Charisma modifier plus 
  
  49
  Talent Cost: 2 (Counts as 2 Talents).
  Prerequisite: Adult or Ancient Brass, Gold, or Red 
  Dragon, Burning Breath.
  When a creature that takes fire damage at the start 
  of its turn due to Burning Breath, it must make a 
  Constitution saving throw. The DC is equal to to 8 
  plus the  dragon's Constitution modifier plus its 
  proficiency bonus (see MM page 8).  On a failed 
  save, the target becomes incapacitated until the end 
  of its turn.
  Burning Breath
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Adult, Ancient, or Young Brass, Gold, 
  or Red Dragon.
  A creature that fails its saving throw against the 
  dragon's fire breath by 5 or more attack catches 
  fire; until someone takes an action to douse the 
  dragon has advantage on the first melee attack it 
  makes before the end of the turn.
  Strength Draining Breath
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  A creature that fails its saving throw and is 
  damaged by the shadow dragon's breath attack has 
  its strength score reduced by a number of points 
  depending on the age of the shadow dragon:
  Young: 2 (1d4)
  Adult: 3 (1d6)
  Ancient: 4 (1d8)
    The target dies if this reduces its Strength to 0. 
  Otherwise, the reduction lasts until the target 
  finishes a short or long rest. If a non-evil humanoid 
  dies from this attack, a shadow rises from the 
  corpse 1d4 hours later.
  Vampiric Bite
  Type: Trait.
  A creature hit by the shadow dragon's bite attack 
  must make a Constitution saving throw. The DC 
  is equal to 8 plus the dracolich's Constitution 
  modifier plus its proficiency bonus (see MM page 
  8). Failure means the target's hit point maximum 
  is reduced by an amount equal to the necrotic 
  damage taken, and the shadow dragon regains hit 
  points equal to that amount. The reduction lasts 
  until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0. A 
  humanoid slain in this way and then buried in the 
  ground rises the following night as a shadow under 
  the shadow dragon's control.
  Dragon
  Agonizing Fire
  Type: Trait.
  
  50
  a Dexterity saving throw. The DC is equal to 8 
  plus the  dragon's Constitution modifier plus its 
  proficiency bonus (see MM page 8).  On a failed 
  save, the armor or shield being worn or carried 
  takes a permanent and cumulative -1 penalty to 
  the AC it offers.  Armor reduced to an AC of 10 or a 
  shield that drops to a +0 bonus is destroyed. 
  Crush
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Adult, Ancient, or Young Dragon.
  The dragon flies at least 30 feet and violently 
  land on the ground with its full weight, possibly 
  crushing and pinning its victims.  The dragon 
  targets a space on the ground equal to its size 
  (see age chart below).   Each creature within the 
  target space must make a Dexterity saving throw. 
  The DC is equal to 8 plus the dragon's Strength 
  modifier plus its proficiency bonus (see MM page 
  8).  On a failed save, the target takes an amount of 
  bludgeoning damage listed in the chart below, is 
  knocked prone, grappled, and restrained. The DC 
  to escape is equal to 8 plus the dragon's Strength 
  modifier plus its proficiency bonus (see MM page 
  8).  On a success, the target takes half as much 
  damage listed, isn't knocked prone and restrained, 
  and is pushed to the nearest empty square outside 
  fire, the creature takes an amount of fire damage 
  depending on the dragon's age (see chart below) at 
  the start of each of its turns.  
  Young. Damage: 7 (2d6) fire damage.
  Adult. Damage: 10 (3d6) fire damage.
  Ancient. Damage: 17 (5d6) fire damage.
  Claw Hold
  Type: Trait.
  Prerequisite: Adult, Ancient, or Young Dragon or 
  Dragon Turtle.
  If the dragon's claw attack roll against a target 
  succeeds by 5 or more, and the target is smaller 
  than the dragon, the target must make a Strength 
  saving throw. The DC is equal to 8 plus the dragon's 
  Strength modifier plus its proficiency bonus (see 
  MM page 8) or be knocked prone, grappled (escape 
  DC 17), and restrained until the grapple ends.  
  Corrosive Acid
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents).
  Prerequisite: Adult or Ancient Black or Copper 
  Dragon, Vitriolic Breath.
  When a creature takes acid damage at the start 
  of its turn due to Vitriolic Breath, it must make 
  
  51
  creature, that creature must succeed on a Dexterity 
  saving throw. The DC is equal to equal to 8 plus 
  the dragon's Strength modifier plus its proficiency 
  bonus (see MM page 8) or take the same damage 
  and be knocked prone. 
  Flyby
  Type: Trait.
  Prerequisite: Wyrmling.
  The dragon wyrmling doesn't provoke an 
  opportunity attack when it flies out of an enemy's 
  reach.
  Freezing Breath
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents).
  Prerequisite: Adult or Ancient Silver or White 
  of the dragon's space.  After using Crush, the 
  dragon's speed is reduced to 0 until the end of its 
  next turn.
    When the dragon uses Multiattack, it can use 
  Crush in place of both claw attacks.  
  Crush space and damage chart:
  Young. Space: 10 by 10 ft., Damage: 11 (2d10) plus 
  the dragon's Strength modifier.
  Adult. Space: 15 by 15 ft., Damage: 22 (4d10) plus 
  the dragon's Strength modifier.
  Ancient. Space: 20 by 20 ft., Damage: 33 (6d10) 
  plus the dragon's Strength modifier.
  Dive Attack
  Type: Trait. 
  If the dragon is flying and dives at least 30 feet 
  straight toward a target and then hits it with a 
  melee weapon attack, the melee weapon attack 
  deals an additional two dice of its damage.
  Extra Legendary Action
  Type: Trait.
  Prerequisite: Adult or Ancient Dragon.
  The dragon can take 1 additional legendary action 
  before the start of its next turn.  The dragon can 
  retake this talent up to two additional times.  The 
  additional legendary action stacks.
  Extra Legendary Resistance
  Type: Trait.
  Prerequisite: Adult or Ancient Dragon.
  The dragon can use its Legendary Resistance up to 
  4/day. 
  Fling
  Prerequisite: Claw Hold, Adult or Ancient Dragon.
  One object held or creature grappled by the dragon 
  is thrown up to 60 feet in a random direction 
  and knocked prone. If the target strikes a solid 
  surface, the target is knocked prone and takes 
  3 (1d6) bludgeoning damage for every 10 feet 
  it was thrown. If the target is thrown at another 
  
  52
  creature with more than two claw attacks.
    After using its Multiattack this way, the dragon's 
  flying speed is reduced to 10 feet until the end of its 
  next turn. 
  Improved Frightful Presence
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Adult or Ancient Dragon.
  If a creature fails its saving throw against the 
  dragon's frightful presence by 5 or more, the target 
  is also paralyzed while frightened in this way.
  Improved Multiattack
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Adult or Ancient Dragon or Dragon 
  Turtle.
  When the dragon uses its Mutilattack, it can also 
  make a tail attack.  The dragon cannot target the 
  Dragon, Numbing Breath
  A creature that fails its saving throw against the 
  dragon's cold breath attack by 5 or more becomes 
  encased in ice and is restrained and incapacitated 
  for one minute.  The Escape DC is equal to 8 
  plus the dragon's Constitution modifier plus its 
  proficiency bonus (see MM page 8).  
    The ice can be damaged and breached to free 
  the trapped creature; it has AC 5, 20 hit points, 
  vulnerability to fire damage, and immunity to acid, 
  cold, necrotic, poison, and psychic damage.
  Hover
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Adult or Ancient Dragon.
  While the dragon is flying and it uses its 
  Multiattack, it can make five attacks: one with 
  its bite and four with its claws.  If the dragon has 
  improved Multiattack, it can also use its tail.  The 
  dragon cannot target the same creature with its 
  bite and tail attack and cannot target the same 
  
  53
  Shocking Breath
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Adult, Ancient, or Young Blue or 
  Bronze Dragon.
  A creature that fails its saving throw against the 
  dragon's lightning breath attack by 5 or more is 
  stunned until the end of the dragon's next turn.  
  Tail Bash
  Type: Trait.
  Prerequisite: Adult or Ancient Dragon or Dragon 
  Turtle.
  If the dragon's tail attack roll against a target 
  succeeds by 5 or more, the target must make a 
  Constitution saving throw. The DC is equal to 8 plus 
  the dragon's Strength modifier plus its proficiency 
  bonus (see MM page 8). On a failed save, the target 
  is stunned until the end of the dragon's next turn.
  Tail Sweep
  Type: Legendary Action (Costs 2 Actions).
  Prerequisite: Adult or Ancient Dragon.
  The dragon attempts to knock multiple targets 
  prone with one swing of its tail.  Each creature 
  within an area depending on the dragon's age (see 
  chart below) must make a Strength saving throw. 
  The DC is equal to 8 plus the dragon's Strength 
  modifier plus its proficiency bonus (see MM page 
  8). On a failed save, the target takes damage as if hit 
  by the dragon's tail attack and is pushed up to 10 
  feet away and is knocked prone. On a success, the 
  target takes half as much damage and isn't knocked 
  prone.  
  Tail Sweep target area chart:
  Adult or Dragon Turtle. Area: 15 by 15 ft. space 
  originating from the dragon.
  Ancient. Space: 20 by 20 ft. space originating from 
  the dragon.
  Tail Whip
  Type: Reaction. 
  Prerequisite: Adult or Ancient Dragon or Dragon 
  same creature with its bite and tail attacks.
   
  Numbing Breath
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Adult, Ancient, or Young Silver or 
  White Dragon.
  A creature that fails its saving throw against the 
  dragon's cold breath attack by 5 or more can't use 
  reactions, its speed is halved, and it can' t make 
  more than one attack on its turn. In addition, the 
  creature can use either an action or a bonus action 
  on its turn, but not both. These effects last for 1 
  minute.  The creature can make a Constitution 
  saving throw. The DC is equal to 8 plus the dragon's 
  Constitution modifier plus its proficiency bonus 
  (see MM page 8) at the end of each of its turns, 
  ending the effect on itself on a success.
  Noxious Breath
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Adult, Ancient, or Young Green 
  Dragon.
  A creature that fails its saving throw against the 
  green dragon's poison breath attack by 5 or more is 
  also poisoned for one minute.  
  Paralyzing Breath
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents).
  Prerequisite: Adult or Ancient Blue or Bronze 
  Dragon, Shocking Breath.
  A creature that fails its saving throw against the 
  dragon's lightning breath attack by 5 or more is 
  paralyzed for one minute.  A paralyzed creature can 
  make a Constitution saving throw at the end of each 
  of its turns, ending the effect on itself on a success. 
  The DC is equal to 8 plus the dragon's Constitution 
  modifier plus its proficiency bonus (see MM page 
  8).  
  
  54
  Turtle.
  When a creature the dragon can see and is within 
  range of the dragon's tail attack targets the dragon 
  with a melee or ranged attack, the dragon can use 
  its reaction to attack the target with its tail.  
  Toxic Breath
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents).
  Prerequisite: Adult or Ancient Green Dragon, 
  Noxious Breath.
  While a creature is poisoned from the green 
  dragon's Noxious Breath, it takes poison damage at 
  the start of each of its turns.  The amount of poison 
  damage depends on the age of the green dragon 
  (see chart below).
  Poison Damage chart: 
  Adult. Damage: 7 (2d6) poison damage.
  Ancient. Damage: 10 (3d6) poison damage.
  Vitriolic Breath
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Adult, Ancient, or Young Black or 
  Copper Dragon.
  A creature that fails its saving throw against the 
  dragon's acid breath attack by 5 or more is also 
  doused in acid and takes extra acid damage at 
  the start of each of its turns for a number of turns 
  depending on the dragon's age.  
  Duration and Acid damage per turn:
  Young. Two turns, 4 (1d8) acid damage on the first 
  turn, 2 (1d4) on the second.
  Adult. Space: Three turns, 9 (2d8) acid damage on 
  the first turn, 4 (1d8) on the second, and 2 (1d4) on 
  the third.
  Ancient. Space: Four turns, 18 (4d8) acid damage 
  on the first turn, 9 (2d8) on the second, 4 (1d8) on 
  the third, and 2 (1d4) on the fourth.
    The effect ends if the target receives magical 
  healing.
  
  55
  Hardened Shell
  Type: Trait.
  The dragon turtle is resistant to piercing and slashing 
  damage from nonmagical weapons.
  Retreat into its Shell
  Type: Reaction. 
  The dragon turtle can use its reaction to add 5 
  to its AC against one melee or ranged attack that 
  would hit it. To do so, the dragon turle must see the 
  attacker.
  Drider
  The drider (CR 6) can have 3 talents. 
  Ambush Hunter
  Type: Trait.
  If the drider surprises a creature and hits it with an 
  attack during the first round of combat, the target 
  takes an extra 10 (3d6) damage from the attack.   In 
  addition, once per turn the drider deals an extra 7 
  (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll.
  Innate Spellcaster
  Type: Trait. 
  The drider's spellcasting ability is Wisdom (DC 13). 
  The drider can innately cast the following spells, 
  requiring no material components:  
  1/day (each): dancing lights, web
  Innate Spellcaster II
  Type: Trait. 
  Prerequisite: Innate Spellcaster.
  The drider's spellcasting ability is Wisdom (DC 13). 
  The drider can innately cast the following spells, 
  requiring no material components:  
  1/day (each): dispel magic, lightning bolt
    
  Vorpal Bite
  Type: Trait.
  If the dragon scores a critical hit with its bite, it 
  rolls damage dice three times, instead of twice.
  Vorpal Claw
  Type: Trait.
  If the dragon scores a critical hit with its claw, it 
  rolls damage dice three times, instead of twice.
  ___________________________________________________________
  Dragon Turtle (See also 
  Dragon)
  The dragon turtle (CR 17) can have 6 talents. 
  Blinding Steam
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  A creature that fails its saving throw against the 
  dragon turtle's breath weapon is also blinded for 
  one minute.
  Boiling Breath
  Type: Trait.
  After the dragon turtle uses its steam breath, the 
  area within the cone of effect of the dragon turtle's 
  steam breath is bathed in boiling steam for one 
  round.  Each creature that starts its turn, enters for 
  the first time, or ends its turn in a space within that 
  area there must make a DC 18 Constitution saving 
  throw, taking 24 (7d6) fire damage on a failed save, 
  or half as much on a successful one.
  Caustic Bite
  Type: Trait.
  The dragon turtle's bite deals an extra 9 (2d8) fire 
  damage.
  
  56
  Paralyzing Bite
  Type: Trait.
  A creature bitten by the drider must make a DC 15 
  Constitution saving throw or be poisoned for one 
  minute.  The target is paralyzed while poisoned in 
  this way.  The creature can repeat the saving throw 
  at the end of each of its turns, ending the effect on 
  itself on a success.
  Subterranean Stalker
  Type: Trait.
  The drider has advantage on Wisdom (Perception), 
  Wisdom (Survival) checks, and Dexterity (Stealth) 
  checks while in natural subterranean surroundings.
  Dryad
  The dryad (CR 1) can have 1 talent. 
  Hide in Plain Sight
  Type: Action. 
  While within 5 feet. of any plant, tree, or vegetation, 
  the dryad can take a bonus action to perform a 
  Hide action and gains advantage on all Dexterity 
  (Stealth) checks.
  Innate Spellcaster
  Type: Trait. 
  The drayd's spellcasting ability is Wisdom (DC 13). 
  The drider can innately cast the following spells, 
  requiring no material components:  
  1/day (each): sleep, suggestion
  Improved Fey Charm
  Type: Trait.
  The dryad can have up to a number of mixed 
  humanoids and beasts charmed equal to its 
  Charisma modifier, instead of just one humanoid 
  and three beasts.
  Penetrating Fey Charm (1/day)
  Type: Trait.
  The dryad can take a bonus action to impose 
  disadvantage to a target's saving throw when it 
  uses its Fey Charm against it.  It must decide to use 
  this feature before the saving throw is rolled.
  Dwarf, Duergar (see 
  also Dwarves in Character 
  Options: Talents)
  The duergart (CR 1) can have 1 talent. 
  Duergar Immunity
  Type: Trait.
  The duergar is immune to lllusions, paralysis, and 
  poison.
  
  57
  Whirlwind Barrage (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The air elemental spins violently, sucking in all 
  the stone and debris near its vicinity and then 
  hurls them at targets around it.  Each creature 
  within 30 feet of the air elemental must make a 
  DC 16 Dexterity saving throw, taking 16 (3d10) 
  bludgeoning damage on a faied save, or half as 
  much on a successful one.
  Zephyr
  Type: Reaction. 
  When a creature the air elemental can see 
  targets the air elemental with a melee attack, the 
  air elemental can use its reaction to perform a 
  Disengage action and move up to half its speed.
  Earth Elemental
  The earth elemental (CR 5) can have 2 talents. 
  Crippling Blow
  Type: Trait.
  If the earth elemental's slam attack roll against a 
  Medium or smaller target succeeds by 5 or more, 
  the target must make a DC 16 Constitution saving 
  throw.  On a failed save, the target's speed is 
  reduced to 0 until the end of the earth elemental's 
  next turn.
  Ground Mastery
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  The earth elemental has advantage on all melee 
  weapon attacks against a creature if both the earth 
  elemental and the target are touching the ground.
  Hurl Boulder 
  Type: Action. 
  Subterranean Stalker
  Type: Trait.
  The duergar has advantage on Wisdom 
  (Perception), Wisdom (Survival) checks, and 
  Dexterity (Stealth) checks while in natural 
  subterranean surroundings.
  Elemental
  Air Elemental
  The air elemental (CR 5) can have 2 talents. 
  Air Mastery
  Type: Trait.
  Airborne creatures have disadvantage on their 
  melee weapon attacks against the air elemental.
  Buffeting Blows
  Type: Trait.
  If the air elemental's slam attack roll against a 
  Medium or smaller target succeeds by 5 or more, 
  the target must make a DC 13 Strength saving 
  throw.  On a failed save, the target is pushed up to 
  10 feet away and is knocked prone.
  Engulfing Winds
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  When a creature fails its saving throw against the 
  air elemental's whirlwind attack, the air elemental 
  can choose not to fling the target.  Instead, the 
  target is grappled (escape DC 13) and restrained.  
  The target is spun violently inside the whirlwind, 
  taking hits from the other spinning debris.  A 
  grappled target takes 10 (3d6) slashing damage at 
  the start of each of air elemental's turns.
  
  58
  The earth elemental tears a boulder-sized chunk of 
  earth from the ground and hurls it toward a single 
  target.
  Boulder. Ranged Weapon Attack: +8 to hit, 
  range 60/240 ft., one target. Hit: 21 (3d10 + 5) 
  bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 16 Strength saving throw or 
  be knocked prone.
  Quake Slam (Recharge 5-6) 
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The earth elemental violently slams the ground, 
  triggering an earth tremor and showering the area 
  around it with rocks. All other creatures on the 
  ground within 20 feet of the earth elemental must 
  succeed on a DC 16 Strength saving throw, taking 
  14 (2d8 + 5) bludgeoning damage and is knocked 
  prone on a failed save, or half as much damage and 
  isn't knocked prone on a successful one.
  Stone Skin
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  The earth elemental has resistantance to 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren't adamantine.
  Fire Elemental
  The fire elemental (CR 5) can have 2 talents. 
  Aura of Fire
  Type: Trait.
  A creature that starts its turn within 10 feet of the 
  Fire Elemental takes 5 (1d10) fire damage. 
  Backdraft
  Type: Trait.
  
  59
  must make a DC 15 Constitution saving throw.  On 
  a failed save, the target can't breathe, can't use 
  reactions, its speed is halved, and it can' t make 
  more than one attack on its turn. In addition, the 
  creature can use either an action or a bonus action 
  on its turn, but not both. These effects last until the 
  end of the water elemental's next turn.
  Ice Shards (Recharge 4-6) 
  Type: Action. 
  The water elemental creates up to three ice shards 
  and hurls them at one target or several.
  Ice Shard. Ranged Weapon Attack:  +7 to hit, reach 
  120 ft., one target.  Hit: 10 (2d6 + 3) cold damage.   
  Surging Waves (Recharge 5-6) 
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  The water elemental unleashes a violent rush of 
  water that pushes and knocks enemies down.  Each 
  creature within 15 feet of the water elemental must 
  succeed on a DC 15 Strength saving throw, taking 
  13 (2d8 + 4) bludgeoning damage and is pushed 
  up to 10 feet away and is knocked prone on a failed 
  save, or half as much damage and isn't pushed and 
  knocked prone on a successful one.
  Tendrils
  Type: Trait.
  The reach of the Water Elemental's slam attack is 
  increased to 15 feet. 
  Water Mastery
  Type: Trait.
  The water elemental has advantage on all melee 
  weapon attacks against a creature if both the water 
  elemental and the target are touching water.  In 
  addition, while submerged in water, the water 
  elemental is invisible.
  ___________________________________________________________
  A creature that hits the fire elemental with a melee 
  attack while within 10 feet of it takes 5 (1d10) fire 
  damage. 
  Blast Wave (Recharge 5-6) 
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The fire elemental emits a searing wave of fire.  
  Each creature within 20 feet of the fire elemental 
  must succeed on a DC 14 Dexterity saving throw, 
  taking 21 (6d6) fire damage and catches fire on 
  a failed save, or half as much damage and hasn't 
  caught fire on a successful one.
  Hungry Flames
  Type: Reaction. 
  Talent Cost: 2 (Counts as 2 Talents). 
  If a creature misses a melee attack against the 
  fire elemental, and the creature is within 5 feet of 
  the fire elemental, the fire elemental can use its 
  reaction to make one touch attack at the creature.
  Searing Rays (Recharge 4-6) 
  Type: Action. 
  The fire elemental conjures up to three rays of fire 
  and hurls them at one target or several.
  Searing Ray. Ranged Weapon Attack:  +6 to hit, 
  reach 120 ft., one target.  Hit: 10 (2d6 + 3) fire 
  damage.  If the target is a flammable object that isn't 
  being worn or carried, it also catches fire. 
  Water Elemental
  The water elemental (CR 5) can have 2 talents. 
  Drowning Blow
  Type: Trait.
  If the water elemental's slam attack roll against a 
  Medium or smaller target succeeds by 5 or more, 
  and the target can't breathe water, the target 
  
  60
  Elves, Drow  
  Debilitating Poison
  Type: Trait.
  Prerequisite: Drow Priestess of Lolth.
  A creature that takes poison damage from 
  the drow's Scourge attack must make a DC 15 
  Constitution saving throw or be poisoned for 1 
  minute.
  Magic Resistance
  Type: Trait.
  The drow has advantage on saving throws against 
  spells and other magical effects.
  Skirmisher
  Type: Trait.
  If the drow hits a creature with a weapon attack, 
  it can use a bonus action to perform a Dash or 
  Disengage action this turn.
  Subterranean Stalker
  Type: Trait.
  The drow has advantage on Wisdom (Perception), 
  Wisdom (Survival) checks, and Dexterity (Stealth) 
  checks while in natural subterranean surroundings.
  Summon Spiders (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Drow Mage or Drow Priestess of Lolth. 
  The drow summons 2d4 giant spiders or 1d3 
  phase spiders.  A summoned spider appears in an 
  unoccupied space within 60 feet of its summoner 
  and acts as an ally of the drow.  It remains for one 
  minute, until it or the drow dies, or until the drow 
  dismisses it as an action.
  Swift Spellcaster (2/day)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Drow Mage or Drow Priestess of Lolth.
  The drow can take a bonus action to cast a spell 
  that has a casting time of 1 action. 
  ___________________________________________________________
  Empyrean
  The empyrean (CR 23) can have 8 talents.  
  Cleaving Swing (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Each creature within 10 feet of the empyrean must 
  make a DC 25 Dexterity saving throw, taking 31 
  (6d6 + 10) bludgeoning damage on a failed save, or 
  half as much damage on a successful one.   
  Enamoring Presence
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  If a creature starts its turn within 30 feet of the 
  empyrean and the two of them can see each 
  other, the empyrean can force the target to make 
  a DC 23 Charisma saving throw if the empyrean 
  isn't incapacitated. On a failed save, the target 
  is charmed. The charmed target is stunned.  A 
  charmed creature can repeat the saving throw at 
  the end of each of its turns, ending the effect on 
  itself on a success.  A creature that successfully 
  saves against the effect is immune to the 
  
  61
  Bolstered creatures gain advantage on their next 
  attack roll until the end of the empyrean's next 
  turn.
  Power Attack
  Type: Trait. 
  Prerequisite Must be using a heavy weapon.
  Before the empyrean makes a maul attack, it can 
  choose to take a -5 penalty to the attack roll. If the 
  attack hits, it adds +10 to the attack's damage.
  Stunning Bolt
  Type: Trait.
  If the empyrean's bolt attack roll against a target 
  succeeds by 5 or more, the target must make a DC 
  15 Constitution saving throw or be stunned until 
  the end of the empyrean's next turn.
  Thundering Strike
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  When the empyrean uses its Trembling Strike, all 
  creatures within 30 feet of the empyrean take 33 
  (6d10) thunder damage on a failed save, or half as 
  much on a successful one.
  Ettercap
  The ettercap (CR 2) can have 1 talent.  
  Ambush Hunter
  Type: Trait.
  If the ettercap surprises a creature and hits it 
  with an attack during the first round of combat, 
  the target takes an extra 7 (2d6) damage from the 
  attack.  In addition, once per turn, the ettercap 
  deals an extra 3 (1d6) damage when it hits a target 
  with a weapon attack and has advantage on the 
  attack roll.
  empyrean’s enamoring presence for the next 24 
  hours.  
  Extra Legendary Action
  Type: Trait.
  The empyrean can take 1 additional legendary 
  action before the start of its next turn.  The 
  empyrean can retake this talent up to two 
  additional times.  The additional legendary action 
  stacks.
  Extra Legendary Resistance
  Type: Trait.
  The empyrean can use its Legendary Resistance up 
  to 4/day. 
  Improved Bolster
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  
  62
  Paralyzing Bite
  Type: Trait.
  A creature is paralyzed while poisoned by the 
  ettercap's bite.
  Strangling Web
  Type: Trait.
  A creature that is restrained by the web of the 
  ettercap takes 1d4 bludgeoning damage at the start 
  of each of its turns and is unable to breathe.
  Ettin (see also Giant)
  The ettin (CR 4) can have 2 talents.  
  Coordinated Swing
  Type: Trait.
  If the ettin successfully hits a target with its first 
  melee weapon attack, it gains advantage on its next 
  melee weapon attack made against the same target 
  before the end of its turn.
  Dual Reactions
  Type: Trait.
  The ettin can use its reaction twice until the start of 
  its next turn.
  Faerie Dragon
  The faerie dragon (CR 1 or 2) can have 1 talent.  
  Superior Resistance (1/day)
  Type: Trait.
  If the faerie dragon fails a saving throw, it can 
  choose to succeed instead.
  Wink Out (1/day)
  Type: Reaction.
  The pixie can use its reaction to perform the 
  Superior Invisibility action.
  Flameskull
  The flameskull (CR 4) can have 2 talents.  
  Combusting Gaze (Recharge 5-6)
  Type: Trait.
  The flameskull can take a bonus action to gaze at 
  one creature it can see within 30 feet of it.  The 
  target must make a DC 13 Wisdom saving throw 
  or take 5 (1d10) fire damage and catch fire. Until 
  someone takes an action to douse the fire, the 
  creature takes 5 (1d10) fire damage at the start of 
  each of its turns.   
  Extended Fire Ray
  Type: Trait.
  The range of the flameskull's fire ray attack is 
  increased to 60 feet.
  Improved Multiattack
  Type: Trait.
  When the flameskull uses its Multiattack, it makes 
  three attacks: Two with its fire rays and one with 
  its bite.
  Bite. Melee Weapon Attack:  +2 to hit, reach 5 ft., 
  one target.  Hit: 2 (1d4) piercing damage plus 3 
  (1d6) fire damage.  
  Fomorian (see also 
  Giant)
  The fomorian (CR 8) can have 3 talents.  
  Deformed Hide
  Type: Trait.
  The fomorian is resistant to bludgeoning, piercing, and 
  slashing damage from nonmagical weapons.
  
  63
  Stunning Evil Eye
  Type: Trait.
  If a creature fails its saving throw against the 
  Fomorian's Evil Eye by 5 or more, it is stunned until 
  the Fomorian's next turn.   
  Fungi
  Gas Spore
  The gas spore (CR 1/2) can have 1 talent.  
  Swift Floater
  Type: Trait.
  The gas spore's fly speed is 15 feet, instead of just 
  10 feet.
  Extra Curse of the Evil Eye
  Type: Trait.
  The fomorian can use its Curse of the Evil Eye one 
  additional time between rests.   
  Horrific Scream (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The fomorian emits a mindshattering and 
  terrifying scream.  Each creature within 60 feet 
  that can hear it must succeed on a DC 16 Wisdom 
  saving throw,  taking 27 (6d8) psychic damage 
  and be frightened for one minute on a failed save, 
  or half as much damage and not be frightened. A 
  frightened creature can repeat the saving throw 
  at the end of each of its turns, ending the effect on 
  itself on a success.
    When the fomorian uses its Multiattack and 
  Horrific Scream is available, the fomorian can use 
  its Horrific Scream in place of one greatclub attack.
  
  64
  Shrieker
  The shrieker (CR 0) can have 1 talent.
  Deafening Shriek
  Type: Trait.
  A creature within 60 feet of the shrieker when it 
  shrieks must make a DC 10 Constitution saving 
  throw or be deafened for one minute.
  Violet Fungus
  The violet fungus (CR 1/4) can have 1 talent.
  Extended Rotting Touch
  Type: Trait.
  The reach of the Violet Fungus's rotting touch 
  attack is increased to 15 feet.
  Swift Creeper
  Type: Trait.
  The violet fungus's speed is increased by 5 feet.
  ___________________________________________________________
  Galeb Duhr
  The galeb duhr (CR 6) can have 3 talents.
  Earthen Grasp (Recharge 5-6)
  Type: Action. 
  The galeb duhr targets a Large or smaller creature 
  standing on the ground within 120 feet.  The 
  ground underneath the target animates into the 
  shape of giant hand and attempts to grip the target.  
  The target must make a DC 12 Strength saving 
  throw or be restrained as long as the galeb duhr 
  maintains concentration, up to 1 minute (as if 
  concentrating on a spell).
  Extra Boulder
  Type: Trait.
  The galeb duhr can animate up to three boulders 
  instead of just two.
  Roll Over
  Type: Trait.
  If a creature is knocked prone from the galeb duhr's 
  rolling charge, the galeb duhr can choose to enter 
  its space and roll over it, dealing an extra 7 (2d6) 
  bludgeoning damage to the target.
  Stone Skin
  Type: Trait.
  The galeb duhr has resistantance to bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  that aren't adamantine.
  Gargoyle
  The gargoyle (CR 2) can have 1 talent.
  Ambush Hunter
  Type: Trait.
  If the gargoyle surprises a creature and hits it 
  with an attack during the first round of combat, 
  the target takes an extra 7 (2d6) damage from the 
  attack.  In addition, once per turn, the gargoyle 
  deals an extra 3 (1d6) damage when it hits a target 
  with a melee weapon attack and has advantage on 
  the attack roll.
  Flyby
  Type: Trait.
  The gargoyle doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach.
  Swoop
  Type: Trait. 
  
  65
  If the gargoyle flies at least 30 feet and hits 
  a Medium or smaller creature with its claw 
  attack, the target is grappled (escape DC 12) and 
  restrained while the gargoyle flies upward with it 
  at half its speed.  While the gargoyle has a creature 
  grappled, it can fly up to a maximum height of 
  30 feet.  The gargoyle can take a bonus action to 
  drop the target from the air.   If a dropped target 
  strikes a solid surface, the target is knocked prone 
  and takes 3 (1d6) bludgeoning damage for every 
  10 feet it was dropped. If the target is dropped at 
  another creature, that creature must succeed on 
  a DC 12 Dexterity saving throw or take the same 
  damage and be knocked prone. 
  Improved Multiattack
  Type: Trait.
  When the gargoyle uses its Multiattack, it makes 
  three attacks: one with its bite and two with its 
  claws.
  Genie
  Dao
  The dao (CR 11) can have 4 talents.
  Earth Shield (3/day)
  Type: Reaction. 
  Talent Cost: 2 (Counts as 2 Talents). 
  When a creature the dao can see targets the dao 
  with an attack or forces the dao to make a Strength 
  or Dexterity saving throw, the dao can use its 
  reaction to instantly animate the ground nearby 
  to rise and form a temporary protective shell 
  between it and the attacker, adding 5 to its AC and 
  Strength and Dexterity saving throws.  To do so, 
  the dao must see the attacker.  The shell disappears 
  immediately after the attack.
  Hardened Skin
  Type: Trait.
  The dao has resistantance to bludgeoning, piercing, 
  and slashing from nonmagical weapons.
  Swift Earthen Grasp (Recharge 5-6)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  The dao can take a bonus action to target a Large 
  or smaller creature standing on the ground within 
  120 feet.  The ground underneath the target 
  animates into the shape of giant hand and attempts 
  to grip the target.  The target must make a DC 14 
  Strength saving throw or be restrained as long as 
  the dao maintains concentration, up to 1 minute (as 
  if concentrating on a spell).
  Swift Spellcaster (3/day)
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The dao can take a bonus action to cast a spell that 
  has a casting time of 1 action. 
  
  66
  Talent Cost: 2 (Counts as 2 Talents).
  The whirlwind the djinn creates can generate 
  and hurl bolts of lightning.  At the start of each 
  of the djinn's turns, the djinn targets a creature 
  within 30 feet of the whirlwind.  The target must 
  make a DC 17 Dexterity saving throw.  On a failed 
  save, it takes 3d10 lightning damage, or half as 
  much on a successful one.  In addition, a creature 
  restrained by the whirlwind or is within 5 feet of 
  the whirlwind takes 5 (1d10) lightning damage at 
  the start of each of the djinni's turns.
  Zephyr
  Type: Reaction.
  When a creature the djinn can see targets the 
  djinn with an attack, the air elemental can use its 
  reaction to perform a Disengage action and move 
  up to half its speed.
  Trembling Slam (Recharge 5-6)
  Type: Action. 
  The dao strikes the ground with its maul, triggering 
  an earth tremor. All other creatures on the ground 
  within 20 feet of the dao must succeed on a DC 18 
  Strength saving throw or be knocked prone.
     When the dao uses its Multiattack and Trembling 
  Slam is available, the dao can use its Trembling 
  Slam in place of one maul attack.
  Djinn
  The djinni (CR 11) can have 4 talents.
  Shredding Whirlwind
  Type: Trait.
  A creature restrained by the whirlwind takes 10 
  (3d6) slashing damage at the start of each of the 
  djinn's turns.
  Swift Spellcaster (3/day)
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The djinni can take a bonus action to cast a spell 
  that has a casting time of 1 action. 
  Whirlwind Dervish (Recharge 6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents).
  The djinii moves up to its speed and targets each 
  creature within 5 feet of it during its movement.  
  Each target must succeed on a DC 17 Dexterity 
  saving throw or take 23 (3d12 + 4) slashing 
  damage plus 7 (2d6) lightning damage.  The 
  djinni's movement during this action will not 
  trigger opportunity attacks.
    
  Whirlwind Storm
  Type: Trait.
  
  67
  Efreeti
  The efreeti (CR 11) can have 4 talents.
  Aura of Fire
  Type: Trait.
  A creature that starts its turn within 10 feet of the 
  efreeti takes 11 (2d10) fire damage. 
  Blast Wave (Recharge 5-6) 
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The efreeti sends a searing wave of flames around 
  it.  Each creature within 20 feet of the efreeti must 
  succeed on a DC 15 Dexterity saving throw,  taking 
  35 (10d6) fire damage and catches fire on a failed 
  save, or half as much damage and hasn't caught fire 
  on a successful one.
  Exploding Flames 
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  If the efreeti hits a creature with its hurl flame attack, 
  each creature within 10 feet of the target (not including 
  the target) must make a DC 15 Dexterity saving throw 
  or take 17 (5d6) fire damage on a failed save, or half as 
  much damage on a successful one.    
    If the efreeti misses with a hurl flame attack, select 
  a random space within 5 feet of the original target 
  and treat this as the new target and origin point of 
  the explosion.  The efreeti can also choose to aim at a 
  specific space instead of a creature.
  Fiery Demise
  Type: Trait.
  If the efreeti dies, it explodes in a large burst of fire 
  and magma. Each creature within 20 feet of it must 
  make a DC 19 Dexterity saving throw, taking 36 
  (8d8) fire damage on a failed save, or half as much 
  damage on a successful one. Flammable objects 
  that aren't being worn or carried in that area are 
  ignited.
  
  68
  When the marid uses its Multiattack, it can make 
  three trident attacks or one trident attack and one 
  water jet.
  Water Shield (2/day)
  Type: Reaction. 
  When a creature the marid can see targets the 
  marid with an attack and the marid is within 5 feet 
  of water, the marid can use its reaction to instantly 
  animate the water to rise and form a temporary 
  wall, adding 3 to marid's AC and Dexterity saving 
  throws until the end of the turn.  To do so, the 
  marid must see the attacker.
  ___________________________________________________________
  Ghost 
  The ghost (CR 4) can have 2 talents.
  Aura of Decay
  Type: Trait.
  A creature that starts its turn within 5 feet of the 
  ghost takes 5 (1d10) necrotic damage
  Chill Touch
  Type: Trait.
  The ghost's melee weapon attacks deal an extra 7 
  (2d6) cold damage.
  Dessicating Touch
  Type: Trait.
  If the ghost's withering touch attack roll against a 
  target succeeds by 5 or more, the target must make 
  a DC 13 Constitution saving throw or age 1d4 x 
  10 years.  The aging effect can be reversed with a 
  greater restoration spell, but only within 24 hours 
  of it occurring.
  Fade into the Ether (3/day)
  Type: Reaction. 
  Swift Spellcaster (3/day)
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The efreeti can take a bonus action to cast a spell 
  that has a casting time of 1 action. 
  Marid
  The marid (CR 11) can have 4 talents.
  Poisonous Trident
  Type: Trait.
  A creature hit by the marid's trident attack must 
  make a DC 16 Constitution saving throw or be 
  poisoned for 1 minute. While poisoned in this way, 
  the target is paralyzed. A target can repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  Surging Waves (Recharge 5-6) 
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The marid unleashes a violent rush of water that 
  pushes and knocks enemies down.  Each creature 
  within 15 feet of the marid must succeed on a 
  DC 16 Strength saving throw, taking 27 (6d8) 
  bludgeoning damage and if the target is Large or 
  smaller, is pushed 10 feet and knocked prone on 
  a failed save, or half as much damage and isn't 
  pushed and knocked prone on a successful one.
  Swift Spellcaster (3/day)
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The marid can take a bonus action to cast a spell 
  that has a casting time of 1 action. 
  Improved Multiattack
  Type: Trait. 
  Talent Cost: 2 (Counts as 2 Talents). 
  
  69
  When a creature the ghost can see targets the 
  ghost with an attack, the ghost uses it reaction to 
  immediately shift from the Material Plane to the 
  Ethereal Plane and back, causing the attack to 
  automatically miss.
  Flyby
  Type: Trait.
  The ghost doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach.
  Ghoul
  Ghast 
  The ghast (CR 2) can have 1 talent.
  Agarat's Scream (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The ghast can emit a bloodcurdling, sickening 
  scream.  Each creature within 30 feet that can 
  hear its scream takes 5 (1d10) necrotic damage 
  and must succeed on a DC 10 Constitution saving 
  throw.  On a failed save, a creature will have its hit 
  point maximum reduced by an amount equal to the 
  damage taken.  This reduction lasts until the target 
  finishes a long rest.  The target dies if this effect 
  reduces its hit point maximum to 0.
  Multiattack
  Type: Action. 
  The ghast makes two attacks.  One with its bite and 
  one with its claws.
  Nauseating Stench
  Type: Trait.
  A creature is stunned while poisoned by the ghast's 
  stench.
  Packmaster
  Type: Trait.
  Any ghoul within 30 feet of the ghast that can see 
  or hear the ghast has advantage on an attack roll 
  against a creature if at least one of the ghast's 
  allies is within 5 feet of the target and the ally isn't 
  incapacitated.
  Ghoul
  The ghoul (CR 1) can have 1 talent.
  Multiattack
  Type: Action. 
  If the ghoul hits a target with its claws attack, it can 
  take a bonus action to make a bite attack against 
  the target.
  Lunging Strike
  Type: Trait.
  
  70
  Cleaving Swing (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Each creature within range of the giant's melee 
  weapon attack must make a Dexterity saving throw.  
  The DC is equal to 8 plus the giant's Strength 
  modifier plus its proficiency bonus (see MM page 
  8).   On a failed save, the target takes damage equal 
  to the giant's melee weapon damage, or half as 
  much damage on a successful one.
  Crushing Stomp
  Type: Trait.
  Prerequisite Stomp 
  A creature hit by the giant's Stomp attack is 
  grappled (escape DC is equal to the Strength saving 
  throw DC).  Until this grapple ends, the target is 
  restrained and the giant can automatically hit the 
  target with its Stomp but can't use its Stomp against 
  other targets. 
  Fling
  Type: Action. 
  One object held or creature that is smaller than the 
  giant and is grappled by the giant is thrown up to 
  60 feet towards a target space and knocked prone. 
  If a thrown target strikes a solid surface, the target 
  takes 3 (1d6) bludgeoning damage for every 10 feet 
  it was thrown plus the giant's strength modifier. 
  If the target is thrown at another creature, that 
  creature must succeed on a Dexterity saving throw.  
  The DC is equal to 8 plus the giant's Strength 
  modifier plus its proficiency bonus (see MM page 
  8).  On a failed save, the target takes the same 
  damage and be knocked prone. 
     When the giant uses its Multiattack, the giant can 
  use Fling in place of one melee weapon attack.
  Power Attack
  Type: Trait. 
  Prerequisite Must be using a heavy weapon.
  Before the giant makes a melee weapon attack, it 
  can choose to take a -5 penalty to the attack roll. If 
  the attack hits, it adds +10 to the attack's damage.
  If the ghoul has already moved up to its speed and 
  an enemy creature the ghoul can see is within 10 
  feet of the ghoul, it can take a bonus action to move 
  5 feet.  If the ghoul ends within 5 feet of the target 
  as a result of this action, it gains advantage on its 
  next attack made against the target this turn.
  Prowler
  Type: Trait.
  The ghoul has advantage on Dexterity (Stealth) and 
  Wisdom (Survival) checks made when tracking a 
  creature.
  Giant
  Boulder
  Type: Trait.
  Prerequisite Rock action. 
  The missile from the giant's rock attack shatters 
  into many pieces when it lands, possibly hitting 
  those near the target.  Any creature within 5 feet of 
  the target of the giant's rock attack must succeed 
  on a Dexterity saving throw, even if the giant misses 
  its target.  The DC is equal to 8 plus the giant's 
  Strength modifier plus its proficiency bonus (see 
  MM page 8).   On a failed save, the target takes half 
  as much damage of the rock attack hit. 
  
  71
  Stomp
  Type: Action. 
  The giant can take a bonus action to make a Stomp 
  attack.  The giant can only target prone creatures 
  smaller than itself.  The statistics of the kick depend 
  on the giant:
  Giant, Cloud: 
  Stomp. Melee Weapon Attack:  +12 to hit, reach 5 
  ft., one prone target smaller than the giant.  Hit: 17 
  (2d8 + 8) bludgeoning damage.
  Giant, Fire: 
  Stomp. Melee Weapon Attack:  +11 to hit, reach 5 
  ft., one prone target smaller than the giant.  Hit: 16 
  (2d8 + 7) bludgeoning damage.
  Cyclops / Fomorian / Giant, Frost / Giant, Stone: 
  Stomp. Melee Weapon Attack:  +9 to hit, reach 5 ft., 
  one prone target smaller than the giant.  Hit: 15 
  (2d8 + 6) bludgeoning damage.
  Giant, Hill: 
  Stomp. Melee Weapon Attack:  +8 to hit, reach 5 ft., 
  one prone target smaller than the giant.  Hit: 14 
  (2d8 + 5) bludgeoning damage.
  Giant, Storm: 
  Stomp. Melee Weapon Attack:  +14 to hit, reach 5 
  ft., one prone target smaller than the giant.  Hit: 18 
  (2d8 +9) bludgeoning damage.
  Half-Ogre: 
  Stomp. Melee Weapon Attack:  +5 to hit, reach 5 ft., 
  one prone target smaller than the giant.  Hit: 7 (1d8 
  +3) bludgeoning damage.
  Ogre: 
  Stomp. Melee Weapon Attack:  +6 to hit, reach 5 ft., 
  one prone target smaller than the giant.  Hit: 8 (1d8 
  +4) bludgeoning damage.
  Oni / Troll: 
  Stomp. Melee Weapon Attack:  +7 to hit, reach 5 ft., 
  one prone target smaller than the giant.  Hit: 8 (1d8 
  +5) bludgeoning damage.
  
  72
  The cloud giant constantly projects a magical aura 
  of thin bluish mist.   A creature hostile to the cloud 
  giant that starts its turn within 10 feet of the cloud 
  giant must make a DC 15 Charisma saving throw, 
  unless the cloud giant is incapacitated. On a failure, 
  the target begins to giggle uncontrollably.  It can't 
  take reactions or maintain concentration until 
  the end of its next turn.  On its turn, the target 
  can't move, and it uses its action to make a melee 
  or ranged attack against a randomly determined 
  creature within range. If the target can't attack, 
  it does nothing on its turn but fall prone into fits 
  of laughter.  At the end of the creature's turn, 
  the effect ends. If a creature's saving throw is 
  successful, the creature is immune to the cloud 
  giant's mists of memnor for the next 24 hours.  
  Fire Giant
  Flame Mantle
  Type: Trait.
  Rip Earth
  Type: Trait.
  Prerequisite Rock Action, Boulder 
  The giant can rip a huge chunk off the ground 
  nearby and use it as its rock attack, shattering into 
  many pieces upon impact.  Any creature within 10 
  feet of the target of the giant's rock attack must 
  succeed on a Dexterity saving throw, even if the 
  giant misses its target.  The DC is equal to 8 plus the 
  giant's Strength modifier plus its proficiency bonus 
  (see MM page 8).   On a failed save, the target takes 
  half as much damage of the rock attack hit. 
  Trembling Slam
  Type: Action. 
  The giant strikes the ground with its melee weapon 
  or foot, triggering a short earth tremor. All other 
  creatures on the ground within 10 feet of the giant 
  that are smaller than the giant must succeed on a 
  Strength saving throw or be knocked prone.  The 
  DC is equal to 8 plus the giant's Strength modifier 
  plus its proficiency bonus (see MM page 8). 
     When the giant uses its Multiattack and 
  Trembling Slam is available, the giant can use its 
  Trembling Slam in place of one melee weapon 
  attack.
  Cloud Giant
  Combat Advantage
  Type: Trait. 
  Once during its turn, the cloud giant deals an 
  extra 10 (3d6) damage when it hits a target with a 
  weapon attack and has advantage on the attack roll.  
  Fogsight
  Type: Trait.
  The cloud giant's vision is not obscured by fog or 
  mists. 
  Mists of Memnor
  Type: Trait.
  
  73
  A creature that starts its turn within 5 feet of the 
  giant takes  5 (1d10) fire damage.   In addition, 
  the giant's melee weapon attacks deal an extra 5 
  (1d10) fire damage.
  Forgecaller
  Type: Trait. 
  Prerequisite Flame Mantle
  The fire giant can innately cast spells.  Its 
  spellcasting ability is Wisdom (DC 13). The 
  fire giant can innately cast the following spells, 
  requiring no material components:  
  3/day: heat metal
  1/day: flame strike
  Wave of Flames (Recharge 6)
  Type: Action. 
  Prerequisite Forgecaller
  Searing flames surge from the fire giant and 
  incinerate those around it.  Each creature within 
  20 feet of it must make a DC 13 Dexterity saving 
  throw.  On a failed save, the target takes 45 (13d6) 
  fire damage and catches fire.  On a successful save, 
  the target takes half as much damage and doesn't 
  catch fire.
  Frost Giant
  Frost Mantle
  Type: Trait.
  A creature that starts its turn within 5 feet of the 
  giant takes 5 (1d10) cold damage.   In addition, 
  the giant's melee weapon attacks deal an extra 5 
  (1d10) cold damage.
  Ice Shaper
  Type: Trait. 
  Prerequisite Frost Mantle
  The frost giant can innately cast spells.  Its spell-
  casting ability is Charisma (DC 12). The frost giant 
  can innately cast the following spells, requiring no 
  material components:  
  3/day: armor of agathys
  1/day: wall of ice
  Winter Blast (Recharge 6)
  Type: Action. 
  Prerequisite Ice Shaper
  The frost giant magically emits freezing ice in a 30-
  foot cone.  Each creature in that area must make a 
  DC 12 Strength saving throw, taking 31 (9d6) cold 
  damage and is restrained on a failed save, or half as 
  much damage and is not restrained on a successful 
  one.  While restrained in this way, the creature, or 
  another creature within 5 feet of it, can make a DC 
  16 Strength check. On a success, the creature is no 
  longer restrained.
  Stone Giant
  Aura of Earth
  Type: Trait.
  A creature that starts its turn within 5 feet of the 
  giant must make a DC 16 Constitution saving throw 
  or be blinded until the end of the stone giant's 
  next turn by the dirt and soil that swirls constantly 
  around the stone giant.  Stone giants and creatures 
  from the elemental plane of earth are immune to 
  this effect.
  Runecarver
  Type: Trait. 
  Prerequisite Aura of Earth
  The stone giant can innately cast spells.  It's 
  spellcasting ability is Wisdom (DC 12). The 
  stone giant can innately cast the following spells, 
  requiring no material components:  
  3/day: meld into stone
  2/day: maximilian's earthen grasp (EE)
  1/day: stone shape
  
  74
  Rune of Tremor (Recharge 6)
  Type: Action. 
  Prerequisite Runecarver
  The stone giant targets a point it can see within 
  120 feet.   A violent spout of churned earth and 
  stone erupts in a 20-foot cube centered on that 
  point. Each creature in that area must make a DC 
  12 Dexterity saving throw. A creature takes 26 
  (4d12) bludgeoning damage and is knocked prone 
  on a failed save, or half as much damage and is not 
  knocked prone on a successful one.
  Storm Giant
  Storm Mantle
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  A creature that starts its turn within 10 feet of the 
  giant takes 10 (3d6) lightning damage.   In addition, 
  the giant's melee weapon attacks deal an extra 10 
  (3d6) lightning damage.
  Howling Winds (Recharge 6)
  Type: Action. 
  Prerequisite Storm Mantle
  The storm giant magically emits a powerful 
  electrified gusts of wind in a 60 foot cone.  Each 
  creature in that area must make a DC 17 Strength 
  saving throw.  On a failed save, the target takes 17 
  (5d6) bludgeoning damage and 17 (5d6) lightning 
  damage and is pushed up to 20 feet away and is 
  knocked prone.  On a successful save, the target 
  takes half as much damage and isn't knocked prone.
  Thunder Clap (Recharge 6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Storm Mantle
  The storm giant magically causes lightning and 
  thunder to erupt within its vicinity.  Each creature 
  within 30 feet of it must make a DC 17 Constitution 
  saving throw.  On a failed save, the target takes 
  24 (7d6) lightning damage and 24 (7d6) thunder 
  damage and is stunned until the end of the storm 
  giant's next turn.  On a successful save, the target 
  takes half as much damage and isn't stunned.
  ___________________________________________________________
  Gibbering Mouther
  The gibbering mouther (CR 2) can have 1 talent.
  Exploding Spittle
  Type: Trait.
  Each creature that fails its Dexterity saving throw 
  against the blinding spittle's flash takes 7 (2d6) 
  acid damage.
  Harsh Gibbering
  Type: Trait.
  A creature that fails its Wisdom saving throw from 
  the gibbering effect takes 3 (1d6) psychic damage.
  Improved Aberrant Ground
  Type: Trait.
  A creature that fails its Strength saving throw from 
  
  75
  The githyanki knight swings its greatsword in a 
  wide arc.  The githyanki knight only makes one 
  attack roll and the result is checked against the 
  AC of each target within 5 feet of the githyanki 
  knight attack.   The githyanki knight deals its melee 
  weapon damage to a creature it hits.
  Daze (3/day)
  Type: Trait. 
  The githyanki knight can take a bonus action and 
  target a creature within 5 feet of it. The target must 
  succeed on an DC 13 Intelligence saving throw or 
  the target can't take any action except move up to 
  half of its speed until the end of the githyanki's next 
  turn.
  Smite
  Type: Trait. 
  When the githyanki knight hits a creature with a 
  melee weapon attack, it can expend one spell slot 
  to deal 9 (2d8) radiant damage to the target, in 
  addition to the weapon's damage. 
  Githzerai
  Defended Mind
  Type: Trait. 
  The githzerai has advantage to all Intelligence, 
  Wisdom, and Charisma saving throws against 
  paralysis and being stunned.
  Iron Mind (3/day)
  Type: Reaction. 
  When the githzerai takes damage, it can use its 
  reaction to gain resistance to that type of damage 
  until the end of the turn. 
  Githzerai Monk
  The githzerai monk can have 1 talent. 
  the aberrant ground effect is knocked prone.
  Githyanki
  Githyanki Willlpower
  Type: Trait. 
  The githyanki has advantage to all Intelligence, 
  Wisdom, and Charisma saving throws against 
  charm and being frightened.
  Power Attack
  Type: Trait. 
  Prerequisite Must be using a heavy weapon.
  Before the githyanki makes a greatsword attack, it 
  can choose to take a -5 penalty to the attack roll. If 
  the attack hits, it adds +10 to the attack's damage.
  Githyanki Warrior
  The githyanki warrior can have 2 talents. 
  Daze (3/day)
  Type: Trait. 
  The githyanki warrior can take a bonus action and 
  target a creature within 5 feet of it. The target must 
  succeed on an DC 11 Intelligence saving throw or 
  the target can't take any action except move up to 
  half of its speed until the end of the githyanki's next 
  turn.
  Githyanki Knight
  The githyanki knight can have 3 talents.
  Blade Sweep
  Type: Action. 
  
  76
  Stunning Strike
  Type: Trait. 
  When the githzerai monk hits a creature with 
  its unarmed  strike, it can expend one spell slot 
  to force the target to make a DC 12 Constitution 
  saving throw.  On a failed save, the target is stunned 
  until the end of the githzerai monk's next turn. 
  Githzerai Zerth
  The githzerai zerth can have 3 talents. 
  Evasive
  Type: Trait.
  When the githzerai zerth is subjected to an effect 
  that allows it to make a Dexterity saving throw to 
  take only half damage, it instead takes no damage 
  if it succeeds on the saving throw, and only half 
  damage if it fails. 
  Psi Strike
  Type: Trait. 
  When the githzerai zerth takes the Attack or 
  Multiattack action, it can expend one spell slot to 
  make two unarmed strikes as a bonus action. 
  Stunning Strike
  Type: Trait. 
  When the githzerai zerth hits a creature with 
  its unarmed  strike, it can expend one spell slot 
  to force the target to make a DC 14 Constitution 
  saving throw.  On a failed save, the target is stunned 
  until the end of the githzerai monk's next turn. 
  Gnoll
  The gnoll and gnoll pack lord both have 1 talent 
  each.  The gnoll fang of yeenoghu can have 2 
  talents.
  Improved Incite Rampage
  Type: Trait.
  Prerequisite Gnoll Pack Lord 
  The gnoll pack lord can target up to two gnolls it 
  can see within 30 feet with its Incite Rampage.
  Improved Rampage
  Type: Trait.
  When the gnoll reduces a creature to 0 hit points 
  with a melee attack on its turn, the gnoll can take 
  a bonus action to move up to its speed and make a 
  bite attack.
  Pack Attack
  Type: Trait.
  The gnoll deals an extra 3 (1d6) damage with its 
  melee weapon attacks against a creature if at least 
  two of the gnoll's allies are within 5 feet of the 
  target and the allies are not incapacitated.
  
  77
  Packmaster
  Type: Trait.
  Prerequisite Gnoll Pack Lord 
  Any gnoll within 30 feet of the gnoll pack lord that 
  can see or hear the gnoll pack lord has advantage 
  on an attack roll against a creature if at least one 
  of the gnoll pack lord's allies is within 5 feet of the 
  target and the ally isn't incapacitated.
  Prey on the Weak
  Type: Trait.
  Prerequisite Gnoll Fang of Yeenoghu 
  The gnoll fang of yeenoghu has advantage on 
  its first attack roll made each turn against a 
  creature that doesn't have all of its hit points or is 
  impaired by any negative condition (frightened, 
  incapacitated, poisoned, restrained, etc.).
  ___________________________________________________________
  Goblin
  The goblin and goblin boss both have 1 talent each.
  Born Sneaky
  Type: Trait.
  The goblin can reroll an ability check that involves 
  the skill Deception, Sleight of Hand, or Stealth. It 
  must use the result of the second roll, even if it is 
  lower.  
    Once it uses this feature, it cannot use it again 
  until it finishes a short or long rest.
  Gang Up
  Type: Trait.
  The goblin has advantage on an attack roll against 
  a creature if at least two of the goblin's allies are 
  within 5 feet of the target and the allies aren't 
  incapacitated.
  Goblin Tactics
  Type: Reaction.
  When a creature attacks the goblin with a melee 
  attack and misses, the goblin can use its reaction 
  to move 5 feet.  This movement will not trigger 
  opportunity attacks.
  ___________________________________________________________
  
  78
  smaller target succeeds by 5 or more, the creature 
  must make a Constitution saving throw.  The DC is 
  equal to 8 plus the golem's Strength modifier plus 
  its proficiency bonus (see MM page 8).   On a failed 
  save, the target is knocked prone and its speed 
  reduced to 0 until the end of the golem's next turn. 
  Distant Poisonous Breath
  Type: Trait.
  Prerequisite: Iron Golem
  The iron golem exhales poisonous gas in a 30-foot 
  cone. 
  Distant Slow
  Type: Trait.
  Prerequisite: Stone Golem
  The stone golem can target one or more creatures 
  it can see within 20 feet of it. 
  Fling
  Type: Action. 
  Prerequisite Clay Golem, Iron Golem, Stone Golem 
  One object held or creature that is smaller than the 
  golem and is grappled by the golem is thrown up to 
  60 feet towards a target space and knocked prone. 
  If a thrown target strikes a solid surface, the target 
  takes 3 (1d6) bludgeoning damage for every 10 feet 
  it was thrown plus the golem's strength modifier. 
  If the target is thrown at another creature, that 
  creature must succeed on a Dexterity saving throw.  
  The DC is equal to 8 plus the golem's Strength 
  modifier plus its proficiency bonus (see MM page 
  8).  On a failed save, the target takes the same 
  damage and be knocked prone. 
     When the golem uses its Multiattack, the golem 
  can use Fling in place of one slam attack.
  Heated
  Type: Trait.
  Prerequisite Iron Golem 
  When the iron golem is subjected to fire damage, its 
  slam attacks deal an extra 7 (2d6) fire damage until 
  Golem
  Bash
  Type: Trait.
  Prerequisite Clay Golem, Iron Golem, or Stone 
  Golem 
  If the golem's slam attack roll against a target 
  succeeds by 5 or more, the target must make a 
  Constitution saving throw.  The DC is equal to 
  8 plus the golem's Strength modifier plus its 
  proficiency bonus (see MM page 8).   On a failed 
  save, the target is stunned until the end of the 
  golem's next turn.
  Battery
  Type: Trait.
  Prerequisite Flesh Golem 
  Whenever the flesh golem is subjected to lightning 
  damage, its slam attacks deal an extra 4 (1d8) 
  lightning damage until the end of its next turn.
  Bibulous
  Type: Trait.
  Prerequisite Clay Golem 
  Whenever the clay golem is subjected to acid 
  damage, its slam attacks deal an extra 5 (1d10) acid 
  damage until the end of its next turn.
  Crippling Slam
  Type: Trait.
  If the golem's slam attack roll against a Large or 
  
  79
  the end of its next turn.
  Juggernaut (Recharge 5-6) 
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Clay Golem, Iron Golem, or Stone 
  Golem, Unstoppable
  The golem moves up to its speed. During this move, 
  it can enter Large or smaller creatures' spaces. A 
  creature whose space the golem enters must make 
  a Dexterity saving throw. On a successful save, 
  the creature is pushed 5 feet to the nearest space 
  out of the golem's path. The DC is equal to 8 plus 
  the golem's Strength modifier plus its proficiency 
  bonus (see MM page 8).  On a failed save, the 
  creature falls prone and takes slam damage from 
  the golem. If the golem remains in the prone 
  creature's space, the creature is also restrained 
  until it's no longer in the same space as the golem. 
  While restrained in this way, the creature, or 
  another creature within 5 feet of it, can make a DC 
  18 Strength check. On a success, the creature is 
  shunted to an unoccupied space of its choice within 
  5 feet of the golem and is no longer restrained.
  Magic Immunity I
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  The golem is immune to 1st level spells, but not to 
  cantrips.
  Magic Immunity II
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Magic Immunity  I
  The golem is immune to spells of 2nd level and 
  below, but not to cantrips.
  Magic Immunity III
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Magic Immunity I, Magic Immunity II
  The golem is immune to spells of 3rd level and 
  below, but not to cantrips. 
  Noxious Breath
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Iron Golem
  A creature that fails its saving throw against the 
  iron golem's poison breath attack is also poisoned 
  for one minute.  
  Reinforced Armor Plating
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Iron Golem or Stone Golem 
  The golem is resistant to bludgeoning, piercing, 
  and slashing damage from all weapons that aren't 
  adamantine.
  Squeeze
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Clay Golem, Iron Golem, or Stone 
  
  80
  Disembowel
  Type: Trait. 
  If the gorgon's gore attack roll against a target 
  succeeds by 5 or more, the target must make a DC 
  16 Constitution saving throw, taking 12 (1d12+5) 
  slashing damage on a failed save, or half as much 
  damage on a successful one.
  Iron Hide
  Type: Trait.
  The gorgon is resistant to bludgeoning, piercing, and 
  slashing damage from nonmagical weapons that 
  aren't adamantine.
  Stunning Charge 
  Type: Action. 
  A creature that is successfully knocked prone 
  by the gorgon's trampling charge feature is also 
  stunned until the end of the gorgon's next turn.
  Rear Kick
  Type: Reaction. 
  When a creature the gorgon can see and is within 
  5 feet of the gorgon targets the gorgon with a 
  melee attack, the gorgon can use its reaction to 
  immediately attack it with its hooves.  If the gorgon 
  hits, the target must make a DC 16 Strength check 
  or be pushed 5 feet away and be knocked prone.
  Grell
  The grell (CR 3) can have 2 talents.
  Extended Tentacles
  Type: Trait. 
  The reach of the tentacle attack of the grell is 
  increased to 15 feet.
  Improved Multiattack
  Type: Trait. 
  Golem 
  When the golem hits a medium or smaller creature 
  with its slam attack, it is grappled and restrained 
  until the grapple ends.  The Escape DC is equal 
  to 8 plus the golem's Strength modifier plus its 
  proficiency bonus (see MM page 8).   Until this 
  grapple ends, the target is restrained and the golem 
  can automatically hit the target with its slam but 
  can't use one of its slam attacks against other 
  targets.
  Trembling Slam
  Type: Action. 
  Prerequisite Clay Golem, Iron Golem, or Stone 
  Golem
  The golem pounds the ground, triggering a short 
  earth tremor. All other creatures on the ground 
  within 10 feet of the golem that are Medium or 
  smaller than the golem must succeed on a Strength 
  saving throw or be knocked prone.  The DC is equal 
  to 8 plus the giant's Strength modifier plus its 
  proficiency bonus (see MM page 8). 
    When the golem uses its Multiattack and 
  Trembling Slam is available, the golem can use its 
  Trembling Slam in place of one slam attack.
  Unstoppable
  Type: Trait.
  Prerequisite Clay Golem, Iron Golem, or Stone 
  Golem
  The golem deals double damage against objects 
  and structures.  In addition, the golem can move 
  through the space of a Large or smaller hostile 
  creature.  All opportunity attacks made against the 
  golem by the creatures whose spaces the golem 
  entered have disadvantage.
  ___________________________________________________________
  Gorgon
  The gorgon (CR 5) can have 2 talents.
  
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  When the grell uses its Multiattack, it has three 
  attacks: two with its tentacles and one with its 
  beak.
  Lightning Cloud (Recharge 5-6)
  Type: Action. 
  The grell emits a cloud of electrically-charged 
  gas. Each creature within 20 feet of it must make 
  a DC 11 Dexterity saving throw, taking 14 (4d6) 
  lightning damage on a failed save, or half as much 
  damage on a successful one.
  Venomous Tentacles
  Type: Trait. 
  A creature poisoned by the grell's tentacles takes 
  3 (1d6) poison damage at the start of each of the 
  grell's turns.
  Grick
  The grick (CR 2) can have 1 talent.  The grick alpha 
  (CR 7) can have 3 talents.
  Ambush Hunter
  Type: Trait.
  If the grick surprises a creature and hits it with an 
  attack during the first round of combat, the target 
  takes an extra 3 (1d6) damage from the attack.   In 
  addition, once per turn the grick deals an extra 3 
  (1d6) damage when it hits a target with a melee 
  attack and has advantage on the attack roll.
  Constricting Tentacles
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Grick Alpha
  A Large or smaller creature that is hit by the grick 
  alpha's tentacles is grappled (escape DC 15).  Until 
  this grapple ends, the target is restrained and the 
  grick alpha can automatically hit the target with its 
  tentacles but can't use its tentacles against other 
  targets. 
  Poisonous Beak
  Type: Trait. 
  A creature hit by the grick's beak attack must make 
  a DC 10 Constitution saving throw (DC 13 for the 
  Grick Alpha) or become poisoned for 1 minute.  
  Tail Strike
  Type: Reaction. 
  Prerequisite Grick Alpha 
  When a creature the grick can see starts its turn 
  and is within 10 feet of the grick, the grick can use 
  its reaction to immediately attack it with its tail.  
  ___________________________________________________________
  Griffon
  The griffon (CR 2) can have 1 talent.
  Dive Attack
  Type: Trait. 
  If the griffon is flying and dives at least 30 feet 
  
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  straight toward a target and then hits it with a 
  melee weapon attack, the attack deals an extra 9 
  (2d8) damage to the target.
  Flyby
  Type: Trait.
  The griffon doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach.
  Pounce
  Type: Trait. 
  If the griffon moves at least 30 feet straight toward 
  a creature and then hits it with its claws on the 
  same turn, that target must succeed on a DC 14 
  Strength saving throw or be knocked prone.  If the 
  target is knocked prone, the griffon can make one 
  beak attack against it as a bonus action.
  Grimlock
  The grimlock (CR 1/4) can have 1 talent.
  Brute
  Type: Trait.
  A melee weapon deals one extra die of its damage 
  when the grimlock hits with it.
  Blind Fervor
  Type: Trait.
  A grimlock has advantage to saving throws against 
  lllusions and paralysis, as well as being charmed 
  and frightened.
  Blood Fever
  Type: Trait.
  If a grimlock is within 30 feet of a creature it 
  can smell that doesn't have all its hit points, it 
  enters into a feverish state.  While in this state, it 
  gains advantage on attack rolls made against that 
  creature, but has disadvantage on attack rolls made 
  against creatures with full hit points.
  Gang Up
  Type: Trait.
  The grimlock has advantage on an attack roll 
  against a creature if at least two of the grimlock's 
  allies are within 5 feet of the target and the allies 
  aren't incapacitated.
  Hag
  Green Hag
  The green hag (CR 3) can have 2 talents.
  Innate Spellcaster
  Type: Trait. 
  The green hag's spellcasting ability is Charisma (DC 
  12). The hag can innately cast the following spells, 
  requiring no material components:  
  3/day (each): misty step, tongues
  
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  A creature hit by a night hag's claws attack 
  must make a DC 14 Wisdom saving throw or 
  fall unconscious.  A sleeping creature remains 
  unconscious for 1 minute, or until the sleeper takes 
  damage, or someone uses an action to shake or slap 
  the sleeper awake.
  Swift Etherealness (3/day)
  Type: Trait.
  The night hag can take a bonus action to enter the 
  Ethereal Plane from the Material Plane, or vice 
  versa. To do so, the hag must have a heartstone in 
  her possession.
  Wave of Slumber (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The night hag conjures a cloud of sleep-inducing 
  mist around it. Each creature within 20 feet of 
  it must make a DC 14 Wisdom saving throw or 
  fall unconscious.  A sleeping creature remains 
  unconscious for 1 minute, or until the sleeper takes 
  damage, or someone uses an action to shake or slap 
  the sleeper awake.
  Sea Hag
  The sea hag (CR 2) can have 1 talent.
  Innate Spellcaster
  Type: Trait. 
  The sea hag's spellcasting ability is Charisma (DC 
  11). The hag can innately cast the following spells, 
  requiring no material components:  
  At will (each): dancing lights, minor illusion, misty 
  step
  Maddening Cackle (Recharge 5-6)
  Type: Action. 
  The sea hag emits a loud, hellish cackle. Each living 
  creature that isn't a hag within 30 feet of it must 
  Deceitful
  Type: Trait.
  The green hag has advantage on Charisma checks 
  when trying to pass herself as a different person. 
     In addition, creatures' Wisdom (Insight) checks 
  and  Intelligence (Investigation) checks nade 
  against the green hag have disadvantage.
  Sylvan Stalker
  Type: Trait.
  The green hag has advantage on Wisdom 
  (Perception), Wisdom (Survival) checks, and 
  Dexterity (Stealth) checks while in natural bog, 
  forest, or swamp.
  WeakeningTouch
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  A creature hit by a green hag's claws attack must 
  make a DC 12 Constitution saving throw or have 
  its Strength score reduced by 1d4. The target dies 
  if this reduces its Strength to 0. Otherwise, the 
  reduction lasts until the target finishes a short or 
  long rest.
  Night Hag
  The night hag (CR 5) can have 2 talents.
  Innate Spellcaster
  Type: Trait. 
  The night hag's spellcasting ability is Charisma (DC 
  13). The hag can innately cast the following spells, 
  requiring no material components:  
  3/day (each): detect evil and good, detect magic, 
  magic missile (3 missiles)
  Sleep Touch
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  
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  make a DC 11 Wisdom saving throw.  On a failure, 
  the creature can't take reactions or maintain 
  concentration until the end of its next turn.  On its 
  turn, the target can't move, and it uses its action to 
  make a melee or ranged attack against a randomly 
  determined creature within range. If the target 
  can't attack, it does nothing on its turn.  At the end 
  of the creature's turn, the effect ends.
  Poisonous Claws
  Type: Trait. 
  A creature hit by the sea hag's claws attack must 
  make a DC 13 Constitution saving throw or become 
  poisoned for 1 minute.  
  Swift Death Glare (3/day)
  Type: Trait.
  The sea hag can take a bonus action to perform a 
  Death Glare.
  ___________________________________________________________
  Harpy
  The harpy (CR 1) can have 1 talent.
  Flyby
  Type: Trait.
  The harpy doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach.
  Gang Up
  Type: Trait.
  The harpy has advantage on an attack roll against 
  a creature if at least two of the harpy's allies are 
  within 5 feet of the target and the allies aren't 
  incapacitated.
  Swoop
  Type: Trait.
  If the harpy flies at least 20 feet and hits a Medium 
  or smaller creature with its claw attack, the 
  creature is grappled (escape DC 11) and restrained 
  while the harpy flies upward with it at half its 
  speed.  While the harpy has a creature grappled, 
  it can fly up to a maximum height of 30 feet.  The 
  harpy can take a bonus action to drop the target 
  from the air.  If a dropped target strikes a solid 
  surface, the target is knocked prone and takes 3 
  (1d6) bludgeoning damage for every 10 feet it 
  was dropped. If the target is dropped at another 
  creature, that creature must succeed on a DC 11 
  Dexterity saving throw or take the same damage 
  and be knocked prone. 
  Vexing Screech (Recharge 5-6)
  Type: Action. 
  The harpy emits a disorienting screech.  Each living 
  creature within 20 feet of it that can hear it and 
  that isn't a harpy and isn't charmed by a harpy 
  must succeed on a DC 11 Wisdom saving throw 
  or the creature can't move and take actions and 
  reactions until the end of its next turn. 
  Hell Hound 
  The hell hound (CR 3) can have 2 talents.
  
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  Elemental Weapon
  Type: Trait.
  Select one elemental Type: from cold, fire, lightning, 
  or thunder.  The helmed horror's longsword attack 
  deals an extra 1d8 damage of the elemental Type: 
  chosen.
  Extra Spell Immunity
  Type: Trait.
  The helmed horror is immune to three additional 
  spells. 
  Spell Reflection (3/day)
  Type: Reaction. 
  If the helmed horror is targeted by a spell it 
  is immune to, the helmed horror can use its 
  reaction to choose another creature (including the 
  spellcaster) it can see within 30 feet of it. The spell 
  targets the chosen creature instead of the helmed 
  horror. If the spell forced a saving throw, the chosen 
  Aura of Fire
  Type: Trait.
  A creature that starts its turn within 5 feet of the 
  hell hound takes 5 (1d10) fire damage. 
  Go for the Throat
  Type: Trait. 
  If the hell hound hits a prone target with its bite 
  attack, it is treated as a critical hit.  
  Pounce
  Type: Trait. 
  If the hell hound moves at least 30 feet straight 
  toward a creature and then hits it with a bite attack 
  on the same turn, that target must succeed on a DC 
  13 Strength saving throw or be knocked prone. 
  Spit Flame
  Type: Action.
  The hell hound can spit a glob of fire.
  Spit Flame. Ranged Weapon Attack: +3 to hit, range 
  30 ft., one target. Hit: 14 (4d6) fire damage. If the 
  target is a flammable object that isn't being worn or 
  carried, it also catches fire. 
  Helmed Horror 
  The helmed horror (CR 4) can have 2 talents.
  Blade Sweep
  Type: Action. 
  The helmed horror swings its weapon in a wide arc.  
  The helmed horror only makes one attack roll and 
  the result is checked against the AC of each target 
  within range of its melee weapon attack.   The 
  helmed horror deals its melee weapon damage to a 
  creature it hits.
  
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  creature makes its own save. If the spell was an 
  attack, the attack roll is rerolled against the chosen 
  creature.
  Hippogriff
  The hippogriff (CR 1) can have 1 talent.
  Diving Overrun
  Type: Action. 
  After flying more than 20 feet and then entering 
  the space of a medium-sized or smaller creature, 
  the hippogriff can try to knock the creature prone 
  and restrain it with a claw attack.  If the hippogriff 
  scores a hit, the creature must make a DC 13 
  Strength saving throw.  On a failed save, the target 
  is knocked prone and restrained (escape DC 13) 
  and the hippogriff can immediately attack it with 
  its beak.  On a successful save, the creature isn't 
  knocked prone, and is pushed 5 feet out of the 
  hippogriff's space into an unoccupied space of the 
  creature's choice. If no unoccupied space is with 
  in range, the creature instead falls prone in the 
  hippogriff's space.
  Flyby
  Type: Trait.
  The hippogriff doesn't provoke an opportunity 
  attack when it flies out of an enemy's reach.
  Rear Kick
  Type: Reaction. 
  When a creature the hippogriff can see and is 
  within 5 feet of the hippogriff targets the hippogriff 
  with a melee attack, the hippogriff can use its 
  reaction to immediately attack it with its hooves.  If 
  the hippogriff hits, the target must succeed on a DC 
  13 Strength saving throw or be pushed 5 feet away 
  and be knocked prone.
  Hooves. Melee Weapon Attack: +5 to hit , reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) bludgeoning damage.
  Hobgoblin
  Hobgoblin Formation
  Type: Reaction.
  The hobgoblin can use its reaction to perform a 
  Dash action or Disengage action and move up to 
  half its speed provided it ends in a space within 5 
  feet of an allied hobgoblin.
  Hobgoblin Phalanx
  Type: Trait.
  The hobgoblin gains +2 AC if it is within 5 feet of an 
  allied hobgoblin that isn't incapacitated.
  Hobgoblin Resilience
  Type: Trait.
  The hobgoblin has advantage to saving throws it 
  makes at the end of its turn.
  Improved Leadership
  Type: Trait.
  Prerequisite Hobgoblin Captain or Hobgoblin  
  Warlord.
  The Leadership die is increased from d4 to d8.
  Lead from the Front (1/day)
  Type: Action. 
  Prerequisite Hobgoblin Captain or Hobgoblin  
  Warlord.
  
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  and knocked prone. If a thrown target strikes a 
  solid surface, the target takes 3 (1d6) bludgeoning 
  damage for every 10 feet it was thrown plus 4. 
  If the target is thrown at another creature, that 
  creature must succeed on a DC 14 Dexterity saving 
  throw or the creature takes the same damage and 
  be knocked prone. 
    If the hook horror uses its Multiattack, it can use 
  Fling in place of one of one hook attack.
  Hardened Carapace
  Type: Trait.
  The ankheg is resistant to piercing and slashing 
  damage from nonmagical weapons that aren't 
  adamantine.
  Impale
  Type: Trait. 
  When the hook horror hits a Large or smaller 
  When the hobgoblin hits a target with a melee 
  weapon attack, it can choose 1d4 of its allies within 
  30 feet that can see and hear the hobgoblin.  These 
  allies gain advantage to their next weapon attack 
  roll made against the target until the start of the 
  hobgoblin's next turn.
  ___________________________________________________________
  Hook Horror 
  The hook horror (CR 3) can have 2 talents.
  Fling
  Type: Action. 
  Prerequisite Impale.
  One object held or creature that is smaller than the 
  hook horror and is grappled by the hook horror 
  is thrown up to 30 feet towards a target space 
  
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  creature with its hook attack, it is grappled (escape 
  DC 14).     
  Improved Multiattack
  Type: Trait. 
  When the hook horror uses its Multiattack, it makes 
  three attacks: two with its hooks and one with its 
  beak.
  Beak. Melee Weapon Attack:  +6 to hit, reach 5 ft., 
  one target.  Hit: 8 (1d8 +4) piercing damage.
  Rend
  Type: Trait.
  If a creature is hit by both the hook horror's hook 
  attacks in the same turn, it takes an extra 11 (2d6 + 
  4) slashing damage.
  Hydra 
  The hydra (CR 8) can have 3 talents.
  Acid Breath (5/day)
  Type: Action.
  Prerequisite Lernean.
  A hydra's head spits acid in a line that is 30 feet 
  long and 5 feet wide.  Each creature in that area 
  must make a DC 16 Dexterity saving throw, taking 
  10 (3d6) acid damage on a failed save, or half as 
  much damage on a successful one.  
    If the hydra uses its Multiattack and Acid Breath 
  is available, it can use its breath in place of one bite 
  attack. Up to three of the hydra's heads can spit a 
  line of acid in the same turn but each head can only 
  do so once per long rest.
  Cold Breath (5/day)
  Type: Action.
  Prerequisite Cryohydra.
  A hydra's head exhales frost in a 15-foot cone. Each 
  creature in that area must make a DC 16 Dexterity 
  saving throw, taking 10 (3d6) cold damage on a 
  failed save, or half as much damage on a successful 
  one.  
    If the hydra uses its Multiattack and Cold Breath 
  is available, it can use its breath in place of one bite 
  attack. Up to three of the hydra's heads can exhale 
  cold breath in the same turn but each head can only 
  do so once per long rest.
  Concerted Heads 
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  When a creature is hit by two or more of the 
  hydra's bite attacks in the same turn, the hydra 
  gains advantage to all of its bite attacks made 
  against the same target until the end of the turn.  
  Cryohydra
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Must not have Lernean, Mordant, or 
  Pyrohydra talents.
  The hydra's bite deals an extra 1d6 cold damage.  
  The hydra gains Damage Immunity to cold.
  Fire Breath (5/day)
  Type: Action.
  
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  Poison Breath (5/day)
  Type: Action.
  Prerequisite Lernean.
  A hydra's head exhales poison in a 15-foot cone. 
  Each creature in that area must make a DC 16 
  Constitution saving throw, taking 10 (3d6) poison 
  damage on a failed save, or half as much damage on 
  a successful one.  
    If the hydra uses its Multiattack and Poison Breath 
  is available, it can use its breath in place of one bite 
  attack. Up to three of the hydra's heads can exhale 
  poison breath in the same turn but each head can 
  only do so once per long rest.
  Pyrohydra
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Must not have Cryohydra, Lernean, or 
  Mordant.
  The hydra's bite deals an extra 1d6 fire damage.  
  The hydra gains Damage Immunity to fire.    Cold 
  damage stops the growth of additional heads of the 
  pyrohydra.
  Resilient
  Type: Trait.
  As long as the hydra has two or more heads, it 
  automatically makes its saving throws made at the 
  end of its turn.
  Tail Slap
  Type: Reaction.
  When a creature the hydra can see starts its turn 
  within 10 feet of the hydra, the hydra can use its 
  reaction to attack it with its Tail Slap.
  Tail Slap. Melee Weapon Attack  +8 to hit, reach 
  10 ft., one target.  Hit: 12 (2d6+5) bludgeoning 
  damage and the target must make a DC 16 Strength 
  saving throw or be pushed up to 10 feet away and  
  is knocked prone.
  Prerequisite Pyrohydra.
  A hydra's head exhales fire in a 15-foot cone. Each 
  creature in that area must make a DC 16 Dexterity 
  saving throw, taking 10 (3d6) fire damage on a 
  failed save, or half as much damage on a successful 
  one.  
    If the hydra uses its Multiattack and Fire Breath is 
  available, it can use its breath in place of one bite 
  attack. Up to three of the hydra's heads can exhale 
  fire breath in the same turn but each head can only 
  do so once per long rest.
  Lernean
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Must not have Cryohydra or Pyrohydra 
  talents.
  The hydra's bite deals an extra 1d6 poison damage.  
  Fling
  Type: Action. 
  When the hydra hits a Medium or smaller creature 
  with its bite attack, it is grappled.     
    One object held or creature that is smaller than 
  the hydra and is grappled by its bite attack is 
  thrown up to 60 feet towards a target space and 
  knocked prone. If a thrown target strikes a solid 
  surface, the target takes 3 (1d6) bludgeoning 
  damage for every 10 feet it was thrown plus 5. 
  If the target is thrown at another creature, that 
  creature must succeed on a DC 16 Dexterity saving 
  throw or the creature takes the same damage and 
  be knocked prone. 
    During a multiattack action, the hydra can replace 
  one of its bite attacks with Fling.
  Mordant
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Must not have Cryohydra, Lernean, or 
  Pyrohydra talents.
  The hydra's bite deals an extra 1d6 acid damage.  
  
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  Intellect Devourer 
  The intellect devourer (CR 2) can have 1 talent.
  Cloud Thoughts
  Type: Trait. 
  The intellect devourer can take a bonus action to 
  target a living creature within 10 feet of it.  The 
  target  must succeed on a DC 12 Intelligence saving 
  throw or the intellect devourer becomes invisible 
  to the target for as long as the intellect devourer 
  maintains concentration.
  Mind's Resilience
  Type: Trait.
  The intellect devourer has advantage to 
  Intelligence, Wisdom, and Charisma saving throws 
  it makes at the end of its turn.
  Thought Lash
  Type: Action. 
  A living creature within 10 feet of the intellect 
  devourer must succeed on a DC 12 Intelligence 
  saving throw or take 11 (2d10) psychic damage.  
  If the target takes any of this damage, all attacks 
  made against it has advantage until the start of the 
  intellect devourer's next turn.
  Invisible Stalker 
  The invisible stalker (CR 6) can have 3 talents.
  Ambush Hunter
  Type: Trait.
  If the invisible stalker surprises a creature and hits 
  it with an attack during the first round of combat, 
  the target takes an extra 7 (2d6) damage from the 
  attack.   In addition, once per turn the invisible 
  stalker deals an extra 3 (1d6) damage when it hits a 
  target with a slam attack and has advantage on the 
  attack roll.
  Cunning Action
  Type: Trait.
  The invisible stalker can take a bonus action on 
  each of its turns in combat. This action can be used 
  only to take the Dash, Disengage, or Hide action.
  Mark Target
  Type: Trait. 
  The invisible stalker can take a bonus action to 
  mystically place a mark on its quarry.  While the 
  creature has this mark, the invisible stalker deals 
  an extra 1d6 damage to the target whenever it hits 
  it with its slam attack and has advantage on any 
  Wisdom (Perception) or Wisdom (Survival) check 
  
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  it makes to find it.
  Relentless Pursuer
  Type: Reaction.
  When the invisible stalker's quarry moves more 
  than 20 feet away from the invisible stalker and the 
  invisible stalker can see that creature, the invisible 
  stalker can use its reaction and move up to its 
  speed to a space nearest to the creature.
  Jackalwere 
  The jackalwere (CR 1/2) can have 1 talent.
  Combat Advantage
  Type: Trait. 
  Once during its turn, the jackalwere deals an extra 
  3 (1d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll.  
   
  Cunning Action
  Type: Trait.
  The jackalwere can take a bonus action on each of 
  its turns in combat. This action can be used only to 
  take the Dash, Disengage, or Hide action.
  Deceitful
  Type: Trait.
  The jackalwere has advantage on Charisma checks 
  when trying to pass itself as a different person. 
   
  Kenku 
  The kunku (CR 1/4) can have 1 talent.
  Born Sneaky
  Type: Trait.
  The kenku can reroll an ability check that involves 
  the skill Deception, Sleight of Hand, or Stealth. It 
  must use the result of the second roll, even if it is 
  lower.  
    Once it uses this feature, it cannot use it again 
  until it finishes a short or long rest.
  Combat Advantage
  Type: Trait. 
  Once during its turn, the kenku deals an extra 3 
  (1d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll.  
  Slippery
  Type: Trait.
  The kenku can take a bonus action on each of its 
  turns in combat. This action can be used only to 
  take the Disengage or Hide action.
  Kobold
  The kobold (CR 1/8) and winged kobold (CR 1/4) 
  both have 1 talent each.
  Flyby
  Type: Trait.
  Prerequisite Winged Kobold.
  The kobold doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach.
  Pack Attack
  Type: Trait.
  The kobold deals an extra 2 (1d4) damage with its 
  melee weapon attacks against a creature if at least 
  two of the kobold's allies are within 5 feet of the 
  target and the allies are not incapacitated.
  Shifty
  Type: Trait.
  
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  succeed instead.  
  Improved Multiattack
  Type: Trait. 
  Talent Cost: 2 (Counts as 2 Talents). 
  When the kraken uses its Multiattack, it can make 
  four tentacle attacks, each of which it can replace 
  with one use of Fling.
  Innate Spellcaster
  Type: Trait. 
  The kraken's spellcasting ability is Charisma (DC 
  23). The kraken can innately cast the following 
  spells, requiring no material components:  
  3/day (each): call lightning, protection from energy 
  Innate Spellcaster II
  Type: Trait. 
  Prerequisite Innate Spellcaster.
  The kraken can innately cast the following spells, 
  requiring no material components:  
  2/day (each): control water, dominate beast
  Innate Spellcaster III
  Type: Trait. 
  Prerequisite Innate Spellcaster II.
  The kraken can innately cast the following spells, 
  requiring no material components:  
  1/day (each): conjure elemental (air or water only), 
  hallucinatory terrain
  Innate Spellcaster IV
  Type: Trait. 
  Prerequisite Innate Spellcaster III.
  The kraken can innately cast the following spells, 
  requiring no material components:  
  1/day (each): control weather, tsunami
  The kobold can take a bonus action to perform a 
  Disengage action.
  ___________________________________________________________
  Kraken 
  The kraken (CR 23) can have 8 talents.
  Barbed Tentacles
  Type: Trait.
  A creature that is hit by a kraken's tentacle takes an 
  extra 7 (2d6) piercing damage from the sharp barbs 
  protruding from the tentacles.  
  Extra Legendary Action
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  The kraken can take 1 additional legendary action 
  before the start of its next turn.  The kraken can 
  retake this talent up to two additional times.  The 
  additional legendary action stacks.
    
  Gargantuan Resistance (2/day)
  Type: Trait.
  If the kraken fails a saving throw, it can choose to 
  
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  Shocking Storm
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  If a creature fails its saving throw against the 
  Lightning Storm bolt by 5 or more, it is stunned 
  until the end of the kraken's next turn.
  Kuo-toa 
  The kuo-toa (CR 1/4) and kuo-toa whip (CR 1) both 
  have 1 talent each.  The kuo-toa archpriest (CR 6) 
  can have 3 talents.
  Generate Lightning Bolt (Recharge 
  5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Kuo-toa Archipriest 
  The kuo-toa can innately cast Lightning Bolt, 
  requiring no material components.
  Harpoon
  Type: Trait.
  The kuo-toa has attached rope to the end of its 
  spear.  If a Medium or smaller creature is hit by a 
  kuo-toa's ranged spear attack, it must make a DC 
  11 Strength saving throw or be pulled up to 10 feet 
  toward the kuo-toa.
  Kuo-toa Resistance
  Type: Trait.
  The kuo-toa has advantage to saving throws against 
  poison and illusions, as well as to resist being 
  charmed or paralyzed.
  Sceptre Bash
  Type: Trait.
  Prerequisite Kuo-toa Archipriest 
  If the kuo-toa archpriest's sceptre attack roll 
  against a target succeeds by 5 or more, the target 
  must make a DC 13 Constitution saving throw or 
  be stunned until the end of the kuo-toa archpriest's 
  next turn.
  Slick Manuever
  Type: Action. 
  While within slimy or wet surroundings, the kuo-
  toa can take a bonus action on each of its turns in 
  combat. This action can be used only to take the 
  Dash or Disengage action.
  Lamia 
  The lamia (CR 4) can have 2 talents.
  Innate Spellcaster
  Type: Trait. 
  The lamia's spellcasting ability is Charisma (DC 
  13). The lamia can innately cast the following 
  spells, requiring no material components:  
  3/day (each): hold person, sleep, vicious mockery
  
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  arcane tradition as if the lich is a 18th level Wizard.
  Consume Undead
  Type: Action.
  The lich takes a bonus action to target an allied 
  undead creature of CR 5 or less it can see within 30 
  feet and consumes its necrotic energy, destroying 
  the target.  The lich then channels the necrotic 
  energy to perform one of the following:
  • Regain 1d10 hit points per CR of the target (any 
  excess is added as temporary hit points)
  • Treat the next spell it casts until the end of its 
  turn as if one level higher per CR of the target (max 
  2 levels)
  • Recover an expended spell slot or combined level 
  of spell slots equal to the CR of the target
  Control Undead (3/day)
  Type: Action.
  The lich targets an undead creature within 60 feet. 
  Innate Spellcaster II
  Type: Trait. 
  Prerequisite Innate Spellcaster.
  The lamia can innately cast the following spells, 
  requiring no material components:  
  1/day (each): charm monster, confusion
  Naturally Insidious
  Type: Trait.
  The lamia has advantage on all Charisma checks 
  when lying, intimidating and manipulating others 
  to further its agenda or for self-preservation.
  Wisdom Drain
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  A creature hit by a lamia's Intoxicating Touch must 
  make a DC 13 Wisdom saving throw or have its 
  Wisdom score reduced by 1d4. The target becomes 
  insane if this reduces its Wisdom to 0.   An insane 
  creature can't take reactions or move, and it uses 
  its action to make a melee or ranged attack against 
  a randomly determined creature within range. If 
  the target can't attack, it does nothing on its turn.   
  A creature's lost Wisdom points can be restored 
  with the greater restoration spell or similar magic.  
  Otherwise, the reduction lasts until the target 
  finishes a short or long rest.  
  Lich 
  The lich (CR 21) can have 8 talents.
  Arcane Tradition
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The lich has mastered knowledge of one arcane 
  tradition from the wizard class of its choice.  It 
  gains the features (whatever may apply) of that 
  
  95
  The target must make a DC 18 Wisdom saving 
  throw. On a failure, the undead creature is under 
  its control for one hour. If the undead creature has 
  an Intelligence of 5 or less, it automatically fails the 
  saving throw. If it has an Intelligence of 10 or less it 
  has disadvantage on the saving throw.
    While under its control, the undead creature 
  will follow the lich's commands to the best of its 
  ability. As long as it is within 1 mile of the lich, it 
  can command it telepathically, no action required.   
  If not given a command, the undead will act as it 
  normally does, including protecting itself.
    
  Command Undead
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  The lich takes a bonus action to target an allied 
  undead creature with CR 5 or less it can see within 
  60 feet and telepathically gives it a command to 
  move or attack or do both.  The target uses its 
  reaction to move up to its speed and perform one 
  melee or ranged attack.
  Extra Legendary Action
  Type: Trait.
  The lich can take 1 additional legendary action 
  before the start of its next turn.  The lich can 
  retake this talent up to two additional times.  The 
  additional legendary action stacks.
  Extra Legendary Resistance
  Type: Trait.
  The lich can use its Legendary Resistance up to 4/
  day. 
  Fear Aura
  Type: Trait.
  A creature hostile to the lich that starts its 
  turn within 20 feet of the lich must make a 
  DC 20 Wisdom saving throw, unless the lich 
  is incapacitated. On a failed save, the target is 
  frightened until the start of its next turn. If a 
  creature's saving throw is successful, the creature 
  is immune to the lich's Fear Aura for the next 24 
  hours.
  Greater Command Undead
  Type: Reaction.
  Prerequisite: Improved Command Undead.
  When an enemy the Lich can see moves within 
  30 feet of it, the Lich can use its reaction and 
  target one undead it can see within 60 feet 
  and telepathically give it a command to move 
  towards the enemy.  The targeted undead creature 
  immediately uses its reaction to move up to its 
  speed towards the enemy and if it ends within 5 
  feet of it, perform one melee attack.
  Improved Command Undead
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite: Command Undead.
  As Command Undead, but the lich can target up to 
  two allied undead creatures with CR 5 or less it can 
  see within 60 feet.
  Improved Consume Undead
  Type: Action.
  Prerequisite: Consume Undead.
  As Consume Undead, but the lich can channel the 
  necrotic energy to perform one of the following:
  • Treat the next spell it casts until the end of its 
  turn as if one level higher per CR of the target (max  
  4 levels)
  • Gain advantage to its next attack roll until the end 
  of its turn if the CR of the undead consumed is 4 or 
  higher
  • Impose disadvantage to a target of a spell it casts 
  until the end of its turn if the CR of the undead 
  consumed is 5 
  Improved Paralyzing Touch
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  
  96
  equipment it is wearing or carrying, up to 40 feet to 
  an unoccupied space it can see.
  Lizardfolk 
  The lizardfolk (CR 1/2) and lizardfolk shaman (CR 2) 
  both have 1 talent each.  The lizardfolk king/queen 
  (CR 4) can have 2 talents.
  Bold
  Type: Trait. 
  If an ally the lizardfolk can see is within 30 feet of 
  the lizardfolk and that ally is not incapacitated, the 
  lizardolk is immune to being frightened.
  Poisonous Bite
  Type: Trait. 
  Prerequisite: Lizard King/Queen.
  A creature hit by the lizardfolk's bite attack must 
  make a DC 12 Constitution saving throw or be 
  poisoned for 1 minute.
  A creature that fails its saving throw is paralyzed 
  for one hour.  The creature is not allowed a saving 
  throw at the end of each of its turns and the 
  paralysis can only be removed magically.
  Necrotic Orb 
  Type: Legendary Action (Costs 2 Actions). 
  Talent Cost: 2 (Counts as 2 Talents). 
  The lich can conjure a ball of necrotic energy and 
  hurl it against a target.
  Necrotic Orb. Ranged Spell Attack:  +12 to hit, reach 
  60 ft., one target.  Hit: 21 (6d6) necrotic damage.  
  The target must succeed on a DC 18 Constitution 
  saving throw or be stunned until the end of the 
  lich's next turn.   
  Summon Lesser Undead (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The lich summons 3d6 skeletons, 2d8 zombies, 2d6 
  shadows, 2d4 ghouls, 2d4 spectres, or 1d4 ghasts.  
  A summoned undead appears in an unoccupied 
  space within 60 feet of the lich and acts as an ally 
  of the lich. It remains for one minute, until it or the 
  lich is destroyed, or until the lich dismisses it as an 
  action.
  Summon Greater Undead (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Summon Lesser Undead.
  The lich summons 2d6 wights, 2d6 mummies, 1d6 
  ghosts, 1d4 vampire spawns, or 1d4 wraiths.  A 
  summoned undead appears in an unoccupied space 
  within 60 feet of the lich and acts as an ally of the 
  lich. It remains for one minute, until it or the lich is 
  destroyed, or until the lich dismisses it as an action.
  Teleport 
  Type: Legendary Action. 
  The lich magically teleports, along with any 
  
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  Swampwalker
  Type: Trait. 
  Moving through nonmagical difficult terrain in 
  marshy, jungle, or swamp surroundings does not 
  cost the lizardfolk extra movement.
  Lycanthropes
  Regain Health (Recharges after a 
  Short or Long Rest) 
  Type: Trait. 
  When a lycanthrope polymorphs, it regains health 
  equal to its number of Hit Dice.  
  Swift Shapechanger
  Type: Trait. 
  The lycanthrope can take a bonus action to 
  polymorph into its animal, hybrid, or humanoid 
  form.
  Werebear 
  The werebear (CR 5) can have 2 talents.
  Improved Multiattack
  Type: Trait. 
  Talent Cost: 2 (Counts as 2 Talents). 
  When the werebear uses its Multiattack, it can 
  make three attacks, two with its claws and one 
  with its bite in bear or hybrid form, or two with its 
  greataxe and one with its bite in hybrid form.
  Maul (Bear or Hybrid Form Only)
  Type: Trait. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A Large or smaller creature that is hit by the 
  werebear's claw attack is grappled (escape DC 13).  
  Until this grapple ends, the target is restrained and 
  the werebear can automatically hit the target with 
  one of its claw attacks but can't use one of its claw 
  attacks against other targets.
   
  Rend (Bear or Hybrid Form Only)
  Type: Trait. 
  If a creature is hit by both the werebear's claw 
  attacks in the same turn, it takes an extra 13 (2d8 + 
  4) slashing damage.
  Wereboar 
  The wereboar (CR 4) can have 2 talents.
  Power Attack (Humanoid or Hybrid 
  Form Only)
  Type: Trait. 
  
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  Prerequisite Must be using a heavy weapon.
  Before the wereboar makes a maul attack, it can 
  choose to take a -5 penalty to the attack roll. If the 
  attack hits, it adds +10 to the attack's damage.
  Second Wind (1/day)
  Type: Trait.
  The wereboar can take a bonus action to regain 17 
  (1d10+12) hit points.
  Stunning Charge 
  Type: Trait.
  A creature that is knocked prone by a charge 
  feature of the wereboar is also stunned until the 
  end of the wereboar's next turn.
  Wererat 
  The wererat (CR 2) can have 1 talent.
  Combat Advantage
  Type: Trait. 
  Once during its turn, the wererat deals an extra 3 
  (1d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll.  
  Cunning Action
  Type: Trait.
  The wererat can take a bonus action on each of its 
  turns in combat. This action can be used only to 
  take the Dash, Disengage, or Hide action.
  Weretiger 
  The weretiger (CR 4) can have 2 talents.
  Improved Multiattack
  Type: Trait. 
  Talent Cost: 2 (Counts as 2 Talents). 
  When the weretiger uses its Multiattack, it can 
  make three attacks, two with its claws and one 
  with its bite in hybrid or tiger form, or two with its 
  scimitars and one with its bite in hybrid form.
  Rend (Tiger or Hybrid Form Only)
  Type: Trait. 
  If a creature is hit by both the weretiger's claw 
  attacks in the same turn, it takes an extra 7 (1d8 + 
  3) slashing damage.
  Woodland Stalker
  Type: Trait.
  The green hag has advantage on Wisdom 
  (Perception), Wisdom (Survival) checks, and 
  Dexterity (Stealth) checks while in forests, jungles, 
  and other woodland terrain.
  Werewolf 
  The werewolf (CR 3) can have 2 talents.
  Go for the Throat (Wolf or Hybrid 
  Form Only)
  Type: Trait. 
  If the werewolf hits a prone target with its bite 
  attack, it is treated as a critical hit.  
  Improved Bite (Wolf or Hybrid Form 
  Only)
  Type: Trait. 
  If a Large or smaller creature is hit by the 
  werewolf's bite or claws attack, it must succeed 
  on a DC 12 Strength saving throw or be knocked 
  prone.
  Pack Attack
  Type: Trait.
  
  99
  Skirmisher
  Type: Trait.
  If the manticore hits a creature with a weapon 
  attack, it can use a bonus action to perform a Dash 
  or Disengage action this turn.
  Spike Volley
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  The manticore makes a Tail Spike attack against 
  any number of creatures within 10 feet of a point 
  it can see within 100 feet. It must have tail spikes 
  for each target, as normal, and it makes a separate 
  attack roll for each target. 
  Poisonous Spikes
  Type: Trait. 
  A creature hit by the manticore's tail spike attack 
  must make a DC 13 Constitution saving throw or 
  become poisoned for 1 minute.  
  Medusa 
  The medusa (CR 6) can have 3 talents.
  Combat Advantage
  Type: Trait. 
  Once during its turn, the medusa deals an extra 10 
  (3d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll.  
  Deadly Archer
  Type: Trait. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Once per turn the Medusa can reroll a ranged 
  attack with its longbow.  It must use the result of 
  the second roll, even if it is lower.
  The werewolf deals an extra 3 (1d6) damage with 
  its melee weapon attacks against a creature if at 
  least two of the werewolf's allies are within 5 feet 
  of the target and the allies are not incapacitated.
  ___________________________________________________________
  Magmin 
  The magmin (CR 1/2) can have 1 talent.
  Hurl Flame
  Type: Action.
  The magmin can use Hurl Flame.
  Hurl Flame. Ranged Spell Attack: +4 to hit, range 30 
  ft., one target. Hit: 3 (1d6) fire damage. 
  Improved Ignited Illumination
  Type: Trait.
  A creature that starts its turn within 5 feet of 
  the magmin while it is ablaze takes 2 (1d4) fire 
  damage. 
  Manticore 
  The manticore (CR 3) can have 2 talents.
  Dive Attack 
  Type: Trait.
  If the manticore is flying and dives at least 30 feet 
  straight toward a target and then hits it with a claw 
  attack, the attack deals an extra 3 (1d6) slashing 
  damage and the target must make a DC 13 Strength 
  saving throw or be knocked prone.
  Flyby
  Type: Trait.
  The manticore doesn't provoke an opportunity 
  attack when it flies out of an enemy's reach.
  
  100
  Extended Snake Hair
  Type: Trait.
  The reach of the medusa's Snake Hair attack is 
  increased to 10 feet.
  Poisonous Attacks
  Type: Trait. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A creature that takes poison damage from 
  a medusa's attack must succeed on a DC 14 
  Constitution saving throw or become poisoned for 
  1 minute.  
  Skirmisher
  Type: Trait.
  If the medusa hits a creature with a weapon attack, 
  it can use a bonus action to perform a Dash or 
  Disengage action this turn.
  Mephit
  The mephit (CR 1/2) can have 1 talent.
  Flyby
  Type: Trait.
  The mephit doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach.
  Pack Attack
  Type: Trait.
  The mephit deals an extra 2 (1d4) damage with its 
  melee weapon attacks against a creature if at least 
  two of the mephit's allies are within 5 feet of the 
  target and the allies are not incapacitated.
  ___________________________________________________________
  Merfolk 
  The merfolk (CR 1/8) can have 1 talent.
  Merfolk Accuracy (Recharges after 
  a Short or Long Rest)
  Type: Trait.
  A merfolk can reroll an attack made with a spear, 
  crossbow, net, or trident.   It must use the result of 
  the second roll, even if it is lower.
  Harpoon
  Type: Trait.
  The merfolk has attached rope to the end of its 
  spear.  If a Medium or smaller creature is hit by a 
  merfolk's ranged spear attack, it must make a DC 
  10 Strength saving throw or be pulled up to 10 feet 
  toward the merfolk.
  
  101
  Mind Flayer 
  The mind flayer (CR 7) can have 3 talents.
  Enslave Humanoid (3/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The mind flayer targets one incapacitated 
  humanoid creature it can see within 30 feet of it. 
  The target must succeed on a DC 15 Intelligence 
  saving throw or be magically charmed by the mind 
  flayer until the mind flayer dies or until it is on a 
  different plane of existence from the target. The 
  charmed target is under the mind flayer's control 
  and can't take reactions, and the mind flayer and 
  the target can communicate telepathically with 
  each other over any distance.  Whenever the 
  charmed target takes damage, the target can repeat 
  the saving throw. On a success, the effect ends. No 
  more than once every 24 hours, the target can also 
  repeat the saving throw when it is at least 1 mile 
  away from the mind flayer.
  Merrow 
  The merrow (CR 2) can have 1 talent.
  Tail Fin Lash
  Type: Reaction. 
  When a creature the merrow can see starts its turn 
  and is within 10 feet of the merrow, the merrow 
  can use its reaction to immediately attack it with its 
  tail.  
  Tail Fin. Melee Weapon Attack:  +6 to hit, reach 
  10 ft., one target.  Hit: 13 (2d8 + 4) bludgeoning 
  damage.  If the target is a Large or smaller creature, 
  it must succeed on a DC 14 Strength saving throw 
  or be knocked prone.
  Venomous Bite
  Type: Trait. 
  A creature hit by a merrow's bite attack must 
  succeed on a DC 12 Constitution saving throw, 
  taking 9 (2d8) poison damage on a failed save, or 
  half as much on a successful one.  
  Mimic 
  The mimic (CR 2) can have 1 talent.
  Multiattack
  Type: Action. 
  The mimic makes two attacks: two with its 
  pseudopods or one with its pseudopod and one 
  with its bite.  
  Pseudopod Slam
  Type: Action. 
  The mimic slams a creature grappled by it into 
  a solid surface.  The creature must succeed on a 
  DC 13 Strength saving throw or take 7 (1d8+3) 
  bludgeoning damage and is stunned until the end 
  of the mimic's next turn.  On a successful save, the 
  target takes half the bludgeoning damage and isn't 
  stunned.  
  
  102
  Innate Spellcaster (Psionics)
  Type: Trait.
  The mind flayer's spellcasting ability is Intelligence 
  (DC 15). The mind flayer can innately cast the 
  following spells, requiring no material components:  
  3/day (each): misty step, suggestion
  Innate Spellcaster II (Psionics)
  Type: Trait.
  Prerequisite Innate Spellcaster (Psionics).
  The mind flayer can innately cast the following 
  spells, requiring no material components:  
  1/day (each): confusion, telekinesis
  Psionic Shield (3/day)
  Type: Reaction.
  The mind flayer adds its Intelligence modifier (4) 
  to its AC against one melee or ranged attack that 
  would hit it. To do so, the mind flayer must see the
  attacker.
  Psychic Defense
  Type: Trait.
  As long as the mind flayer is not incapacitated, 
  it has advantage to Intelligence, Wisdom, and 
  Charisma saving throws against paralysis and 
  illusions, as well as to resist being charmed, 
  frightened, or stunned.
   
  Minotaur 
  The mind flayer (CR 3) can have 2 talents.
  Bullish 
  Type: Trait.
  The minotaur has advantage to saving throws 
  against paralysis and being stunned.
  Fearless
  Type: Trait. 
  The minotaur has advantage to saving throws 
  against being frightened.
  Improved Charge 
  Type: Trait.
  If the minotaur successfully knocks a target prone 
  after using its Charge feature, it can take a bonus 
  action to make one Greataxe attack at it.
  Multiattack
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The minotaur makes two attacks: one with gore 
  and one with its greataxe.  
  Power Attack
  Type: Trait. 
  Prerequisite Must be using a heavy weapon.
  Before the minotaur makes a greataxe attack, it can 
  choose to take a -5 penalty to the attack roll. If the 
  attack hits, it adds +10 to the attack's damage.
  Modron 
  The modron (CR varies) can have 1 talent each.
  Singular Mind
  Type: Trait.
  The modron has advantage to saving throws 
  against being charmed, frightened, and stunned.
  Modron Resistance
  Type: Trait.
  The modron has advantage to saving throws 
  against paralysis, petrification, and poison.
  
  103
  action before the start of its next turn.  The mummy 
  can retake this talent up to two additional times.  
  The additional legendary action stacks.
  Improved Multiattack
  Type: Trait. 
  Prerequisite Mummy Lord.
  When the mummy lord uses its Multiattack, it can 
  make three attacks: one with its Dreadful Glare and 
  two with its rotting fists.
  Improved Mummy Rot
  Type: Trait. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Mummy Lord.
  While a target is cursed with the mummy lord's 
  mummy rot, it has disadvantage on attack rolls.
  Legendary Resistance (3/day)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Mummy Lord.
  If the mummy lord fails a saving throw, it can 
  choose to succeed instead. 
  Lunging Strike
  Type: Trait.
  If the mummy has already moved up to its speed 
  and an enemy creature the mummy can see is 
  within 10 feet of the mummy, it can take a bonus 
  action to move 5 feet.  If the mummy ends within 5 
  feet of the target as a result of this action, it gains 
  advantage on its next attack made against the 
  target this turn.
  Regeneration
  Type: Trait.
  The mummy regains 10 hit points at the start of 
  its turn if it has at least 1 hit point.  lf the mummy 
  takes radiant or fire damage or damage from holy 
  Mummy 
  The mummy (CR 3) can have 2 talents while the 
  mummy lord (CR 15) can have 6 talents.
  Command Undead
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Mummy Lord.
  The mummy lord takes a bonus action to target 
  an allied undead creature with CR 5 or less it can 
  see within 60 feet and telepathically gives it a 
  command to move or attack or do both.  The target 
  uses its reaction to move up to its speed and make 
  one melee or ranged attack.
  Despair
  Type: Trait.
  The first time a creature sees the Mummy, it must 
  succeed on a DC 11 Wisdom saving throw (DC 16 
  for Mummy Lord) or become frightened until the 
  end of the mummy's next turn. If the target fails 
  the saving throw by 5 or more, it is also paralyzed 
  while frightened in this way.  A target that succeeds 
  on the saving throw is immune to the Despair and 
  Dreadful Glare of all mummies (but not mummy 
  lords) for the next 24 hours.
  Dreadful Curse (3/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The mummy targets one creature it can see within 
  30 feet of it. The target must succeed on a DC 11 
  Wisdom saving throw (DC 16 for Mummy Lord) or 
  be magically cursed. Until the curse ends, the target 
  has disadvantage on attack rolls and saving throws. 
  The curse remains until the target takes a long rest, 
  or until it is removed magically.
  Extra Legendary Action
  Type: Trait.
  Prerequisite Mummy Lord.
  The mummy lord can take 1 additional legendary 
  
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  water, this trait doesn't function at the start of the 
  mummy's next turn.
  Summon Insect Swarm (1/day)
  Type: Action. 
  Prerequisite Mummy Lord.
  The mummy lord summons 3d4 swarm of insects 
  (scarabs).  A summoned swarm appears in an 
  unoccupied space within 60 feet of the mummy 
  lord and acts as an ally of the mummy lord. It 
  remains for one minute, until it or the mummy lord 
  is destroyed, or until the mummy lord dismisses it 
  as an action.
  Summon Lesser Undead (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Mummy Lord.
  The mummy lord summons 3d6 skeletons, 2d8 
  zombies, 2d6 shadows, 2d4 ghouls, 2d4 spectres, 
  1d4 ghasts, or 1d2 mummies.  A summoned undead 
  appears in an unoccupied space within 60 feet of 
  the mummy lord and acts as an ally of the mummy 
  lord. It remains for one minute, until it or the 
  mummy lord is destroyed, or until the mummy lord 
  dismisses it as an action.
  ___________________________________________________________
  Myconid 
  The myconid (CR varies) can have 1 talent.
  Creep
  Type: Action.
  The myconid can take a bonus action to perform a 
  Dash action.
  Extended Pacifying Spores
  Type: Trait.
  Prerequisite Pacifying Spores action.
  The myconid can target creatures within 10 feet of 
  it with its pacifying spores.
  Toxic Fist
  Type: Trait.
  A creature that takes poison damage from the 
  myconid's fist attack is also poisoned until the end 
  of the myconid's next turn.
  ___________________________________________________________
  Naga 
  Debilitating Poison
  Type: Trait. 
  A creature that fails its saving throw against the 
  poison damage from the naga's weapon attacks is 
  also poisoned for 1 minute.  
  Slink Away
  Type: Reaction.
  When a creature the naga can see ends its turn 
  within 5 feet of the naga, the naga can use its 
  reaction to perform a Disengage action and move 
  up to half its speed.
  
  105
  Tail Swipe (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The bone naga violently swings its tail around, 
  knocking targets down.   Each creature within 
  10 feet of the bone naga must succeed on a DC 
  12 Strength saving throw,  taking 10 (2d6 + 3) 
  bludgeoning damage and is knocked prone on 
  a failed save, or half as much damage and isn't 
  knocked prone on a successful one.
  Guardian Naga 
  The guardian naga (CR 10) can have 4 talents.
  Constrict
  Type: Action.
  The spirit naga can make a Constrict Attack.
  Constrict. Melee Weapon Attack: + 8 to hit, reach 
  5 ft., one Large or smaller creature. Hit: 15 (2d10 
  + 4) bludgeoning damage. The target is grappled 
  (escape DC 15) if the guardian naga isn't already 
  Bone Naga 
  The bone naga (CR 4) can have 2 talents.
  Constrict
  Type: Action.
  The bone naga can make a Constrict Attack.
  Constrict. Melee Weapon Attack: + 5 to hit, reach 5 
  ft., one Large or smaller creature. Hit: 6 (1d6 + 3) 
  bludgeoning damage plus 3 (1d6) piercing damage. 
  The target is grappled (escape DC 12) if the bone 
  naga isn't already constricting a creature, and the 
  target is restrained until this grapple ends.
  Dreadful Gaze
  Type: Trait.
  The bone naga can take a bonus action to target one 
  creature it can see within 30 feet of it.  The target 
  must succeed on a DC 13 Wisdom saving throw or 
  become frightened for 1 minute.  If the target fails 
  the saving throw by 5 or more, it is also paralyzed 
  while frightened in this way.  A frightened creature 
  can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success. A 
  creature that successfully saves against the effect 
  is immune to the bone naga’s dreadful gaze for the 
  next 24 hours.  
  
  106
  constricting a creature, and the target is restrained 
  until this grapple ends.
  Enthralling Presence
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  If a creature starts its turn within 30 feet of the 
  guardian naga and the two of them can see each 
  other, the guardian naga can force the creature 
  to make a DC 16 Charisma saving throw if the 
  guardian naga isn't incapacitated. On a failed save, 
  the target is charmed. A charmed creature can 
  repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.  A 
  creature that successfully saves against the effect 
  is immune to the guardian naga’s enthralling 
  presence for the next 24 hours.  
  Mesmerizing Gaze
  Type: Action.
  The guardian naga can take a bonus action to 
  target one creature it can see within 30 feet of 
  it.  The target must succeed on a DC 16 Wisdom 
  saving throw or become charmed for 1 minute.  
  The charmed target is stunned.  A charmed target 
  can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success. A 
  creature that successfully saves against the effect is 
  immune to the guardian naga’s paralyzing gaze for 
  the next 24 hours.  
  Swift Spellcaster (3/day)
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The guardian naga can take a bonus action to cast a 
  spell that has a casting time of 1 action. 
  Tail Swipe (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The guardian naga violently swings its tail around, 
  knocking targets down.   Each creature within 
  10 feet of the guardian naga must succeed on a 
  DC 16 Strength saving throw, taking 13 (2d8 + 
  4) bludgeoning damage and is knocked prone on 
  a failed save, or half as much damage and isn't 
  knocked prone on a successful one.
  Spirit Naga 
  The spirit naga (CR 8) can have 3 talents.
  Constrict
  Type: Action.
  The spirit naga can make a Constrict Attack.
  Constrict. Melee Weapon Attack: + 7 to hit, reach 
  5 ft., one Large or smaller creature. Hit: 13 (2d8 
  + 4) bludgeoning damage. The target is grappled 
  (escape DC 15) if the spirit naga isn't already 
  constricting a creature, and the target is restrained 
  until this grapple ends.
  Sleep Gaze
  Type: Action.
  The spirit naga can take a bonus action to target 
  one creature it can see within 30 feet of it.  The 
  target must succeed on a DC 14 Wisdom saving 
  throw or fall asleep and remain unconscious for 
  1 minute. The target awakens if it takes damage 
  or another creature takes an action to wake it. A 
  creature that successfully saves against the effect is 
  immune to the spirit naga’s sleep gaze for the next 
  24 hours.  
  Swift Spellcaster (3/day)
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The spirit naga can take a bonus action to cast a 
  spell that has a casting time of 1 action. 
  Tail Swipe (Recharge 5-6)
  Type: Action. 
  
  107
  Talent Cost: 2 (Counts as 2 Talents). 
  The spirit naga violently swings its tail around, 
  knocking targets down.   Each creature within 
  10 feet of the spirit naga must succeed on a DC 
  15 Strength saving throw,  taking 11 (2d6 + 4) 
  bludgeoning damage and is knocked prone on 
  a failed save, or half as much damage and isn't 
  knocked prone on a successful one.
  ___________________________________________________________
  Nightmare 
  The nightmare (CR 3) can have 2 talents.
  Fire and Brimstone
  Type: Trait.
  The nightmare is bathe in flames and snorts and 
  billows forth highly toxic and extremely hot sulfuric 
  vapors.  A creature that starts its turn within 5 
  feet of the nightmare takes 5 (1d10) fire damage 
  and must succeed on a DC 11 Constitution saving 
  throw or become poisoned until the end of the 
  nightmare's next turn. 
  Hellblaze (Recharge 5-6)
  Type: Trait.
  When the nightmare performs a Dash action, each 
  5-foot square the nightmare leaves is filled with 
  a wall of fire.  The wall of fire is 5 feet tall and 5 
  feet thick and lasts for 1 minute.  When the wall 
  appears, each creature within its area must make 
  a DC 12 Dexterity saving throw. On a failed save, 
  a creature takes 14 (4d6) fire damage, ar half as 
  much damage on a successful save.  A creature 
  takes the same damage when it enters the wall for 
  the first time on a turn or ends its turn there.   
  Overrun
  Type: Action. 
  After moving more than 10 feet and then entering 
  the space of a Medium or smaller creature, the 
  nightmare can try to knock the creature prone.  The 
  creature must succeed on a DC 14 Strength saving 
  throw.  On a failed save, the target is knocked prone 
  and the nightmare can immediately attack it with 
  its hooves.  On a successful save, the creature isn't 
  knocked prone, and is pushed 5 feet out of the 
  nightmare's space into an unoccupied space of the 
  creature's choice. If no unoccupied space is with 
  in range, the creature instead falls prone in the 
  nightmare's space.
  Rear Kick
  Type: Reaction. 
  When a creature the nightmare can see and 
  is within 5 feet of the nightmare targets the 
  nightmare with a melee attack, the nightmare 
  can use its reaction to immediately attack it with 
  its hooves.  If the nightmare hits, the target must 
  succeed on a DC 14 Strength check or be pushed 5 
  feet away and be knocked prone.
  Nothic 
  The nothic (CR 2) can have 1 talent.
  Improved Multiattack
  Type: Trait. 
  When the nothic uses its Multiattack, it can make 
  three attacks: two with its claws and one with its 
  Rotting Gaze.
  Debilitating Gaze
  Type: Trait. 
  A creature that fails its saving throw against the 
  nothic's Rotting Gaze is also poisoned for 1 minute.
  Ogre (see also Giant)
  The ogre (CR 2) can have 1 talent.
  
  108
  Ooze 
  The black pudding (CR 4) can have 2 talents while 
  the rest of the other oozes (CR varies) have 1 talent 
  each.
  Adhere
  Type: Trait. 
  Prerequisite Gelatinous Cube.
  A creature hit by a gelatinous cube's pseudopod 
  is also grappled (escape DC 10).  While a creature 
  is grappled this way, it is restrained and the 
  gelatinous cube can't use its pseudopod attack.
    If the gelatinous cube begins its turn grappled 
  with a creature, it can take a bonus action to move 
  the creature into its space.  The creature takes 
  10 (3d6) acid damage and is engulfed.  (see the 
  gelatinous cube's Engulf action).  Strength checks 
  made to escape the grapple have disadvantage.
  Constrict
  Type: Trait. 
  Prerequisite Black Pudding.
  A creature hit by a black pudding's pseudopod is 
  also grappled (escape DC 11).  Until this grapple 
  ends, the target is restrained and the black pudding 
  can automatically hit the target with its pseudopod 
  but can't make pseudopod attacks against other 
  targets.
   
  Extended Pseudopod
  Type: Trait. 
  The reach of the ooze's pseudopod attack is 
  increased to 10 feet.
  Flowing Form
  Type: Trait.
  Prerequisite Black Pudding, Gray Ooze, or Ochre 
  Jelly.
  The ooze can take a bonus action to perform the 
  Dash action.  When it does so, it does not provoke 
  opportunity attacks if it leaves a hostile creature's 
  reach.
  Oni (see also Giant)
  The oni (CR 7) can have 3 talents.
  Combat Advantage
  Type: Trait. 
  Once during its turn, the oni deals an extra 10 
  (3d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll.  
  Swift Spellcaster (2/day)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  The oni can take a bonus action to cast  darkness or 
  invisibility. 
  
  109
  Noxious Acid
  Type: Trait. 
  Prerequisite Black Pudding.
  The acid of the black pudding is highly toxic.  A 
  creature that takes acid damage from an black 
  pudding's attack must succeed on a DC 13 
  Constitution saving throw or become poisoned 
  until the end of the ooze's next turn. 
  Multiattack
  Type: Trait. 
  The ooze makes two pseudopod attacks.  If the 
  ooze has the split trait, only medium or larger 
  oozes that result from the split has the Multiattack 
  action.
  ___________________________________________________________
  Orc 
  The orc (CR 1/2), eye of gruumsh (CR 2), and orog 
  (CR 2) have 1 talent each while the orc war chief 
  (CR 4) can have 2 talents.
  Brute
  Type: Trait. 
  Prerequisite Orog
  A melee weapon deals one extra die of its damage 
  when the orc hits with it.
  Death Strike
  Type: Trait. 
  Prerequisite Eye of Gruumsh
  If the eye of gruumsh drops to 0 hit points or less 
  and is within 5 feet of an enemy, it can use its 
  reaction to make one melee weapon attack at the 
  enemy with advantage on the roll.  If the attack is 
  successful, it is treated as a critical hit.
  Frenzied Berserker
  Type: Trait.
  While the orc has less than full hit points, the orc 
  gains advantage on all melee weapon attack rolls 
  and all Intelligence, Wisdom, and Charisma saving 
  throws, but attack rolls against it have advantage.
  Inspire Ferocity (1/day)
  Type: Reaction.
  Prerequisite Orc War Chief
  If an orc ally of the orc war chief  drops to 0 hit 
  points or less and it is within 30 feet of the orc war 
  chief and the orc war chief can see that ally, the 
  orc war chief can use its reaction and target any 
  number of orc allies within 30 feet.  The targets 
  deal maximum damage with their first melee 
  weapon attacks until the end of the orc war chief's 
  next turn. 
  Power Attack
  Type: Trait. 
  Prerequisite Must be using a heavy weapon.
  Before the orc makes a melee weapon attack, it can 
  choose to take a -5 penalty to the attack roll. If the 
  attack hits, it adds +10 to the attack's damage.
  
  110
  Relentless Endurance (1/day)
  Type: Trait. 
  When the orc is reduced to 0 hit points but not 
  killed outright, it can drop to 1 hit point instead. 
  Rusher
  Type: Trait. 
  The orc can take a bonus action to move up to its 
  speed toward a hostile creature that it can see.  If 
  the orc ends its movement within 5 feet of the 
  target, the orc can make a melee weapon attack 
  against it.
  Second Wind (1/day)
  Type: Action.
  The orc can take a bonus action to regain hit points 
  equal to 1d10 plus its number of Hit Dice.
  ___________________________________________________________
  Otyugh 
  The otyugh (CR 5) can have 2 talents.
  Extended Tentacles
  Type: Trait. 
  The reach of the otyugh's tentacle attack is 
  increased to 15 feet.
  Fling
  Type: Action. 
  One object held or creature that is smaller than 
  the otyugh and is grappled by its tentacle attack 
  is thrown up to 60 feet towards a target space 
  and knocked prone. If a thrown target strikes a 
  solid surface, the target takes 3 (1d6) bludgeoning 
  damage for every 10 feet it was thrown plus 5. 
  If the target is thrown at another creature, that 
  creature must succeed on a DC 14 Dexterity saving 
  throw or the creature takes the same damage and 
  be knocked prone. 
     If the otyugh uses its Multiattack, it can use its 
  Fling in place of one tentacle attack. 
  Lurker
  Type: Trait.
  When an otyugh hides beneath murky water or 
  refuse, it leaves its camouflaged eyestalk exposed.  
  Its passive Perception is increased to 16 and it has 
  advantage to Wisdom (Perception) and Dexterity 
  (Stealth) checks.
  Stench
  Type: Trait.
  The otyugh secretes extremely pungent oils from 
  its glands that can overwhelm its foes' senses and 
  cause nausea. A creature that starts its turn within 
  5 feet of the otyugh must succeed on a DC 15 
  Constitution saving throw or be poisoned until the 
  start of its next turn. On a successful saving throw, 
  the creature is immune to the otyugh's Stench for 
  24 hours. 
  
  111
  Pegasus
  The pegasus (CR 2) can have 1 talent.
  Celestial Resistance
  Type: Trait.
  The pegasus has advantage on saving throws 
  against being charmed and frightened, and 
  resistance to radiant and bludgeoning, piercing, 
  and slashing damage from nonmagical weapons.
  Diving Charge
  Type: Action. 
  If the pegasus is flying and dives at least 30 feet 
  straight toward a target and then hits it with its 
  hooves attack, that target must succeed on a DC 14 
  Strength saving throw or be knocked prone. 
  Flyby
  Type: Trait.
  The pegasus doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach.
  Peryton
  The peryton (CR 2) can have 1 talent.
  Heartseeker
  Type: Trait.
  The peryton deals an extra 7 (2d6) piercing 
  damage when it hits a humanoid target with a 
  weapon attack and has advantage on the attack roll.  
    
  Stunning Dive Attack
  Type: Trait.
  If a creature is hit by the peryton's Dive Attack 
  feature, it must succeed on a DC 13 Constitution 
  saving throw or be stunned until the end of the 
  peryton's next turn.  
  Owlbear 
  The owlbear (CR 3) can have 2 talents.
  Maul
  Type: Trait. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A Large or smaller creature that is hit by the 
  owlbear's claw attack is grappled (escape DC 15).  
  Until this grapple ends, the target is restrained and 
  the owlbear can automatically hit the target with 
  one of its claw attacks but can't use one of its claw 
  attacks against other targets.
  Frenzied Berserker
  Type: Trait.
  While the owlbear has less than full hit points, 
  the owlbear gains advantage on all melee weapon 
  attack rolls and all Intelligence, Wisdom, and 
  Charisma saving throws, but attack rolls against it 
  have advantage.
  Relentless (Recharges after a Short 
  or Long Rest) 
  Type: Trait. 
  If the owlbear takes 20 damage or less that would 
  reduce it to 0 hit points, it is reduced to 1 hit point 
  instead.
  Stunning Screech (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The owlbear emits a shrill, mind-wracking screech. 
  Each creature within 20 feet of the owlbear must 
  succeed on a DC 13 Constitution saving throw or 
  become deafened until the end of the Owlbear's 
  next turn.  If a target fails its saving throw by 5 or 
  more, it is also stunned while deafened this way.     
    If the owlbear uses its Multiattack and Stunning 
  Screech is available, it can use its Stunning Screech 
  in place of its beak attack. 
   
  
  112
  Swoop
  Type: Trait. 
  If the peryton flies at least 30 feet and hits 
  a Medium or smaller creature with its claw 
  attack, the target is grappled (escape DC 13) and 
  restrained while the peryton flies upward with it 
  at half its speed.  While the peryton has a creature 
  grappled, it can fly up to a maximum height of 
  40 feet.  The peryton can take a bonus action to 
  drop the target from the air.   If a dropped target 
  strikes a solid surface, the target is knocked prone 
  and takes 3 (1d6) bludgeoning damage for every 
  10 feet it was dropped. If the target is dropped at 
  another creature, that creature must succeed on 
  a DC 13 Dexterity saving throw or take the same 
  damage and be knocked prone.
  Piercer
  The piercer (CR 1/2) can have 1 talent.
  Noxious Slime
  Type: Trait.
  The piercer excretes a highly toxic mucus.  A 
  creature that starts its turn within 5 feet of the 
  piercer or takes damage from a piercer's weapon 
  attack must succeed on a DC 13 Constitution saving 
  throw or become poisoned for 1 minute. 
   
  Reel Back 
  Type: Trait.
  The piercer secretes a very strong but elastic silk-
  like thread from the top of its head that is attached 
  to the ceiling of the cave.  On its next turn after 
  using the drop action, it can use an action to pull 
  itself up 30 feet.  While doing so, the piercer is 
  subject to opportunity attacks if it leaves a hostile 
  hostile creature's reach.
   
  Pixie
  The pixie (CR 1/4) can have 1 talent.
  Evasive
  Type: Trait.
  When the pixie is subjected to an effect that allows 
  it to make a Dexterity saving throw to take only half 
  damage, it instead takes no damage if it succeeds 
  on the saving throw, and only half damage if it fails. 
  Wink Out
  Type: Reaction.
  The pixie can use its reaction to perform the 
  Superior Invisibility action.
   
  Pseudodragon
  The pseudodragon (CR 1/4) can have 1 talent.
  Chameleon
  Type: Action.
  The pseudodragon can take a bonus action to 
  
  113
  Gargantuan Resistance (2/day)
  Type: Trait.
  If the purple worm fails a saving throw, it can 
  choose to succeed instead.  
  Spike Furrow (Recharge 4-6)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  When the purple worm moves just beneath the 
  surface of the ground using its burrow speed, its 
  massive spikes creates furrows on the earth.  If 
  the purple worm enters the space underneath 
  that of a Huge or smaller creature during this turn, 
  that creature must make a DC 19 Strength saving 
  throw.  On a failed save, the target takes 23 (4d6+9) 
  bludgeoning damage and is knocked prone or half 
  as much damage and is not knocked prone on a 
  successful one. A creature can only be subjected to 
  this attack once, no matter the number of times the 
  purple worm enters the space underneath it that 
  turn.
  Rising Burst (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The purple worm bursts out from underneath its 
  victims.  This sprays rock and dirt into the air and 
  causes the ground around it to shake violently.  
  Each creature standing within that 40-foot cube 
  area centered on the purple worm must make 
  a DC 19 Strength saving throw. A creature takes 
  55 (10d10) bludgeoning damage, pushed up to 
  10 feet, and is knocked prone on a failed save, or 
  half as much damage and isn't knocked prone on 
  a successful one.   Additionally, the ground in that 
  area becomes difficult terrain until cleared. Each 
  5-foot-square portion of the area requires at least 1 
  hour to clear by hand.
  Tail Sweep (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The purple worm attempts to knock multiple 
  targets prone with one swing of its tail.   Each 
  perform a Hide action.
  Flyby
  Type: Trait.
  The pseudodragon doesn't provoke an opportunity 
  attack when it flies out of an enemy's reach.
  Purple Worm
  The purple worm (CR 15) can have 6 talents.
  Belch Earth (Recharge 6)
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  The purple worm violently expels from its maw 
  earth and rock that it has consumed through 
  burrowing in a 30-foot cone. Each creature in that 
  area must make a DC 19 Dexterity saving throw, 
  taking 54 (12d8) bludgeoning damage on a failed 
  save, or half as much damage on a successful 
  one.   A creature swallowed by the purple worm is 
  subjected to the same effect, but is expelled from 
  the purple worm, landing prone in a random point 
  within the 30-foot cone.
  Debilitating Poison
  Type: Trait.
  A creature that fails its saving throw against the 
  purple worm's tail stinger is also poisoned for 1 
  hour.  
  Impaling Stinger
  Type: Trait.
  A Large or smaller creature hit by the purple 
  worm's tail stinger is grappled (escape DC 19).  
  Until this grapple ends, the target is restrained and 
  the purple worm can automatically hit the target 
  with its tail stinger but can't use its tail stinger 
  against other targets.
  
  114
  creature within a 30-foot cube area originating 
  from the purple worm must make a DC 19 Strength 
  saving throw, taking 25 (3d10 + 9) bludgeoning 
  damage and is knocked prone on a failed save, or 
  half as much damage and isn't knocked prone on a 
  successful one.  
  Tough Hide
  Type: Trait.
  The purple worm is resistant to bludgeoning, piercing, 
  and slashing damage from nonmagical weapons that 
  aren't adamantine.
  Quaggoth
  The quaggoth (CR 2) can have 1 talent.
  Enraged
  Type: Trait.
  When a quaggoth enters into a Wounded Fury 
  state, it gains advantage to all Intelligence, Wisdom, 
  and Charisma saving throws.
  Maul
  Type: Action.
  The quaggoth gains a Maul attack.  When it uses its 
  Multiattack, it can use Maul in place of both its claw 
  attacks.
  Maul. Melee Weapon Attack  +5 to hit, reach 5 ft., 
  one target.  Hit: 8 (1d10 + 3) bludgeoning damage.
  Rend
  Type: Trait.
  If a creature is hit by both the quaggoth's claw 
  attacks in the same turn, it takes an extra 5 (2d4) 
  slashing damage.
  Rakshasa
  The rakshasa (CR 13) can have 5 talents.
  Bewildering Presence
  Type: Trait.
  A creature hostile to the rakshasa that starts 
  its turn within 20 feet of the rakshasa must 
  make a DC 18 Charisma saving throw, unless the 
  rakshasa is incapacitated. On a failure, the target 
  must move up to is speed and make a weapon 
  attack against one creature of the rakshasa's choice 
  that the rakshasa can see.  At the end of the target's 
  turn, the effect ends.  If a creature's saving throw is 
  successful, the creature is immune to the rakshasa's 
  bewildering presence for the next 24 hours.  
  Extra Legendary Action
  Type: Trait.
  Prerequisite Legendary Actions.
  The rakshasa can take 1 additional legendary 
  action before the start of its next turn.  The 
  rakshasa can retake this talent up to two additional 
  times.  The additional legendary action stacks.
  
  115
  Legendary Actions
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The rakshasa gains three legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time and 
  only at the end of another creature's turn. The 
  rakshasa regains spent legendary actions at the 
  start of its turn.
  Detect. The rakshasa makes a Wisdom 
  (Perception) check.
  Claw. The rakshasa makes one claw attack.
  Cast a Spell (Costs 3 Actions). The rakshasa casts 
  a spell from its list of prepared spells, using a spell 
  slot as normal.
  Mind Phantom (Recharge 4-6)
  Type: Reaction.
  When a creature the rakshasa can see targets the 
  rakshasa with an attack, the rakshasa can use 
  its reaction and mentally deceive the creature 
  to attacking another target, thinking it to be 
  the rakshasa.  The creature must make a DC 18 
  Charisma saving throw.  On a failed save, the target 
  attacks another target of the rakshasa's choice 
  that it and the target can see.  If the creature is not 
  within range of the new target, it will try to move 
  towards if it still can.  If it can't reach the new target 
  or is out of its range, the creature does nothing.
  Mind Twist
  Type: Legendary Action (Costs 2 Actions). 
  The rakshasa gains the ability to use Mind Twist as 
  a Legendary action option.  
  Mind Twist. Ranged Spell Attack: +10 to hit, range 
  120ft., one target. Hit: 22 (5d8) psychic damage 
  and the target must succeed on a DC 18 Charisma 
  saving throw or become stunned for 1 minute.  A 
  stunned creature can repeat the saving throw at 
  the end of each of its turns, ending the effect on a 
  success.
  Naturally Insidious
  Type: Trait.
  The rakshasa has advantage on all Charisma checks 
  when lying, intimidating and manipulating others 
  to further its agenda or for self-preservation.
  Swift Spellcaster (3/day)
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents).
  The rakshasa can take a bonus action to cast a spell 
  that has a casting time of 1 action.  
  Remorhaz 
  The remorhaz (CR 11) can have 4 talents while the 
  young remorhaz (CR 5) can have 2 talents.
  Young Remorhaz
  Constrict
  Type: Action.
  The young remorhaz can make a Constrict Attack.
  Constrict. Melee Weapon Attack: + 6 to hit, reach 
  5 ft., one Large or smaller creature. Hit: 17 (3d8 + 
  4) bludgeoning damage plus 7 (2d6) fire damage. 
  The target is grappled (escape DC 15) if the young 
  remorhaz isn't already constricting a creature, and 
  the target is restrained until this grapple ends.
  Hardened Carapace
  Type: Trait.
  The young remorhaz is resistant to piercing and 
  slashing damage from nonmagical weapons that 
  aren't adamantine.
  Rising Burst (Recharge 6) 
  Type: Action.
  The young remorhaz bursts out from underneath 
  
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  one. 
  Remorhaz
  Constrict
  Type: Action.
  The remorhaz can make a Constrict Attack.
  Constrict. Melee Weapon Attack: + 11 to hit, reach 
  5 ft., one Huge or smaller creature. Hit: 34 (6d8 + 
  7) bludgeoning damage plus 10 (3d6) fire damage. 
  The target is grappled (escape DC 17) if the 
  remorhaz isn't already constricting a creature, and 
  the target is restrained until this grapple ends.
  Hardened Carapace
  Type: Trait.
  The remorhaz is resistant to piercing and slashing 
  its victims.  This sprays rock and dirt into the air 
  and causes the ground around it to shake violently.  
  Each creature standing within that 20-foot cube 
  area centered on the young remorhaz must make 
  a DC 15 Strength saving throw. A creature takes 16 
  (3d10) bludgeoning damage and is knocked prone 
  on a failed save, or half as much damage and isn't 
  knocked prone on a successful one.   Additionally, 
  the ground in that area becomes difficult terrain 
  until cleared. Each 5-foot-square portion of the area 
  requires at least one minute to clear by hand.
  Steam Breath (Recharge 5-6)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  The young remorhaz exhales scalding steam in 
  a line that is 30 feet long and 5 feet wide. Each 
  creature in that area must make a DC 14 Dexterity 
  saving throw, taking 27 (6d8) fire damage on a 
  failed save, or half as much damage on a successful 
  
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  damage from nonmagical weapons that aren't 
  adamantine.
  Rising Burst (Recharge 6)
  Type: Action.
  The remorhaz bursts out from underneath its 
  victims.  This sprays rock and dirt into the air and 
  causes the ground around it to shake violently.  
  Each creature standing within that 30-foot cube 
  area centered on the remorhaz must make a DC 
  15 Strength saving throw. A creature takes 33 
  (6d10) bludgeoning damage and is knocked prone 
  on a failed save, or half as much damage and isn't 
  knocked prone on a successful one.   Additionally, 
  the ground in that area becomes difficult terrain 
  until cleared. Each 5-foot-square portion of the area 
  requires at least one minute to clear by hand.
  Spike Furrow (Recharge 4-6)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  When the remorhaz moves just beneath the surface 
  of the ground using its burrow speed, its massive 
  heated spikes creates furrows on the earth.  If 
  the remorhaz enters the space underneath that 
  of a Huge or smaller creature during this turn, 
  that creature must make a DC 17 Strength saving 
  throw.  On a failed save, the target takes 10 (1d6+7) 
  bludgeoning damage plus 10 (3d6) fire damage and 
  is knocked prone or half as much damage and is 
  not knocked prone on a successful one. A creature 
  can only be subjected to this attack once, no matter 
  the number of times the remorhaz enters the space 
  underneath it that turn.
  Steam Breath (Recharge 5-6)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  The remorhaz exhales scalding steam in a line that 
  is 60 feet long and 5 feet wide. Each creature in that 
  area must make a DC 17 Dexterity saving throw, 
  taking 45 (10d8) fire damage on a failed save, or 
  half as much damage on a successful one. 
  Tail Slap
  Type: Reaction.
  Talent Cost: 2 (Counts as 2 Talents). 
  When a creature the remorhaz can see starts its 
  turn within 10 feet of the remorhaz, the remorhaz 
  can use its reaction to attack it with its tail slam 
  feature.
  Tail Slap. Melee Weapon Attack  +11 to hit, reach 
  10 ft., one target.  Hit: 23 (3d10+7) bludgeoning 
  damage plus 10 (3d6) fire damage and the target 
  must make a DC 17 Constitution saving throw.  On 
  a failure, the target is pushed up to 10 feet away 
  and knocked prone and stunned until the end of the 
  remorhaz's next turn.
  ___________________________________________________________
  Revenant
  The revenant (CR 5) can have 2 talents.
  Indomitable Adversary
  Type: Trait.
  While the revenant can see the creature it has 
  sworn vengeance on and that creature is within 
  120 feet of the revenant, it has advantage to all 
  saving throws and ability checks.
  Relentless Pursuer
  Type: Reaction.
  When a creature the revenant has sworn vengeance 
  on moves more than 20 feet away from the 
  revenant and the revenant can see that creature, 
  the revenant can use its reaction and move up to its 
  speed to a space nearest to the creature.
  Summon Swarm (1/day)
  Type: Action. 
  The revenant summons 2d4 swarms of bats, 
  insects, rats, or ravens.  A summoned swarm 
  appears in an unoccupied space within 60 feet of 
  
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  crushing and pinning its victims.  The roc targets 
  a 20-foot by 20-foot space on the ground.   Each 
  creature within the target space must make a DC 
  19 Dexterity saving throw.  On a failed save, the 
  target takes 27 (4d8+9) bludgeoning damage and 
  is knocked prone, grappled, and restrained (escape 
  DC 19).   On a success, the target takes half as much 
  damage and isn't knocked prone and restrained, 
  and is pushed to the nearest empty square outside 
  of the roc's space.  After using Crush, the Roc's 
  speed is reduced to 0 until the end of its next turn.
    When the roc uses its Multiattack, the roc can use 
  Crush in place of both of its claw attacks.
  Dive Attack 
  Type: Trait.
  If the roc is flying and dives at least 30 feet straight 
  toward a target and then hits it with a melee attack, 
  the attack deals an extra 10 (3d6) damage to the 
  target.
  Flyby
  Type: Trait.
  The roc doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach.
  Gargantuan Resistance (2/day)
  Type: Trait.
  If the roc fails a saving throw, it can choose to 
  succeed instead.  
  Stunning Screech (Recharge 5-6)
  Type: Action. 
  The roc emits a deafening screech.  Each creature 
  within 40 feet of it that can hear it must succeed on 
  a DC 17 Constitution saving throw or be deafened 
  until the end of its next turn.  If a target fails its 
  saving throw by 5 or more, it is also stunned while 
  deafened this way.     
    If the Roc uses its Multiattack and Stunning 
  Screech is available, it can use its Stunning Screech 
  in place of its beak attack. 
  the revenant and acts as an ally of the revenant. 
  It remains for one minute, until it or the revenant 
  destroyed, or until the revenant dismisses it as an 
  action.
  Vow of Enmity
  Type: Action. 
  The revenant utters a vow of enmity against the 
  creature within 10 feet it has sworn vengeance on 
  as a bonus action.  It gains advantage on attack rolls 
  against the creature for 1 minute.
  Roc
  The roc (CR 11) can have 4 talents.
  Buffet
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The roc hovers in the air and beats its wings 
  furiously, creating powerful violent winds that 
  throw and knockback creatures.  Each Huge 
  or smaller creature within a 40 by 40 ft. space 
  originating from the roc must make a DC 19 
  Strength saving throw.  On a failed save, the target 
  takes 18 (2d8 + 9) bludgeoning damage and is 
  pushed a number of feet depending on their size 
  and is knocked prone.  A Medium or smaller 
  creature is pushed up to 40 feet away.  A Large 
  creature is pushed up to 30 feet away.  A Huge 
  creature is pushed up to 20 feet away.  If a pushed 
  target strikes a solid surface, the target takes 3 
  (1d6) bludgeoning damage for every 10 feet it was 
  pushed before stopping  On a successful save, the 
  target takes only half as much damage and isn't 
  knocked prone.
  Crush
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The roc flies at least 60 feet and violently lands 
  on the ground with its full weight, possibly 
  
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  Swallow
  Type: Action. 
  A creature hit by the roc's beak attack is grappled.
  The roc makes one beak attack against a Medium 
  or smaller creature it is grappling. If the attack 
  hits, that creature takes the beak's damage and is 
  swallowed, and the grapple ends . While swallowed, 
  the creature is blinded and restrained, it has total 
  cover against attacks and other effects outside the 
  roc, and it takes 17 (5d6) acid damage at the start 
  of each of the roc's turns.  
    If the roc takes 20 damage or more on a single 
  turn from a creature inside it, the roc must succeed 
  on a DC 17 Constitution saving throw at the end of 
  that turn or regurgitate all swallowed creatures, 
  which fall prone in a space within 10 feet of the roc. 
  If the roc dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse 
  using 15 feet of movement, exiting prone.
  Roper
  The roper (CR 5) can have 2 talents.
  Choking Tendrils
  Type: Trait.
  A creature restrained by the roper's tendrils takes 
  7 (2d6) bludgeoning damage at the start of each of 
  the roper's turns and is unable to breathe.
  Magic Resistance
  Type: Trait. 
  The roper has advantage on saving throws against 
  spells and other magical effects.
  Paralyzing Tendrils
  Type: Trait.
  A creature hit by the roper's tendril attack must 
  make a DC 14 Constitution saving throw or become 
  paralyzed for 1 minute.  A paralyzed creature can 
  repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.  
  Stony Hide
  Type: Trait.
  The roper is resistant to bludgeoning, piercing, and 
  slashing damage from nonmagical weapons that 
  aren't adamantine.
  Rust Monster
  The rust monster (CR 1/2) can have 1 talent.
  Burrower
  Type: Trait.
  The rust monster gains a burrowing speed of 20 
  feet.
  Potent Antennae
  Type: Trait.
  The rust monster's antennae attack can corrode 
  magical ferrous metal objects.  
  
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  sahuagin's ranged spear attack, it must make a DC 
  11 Strength saving throw or be pulled up to 15 feet 
  toward the sahuagin.
  Pack Frenzy
  Type: Trait.
  Prerequisite Sahuagin Baron 
  Talent Cost: 2 (Counts as 2 Talents). 
  Any sahuagin within 30 feet of the sahuagin that 
  can see or hear the sahuagin baron deals an extra 
  3 (1d6)damage with its melee attack rolls against a 
  target that doesn't have all its hit points.
  Sudden Strike
  Type: Trait.
  When a hostile target the sahuagin can see moves 
  within 5 feet of the sahuagin, and the target has at 
  least one of the sahuagin's allies within 5 feet of the 
  target and the ally isn't incapacitated, the sahuagin 
  can use its reaction to make one melee weapon 
  attack at the target.
  Water Bolt
  Type: Action.
  Prerequisite Sahuagin Priestess.
  The sahuagin priestess can make a Water Bolt 
  attack.
  Water Bolt. Ranged Spell Attack: + 4 to hit, reach 
  120 ft. (240 ft. if the target is underwater), one 
  creature. Hit: 11 (2d8 + 2) bludgeoning damage.  
  If the sahuagin uses its Multiattack, it can use Water 
  Bolt in place of one claw attack.
  ___________________________________________________________
  Salamander 
  The fire snake (CR 1) can have 1 talent while the 
  salamander (CR 5) can have 2 talents.
  Sahuagin 
  The sahuagin (CR 1/2) and sahuagin priestess (CR 2) 
  both have 1 talent each while the sahuagin baron 
  (CR 5) can have 2 talents.
  Aquatic Sense
  Type: Trait.
  While the sahuagin is underwater, it has blindsight 
  60 feet.  
  Blood Hunger
  Type: Trait.
  Prerequisite Sahuagin Baron 
  The sahuagin baron deals an extra 4 (1d8)damage 
  with its melee attack rolls against a creature that 
  doesn't have all its hit points.
  Harpoon
  Type: Trait.
  The sahuagin has attached rope to the end of its 
  spear.  If a Medium or smaller creature is hit by a 
  
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  Aura of Fire
  Type: Trait.
  A creature that starts its turn within 5 feet of the 
  Salamander takes 5 (1d10) fire damage. 
  Fire Snake Spear
  Type: Action.
  Prerequisite Fire Snake 
  The fire snake has developed arms to wield a spear.  
  When the fire snake uses its Multiattack, it can use 
  its spear in place one of its melee attacks.
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20 ft./60ft. , one target. Hit: 4 
  (1d6 + 1) piercing damage, or 8 (2d6 + 1) piercing 
  damage if used with two hands to make a melee 
  attack, plus 3 (1d6) fire damage. 
  Improved Heated Weapons
  Type: Trait.
  The fire damage dealt by the Salamander's weapon 
  is increased by 3 (1d6).
  Salamander Resistance
  Type: Trait.
  The salamander has advantage to saving throws 
  against sleep, as well as to resist being charmed or 
  paralyzed. 
  Spinning Spear
  Type: Action. 
  The salamander swings its spear with both its 
  hands in a wide arc.  The salamander only makes 
  one attack roll and the result is checked against 
  the AC of each target within range of its melee 
  weapon attack.   The salamander deals 13 (2d8 + 
  4) slashing damage plus 3 (1d6) fire damage  to a 
  creature it hits.
  ___________________________________________________________
  Satyr
  The satyr (CR 1/2) can have 1 talent.
  Jeer (3/day)
  Type: Reaction. 
  When a creature the satyr can see within 60 feet of 
  it makes an attack roll or an ability check, it can use 
  its reaction to distract the creature.  The creature 
  must make a DC 13 Wisdom saving throw.  On a 
  failed roll, the satyr imposes disadvantage to the 
  creature's roll.
  Slippery
  Type: Trait.
  The satyr can take a bonus action on each of its 
  turns in combat. This action can be used only to 
  take the Disengage or Hide action.
  Scarecrow
  The scarecrow (CR 1) can have 1 talent.
  Maddening Cackle (Recharge 5-6)
  Type: Action. 
  The scarecrow emits a loud, hellish cackle. Each 
  living creature that isn't a hag within 30 feet of 
  
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  Extended Slam
  Type: Trait.
  The reach of the shambling mound's slam attack is 
  increased to 10 feet.
  Malleable Hide
  Type: Trait.
  The shambling mound is resistant to bludgeoning 
  damage.
  Poisonous Spores
  Type: Trait.
  A creature hostile to the shambling mound that 
  starts its turn within 20 feet of the shambling 
  mound must make a DC 14 Constitution saving 
  throw or become poisoned for 1 minute. 
  Poisonous Touch
  Type: Trait.
  The shambling mound's melee weapon attacks deal 
  an extra 7 (2d6) poison damage.
  Regeneration
  Type: Trait.
  The shambling mound regains 10 hit points at the 
  start of its turn if it has at least 1 hit point and is 
  touching the earth.  lf the shambling mound takes 
  fire damage, this trait doesn't function at the start 
  of the shambling mound's next turn.
  Swift Creeper
  Type: Trait.
  The shambling mound's speed is increased by 10 
  feet.
  Shield Guardian
  The shield guardian (CR 7) can have 3 talents.
  it must make a DC 11 Wisdom saving throw.  On 
  a failure, the creature can't take reactions or 
  maintain concentration until the end of its next 
  turn.  On its turn, the target can't move, and it uses 
  its action to make a melee or ranged attack against 
  a randomly determined creature within range. If 
  the target can't attack, it does nothing on its turn.  
  At the end of the creature's turn, the effect ends.
  Paralyzing Claw
  Type: Trait.
  A creature is paralyzed while frightened by the 
  scarecrow's claw attack.
  Shadow
  The shadow (CR 1/2) can have 1 talent.
  Fade into Shadow (1/day)
  Type: Reaction. 
  When in dim light or darkness and a creature the 
  shadow can see targets the shadow with an attack,  
  the shadow can use its reaction to take the Hide 
  action.
  Shadow Shift (1/day)
  Type: Action. 
  When in in dim Iight or darkness, the shadow can 
  take a bonus action to teleport up to 60 feet to 
  an unoccupied space it can see that is also in dim 
  light or darkness. After doing so, the shadow has 
  advantage on the first melee attack it makes before 
  the end of the turn.
  Shambling Mound
  The shambling mound (CR 5) can have 2 talents.
  
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  Bash
  Type: Trait.
  If the shield guardian's fist attack roll against a 
  target succeeds by 5 or more, the target must make 
  a DC 15 Constitution saving throw or be stunned 
  until the end of the shield guardian's next turn.
  Charged Fist
  Type: Trait.
  The shield guardian's fist attacks deal an extra 4 
  (1d8) lightning damage.
  Defend Wearer
  Type: Action.
  The shield guardian imposes disadvantage to all 
  attacks made against wearer of the guardian's 
  amulet until the start of its next turn.  The shield 
  guardian must be within 5 feet of the wearer of the 
  guardian's amulet to do so. 
  Improved Shield
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  The shield guardian grants +4 bonus to the 
  wearer's AC instead of just a +2.  In addition, the 
  bonus can also be applied to the Dexterity saving 
  throws of the wearer of the guardian's amulet.
  Improved Spell Storing
  Type: Trait.
  The shield guardian can store one additional spell 
  of 4th level or lower.
  Reinforced Armor
  Type: Trait.
  The shield guardian is resistant to bludgeoning, 
  piercing, and slashing damage from nonmagical 
  weapons that aren't adamantine.
  Skeleton
  The skeleton (CR varies) can have 1 talent.
  Cold Immunity
  Type: Trait.
  The skeleton is immune to cold damage.
  Ever Vigilant
  Type: Trait.
  The skeleton has advantage to Initiative rolls and 
  Wisdom (Perception) checks.
  Lunging Strike
  Type: Trait.
  If the skeleton has already moved up to its speed 
  and an enemy creature the skeleton can see is 
  within 10 feet of the skeleton, it can take a bonus 
  action to move 5 feet.  If the skeleton ends within 
  5 feet of the target as a result of this action, it gains 
  advantage on its next attack made against the 
  target this turn.
  Slaad 
  Chaos Croak (Recharge 6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Green, Gray, or Death Slaad
  The slaad emits a loud, disconcerting croak. Each 
  creature within 30 feet of it that isn't a slaad must 
  make a Charisma saving throw.  The DC is equal 
  to 8 plus the slaad's Charisma modifier plus its 
  proficiency bonus (see MM page 8).  On a failed 
  save, the target takes 27 (6d8) psychic damage 
  and can't take reactions or maintain concentration 
  until the end of its next turn.  On its turn, the target 
  can't move, and it uses its action to make a melee 
  
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  or ranged attack against a randomly determined 
  creature within range. If the target can't attack, 
  it does nothing on its turn.  At the end of the 
  creature's turn, the effect ends.  On a successful 
  save, the target takes half as much damage and 
  suffers no other effects.
    If the slaad uses its Multiattack and Chaos Croak 
  is available, it can use its Chaos Croak in place of its 
  bite attack. 
  Poisonous Bite
  Type: Trait. 
  A creature hit by the slaad's bite attack must make 
  a Constitution saving throw.   The DC is equal to 
  8 plus the slaad's Constitution modifier plus its 
  proficiency bonus (see MM page 8).  On a failed 
  save, the target is poisoned for 1 minute.
  Pounce
  Type: Trait. 
  Prerequisite Red, Blue, Green, Gray, or Death Slaad
  If the slaad moves at least 30 feet straight toward 
  a creature and then hits it with two claw attacks 
  on the same turn, that target must succeed on a 
  Strength saving throw.  The DC is equal to 8 plus 
  the slaad's Strength modifier plus its proficiency 
  bonus (see MM page 8).  On a failed save, the target 
  is knocked prone and the slaad can make one bite 
  attack against it as a bonus action.
  Summon Slaad (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Green, Gray, or Death Slaad
  A slaad summons a number of slaads (see 
  list below).  A summoned slaad appears in an 
  unoccupied space within 60 feet of the slaad, acts 
  as an ally of the slaad, and can't summon other 
  slaads. It remains for one minute, until it or the 
  slaad dies, or until the slaad dismisses it as an 
  action.
  Green Slaad. 1 Red Slaad
  Gray Slaad. 1d2 Red Slaads or 1 Blue Slaad
  Death Slaad. 1d3 Red Slaads, 1d2 Blue Slaads, or 1 
  Green Slaad
  Swift Shapechanger
  Type: Trait. 
  Prerequisite Green, Gray, or Death Slaad
  The slaad can take a bonus action to polymorph 
  into a Small or Medium humanoid, or back into its 
  true form.
  
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  Swift Spellcaster (3/day)
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  Prerequisite Green, Gray, or Death Slaad
  The slaad can take a bonus action to cast a 
  spell that has a casting time of 1 action. 
  Toxic Skin
  Type: Trait. 
  Prerequisite Red, Blue, Green, Gray, or Death Slaad. 
  The slaad's skin is coated with a highly toxic 
  slime.  The slaad deals an extra (3) 1d6 poison 
  damage with its claw and bite attacks.  A creature 
  that hits the slaad with a melee weapon attack 
  takes 3 (1d6) poison damage.  
    In addition, the slaad has advantage on ability 
  checks and saving throws made to escape a grapple.
  ___________________________________________________________
  Spectre
  The spectre (CR 1) can have 1 talent.
  Chill Touch
  Type: Trait.
  The spectre's melee spell attacks deal an extra 3 
  (1d6) cold damage.
  Frightening Glare
  Type: Action
  The spectre uses a bonus action and targets one 
  creature it can see within 30 feet of it. If the target 
  can see the spectre, the target must succeed on a 
  DC 10 Wisdom saving throw or be frightened for 1 
  minute.  A frightened creature can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. If a creature's saving throw is 
  successful, the creature is immune to the spectre's 
  frightening glare for the next 24 hours.
  Sphinx 
  The androsphinx (CR 17) can have 6 talents while 
  the gynosphinx (CR 11) can have 4 talents.
  Extra Legendary Action
  Type: Trait.
  The sphinx can take 1 additional legendary action 
  before the start of its next turn.  The sphinx can 
  retake this talent up to two additional times.  The 
  additional legendary action stacks.
  Flyby
  Type: Trait.
  The sphinx doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach.
  Frightful Presence
  Type: Action.
  Each creature of the sphinx's choice that is 
  within 60 feet of the sphinx and aware of it must 
  succeed on a Wisdom saving throw or become 
  frightened for 1 minute.  The DC is 18 for an 
  
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  Rend
  Type: Trait.
  If a creature is hit by both of the sphinx's claw 
  attacks, it takes an extra amount of damage 
  depending on the Type: of sphinx:
  Androsphinx. 17 (2d10 + 6) slashing damage.
  Gynosphinx. 13 (2d8 + 4) slashing damage.
  ___________________________________________________________
  Sprite
  The sprite (CR 1/4) can have 1 talent.
  Evasive
  Type: Trait.
  When the sprite is subjected to an effect that allows 
  it to make a Dexterity saving throw to take only half 
  damage, it instead takes no damage if it succeeds 
  on the saving throw, and only half damage if it fails. 
  androphinx and 17 for a gynosphinx.  A creature 
  can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success. If 
  a creature's saving throw is successful or the effect 
  ends for it, the creature is immune to the sphinx's 
  Frightful  Presence for the next 24 hours.  
    When the sphinx uses Multiattack, it can also use 
  its Frightful Presence.
  Improved Multiattack
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  Prerequisite Androsphinx
  When the sphinx uses Multiattack, it makes three 
  attacks: two with its claws and one with its Roar.
  Legendary Resistance (3/day)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  If the sphinx fails a saving throw, it can choose to 
  succeed instead. 
  Swift Spellcaster (3/day)
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The sphinx can take a bonus action to cast a spell 
  that has a casting time of 1 action. 
  Pounce
  Type: Trait. 
  If the sphinx moves at least 30 feet straight toward 
  a creature and then hits it with a claw attack on the 
  same turn, that target must succeed on a Strength 
  saving throw.  The DC is 20 for an androphinx 
  and 18 for a gynosphinx. .  On a failed save, the 
  target is knocked prone. If the target is prone, the 
  sphinx can make one claw attack against it as a 
  bonus action.
  
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  Flyby
  Type: Trait.
  The sprite doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach.
   
  Wink Out (1/day)
  Type: Reaction.
  When a creature targets the sprite can use its 
  reaction to perform the Invisibility action.
   
  Stirge
  The spectre (CR 1/8) can have 1 talent.
  Anesthetic Bite
  Type: Trait.
  If the stirge surprises a creature and hits it with a 
  blood drain attack, the creature must make a DC 
  10 Constitution saving throw.  On a failed save, the 
  target remains unaware of the stirge's attack and 
  the damage it has received.   
  Flyby
  Type: Trait.
  The stirge doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach.
  Succubus/Incubus
  The succubus (CR 4) can have 2 talents.
  Fade into the Ether (3/day)
  Type: Reaction. 
  When a creature the succubus can see targets 
  the succubus with an attack, the succubus uses it 
  reaction to immediately shift from the Material 
  Plane to the Ethereal Plane and back, causing the 
  attack to automatically miss.
  Improved Charm
  Type: Trait.
  The succubus can have up to three targets charmed 
  at a time. 
  Naturally Insidious
  Type: Trait.
  The succubus has advantage on all Charisma checks 
  when lying, intimidating and manipulating others 
  to further its agenda or for self-preservation.
  Swift Charm (3/day)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  The succubus can take a bonus action to perform 
  the Charm action. 
  Swift Shapechanger
  Type: Trait. 
  The succubus can take a bonus action to polymorph 
  into a Small or Medium humanoid, or back into its 
  true form.
  Tarrasque
  The tarrasque (CR 30) can have 11 talents.
  Devastating Roar (Recharge 6)
  Type: Action
  Talent Cost: 2 (Counts as 2 Talents). 
  The tarrasque unleashes a horrific, thunderous 
  roar, sending devastating shock waves around 
  it.  All creatures within 500 feet of the tarrasque 
  must succeed on a DC 20 Constitution saving 
  throw,  taking 55 (10d10) thunder damage and be 
  deafened until the end of the tarrasque's next turn 
  on a failed save, or half as much damage and isn't 
  stunned on a successful one.  If a creature fails its 
  
  128
  Talent Cost: 2 (Counts as 2 Talents). 
  The tarrasque violently slams the ground with its 
  foot, triggering a violent earth tremor, devastating 
  the area around it.  All other creatures on the 
  ground within 60 feet of the tarrasque must 
  succeed on a DC 20 Strength saving throw,  taking 
  54 (8d10 +10) bludgeoning damage and is pushed 
  up to 20 feet and knocked prone on a failed save, or 
  half as much damage and isn't pushed and knocked 
  prone on a successful one.
  Extra Legendary Action
  Type: Trait.
  The tarrasque can take 1 additional legendary 
  action before the start of its next turn.  The 
  tarrasque can retake this talent up to two 
  additional times.  The additional legendary action 
  stacks.
  Extra Legendary Resistance
  Type: Trait.
  The tarrasque can use its Legendary Resistance up 
  to 4/day. 
  Horn Bash
  Type: Trait.
  If the tarrasque's horn attack roll against a target 
  succeeds by 5 or more, the target must succeed on 
  a DC 20 Constitution saving throw or be stunned 
  until the end of its next turn.
  Improved Critical
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  The tarrasque's melee weapon attacks score a 
  critical hit on a roll of 19 or 20.
  Improved Frightful Presence
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  saving throw by 5 or more, it is also stunned for the 
  same duration.
  Disintegration Breath (Recharge 6)
  Type: Action.
  Talent Cost: 3 (Counts as 3 Talents). 
  The tarrasque exhales devastating force energy in 
  a 240-foot line that is 10 feet wide. Each creature 
  in that line must make a DC 20 Dexterity saving 
  throw, taking takes 75 (10d6 + 40) force damage 
  on a failed save, or half as much on a successful 
  one. If this damage reduces the target to 0 hit 
  points, it is disintegrated.  A disintegrated creature 
  and everything it is wearing and carrying, except 
  magic items, are reduced to a pile of fine gray dust. 
  The creature can be restored to life only by means 
  of a true resurrection or a wish spell.   
  Earthquake Slam 
  Type: Legendary Action (Costs 3 Actions). 
  
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  If a creature fails its saving throw against the 
  tarrasque's frightful presence by 5 or more, the 
  creature is also paralyzed for the same duration.
  Improved Reflective Carapace
  Type: Trait.
  As Reflected Carapace, except the effect is reflected 
  on a roll of 5-6.   
  Powerful Tail
  Type: Trait.
  If a creature fails its saving throw against the 
  tarrasque's tail attack by 5 or more, it is also 
  pushed up to 60 feet away from the tarrasque.  If 
  a pushed target strikes a solid surface, the target 
  takes 3 (1d6) bludgeoning damage for every 10 feet 
  it was pushed. If the target is pushed at another 
  creature, that creature must succeed on a DC 20 
  Dexterity saving throw or take the same damage 
  and be knocked prone. 
  Regeneration
  Type: Trait.
  The tarrasque regains 30 hit points at the start of 
  its turn if it has at least 1 hit point.  
  Rush (Recharges after a Short or 
  Long Rest)
  Type: Trait.
  The tarrasque's speed is increased to 120 feet until 
  the end of its next turn.
  Tail Swipe 
  Type: Legendary Action (Costs 2 Actions). 
  The tarrasque sweeps its tail around it in a wide 
  arc.   Each creature within 20 feet of the tarrasque 
  must make a DC 20 Strength saving throw, taking 
  24 (4d6 + 10) bludgeoning damage and is knocked 
  prone on a failed save, or half as much damage and 
  isn't knocked prone on a successful one.
  Vorpal Bite
  Type: Trait.
  If the tarrasque scores a critical hit with its bite, it 
  rolls damage dice three times, instead of twice.
  Vorpal Claw
  Type: Trait.
  If the tarrasque scores a critical hit with its claw, it 
  rolls damage dice three times, instead of twice.
  Thri-Kreen
  The thri-kreen (CR 1) can have 1 talent.
  Dodge Missile
  Type: Reaction.
  When a creature the thri-kreen can see targets 
  the thri-kreen with a ranged weapon attack, it can 
  use its reaction to impose disadvantage on that 
  creature's attack. It must decide to use this feature 
  before the attack is rolled.
  Improved Multiattack
  Type: Trait.
  When the thri-kreen uses Multiattack, it makes 
  three attacks: one with its bite, one with its claws, 
  and one with its chatkca, or one with its bite and 
  two with its gythka, or one with its bite and two 
  with its chatkca.
  Treant
  The treant (CR 9) can have 4 talents.
  Cleaving Swing (Recharge 5-6)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  Each creature within range of the treant's slam 
  
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  attack must make a DC 18 Dexterity saving throw, 
  taking 28 (4d10 + 6) bludgeoning damage on a 
  failed save, or half as much damage on a successful 
  one.    
  Constrict
  Type: Action.
  The treant can make a Constrict attack.
  Constrict. Melee Weapon Attack: + 5 to hit, 
  reach 5 ft., one Large or smaller creature. Hit: 
  16 (3d6 + 6) bludgeoning damage. The target is 
  grappled (escape DC 18) if the treant isn't already 
  constricting two creatures, and the target is 
  restrained until this grapple ends.  While the treant 
  has a creature grappled in this way, the treant 
  cannot use one of its slam attacks.
     When the treant uses its Multiattack and Constrict 
  is available, the treant can use Constrict in place of 
  one slam attack.
  Extended Slam
  Type: Trait.
  The reach of the treant's slam attack is increased to 
  10 feet.
  Fling
  Type: Action. 
  One object held or creature that is smaller than the 
  treant and is grappled by the treant is thrown up to 
  60 feet towards a target space and knocked prone. 
  If a thrown target strikes a solid surface, the target 
  takes 3 (1d6) bludgeoning damage for every 10 feet 
  it was thrown plus 6 bludgeoning damage. If the 
  target is thrown at another creature, that creature 
  must succeed on a DC 18 Dexterity saving throw.  
  On a failed save, the target takes the same damage 
  and be knocked prone. 
    When the treant uses its Multiattack, the treant 
  can use Fling in place of one slam attack.  
  Pin
  Type: Trait.
  A creature hit by the treant's slam attack must 
  make a DC 18 Strength saving throw.  On a failed 
  save, the target is knocked prone, grappled,  
  (escape DC 18) and restrained.  The treant cannot 
  use one of its slam attacks while the target is 
  grappled this way.
  Quake Slam (Recharge 5-6) 
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The treant violently slams the ground, triggering an 
  earth tremor and showering the area around it with 
  rocks. All other creatures on the ground within 20 
  feet of the treant must succeed on a DC 18 Strength 
  saving throw,  taking 16 (3d6 + 6) bludgeoning 
  damage and be knocked prone on a failed save, or 
  half as much damage and isn't knocked prone on a 
  successful one.
  Rip Earth
  Type: Trait.
  The treant can rip a huge chunk off the ground 
  nearby and use it as its rock attack, shattering into 
  many pieces upon impact.  A creature within 10 
  feet of the target of the treant's rock attack must 
  succeed on a DC 18 Dexterity saving throw, even 
  if the treant misses its target.  On a failed save, the 
  target takes half as much damage of the rock attack. 
  Stomp
  Type: Trait. 
  The treant can take a bonus action to make a Stomp 
  attack.  The treant can only target prone creatures 
  smaller than itself.  
  Stomp. Melee Weapon Attack:  +10 to hit, reach 5 
  ft., one prone target smaller than the treant.  Hit: 13 
  (2d6 + 6) bludgeoning damage.
   
  Troglodyte
  The troglodyte (CR 1/4) can have 1 talent.
  
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  Toxic Skin
  Type: Trait. 
  The troglodyte's skin is coated with a highly toxic 
  oily secretions.  The troglodyte deals an extra 1 
  poison damage with its claw and bite attacks.  A 
  creature that hits the slaad with a melee weapon 
  attack takes 1 poison damage.  
    In addition, the troglodyte has advantage on 
  ability checks and saving throws made to escape a 
  grapple.
  Subterranean Stalker
  Type: Trait.
  The troglodyte has advantage on Wisdom 
  (Perception), Wisdom (Survival) checks, and 
  Dexterity (Stealth) checks while in natural 
  subterranean surroundings.
  Troll (see also Giant)
  The troll (CR 5) can have 2 talents.
  Improved Regeneration
  Type: Trait.
  The hit points regained by the troll at the start of its 
  turn is increased to 15.  
  Rend
  Type: Trait.
  If a creature is hit by both the troll's claw attacks 
  in the same turn, it takes an extra 11 (2d6 + 4) 
  slashing damage.
  Stench
  Type: Trait.
  The troll secretes extremely pungent oils from 
  its glands that can overwhelm its foes' senses 
  and cause nausea.  A creature that starts its turn 
  within 5 feet of the troll must succeed on a DC 16 
  Constitution saving throw or be poisoned until the 
  start of its next turn. On a successful saving throw, 
  the creature is immune to the troll's Stench for 24 
  hours. 
  Umber Hulk
  The umber hulk (CR 5) can have 2 talents.
  Caustic Spray (Recharge 5-6)
  Type: Action.
  Prerequisite Stench.
  The umber hulk lets loose from its abdomen's 
  glands a caustic, pungent chemical spray in a 30-
  foot cone. Each creature in that area must make 
  a DC 14 Constitution saving throw.  On a failed 
  save, the target takes 14 (4d6) acid damage and 
  is poisoned for 1 minute.   On a successful save, 
  the creature takes half as much damage and is not 
  poisoned.  
  Earth Furrow
  Type: Trait.
  If the umber hulk moves within 10 feet underneath 
  the space of a Large or smaller creature using its 
  
  132
  Unicorn
  The unicorn (CR 5) can have 2 talents.
  Extra Legendary Action
  Type: Trait.
  The unicorn can take 1 additional legendary action 
  before the start of its next turn. The unicorn can 
  retake this talent up to two additional times.  The 
  additional legendary action stacks.
  Legendary Resistance (3/day)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  If the unicorn fails a saving throw, it can choose to 
  succeed instead. 
  Rear Kick
  Type: Reaction. 
  When a creature the unicorn can see and is within 
  5 feet of the unicorn targets the unicorn with a 
  melee attack, the unicorn can use its reaction 
  to immediately attack it with its hooves.  If the 
  unicorn hits, the target must succeed on a DC 15 
  Strength check or be pushed up to 10 feet and be 
  knocked prone.
  Stunning Charge 
  Type: Trait.
  A creature that is successfully knocked prone by 
  the charge attack feature of the unicorn is also 
  stunned until the end of the unicorn's next turn.
  Vampire 
  Vampire
  The vampire (CR 13) can have 5 talents.
  burrow speed, the creature must make a DC 16 
  Strength (Athletics) or DC 16 Dexterity (Acrobatics) 
  ability check or be knocked prone.
  Hardened Carapace
  Type: Trait.
  The umber hulk is resistant to piercing and 
  slashing damage from nonmagical weapons that 
  aren't adamantine.
  Rend
  Type: Trait.
  If a creature is hit by both the umber hulk's claw 
  attacks in the same turn, it takes an extra 5 (2d4 + 
  5) slashing damage.
  Rising Burst (Recharge 6)
  Type: Action. 
  The umber hulk bursts out from underneath its 
  victims.  This sprays rock and dirt into the air and 
  causes the ground around it to shake violently.  
  Each creature standing within that 20-foot cube 
  area centered on the umber hulk must make a 
  DC 16 Strength saving throw. A creature takes 16 
  (3d10) bludgeoning damage and is knocked prone 
  on a failed save, or half as much damage and isn't 
  knocked prone on a successful one.   Additionally, 
  the ground in that area becomes difficult terrain 
  until cleared. Each 5-foot-square portion of the area 
  requires at least one minute to clear by hand.
  Stench
  Type: Trait.
  The umber hulk secretes extremely pungent oils 
  from its glands that can overwhelm its foes' senses 
  and cause nausea.  A creature that starts its turn 
  within 5 feet of the umber hulk must succeed on 
  a DC 14 Constitution saving throw or be poisoned 
  until the start of its next turn. On a successful 
  saving throw, the creature is immune to the umber 
  hulk's Stench for 24 hours. 
  
  133
  Blood Frenzy
  Type: Trait.
  The vampire has advantage on melee attack rolls 
  against a creature that doesn't have all its hit 
  points.
  Blood Hunter
  Type: Trait.
  The vampire has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell 
  and Wisdom (Survival) checks when tracking a 
  creature that doesn't have all its hit points.
  Command Undead
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  The vampire takes a bonus action to target an allied 
  undead creature with CR 5 or less it can see within 
  60 feet and telepathically gives it a command to 
  move or attack or do both.  The target uses its 
  reaction to move up to its speed and make one 
  melee or ranged attack.
  Cunning Action
  Type: Trait.
  The vampire can take a bonus action on each of its 
  turns in combat. This action can be used only to 
  take the Dash, Disengage, or Hide action.
  Extra Legendary Action
  Type: Trait.
  The vampire can take 1 additional legendary action 
  before the start of its next turn. The vampire can 
  retake this talent up to two additional times.  The 
  additional legendary action stacks.
  Extra Legendary Resistance
  Type: Trait.
  The vampire can use its Legendary Resistance up to 
  4/day. 
  Frightful Presence
  Type: Action.
  Each creature of the vampire's choice that is within 
  60 feet of the vampire and aware of it must succeed 
  on a DC 17 Wisdom saving throw or become 
  frightened for 1 minute.  A creature can repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a creature's 
  saving throw is successful or the effect ends for it, 
  the creature is immune to the vampire's Frightful  
  Presence for the next 24 hours.  
    When the vampire uses its Multiattack, the 
  vampire can also use its Frightful Presence.
  Hypnotic Glare
  Type: Reaction.
  Talent Cost: 2 (Counts as 2 Talents). 
  When a creature the vampire can see targets the 
  vampire with an attack and the creature is within 
  30 feet of the vampire, the vampire can use its 
  reaction and glare at the creature.   The target must 
  succeed on a DC 17 Wisdom saving throw against 
  this magic or be charmed until the end of the 
  vampire's next turn. The charmed target is stunned. 
  If the target's saving throw is successful, the target 
  is immune to the vampire's gaze for the next 24 
  hours.
  Overcome Minor Weakness
  Type: Trait.
  Select one flaw from the following: Forbiddance, 
  Harmed by Running Water, and Stake to the Heart.   
  The vampire no longer suffers from this flaw.
  Supernatural Athleticism
  Type: Trait.
  The vampire has advantage to Strength and 
  Dexterity saving throws and ability checks.  In 
  addition, the unarmed strikes of the vampire deal 
  an extra 4 (1d8) bludgeoning damage.
  Swift Charm (3/day)
  Type: Trait.
  
  134
  within 5 feet of the target and the allies are not 
  incapacitated.
  ___________________________________________________________
  Water Weird
  The water weird (CR 3) can have 2 talents.
  Drowning Blow
  Type: Trait.
  When the water weird hits a Medium or smaller 
  creature with its Constrict attack, and the creature 
  can't breathe water, it can force the creature to 
  make a DC 13 Constitution saving throw.  On a 
  failed save, the target can't breathe, can't use 
  reactions, its speed is halved, and it can' t make 
  more than one attack on its turn. In addition, the 
  creature can use either an action or a bonus action 
  on its turn, but not both. These effects last until the 
  end of the water elemental's next turn.
  Fling
  Type: Action.  
  One object held or creature that is smaller than the 
  water weird and is grappled by the water weird is 
  thrown up to 30 feet towards a target space and 
  knocked prone. If a thrown target strikes a solid 
  surface, the target takes 3 (1d6) bludgeoning 
  damage for every 10 feet it was thrown plus 3. 
  If the target is thrown at another creature, that 
  creature must succeed on a DC 13 Dexterity saving 
  throw or the creature takes the same damage and 
  be knocked prone. 
    
  Tendril
  Type: Trait.
  The reach of the water weird's Constrict attack is 
  increased to 15 feet.
  Water Spout 
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  The vampire can take a bonus action to perform its 
  Charm action. 
  Swift Shapechange (3/day)
  Type: Trait.
  The vampire can take a bonus action to to 
  polymorph in to a Tiny bat or a Medium cloud of 
  mist, or back in to its true form.
  Vampire Spawn
  The vampire spawn (CR 5) can have 2 talents.
  Blood Frenzy
  Type: Trait.
  The vampire spawn has advantage on melee attack 
  rolls against a creature that doesn't have all its hit 
  points.
  Blood Hunter
  Type: Trait.
  The vampire spawn has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell 
  and Wisdom (Survival) checks when tracking a 
  creature that doesn't have all its hit points.
  Cunning Action
  Type: Trait.
  The vampire spawn can take a bonus action on 
  each of its turns in combat. This action can be used 
  only to take the Dash, Disengage, or Hide action.
  Pack Attack
  Type: Trait.
  The vampire spawn deals an extra 3 (1d6) damage 
  with its melee weapon attacks against a creature 
  if at least two of the vampire spawn's allies are 
  
  135
  The water weird can use a Water Spout attack.
  Water Spout. Ranged Spell Attack: + 5 to hit, reach 
  60 ft. (120 ft. if the target is underwater), one 
  creature. Hit: 12 (2d8 + 3) bludgeoning damage 
  and the creature must make a DC 13 Strength 
  saving throw or be pushed 5 feet and knocked 
  prone.  
  Wight
  The wight (CR 3) can have 2 talents.
  Frostfell Touched
  Type: Trait.
  The wight is immune to cold.  In addition, the wight 
  deals an extra 3 (1d6) cold damage with its melee 
  weapon attacks.
  Lunging Strike
  Type: Trait. 
  If the wight has already moved up to its speed and 
  an enemy creature the wight can see is within 10 
  feet of the wight, it can take a bonus action to move 
  5 feet.  If the wight ends within 5 feet of the target 
  as a result of this action, it gains advantage on its 
  next attack made against the target this turn.
    
  Parry 
  Type: Reaction.  
  The wight adds 3 to its AC against one melee attack 
  that would hit it. To do so, the wight must see the 
  attacker and be wielding a melee weapon.
  Terrifying Glare 
  Type: Action.  
  The wight targets one creature it can see within 30 
  feet of it. If the target can see the wight, the target 
  must succeed on a DC 12 Wisdom saving throw or 
  be magically frightened until the end of the wight's 
  next turn. The frightened target is paralyzed.  
  
  136
    When the wight uses Multiattack, it can use 
  Terrifying Glare in place of one longsword attack.
  Will-o'-Wisp
  The will-o'-wisp (CR 2) can have 1 talent.
  Alacritous
  Type: Trait.
  The will-o'-wisp can take a bonus action on 
  each of its turns in combat. This action can be used 
  only to take the Dash or Disengage action.
  Magic Resistance
  Type: Trait.
  The will-o'-wisp has advantage on saving throws 
  against spells and other magical effects.
  Wink Out (1/day)
  Type: Reaction.
  When a creature targets the will-o'-wisp can use its 
  reaction to perform the Invisibility action.
  Wraith 
  The wraith (CR 5) can have 2 talents.
  Aura of Decay
  Type: Trait.
  A creature that starts its turn within 5 feet of the 
  wraith takes 5 (1d10) necrotic damage
  Chill Touch
  Type: Trait.
  The wraith's melee weapon attacks deal an extra 7 
  (2d6) cold damage.
  Fade into the Ether (3/day) 
  Type: Reaction. 
  When a creature the wraith can see targets the 
  wraith with an attack, the wraith uses it reaction 
  to immediately shift from the Material Plane to 
  the Ethereal Plane and back, causing the attack to 
  automatically miss.
  Flyby
  Type: Trait.
  The wraith doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach.
  
  137
  Improved Multiattack
  Type: Trait.
  When the wyvern uses its Multiattack, it makes 
  three attacks; one with its bite, one with its stinger, 
  and one with its claws.
  Swoop
  Type: Trait.
  If the wyvern flies at least 30 feet and hits a 
  Medium or smaller creature with its claw attack, 
  the target is grappled (escape DC 15) and 
  restrained while the wyvern flies upward with it 
  at half its speed.  While the wyvern has a creature 
  grappled, it can fly up to a maximum height of 50 
  feet.  The wyvern can take a bonus action to drop 
  the target from the air.   If a dropped target strikes 
  a solid surface, the target is knocked prone and 
  takes 3 (1d6) bludgeoning damage for every 10 feet 
  it was dropped. If the target is dropped at another 
  creature, that creature must succeed on a DC 15 
  Dexterity saving throw or take the same damage 
  and be knocked prone. 
  Paralyzing Poison
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  A creature that fails its saving throw against the 
  wyvern's stinger is also poisoned for 1 minute.  The 
  creature is paralyzed while poisoned in this way.
  Xorn
  The xorn (CR 5) can have 2 talents.
  Ambush Hunter
  Type: Trait.
  If the xorn surprises a creature and hits it with an 
  attack during the first round of combat, the target 
  takes an extra 10 (3d6) damage from the attack.   In 
  addition, once per turn the xorn deals an extra 7 
  (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll. 
  Frightful Presence
  Type: Action.
  Each creature of the wraith's choice that is within 
  60 feet of the wraith and aware of it must succeed 
  on a DC 13 Wisdom saving throw or become 
  frightened for 1 minute.  A creature can repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a creature's 
  saving throw is successful or the effect ends for it, 
  the creature is immune to the wraith's Frightful  
  Presence for the next 24 hours. 
  Shadow Shift (3/day)
  Type: Action. 
  When in in dim Iight or darkness, the wraith can 
  take a bonus action to teleport up to 60 feet to 
  an unoccupied space it can see that is also in dim 
  light or darkness. After doing so, the wraith has 
  advantage on the first melee attack it makes before 
  the end of the turn.
  Wyvern (see also Drag-
  on) 
  The wyvern (CR 6) can have 3 talents.
  Flyby
  Type: Trait.
  The wyvern doesn't provoke an opportunity attack 
  when it flies out of an enemy's reach.
  
  138
  Treasure Frenzy
  Type: Trait.
  The xorn has advantage on melee attack rolls 
  against a creature that is carrying or holding more 
  than 500 gold pieces worth of gems and precious 
  metals.
  Stone Skin
  Type: Trait.
  The xorn has resistantance to bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  that aren't adamantine.
  Subterranean Stalker
  Type: Trait.
  The xorn has advantage on Wisdom (Perception), 
  Wisdom (Survival) checks, and Dexterity (Stealth) 
  checks while in natural subterranean surroundings.
  Yeti 
  Yeti 
  The yeti (CR 3) can have 2 talents. 
  Aura of Frost
  Type: Trait.
  A creature that starts its turn within 5 feet of the 
  yeti takes 5 (1d10) cold damage.
  Numbing Cold
  Type: Trait.
  A creature that is hit and takes cold damage 
  from the yeti's melee attack must make a DC 13 
  Constitution saving throw.  On a failed save, the 
  target can't use reactions, its speed is halved, and 
  it can' t make more than one attack on its turn. In 
  addition, the creature can use either an action or a 
  bonus action on its turn, but not both. These effects 
  last until the end of the yeti's next turn.
  Maul
  Type: Trait. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A Large or smaller creature that is hit by the yeti's 
  claw attack is grappled (escape DC 14).  Until this 
  grapple ends, the target is restrained and the yeti 
  can automatically hit the target with one of its claw 
  attacks but can't use one of its claw attacks against 
  other targets.
   
  Rend
  Type: Trait. 
  If a creature is hit by both the yeti's claw attacks in 
  the same turn, it takes an extra 7 (1d6 + 4) slashing 
  damage.
  
  139
  Type: Trait. 
  Talent Cost: 2 (Counts as 2 Talents). 
  A Large or smaller creature that is hit by the yeti's 
  claw attack is grappled (escape DC 19).  Until this 
  grapple ends, the target is restrained and the yeti 
  can automatically hit the target with one of its claw 
  attacks but can't use one of its claw attacks against 
  other targets.
   
  Rend
  Type: Trait. 
  If a creature is hit by both the yeti's claw attacks 
  in the same turn, it takes an extra 14 (2d6 + 7) 
  slashing damage.
  ___________________________________________________________
  Abominable Yeti 
  The abominable yeti (CR 9) can have 4 talents.
  Aura of Frost
  Type: Trait.
  A creature that starts its turn within 10 feet of the 
  abominable yeti takes 7 (2d6) cold damage.
  Chilling Howl (Recharge 5-6)
  Type: Action.
  The abominable yeti emits a blood-chilling howl.  
  Each creature within 120 feet that can hear its roar 
  must succeed on a DC 18 Wisdom saving throw or 
  be frightened for one minute.   If a creature fails 
  its saving throw by 5 or more, the creature is also 
  paralyzed while frightened.  A frightened creature 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
    When the abominable yeti uses Multiattack and 
  Chilling Howl is available, the abominable yeti can 
  use Chilling Howl in place of its bite.
  Improved Multiattack
  Type: Trait. 
  When the abominable yeti uses Multiattack, it can 
  also make a bite attack.
  Bite. Melee Weapon Attack:  +11 to hit, reach 5 ft., 
  one target.  Hit: 11 (1d8+7) piercing damage plus 7 
  (2d6) cold.
  Numbing Cold
  Type: Trait.
  A creature that is hit and takes cold damage from 
  the abominable yeti's melee attack must make a DC 
  18 Constitution saving throw.  On a failed save, the 
  target can't use reactions, its speed is halved, and 
  it can' t make more than one attack on its turn. In 
  addition, the creature can use either an action or a 
  bonus action on its turn, but not both. These effects 
  last until the end of the abominable yeti's next turn.
  Maul
  
  140
  Yuan-ti 
  Yuan-ti Abomination 
  The yuan-ti abomination (CR 7) can have 3 talents.
  Acidic Skin
  Type: Trait.
  The yuan-ti abomination secretes acid from its 
  body.  A creature that isn't a yuan-ti that touches 
  the yuan-ti abomination or hits it with a melee 
  attack while within 5 feet of it takes 4 (1d8) acid 
  damage.  In addition, the melee attacks of the yuan-
  ti abomination deal an extra 7 (2d6) acid damage.
  Aversion (3/day)
  Type: Action.
  The yuan-ti abomination targets one creature 
  within 30 feet and psionically creates a compulsion 
  effect on it.  It must make a DC 15 Wisdom 
  saving throw or become frightened of snakes and 
  serpentine creatures.  During its turn, the target 
  must use its movement to move to the nearest 
  safe spot from which it can't see any snakes or 
  serpentine creatures.  If there is no such safe spot, 
  it moves to the farthest possible space away from 
  snakes or serpentine creatures.   A frightened 
  creature can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success.
  Debilitating Poison
  Type: Trait.
  A creature that takes poison damage from the yuan 
  ti's bite attack must make a DC 14 Constitution 
  saving throw or be poisoned for 1 minute.
  Parry 
  Type: Reaction.  
  The yuan-ti abomination adds 4 to its AC against 
  one melee attack that would hit it. To do so, the 
  yuan-ti abomination must see the attacker and be 
  wielding a melee weapon.
  Swift Spellcaster (3/day)
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The yuan-ti abomination can take a bonus action to 
  cast a spell that has a casting time of 1 action.  
  Tail Swipe (Recharge 5-6)
  Type: Action. 
  The yuan-ti abomination violently swings its tail 
  around, knocking targets down.   Each creature 
  within 10 feet of the yuan-ti abomination must 
  succeed on a DC 15 Strength saving throw, taking 
  11 (2d6 + 4) bludgeoning damage and is knocked 
  prone on a failed save, or half as much damage 
  and isn't knocked prone on a successful one.  The 
  yuan-ti abomination can't use Tail Swipe if it has a 
  creature grappled with its Constrict feature.
    When the yuan-ti abomination uses its Multiattack 
  and Tail Swipe is available,  it can use Tail Swipe in 
  place of one melee attack.
  Yuan-ti Malison 
  The yuan-ti malison (CR 3) can have 2 talents.
  Acidic Skin
  Type: Trait.
  The yuan-ti malison secretes acid from its body.  A 
  creature that isn't a yuan-ti that touches the yuan-
  ti abomination or hits it with a melee attack while 
  within 5 feet of it takes 2 (1d4) acid damage.  In 
  addition, the melee attacks of the yuan-ti malison 
  deal an extra 3 (1d6) acid damage.
  Chameleon Power
  Type: Trait.
  The yuan-ti malison can psionically change the 
  coloration of itself and its equipment to match 
  its surroundings.  As a result, it has advantage on 
  Dexterity (Stealth) checks made to hide.
  
  141
  A creature that takes poison damage from the 
  yuan ti malison's bite attack must make a DC 11 
  Constitution saving throw or be poisoned for 1 
  minute.
  Deceitful
  Type: Trait.
  The yuan-ti pureblood has advantage on Charisma 
  checks when trying to pass itself as a different 
  person. 
     In addition, creatures' Wisdom (Insight) checks 
  and  Intelligence (Investigation) checks made 
  against the yuan-ti pureblood have disadvantage.
  Swift Spellcaster (1/day)
  Type: Trait.
  The yuan-ti pureblood can take a bonus action to 
  cast a spell that has a casting time of 1 action.  
  ___________________________________________________________
  Debilitating Poison
  Type: Trait.
  A creature that takes poison damage from the 
  yuan ti malison's bite attack must make a DC 11 
  Constitution saving throw or be poisoned for 1 
  minute.
  Swift Spellcaster (2/day)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  The yuan-ti malison can take a bonus action to cast 
  a spell that has a casting time of 1 action.  
  Yuan-ti Pureblood 
  The yuan-ti pureblood (CR 1) can have 1 talent.
  Debilitating Poison
  Type: Trait.
  
  142
  Yugoloth 
  Arcanaloth 
  The arcanaloth (CR 12) can have 5 talents.
  Anticipate Threat
  Type: Reaction.
  Talent Cost: 2 (Counts as 2 Talents). 
  The arcanaloth adds 5 to its AC against an attack 
  that would hit it or saving throw roll that it would 
  fail.  To do so, the arcanaloth must see the creature 
  that attacked it or forced it to make a saving throw.
  Arcane Tradition
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The arcanaloth has mastered knowledge of one 
  arcane tradition from the wizard class of its choice.  
  It gains the features (whatever may apply) of that 
  arcane tradition as if the arcanaloth is a 16th level 
  Wizard.
  Cunning Action
  Type: Trait.
  The arcanaloth can take a bonus action on each of 
  its turns in combat. This action can be used only to 
  take the Dash, Disengage, or Hide action.
  Debilitating Poison
  Type: Trait.
  A creature that takes poison damage from the 
  arcanaloth's claw attack is also poisoned for 1 
  minute.
  Legendary Awareness
  Type: Trait.
  The arcanaloth cannot be surprised and has 
  advantage to Initiative rolls and Wisdom 
  (Perception) checks.
  Naturally Insidious
  Type: Trait.
  The arcanaloth has advantage on all Charisma 
  checks when lying, intimidating and manipulating 
  others to further its agenda or for self-preservation.
  Swift Spellcaster (2/day)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  The arcanaloth can take a bonus action to cast a 
  spell that has a casting time of 1 action.  
  Mezzoloth 
  The mezzoloth (CR 5) can have 2 talents.
  Acid Breath (Recharge 5-6)
  Type: Action.
  The mezzoloth breathes acid in a line that is 30 feet 
  long and 5 feet wide. Each creature in the line must 
  make a DC 14 Dexterity saving throw, taking 28 
  (8d6) acid damage on a failed save, or half as much 
  damage on a successful one.  
  Etherealness (3/day)
  Type: Action. 
  The mezzoloth enters the Ethereal Plane from the 
  Material Plane, or vice versa. It is visible on the 
  Material Plane while it is in the Border Ethereal, 
  and viae versa, yet it can't affect or be affected by 
  anything on the other plane.
  Innate Spellcaster
  Type: Trait. 
  The mezzoloth's spellcasting ability is Charisma 
  (DC 23). The mezzoloth can innately cast the 
  following spells, requiring no material components:  
  3/day (each): invisibility, levitate (self only) 
  
  143
  The nycaloth swings its weapon in a wide arc.  The 
  nycaloth only makes one attack roll and the result 
  is checked against the AC of each target within 
  range of its melee weapon attack.   The nycaloth 
  deals its melee weapon damage to a creature it hits.  
  Diving Charge
  Type: Action. 
  If the nycaloth is flying and dives at least 30 feet 
  straight toward a target and then hits it with its 
  melee weapon attack, it deals an extra 9 (2d8) 
  damage to the target and the target must succeed 
  on a DC 17 Strength saving throw or be knocked 
  prone. 
     
  Innate Spellcaster
  Type: Trait. 
  The nycaloth's spellcasting ability is Charisma (DC 
  23). The nycaloth can innately cast the following 
  spells, requiring no material components:  
  3/day (each): fear, gaseous form, polymorph (self 
  only) 
  Innate Spellcaster II
  Type: Trait. 
  Prerequisite Innate Spellcaster.
  The nycaloth can innately cast the following spells, 
  requiring no material components:  
  2/day (each): project image, reverse gravity
  Power Attack
  Type: Trait. 
  Prerequisite Must be using a heavy weapon.
  Before the nycaloth makes a greataxe attack, it can 
  choose to take a -5 penalty to the attack roll. If the 
  attack hits, it adds +10 to the attack's damage.
  Regeneration
  Type: Trait.
  Innate Spellcaster II
  Type: Trait. 
  Prerequisite Innate Spellcaster.
  The mezzoloth can innately cast the following 
  spells, requiring no material components:  
  2/day (each): fly, polymorph (self only)
  1/day: antipathy
  Poisonous Trident
  Type: Trait.
  The mezzoloth's trident attack deals an extra 7 
  (2d6) poison damage.
  Nycaloth 
  The nycaloth (CR 9) can have 4 talents.
  Blade Sweep
  Type: Action. 
  
  144
  The nycaloth regains 10 hit points at the start of 
  its turn if it has at least 1 hit point.  lf the nycaloth 
  takes radiant damage or holy water, this trait 
  doesn't function at the start of the nycaloth's next 
  turn.
  Swift Spellcaster (2/day)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  The nycaloth can take a bonus action to cast a spell 
  that has a casting time of 1 action.  
  Swoop
  Type: Trait. 
  If the nycaloth flies at least 30 feet and hits 
  a Medium or smaller creature with its claw 
  attack, the target is grappled (escape DC 17) and 
  restrained while the nycaloth flies upward with it 
  at half its speed.  While the nycaloth has a creature 
  grappled, it can fly up to a maximum height of 60 
  feet.  The nycaloth can take a bonus action to drop 
  the target from the air.   If a dropped target strikes 
  a solid surface, the target is knocked prone and 
  takes 3 (1d6) bludgeoning damage for every 10 feet 
  it was dropped. If the target is dropped at another 
  creature, that creature must succeed on a DC 17 
  Dexterity saving throw or take the same damage 
  and be knocked prone. 
  Ultroloth 
  The arcanaloth (CR 13) can have 5 talents.
  Aura of Obedience
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents) 
  A yugoloth allied to the ultroloth that has less 
  than half the Hit Dice of the ultroloth and starts 
  its turn within 30 feet of the ultroloth takes 5 
  (1d10) necrotic damage but gains advantage to all 
  attacks and saving throws and is immune to being 
  frightened.  If a yugoloth under this effect dies 
  within this aura, the ultroloth regains 11 (2d10) hit 
  points.
  Command Yugoloth
  Type: Action.
  Talent Cost: 2 (Counts as 2 Talents). 
  The ultroloth takes a bonus action to target an 
  allied yugoloth creature with CR 5 or less it can 
  see within 60 feet and telepathically gives it a 
  command to move or attack or do both.  The 
  target uses its reaction to move up to its speed and 
  perform one melee or ranged attack.  
  Dominating Presence
  Type: Trait.
  A creature hostile to the ultroloth that starts its 
  turn within 20 feet of the ultroloth must make a 
  DC 17 Wisdom saving throw, unless the ultroloth 
  
  145
  Longsword. The ultroloth makes one longsword 
  attack.
  Teleport (Costs 2 Actions). The ultroloth 
  magically teleports, along with any equipment it is 
  wearing or carrying, up to 60 feet to an unoccupied 
  space it can see.
  Cast a Spell (Costs 3 Actions). The ultroloth casts 
  a spell from its list of prepared spells, using a spell 
  slot as normal.
  Legendary Resistance (3/day)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  If the ultroloth fails a saving throw, it can choose to 
  succeed instead. 
  Parry 
  Type: Reaction.  
  The ultroloth adds 5 to its AC against one melee 
  attack that would hit it. To do so, the ultroloth must 
  see the attacker and be wielding a melee weapon.
  Summon Yugoloth (1/day)
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  An ultroloth summons 1d4 mezzoloths or 1d2 
  nycaloths.  A summoned yugoloth appears in an 
  unoccupied space within 60 feet of the ultroloth, 
  acts as an ally of the ultroloth has no talents, and 
  and can't summon other yugoloths. It remains for 
  one minute, until it or the ultroloth dies, or until 
  the ultroloth dismisses it as an action.
  Swift Spellcaster (2/day)
  Type: Trait.
  Talent Cost: 2 (Counts as 2 Talents). 
  The ultroloth can take a bonus action to cast a spell 
  that has a casting time of 1 action.  
  is incapacitated. On a failed save, the target is 
  frightened until the start of its next turn.  The target 
  can't perform any actions except move up to half its 
  speed while frightened in this way. If a creature's 
  saving throw is successful, the creature is immune 
  to the ultroloth's Dominating Presence for the next 
  24 hours.  
  Fellblade
  Type: Trait.
  A creature hit by the ultroloth's longsword attack 
  takes an extra 9 (2d8) necrotic damage and must 
  make a DC 17 Constitution saving throw or have its 
  hit point maximum reduced by an amount equal 
  to the necrotic damage taken.  This reduction lasts 
  until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0.
  Innate Spellcaster
  Type: Trait. 
  The ultroloth's spellcasting ability is Charisma (DC 
  17). The ultroloth can innately cast the following 
  spells, requiring no material components:  
  2/day (each): ray of enfeeblement, scorching ray, 
  blight 
  Innate Spellcaster II
  Type: Trait. 
  Prerequisite Innate Spellcaster.
  The ultroloth can innately cast the following spells, 
  requiring no material components:  
  1/day: dominate monster, geas, symbol (death)
  Legendary Actions
  Type: Trait.
  Talent Cost: 3 (Counts as 3 Talents). 
  The ultroloth gains three legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time and 
  only at the end of another creature's turn. The 
  ultroloth regains spent legendary actions at the 
  start of its turn.
  
  146
  Zombie
  The zombie (CR varies) can have 1 talent.
  Lunging Strike
  Type: Trait.
  If the zombie has already moved up to its speed 
  and an enemy creature the zombie can see is within 
  10 feet of the zombie, it can take a bonus action to 
  move 5 feet.  If the zombie ends within 5 feet of the 
  target as a result of this action, it gains advantage 
  on its next attack made against the target this turn.
  Stench
  Type: Trait.
  The zombie's decomposing body can overwhelm 
  its foes' senses and cause nausea.  A creature that 
  starts its turn within 5 feet of the zombie must 
  succeed on a DC 10 Constitution saving throw or 
  be poisoned until the start of its next turn. On a 
  successful saving throw, the creature is immune to 
  the zombie's Stench for 24 hours. 
  
  147
  T
  his section contains the talents for some of the 
  various animals, vermin, and other critters 
  found in Appendix A. Miscellaneous Creatures of 
  the Monster Manual.  Not all will be covered as 
  majority of the creatures listed there have CRs less 
  than 1 and should have no talents.  
  Death Dog
  The death dog (CR varies) can have 1 talent.
  Coordinated Bite
  Type: Trait.
  If the death dog successfully hits a target with its 
  first bite attack, it gains advantage on its next bite 
  attack made against the same target before the end 
  of its turn.
  Pounce
  Type: Trait. 
  If the death dog moves at least 20 feet straight 
  toward a creature and then hits it with a bite attack 
  on the same turn, that target must succeed on a DC 
  12 Strength saving throw or be knocked prone. 
  Dire Wolf 
  The dire wolf (CR 1) can have 1 talent.
  Go for the Throat
  Type: Trait. 
  If the dire wolf hits a prone target with its bite 
  attack, it is treated as a critical hit.  
  Howl (Recharge 6)
  Type: Action.
  The dire wolf emits a blood-chilling howl.  Each 
  creature within 120 feet that can hear its howl 
  must succeed on a DC 12 Wisdom saving throw 
  or be frightened for one minute.   A frightened 
  creature can repeat the saving throw at the end 
  Chapter 2. Miscellaneous Creatures
  
  148
  The missile from the giant ape's rock attack 
  shatters into many pieces when it lands, possibly 
  hitting those near the target.  Any creature within 5 
  feet of the target of the giant ape's rock attack must 
  succeed on a DC 17 Dexterity saving throw, even 
  if the giant misses its target.  On a failed save, the 
  target takes half as much damage of the rock attack 
  hit. 
  War Stomp (Recharge 5-6) 
  Type: Action. 
  Talent Cost: 2 (Counts as 2 Talents). 
  The giant ape violently slams the ground with 
  its fists and causes a powerful shockwave.  Each 
  creature within 10 feet of the giant ape must 
  succeed on a DC 17 Strength saving throw or take 
  22 (3d10 + 6) bludgeoning damage and is knocked 
  prone on a failed save, or half as much damage and 
  isn't knocked prone on a successful one.
  Giant Boar
  The giant boar (CR 2) can have 1 talent. 
  Second Wind (1/day)
  Type: Trait.
  The giant boar can take a bonus action to regain 17 
  (1d10+12) hit points.
  Stunning Charge 
  Type: Trait.
  A creature that is knocked prone by the Charge 
  feature of the giant boar is also stunned until the 
  end of the giant boar's next turn.
  Giant Crocodile
  The giant crocodile (CR 5) can have 2 talents. 
  of each of its turns, ending the effect on itself on a 
  success.
  Giant Ape
  The giant ape (CR 7) can have 3 talents. 
  Body Slam
  Type: Action. 
  When a Huge or smaller creature is hit by both 
  the giant ape's fists in the same turn, it must make 
  a DC 17 Strength saving throw.   On a failed save, 
  the giant ape  lifts the target overhead and slams 
  it on the ground.  The target takes 13 (2d6+6) 
  bludgeoning damage and is knocked prone. 
  Frenzied Berserker
  Type: Trait.
  While the giant ape has less than full hit points, 
  the giant ape gains advantage on all melee weapon 
  attack rolls and all Intelligence, Wisdom, and 
  Charisma saving throws, but attack rolls against it 
  have advantage.
  Boulder
  Type: Trait.
  Prerequisite Rock Action 
  
  149
  The chuul is resistant to piercing and slashing damage 
  from nonmagical weapons that aren't adamantine.
  Debilitating Poison
  Type: Trait.
  A creature that takes poison damage from the giant 
  scorpion's sting is also poisoned for 1 minute.
  Giant Shark 
  The giant shark (CR 5) can have 2 talents.
  Bold
  Type: Trait. 
  The giant shark has advantage to saving throws 
  against being frightened.
  Mangle
  Type: Action.  
  A Large or smaller creature that is hit by the giant 
  shark's bite attack is grappled (escape DC 17).  
  Until this grapple ends, the target is restrained and 
  the giant shark can automatically hit the target 
  with its bite but can't make bite attacks against 
  other targets.
  Lion/Tiger 
  The lion/tiger (CR 1) can have 1 talent.
  Maul
  Type: Trait. 
  A Large or smaller creature that is hit by the lion/
  tiger's bite is grappled (escape DC 13).  Until this 
  grapple ends, the target is restrained and the lion/
  tiger can automatically hit the target with its bite 
  attack but can't use its bite attack against other 
  targets.
  Lurker
  Type: Trait.
  While underwater, the giant crocodile is invisible 
  to a creature above the surface of the water.  If the  
  giant crocodile surprises a creature and hits it
  with an attack during the first round of combat, 
  the target takes an extra 10 (3d6) damage from the 
  attack.
  Tail Whip
  Type: Reaction. 
  When a creature the giant crocodile can see and is 
  within 10 feet of the giant crocodile hits the giant 
  crocodile with an attack, the giant crocodile can use 
  its reaction to immediately attack the creature with 
  its tail.  
  Giant Hyena 
  The giant hyena (CR 1) can have 1 talent.
  Go for the Throat
  Type: Trait. 
  If the giant hyena hits a prone target with its bite 
  attack, it is treated as a critical hit.  
  Pack Attack
  Type: Trait.
  The giant hyena deals an extra 3 (1d6) damage 
  with its bite attacks against a creature if at least 
  two of the giant hyena's allies are within 5 feet of 
  the target and the allies are not incapacitated.
  Giant Scorpion 
  The giant scorpion (CR 3) can have 2 talents.
  Hardened Carapace
  Type: Trait. 
  
  150
  Multiattack
  Type: Action. 
  The sabre-toothed tiger makes two attacks: one 
  with its bite and one with its claw.
  Mammoth
  The triceratops (CR 6) can have 3 talents. 
  Stunning Charge 
  Type: Trait.
  A creature that is successfully knocked prone by 
  the trampling charge feature of the mammoth is 
  also stunned until the end of the mammoth's next 
  turn.
  Trample (Recharge 5-6) 
  Type: Trait. 
  Talent Cost: 2 (Counts as 2 Talents). 
  When the mammoth performs a Dash action and 
  enters the space of a Large or smaller hostile 
  creature during this turn, that creature must make 
  a DC 13 Dexterity saving throw.  On a failed save, 
  the target takes 22 (3d10 + 6) bludgeoning damage, 
  or half as much damage on a successful one.    
    A creature is subjected to Trample only once each 
  turn.
  Phase Spider 
  The phase spider (CR 3) can have 2 talents.
  Debilitating Poison
  Type: Trait.
  A creature that takes poison damage from the 
  phase spider's bite is also poisoned for 1 minute.
  Fade into the Ether (3/day)
  Type: Reaction. 
  When a creature the phase spider can see targets 
  the phase spider with an attack, the phase spider 
  uses it reaction to immediately shift from the 
  Material Plane to the Ethereal Plane and back, 
  causing the attack to automatically miss.  Once the 
  phase spider uses this, it can't use Ethereal Jaunt 
  until the end of its next turn.
  Polar Bear 
  The polar bear (CR 2) can have 1 talent.
  Maul
  Type: Trait. 
  A Large or smaller creature that is hit by the polar 
  bear's claws attack is grappled (escape DC 15).  
  Until this grapple ends, the target is restrained 
  
  151
  Multiattack
  Type: Action. 
  The sabre-toothed tiger makes two attacks: one 
  with its bite and one with its claw.
  Winter Wolf 
  The winter wolf (CR 3) can have 2 talents.
  Aura of Frost
  Type: Trait.
  A creature that starts its turn within 5 feet of the 
  winter wolf takes 5 (1d10) cold damage.
  Go for the Throat
  Type: Trait. 
  If the winter wolf hits a prone target with its bite 
  attack, it is treated as a critical hit.  
  Howl (Recharge 6)
  Type: Action.
  The winter wolf emits a blood-chilling howl.  Each 
  creature within 120 feet that can hear its howl 
  must succeed on a DC 12 Wisdom saving throw 
  or be frightened for one minute.   A frightened 
  creature can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success.
  Wolf/Worg
  The wolf/worg can have 1 talent each.
  Go for the Throat
  Type: Trait. 
  If the wolf/worg hits a prone target with its bite 
  attack, it is treated as a critical hit.  
  and the polar bear can automatically hit the target 
  with its claw attacks but can't use its claw attacks 
  against other targets.
   
  Sabre-toothed Tiger 
  The sabre-toothed tiger (CR 2) can have 1 talent.
  Maul
  Type: Trait. 
  A Large or smaller creature that is hit by the sabre-
  toothed tiger's bite is grappled (escape DC 14).  
  Until this grapple ends, the target is restrained 
  and the sabre-toothed tiger can automatically hit 
  the target with its bite attack but can't use its bite 
  attack against other targets.
  
  152
  Benefit: You gain telepathy 30 ft.
  Radiant Burst
  You can unleash a blinding flash of searing radiant 
  energy while using your Radiant Consumption 
  feature.  
  Prerequisite: Scourge Aasimar, class level 6.
  Benefit: While your Radiant Consumption 
  transformation is active, you can use an action 
  to emit a bright, radiant energy pulse.  You and 
  each creature within 20 feet must succeed on a 
  Constitution saving throw.  The DC is equal to 8 + 
  your proficiency bonus + your Charisma modifier.  
  On a failed save, the target takes radiant damage 
  equal to your level and if the target is a creature 
  other than you, it is also blinded until the end of 
  your next turn.  On a successful one, the target 
  takes half the damage and is not blinded.
    Using radiant burst immediately ends your 
  T
  his chapter contains the talents for the 
  six supplementary character race options 
  described in Chapter 2. Character Races of Volo's 
  Guide to Monsters. 
  Aasimar
  Celestial Resilience
  Your angelic lineage enables you to shake off being 
  charmed and frightened.
  Benefit: You have advantage to saving throws 
  against being charmed and frightened made at the 
  end of your turn.
  Gift of Telepathy
  Your angelic lineage grants you telepathy at a 
  limited range.  
  Chapter 3. Character Races
  
  153
  Druidic Inclination
  You have a natural ability to cast a druid cantrip.
  Benefit: You learn one Druid cantrip.   Your 
  spellcasting ability for this is Wisdom.
  Druidic Lore
  You gain access to one spell from the Druid spell 
  list. 
  Prerequisite: Any spellcaster class of 6th level or 
  higher.
  Benefit: You learn one spell of your choice from the 
  Druid’s spell list. The spell you choose must be of 
  a level you can cast, as shown on your spellcasting 
  class table. The chosen spell counts as a spell of 
  your spellcasting class but don’t count against the 
  number of spells you know.  
    You can retake this talent one additional time only.
  Radiant Consumption transformation.
  Revitalizing Soul
  You can heal an ally while using your Radiant Soul 
  feature.  
  Prerequisite: Protector Aasimar, class level 6.
  Benefit: While your Radiant Soul is active, you can 
  use a bonus action to cause one creature you can 
  see within 30 feet to regain hit points equal to your 
  Charisma modifier.
  Vampiric Shroud
  You can regain hit points when you deal necrotic 
  damage to your foes.  
  Prerequisite: Fallen Aasimar, class level 6.
  Benefit: While your Necrotic Shroud is active, you 
  regain hit points equal to the necrotic damage you 
  deal.  
  Firbolg
  Built like a Giant
  Your large build enables you to shrug off most 
  attempts to push, knock you prone, or wrestle with 
  you.
   Benefit: You have advantage to your saving throws 
  and checks when you are the target of a shove, 
  push, or getting knocked prone by a Medium or 
  smaller creature.  In addition, you are treated as 
  two sizes larger if you are targeted by a grapple.
  Brute Strength 
  Being powerfully built enables you to handle and 
  strike with your weapons effortlessly.
  Prerequisite: Strength 20 or higher.
  Benefit: Your melee weapon attacks deals one 
  extra die of its damage.
  
  154
  Kenku 
  Born Sneaky
  Your heritage allows you to be more catlike in 
  movement, crafty, and deceptive than most. 
  Benefit: You can reroll an ability check that 
  involves the skill Deception, Sleight of Hands, or 
  Stealth.  You must use the result of the second roll, 
  even if it is lower. 
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Hollow-Boned
  Your bones are hollow but fitted with struts like a 
  bird's, giving you the ability to lift off and land with 
  ease despite not being able to fly.
  Benefit: You have advantage on Strength 
  (Athletics) checks and Dexterity (Acrobatics) 
  checks made when jumping, maintaining balance, 
  and landing safely on your feet.  
    In addition, If you take falling damage, you can 
  make a Dexterity saving throw.  The DC is equal to 
  8 plus 1 per 10 feet fallen.  If you succeed, you take 
  only half the falling damage.
  Opportunity Strike
  You can exploit a creature’s momentary distraction 
  when it is hit by an attack. 
  Prerequisite: Dexterity 20 or higher.
  Benefit: Whenever a creature within 5 feet of you 
  is hit by an opportunity attack, you can use your 
  reaction to make a melee weapon attack against 
  that creature.  
   
  Slippery
  You are adept in slipping away and avoiding 
  attention during combat. 
  Benefit: You can take a bonus action on each of 
  your turns in combat. This action can be used only 
  to take the Disengage or Hide action.
  Goliath
  Adaptable Nature
  You can adapt quickly when faced with adversity.
  Prerequisite: Goliath.
  Benefit: Whenever you gain disadvantage on an 
  attack roll, saving throw, or ability check, you can 
  choose to gain advantage, effectively cancelling 
  each other.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Improved Stone Grip
  You can wield up to two two-handed weapons at 
  the same time.
  Prerequisite: Goliath, Stone Grip, Strength 20 or 
  higher.
  Benefit: You can wield a two-handed melee 
  weapon in each hand at the same time.  
  Mountain's Tenacity
  You have tenacious strength of will. 
  Prerequisite: Goliath.
  Benefit: You can choose to gain advantage on any 
  Intelligence, Wisdom, or Charisma saving throw.  
  You must decide before making the roll.
    Once you use this feature, you cannot use it again 
  until you complete a short or long rest.
  Stone Grip
  You can wield with one hand weapons that 
  normally require two hands to properly use.
  Prerequisite: Goliath, Strength 18 or higher.
  Benefit: You can wield a two-handed melee 
  weapon in one hand.  However, you cannot wield 
  a two-handed melee weapon in each hand at the 
  same time.
  
  155
  Lizardfolk 
  Bold
  As long as you fight with your allies, you are 
  fearless. 
  Benefit: If you have an ally you can see and 
  is within 30 feet of you and the ally is not 
  incapacitated, you are immune to being frightened.
  Quick Bite
  You can take advantage of a helpless or prone 
  creature by taking quick bites out of it. 
  Prerequisite: Dexterity 16 or higher.
  Benefit: You can use a bonus action to make a bite 
  attack against a target that is incapacitated, prone, 
  or restrained.
  Swampwalker
  You move effortlessly in your natural surroundings. 
  Benefit: Moving through nonmagical difficult 
  terrain in marshy, jungle, or swamp surroundings 
  does not cost you extra movement.
  Tail Strike
  You can attack and possibly knock a nearby target 
  prone with your tail. 
  Prerequisite: Strength 16 or higher.
  Benefit: When a creature you can see starts its 
  turn within 5 feet of you, you can use its reaction to 
  make an unarmed attack with your tail.   If you hit 
  with it, you deal blugeoning damage equal to 1d4 + 
  your Strength modifier.  If the target is Medium or 
  smaller, it must make a Strength saving throw.  The 
  DC is equal to 8 + your proficiency bonus + your 
  
  156
  proficiency bonus + your Strength modifier.  On 
  a failed save, the target is knocked prone.   If the 
  target is prone, you can make one melee weapon 
  attack against it as a bonus action.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Triton 
  Aquan Telepathy
  You are able to magically communicate with sea 
  life.  
  Benefit: You gain telepathy 120 ft. but you can only 
  communicate with beasts and monstrosities that 
  have a swimming speed with this trait.  
  Aquatic Sense
  You are highly attuned with the seas and oceans. 
  Benefit: You have advantage on ability checks that 
  involve the skills Investigate, Nature, Perception, 
  and Survival while in an underwater environment.
  Friend of the Seas
  You have a natural ability to befriend sea life.
  Prerequisite: Charisma 16 or higher.
  Benefit: You learn the Animal Friendship spell but 
  you can only target beasts and monstrosities that 
  have a swimming speed.   Your spellcasting ability 
  for this is Charisma.  You cast it as at spell level 
  equal to one third your class level, rounded down.
  Tough Skin
  Decades of exposure to intense underwater 
  pressure has made your skin tougher than normal.  
  Prerequisite: Constitution 16 or higher.
  Benefit: While you are not wearing any armor, your 
  Armor Class equals 11 + your Dexterity modifier + 
  your Constitution modifier. You can use a shield and 
  still gain this benefit.
  Strength modifier.  On a failed save, the target is 
  knocked prone.
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Tabaxi 
  Deft Claws
  You can strike with your claws with more subtlety 
  and finesse. 
  Benefit: You can treat your claws as finesse 
  weapons when making unarmed strikes.
  Naturally Inquisitive
  Your insatiable quest for knowledge and secrets 
  have made you a great barterer and finder of lore. 
  Benefit: You can reroll an ability check that 
  involves the skill Investigate, Perception, and 
  Persuasion.  You must use the result of the second 
  roll, even if it is lower. 
    Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Nine Lives
  You can escape death, but just barely.
  Benefit: If you take damage that reduces your hit 
  points to 0 or less, you can use your reaction to 
  make a Dexterity saving throw with a DC equal to 
  the damage taken, unless the damage is from a 
  critical hit. On a success, your hit point drops to 1 
  instead.
    Once you use this feature, you cannot use it again 
  until you finish a long rest.
  Pounce
  You rush toward a target like a pouncing cat and 
  possibly knock it down.
  Benefit: If you move at least 30 feet straight toward 
  a creature and then hit it with your unarmed attack 
  on the same turn, that target must succeed on a 
  Strength saving throw.  The DC is equal to 8 + your 
  
  157
  E
  very once in a while a creature from its race 
  or type will be born or created that is far 
  beyond the norm.  These elite creatures generally 
  represent the most exceptional or fearsome of 
  their kind.   For humanoid creatures such as orcs 
  and trolls, they are the tribe's champion.  For 
  aberrations such as beholders and mind flayers, 
  they are the foul mutation that is feared by their 
  own kind.  For constructs such as golems and 
  shield guardians, they are the products of a master 
  crafter that used very rare materials.      This 
  section contains instructions on how to easily apply 
  the Elite template to creatures, enabling you to 
  take advantage of this book's many talents.  Any 
  creature can be an Elite Creature.
  1. Adjust CR.  A creature under 1 CR becomes 
  CR 1.  A creature with CR 1 or 2 increases by 1.  A 
  creature with CR 3 or higher increases by 2.
  2. Apply Elite Traits.  Make the following 
  adjustments to the creature's statistics:
  Armored. The creature's AC increases by 1.
  Exceptional. Select the two highest ability scores 
  of the creature and increase them both by 2.
  Tough. The creature's Hit Dice increases by half of 
  its maximum Hit Dice, rounded down.
  Resilient. The creature gains a bonus to its saving 
  throws equal to half its proficiency bonus (see MM 
  page 8) unless it already has a saving throw bonus, 
  in which case you keep whatever is higher.
  3. Adjust Stats.  Adjust the bonuses to a creature's 
  attacks, skills, hit points, saving throws (if it has a 
  bonus), and ability DCs based on the creature's new 
  adjusted CR and upgraded ability scores.
  4. Add Talents. The elite creature gains a number 
  of talents equal to 1 plus one-third its adjusted 
  CR, rounded down.  If you do not allow the use of 
  talents for your players, you can reduce the number 
  of talents for an elite creature to 1 plus one-sixth its 
  adjusted CR, rounded down.
  Chapter 4. The Elite Creature 
  
  158
  
  159
  
  160
  
  161
  
  162
  
  THANKS FOR PUCHASING THIS 
  BOOK! IF YOU ENJOYED IT, 
  PLEASE PROVIDE A REVIEW!
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dragonix/Dragonix - DM Options Monster Talents v1.01.pdf