TEXT: Neural Network Monsters Compendium
  Inspired by Janelle Shane,  
  Written by Thomas Tan
   
  Table of Contents
  Ach, S-class: CR 1/8 Plant
  3
  Ancient Tortle: CR 5 Humanoid (Tortle)
  4
  Astro-Fish: CR 0 Celestial, CR 1/4 Swarm
  5
  Barber: CR 1/8 Humanoid (any race)
  6
  Bat Unicorn: CR 1 Monstrosity
  7
  Beet Maneater: CR 1/2 Plant
  8
  Bogberger: CR 1/2 Humanoid (Bullywug)
  9
  Burglestar: CR 10 Celestial (Angel)
  10
  Clack Servant: CR 2 Undead
  11
  Cloud of Chaos: CR 5 Elemental
  12
  Crystalline NPC Template: CR 2 Elemental
  13
  Beeple NPC Template: CR 2 Humanoid (Thri-keen)
  14
  Dome Animal: CR 0 Construct
  15
  Dragons
  - Draconic Titan: CR 30
  16
  - Cerrous Bung Dragon: CR 24
  17
  - Cerrous Aeriental Negative Gname Guant: CR 25
  18
  - Crone Dragon: CR 25
  19
  - Curple Lard Dragon: CR 20
  20
  - Dead Dragon: CR 0
  21
  - Death Seep Dragon: CR 24
  22
  - Golf Dragon: CR 8
  23
  - Jabberwont: CR 5
  24
  - Psionic Dragonet: CR 2
  25
  - Purple Fang Dragon: CR 24
  26
  Giant Dunebat: CR 2 Monstrosity
  27
  Durp Snake: CR 4 Beast
  28
  Dwarf Giant: CR 2 Giant
  29
  Giant Dwarf: CR 2 Humanoid (Dwarf)
  29
  Face Stealer: CR 8 Fey
  30
  Feast Stone: CR 0 Elemental
  31
  Fire Brain: CR 1 Aberration
  32
  Fraithwarp Giant: CR 6 Giant
  33
  Frownie: CR 1 Fey
  34
  Ghost Sea: CR 10 Undead
  35
   
  The monsters in this document were inspired by
  the list of names generated by Janelle Shane's AI
  Weirdness Project. After being trained on a list of
  over 2,000 monster names from the 2nd Edition
  D&D Monster Manual, the neural network
  generated almost a hundred new monsters just
  waiting to be designed and adapted into 5th
  Edition. I've done my best to stay true to the spirit
  of the names given, as strange and outlandish as
  some of them are, and hope you find something
  within these pages to take for your own games or
  inspire your own versions of these bizarre and
  fantastic creatures. -- TT
   
  Version History 
  15 JUN 2019: Version 1.0, adding Table of Contents and the
  last of the monsters, 84-92 
  20 MAY 2019: Version 0.4, adding monsters 58-83 
  3 MAY 2019: Version 0.3, formatting adjustments 
  12 APR 2019: Version 0.2, fixed ordering, added golems 
  4 APR 2019: Version 0.1, monsters 1-57
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Table of Contents (continued)
  Golems
  - Crow Golem: CR 0
  36
  - Curse Golem: CR 1
  37
  - Hag Golem: CR 5
  38
  - Mage Golem: CR 2
  39
  - Rain Golem: CR 3
  40
  - Rain Golem: CR 3
  40
  Haunted Golf: CR 1 Undead
  41
  Great Space Pat: CR 30 Celestial
  42
  Greater Mommy: CR 10 Fey
  44
  Hardass: CR 4 Construct
  45
  Hat-Fright: CR 1/4 Monstrosity
  46
  Horse-Spider Brain: CR 2 Monstrosity
  47
  Hounds
  - Chromatic Wolf: CR 1 Monstrosity
  48
  - Goblin Dog: CR 1/4 Monstrosity
  49
  - Gog Dog: CR 5 Fiend (Demon)
  50
  - Gol Dog: CR 1 Fey
  51
  - Plant Hound: CR 2 Plant
  52
  - Spectral Woof Greepy: CR 5 Monstrosity
  53
  Kick Spirit: CR 2 Undead
  54
  Kurt: CR 30 Celestial
  55
  Mac Cat: CR 5 Monstrosity
  57
  Man Can: CR 4 Construct
  58
  Marragan Ralleraith: CR 1 Ooze
  59
  Memeball: CR 4 Aberration
  60
  Morkel: CR 1 Plant
  61
  Owlborn NPC Template: CR 1/2 Humanoid (Aaracokra) 62
  Brown Peg: CR 4 Fey
  63
  Pemple Lich: CR 21 Undead
  64
  Pigoloth: CR 6 Fiend (Pigoloth)
  66
  Pingel Ant: CR 0 Fey
  67
  Purple Bird: CR 1/2 Monstrosity
  68
  Putter Vampire: CR 3 Undead
  69
  Ruck Sea: CR 18 Swarm
  70
  Serpent Shark: CR 1 Beast
  71
  Shadowstaffer: CR 4 Fey
  72
  Senior Shadowstaffer: CR 8 Fey
  73
  Sirper: CR 10 Fiend
  74
  Deadly Slake: CR 1 Elemental
  75
  Corbessian Mercenary: CR 7 Giant
  76
  Targeting Drone: CR 0 Construct
  76
   
  Spectral Slug: CR 1/8 Fey
  77
  Spirit Forest Brain: CR 9 Aberration
  78
  Stone Cat: CR 1/2 Elemental
  79
  Giant Stone Cat: CR 5 Elemental
  79
  Stulker: CR 9 Elemental
  80
  The Sun of Fish: CR 1/4 Beast
  81
  Skulls: CR 1/8 Undead, CR 1 Swarm
  82
  Tasked Genies
  - Winded Tasked Genie: CR 1/2
  83
  - Spycer Dragon Tasked Genie: CR 1
  84
  - Wanger Tasked Genie: CR 1/2
  85
  - Ticked Genie: CR 1/2
  86
  Unicorns
  - Alamercorn: CR 13
  87
  - Black Willow Unicorn: CR 10
  88
  - Fumble Unicorn: CR 1/2
  89
  - Great Arc Kirin: CR 25
  90
  - Sith Sheet Unicorn: CR 5
  91
  Vampire Beast Template: CR 3 Undead
  92
  Walfablang: CR 1 Ooze
  93
  Undead Lake Fireman: CR 1 Undead
  94
  Wolfworm: CR 3 Monstrosity
  95
  Wendless Woll: CR 0 Fey
  96
  Wereladoo: CR 1/4 Fey
  97
  Werepatter: CR 3 Humanoid (Changeling)
  98
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Achs
  Also sometimes called "corpse reeds" or "river stalks," achs
  are a somewhat rare medicinal plant found along tributaries
  and fast flowing streams. All parts of the plant, from the
  seeds, roots, and leaves, can be used to prepare common
  home remedies, treating ailments like indigestion or
  headaches. Because of their scarcity, these fibrous greens can
  fetch a high price at village markets, often graded based on
  size, color, and freshness. However, folk tales speak of
  particularly old and robust achs, capable of curing all manner
  of diseases. These S-class plants are from which the species
  get its grisly name, as they are rumored only to grow near
  fresh corpses of the drowned. Attempts to verify this legend
  have thus far yielded no conclusions, although the idea of a
  potent medicine only growing from the bodies of the dead is
  not a new one. Indeed, from a certain perspective, all plants of
  good health and stature grow from the decaying bodies of
  those that came before, although rarely as directly and
  explicitly as the stories of the river achs.
  3
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  Ach, S-Class
  Small plant, unaligned
  Armor Class 9
  Hit Points 14 (4d6)
  Speed 10 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  9 (-1)
  11 (+0)
  4 (-3)
  8 (-1)
  6 (-2)
  Damage Resistances bludgeoning, cold, piercing
  Senses passive Perception 9
  Languages --
  Challenge 1/8 (25 XP)
  False Appearance. While the ach remains motionless,
  it is indistinguishable from a normal plant.
  Actions
  Rake. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 5 (2d4) slashing damage.
  Consume Body. The ach grabs one unsecured
  incapacitated creature of Medium size or smaller
  within 5 feet of it. The creature is now restrained.
  While the creature is restrained in this way, the ach
  can use its action to regain 7 (2d6) hit points. The
  ach can only restrain one creature at a time. If the
  creature is dying, it must immediately make a death
  saving throw. If the creature is stable, it is
  unstabilized and resumes dying.
  
  Ancient Tortles
  Relics of an age long since passed, the tortle people describe
  their ancestors as great and powerful creatures, in tune with
  the underlying pulse of the natural world. Wielding a kind of
  primordial magic lost to the ages, these ancient people lived in
  harmony with the spirits around them, maintaining their
  steady way of life in balance with the march of the cosmos.
  There have, of course, been rumors surrounding the alleged
  sightings of these ancestral figures, often in remote and
  dangerous corners of the world, inaccessible but by foolhardy
  sailors or ships blown far off course. As fantastic as it would
  be to find these people still alive and thriving in an isolated
  community somewhere, it seems exceptionally unlikely that
  any population of their culture could remain undisturbed or
  undiscovered over the last thousand years. As their modern
  descendants themselves lead very nomadic and solitary
  lifestyles, the necessary spread and distribution of creatures
  twice their size would be immense; far too large a territory to
  go completely unnoticed by the very active maritime network
  of our world. Indeed, the only way for even a single colony of
  these ancient people to remain in hiding would be for them to
  be actively avoiding detection and discouraging explorers
  somehow. The very thought of such a thing, obviously, is
  completely preposterous.
  4
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  Ancient Tortle
  Large humanoid (tortle), any alignment
  Armor Class 18 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 8 (-1) 14 (+2) 9 (-1) 15 (+2)
  11 (+0)
  Saving Throws Str +6, Con +5
  Skills Perception +5, Survival +8
  Senses passive Perception 15
  Languages Primordial, Sylvan
  Challenge 5 (1,800 XP)
  Hold Breath. The tortle can hold its breath for 4
  hours.
  Innate Spellcasting. The tortle's innate spellcasting
  ability is Wisdom (spell save DC 13). The tortle can
  innately cast the following spells, requiring no
  material components:
  At will: absorb elements, druidcraft, shape water
  1/day each: control water, wall of water
  Speak with Beasts and Plants. The tortle can
  communicate with beasts and plants as if they
  shared a language.
  Actions
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 10 (2d6 + 3) slashing damage.
  Shell Defense. The tortle withdraws into its shell.
  Until it emerges, it gains a +4 bonus to AC and has
  advantage on Strength and Constitution saving
  throws. While in its shell, the tortle is prone, its
  speed is 0 and can’t increase, it has disadvantage on
  Dexterity saving throws, it can’t take reactions, and
  the only action it can take is a bonus action to
  emerge.
  
  Astro-Fish
  While traveling through the Astral Sea, you may catch
  glimpses of tiny alabaster creatures, perhaps resembling a
  scrap of fabric caught in the wind. These are commonly called
  the astro-fish, and they drift along the psychic currents. While
  mostly harmless, schools of these strange beings are often
  attracted to those not native to the plane, where they seek to
  feed on recent memories and background thoughts. A single
  fish will rarely have a noticeable effect on one's mind, but a
  large enough number of them can quickly steal hours or even
  days at a time. It is believed that many of those lost to the
  Astral Sea have been victims of the astro-fish, finding
  themselves with no idea of where they are or how they got
  there, doomed to drift aimlessly for the rest of eternity.
   
   
   
  5
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Astro-Fish
  Tiny celestial, unaligned
  Armor Class 11
  Hit Points 1 (1d4 - 1)
  Speed 0 ft., fly 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  12 (+1)
  8 (-1)
  1 (-5)
  12 (+1)
  6 (-2)
  Senses truesight 30 ft., passive Perception 11
  Languages --
  Challenge 0 (10 XP)
  Astral Entity. The astro-fish can’t leave the Astral
  Plane, nor can it be banished or otherwise
  transported out of the Astral Plane.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 1 psychic damage.
  Swarm of Astro-Fish
  Medium swarm of Tiny celestials, unaligned
  Armor Class 11
  Hit Points 21 (6d8 - 6)
  Speed 0 ft., fly 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  12 (+1)
  8 (-1)
  1 (-5)
  12 (+1)
  6 (-2)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, prone, restrained, stunned
  Senses truesight 30 ft., passive Perception 11
  Languages --
  Challenge 1/4 (50 XP)
  Astral Entity. The swarm can’t leave the Astral Plane,
  nor can it be banished or otherwise transported out
  of the Astral Plane.
  Swarm. The swarm can occupy another creature's
  space and vice versa, and the swarm can move
  through any opening large enough for a Tiny astro-
  fish. The swarm can't regain hit points or gain
  temporary hit points.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one
  creature in the swarm's space. Hit: 14 (4d6) psychic
  damage, or 7 (2d6) psychic damage if the swarm has
  half of its hit points or fewer. The target must make a
  DC 11 Intelligence saving throw. On a failure, the
  creature loses all memory of the last hour. If recent
  memories have already been lost, the creature loses
  all memory of the more last hour it could accurately
  recall.
  A remove curse or greater restoration spell cast on
  the target restores the creature's memories.
  
  Barbers
  Fashion trends may come and go, but the work of a barber is
  never finished. Usually seen as an indulgence of the middle
  and upper class, the services of a talented barber can
  immediately change one's first impressions on people.
  Whether to improve one's business negotiations or romantic
  prospects, being well-groomed is essential to success in any
  level of society. Furthermore, a trip to the barber shop is often
  very relaxing in its own right, allowing one to take the mind
  away from matters of stress and hardship, indulging in the
  company of good people and a friendly atmosphere. Indeed,
  some very profitable business dealings themselves are borne
  out of relationships started while one or more parties were
  seated in the barber's chair. So while it may certainly be
  possible to survive the world with quick and simple shaves
  and haircuts, finding a quality professional can elevate one
  from simply surviving to thriving.
  6
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Barber
  Medium humanoid (any race), neutral
  Armor Class 12
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2)
  Skills Barber's Tools +6, Sleight of Hand +4
  Senses passive Perception 11
  Languages Any one language (usually Common)
  Challenge 1/8 (25 XP)
  Shave and a Haircut. Over the course of 1 hour, the
  barber can use its barber's tools on a willing
  humanoid that has hair, treating and styling the
  target's hair in any fashioned desired. The target
  reduces its level of exhaustion by one, and gains a +2
  bonus to all Charisma skill checks over the next 24
  hours or until it takes a long rest. Additionally, the
  target makes Charisma skill checks with advantage
  when interacting with another humanoid that finds
  their species and gender attractive.
  A creature cannot benefit from this ability more than
  once per day.
  Actions
  Barber's Razor. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing
  damage.
  
  Bat Unicorn
  The goblins of the Tonapa caves ride out on giant bats for
  their raids, pillaging the countryside under the cover of
  darkness and sowing discord wherever they go. It is reported
  that their steeds bear a large single horn from their head,
  although it is unknown whether these were crafted using
  chimeric magics or if the bats have been affixed with some
  sort of spiked helm. Regardless, the goblins train their mounts
  to fly at full speed towards their intended targets, slamming
  into them with the points of these horns. While they are of
  course deadly with enough accuracy, this also disorients their
  victims, potentially knocking them to the ground or out of the
  air.
  7
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Bat Unicorn
  Large monstrosity, unaligned
  Armor Class 13
  Hit Points 44 (8d10)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 17 (+3) 10 (+0) 2 (-4) 11 (+0) 6 (-2)
  Saving Throws Dex +5
  Senses blindsight 60 ft., passive Perception 10
  Languages --
  Challenge 1 (200 XP)
  Charge. If the bat moves at least 20 feet straight
  toward a target and then hits it with a horn attack on
  the same turn, the target takes an extra 9 (2d8)
  piercing damage. If the target is a creature, it must
  succeed on a DC 13 Strength saving throw or be
  knocked prone.
  Echolocation. The bat can't use its blindsight while
  deafened.
  Keen Hearing. The bat has advantage on Wisdom
  (Perception) checks that rely on hearing.
  Actions
  Multiattack. The bat makes two attacks: one with its
  claws and one with its horn.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one creature. Hit: 10 (2d6 + 3) slashing damage.
  Horn. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 7 (1d8 + 3) piercing damage.
  
  Beets
  Far from the simple vegetables most are familiar with, the
  beets of the northern Scrann towns are carnivorous beasts,
  attacking livestock and pets and any other creatures they can
  fit within their jaws. However, despite the threats they pose,
  some farmers have adopted them as fairly effective guardians
  to their fields. By lining the borders of their crops with a few
  of these maneaters, any thieving bears, boars, or even goblins
  are soon deterred from pressing onwards, lest they become a
  meal instead of stealing one. Even should one of these thieves
  manage to escape with their lives, the deep stubborn stains
  left by the maneater's juices often lead to their capture quite
  literally red-handed. So long as the farmer keeps their
  vegetative guardians well fed and watered, they will retain a
  steadfast watch over their property all through the season.
  8
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Beet Maneater
  Medium plant, unaligned
  Armor Class 9
  Hit Points 36 (8d8)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  8 (-1)
  11 (+0)
  2 (-4)
  10 (+0)
  2 (-4)
  Damage Vulnerabilities fire
  Condition Immunities blinded, deafened
  Senses tremorsense 30 ft., passive Perception 10
  Languages --
  Challenge 1/2 (100 XP)
  Color Stain. A creature that hits the beet maneater
  with a melee attack while within 5 feet of it takes 4
  (1d8) acid damage. That creature's weapon, body,
  and clothing are stained a deep red until cleaned
  with a powerful soap for at least 1 hour.
  Actions
  Rake. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: If the target is a Small or smaller creature,
  it is trapped inside the beet maneater's rootbulb.
  Otherwise, the target is grappled (escape DC 12).
  While trapped in this way, the target is blinded and
  restrained, has total cover from attacks and other
  effects outside the beet maneater, and takes 9 (2d8)
  acid damage at the start of each of the target’s turns.
  If the beet maneater dies, the creature trapped inside
  it is no longer restrained by it.
  If the target is a Medium or larger creature, it takes 9
  (2d8) acid damage at the start of each of the target's
  turns as long as it is grappled.
  A beet maneater can engulf or grapple only one
  creature at a time.
  
  Bullywug Bogbergers
  Living deep in the western swamps, some tribes of bullywugs
  maintain mostly peaceful relationships with their neighbors
  by domesticating various species of oozes. These slime
  ranchers use their herd to dispose of waste and secure their
  territory, calling upon the bogbergers that tend the flock in
  times of conflict. The shepherds have built some
  understanding with the creatures they care for, as well as at
  least a measure of tolerance to their acidic bodies. The slimes
  are kept well fed on scraps from the rest of the tribe, and thus
  have incentive to remain in the area while food is plentiful.
  Though it may be a simple partnership, it relies a great deal
  on a surprising amount trust from both sides.
  9
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  Bogberger
  Medium humanoid (bullywug), any non-lawful
  alignment
  Armor Class 11
  Hit Points 22 (4d8 + 4)
  Speed 20 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 12 (+1) 13 (+1) 8 (-1) 16 (+3) 8 (-1)
  Skills Animal Handling +7, Perception +5, Stealth +3
  Damage Resistances acid
  Senses passive Perception 15
  Languages Bullywug
  Challenge 1/2 (100 XP)
  Special Equipment. The bullywug is equipped with an
  ironwood crook, a magic quarterstaff that grants a +1
  bonus to attack and damage rolls made with it
  (included in its attack), and is immune to acid
  damage and corrosion.
  Amphibious. The bullywug can breathe air and water.
  Speak with Frogs and Toads. The bullywug can
  communicate simple concepts to frogs and toads
  when it speaks in Bullywug.
  Swamp Camouflage. The bullywug has advantage on
  Dexterity (Stealth) checks made to hide in swampy
  terrain.
  Standing Leap. The bullywug’s long jump is up to 20
  feet and its high jump is up to 10 feet, with or
  without a running start.
  Actions
  Ironwood Crook. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
  damage, or 6 (1d8 + 2) bludgeoning damage if used
  with two hands.
  Command Slime. The bullywug targets one allied
  ooze it can see within 30 feet of it. If the target can
  see and hear the bullywug, the target can move up to
  its speed and make one weapon attack as a reaction
  and gains advantage on the attack roll.
  
  Burglestars
  While they may not be full angels as most would recognize
  them, burglestars are emissaries of the gods all the same.
  They serve deities like Hermes, the Traveler, or other patrons
  to thievery, and are said to offer aid and shelter to those truly
  devoted to burglary and subterfuge. These celestial beings
  would not appear any different from any other mortal, but one
  might get a hint of their divine heritage from their unnatural
  grace and speed. It is said they detest violence, preferring
  instead to encourage rooftop chases or games of manual skill
  in order to settle disputes. Because of this, apprehending one
  of these tricksters is even more difficult than finding one in
  the first place.
   
   
   
   
   
   
   
   
   
   
   
   
   
  10
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  Burglestar
  Medium celestial (angel), any non-lawful alignment
  Armor Class 18 (studded leather)
  Hit Points 81 (18d8)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 22 (+6) 10 (+0) 16 (+3) 18 (+4) 17 (+3)
  Saving Throws Dex +10, Wis +8, Cha +7
  Skills Acrobatics +10, Deception +7, Perception +12,
  Sleight of Hand +14, Stealth +14
  Condition Immunities charmed, frightened
  Senses darkvision 120 ft., passive Perception 22
  Languages Thieves' cant plus any two languages
  Challenge 10 (5,900 XP)
  Cunning Action. On each of its turns, the burglestar can
  use a bonus action to take one of the following actions:
  Dash, Disengage, Hide, Use an Object, or any Dexterity
  skill check (such as Sleight of Hand or using Thieves'
  Tools).
  Evasion. If the burglestar is subjected to an effect that
  allows it to make a Dexterity saving throw to take only
  half damage, the burglestar instead takes no damage if it
  succeeds on the saving throw, and only half damage if it
  fails.
  Fancy Footwork. On the burglestar's turn, if it makes a
  melee attack against a creature, that creature can’t make
  opportunity attacks against it for the rest of its turn.
  Sneak Attack (1/Turn). The burglestar deals an extra 14
  (4d6) damage when it hits a target with a weapon attack
  and has advantage on the attack roll, or when the target
  is within 5 feet of an ally of the burglestar that isn’t
  incapacitated and the burglestar doesn’t have
  disadvantage on the attack roll.
  Thief’s Reflexes. The burglestar takes two turns during
  the first round of combat. It takes its first turn at normal
  initiative and its second turn at that initiative minus 10.
  It cannot use this feature when surprised.
  Actions
  Shortsword. Melee Weapon Attack: +10 to hit, reach 5
  ft., one target. Hit: 9 (1d6 + 6) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +10 to hit,
  range 80/320 ft., one target. Hit: 10 (1d8 + 6) piercing
  damage.
  Reactions
  Skirmisher. When an enemy creature ends its turn within
  5 feet of the burglestar, it can move up to half its speed.
  This movement doesn’t provoke opportunity attacks.
  
  Clack Servants
  Vampires that live in the subterranean world of the Underdark
  gain many benefits, not the least of which is the complete lack
  of sunlight. However, one of the drawbacks to this world of
  darkness is the scarcity of living bodies, both as a food source
  and to be employed as labor and servants. Thus, some have
  turned to necromantic magic in order to make the best use of
  their limited resources. Clack servants are animated
  skeletons, often formerly dwarves, dressed in an excess of
  metal plates and scraps of old armor. Every movement
  through the dark caverns of the vampire's lair causes these
  plates to rattle and echo through the halls, earning them their
  popular moniker. These walking noisemakers serve as
  surprisingly effective guards and sentries, and a single one
  can easily alert the entire compound to the detection of
  intruders. The extra weight of their armor also makes them to
  make surprisingly powerful charges through enemy lines,
  despite their small stature. Overall, attempting to infiltrate any
  stronghold the employs this skeletal security system is
  exceptionally difficult, and planning around these obstacles
  will be paramount.
  11
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  Vampire Clack Servant
  Dwarf
  Small undead, lawful evil
  Armor Class 15 (armor scraps)
  Hit Points 39 (6d6 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 4 (-3)
  Saving Throws Str +4
  Skills Perception +3
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Understands Dwarvish but can't speak
  Challenge 2 (450 XP)
  Clattering Clutter. The skeleton's bones and armor
  scraps make noise with every movement. It has
  disadvantage on Stealth (Dexterity) checks, and
  attacks against it cause noise that can be heard up to
  100 feet away.
  Actions
  Multiattack. The skeleton makes two attacks with its
  mallet.
  Mallet. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Rattle Shake. The skeleton sounds the alarm by
  vigorously rattling its bones and armor, causing
  noise that can be heard up to 300 feet away. All
  allies that can hear the alarm are aware of the
  location of the skeleton.
  Roll (Recharge 5-6). The skeleton moves up to its
  speed and can move through the space of any
  creature smaller than Large. The first time the
  skeleton enters a creature’s space during this move,
  the creature must make a DC 12 Dexterity saving
  throw. If the saving throw succeeds, the creature is
  pushed 5 feet away from the skeleton. If the saving
  throw fails, that creature is knocked prone, and the
  skeleton can make a mallet attack against it.
  
  Cloud of Chaos
  Repeated magical experimentation often has dangerous and
  unpredictable by-products, and clouds of chaos are one such
  result. A swirling mass of raw elemental energy, these
  animated creatures are barely held together by the magic that
  created them. They rarely live longer than a week if left alone,
  but the destruction they can cause during that time can rival
  even a feral dragon. Thankfully, when they appear they are
  easy enough to find, and dealing with them is relatively
  straightforward with the right approach.
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  Cloud of Chaos
  Huge elemental, chaotic neutral
  Armor Class 14
  Hit Points 63 (6d12 + 24)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  18 (+4)
  18 (+4)
  2 (-4)
  10 (+0)
  4 (-3)
  Saving Throws Con +7
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses blindsight 60 ft., passive Perception 10
  Languages --
  Challenge 5 (1,800 XP)
  Death Burst. When the elemental dies, it explodes in
  a burst of magical energy. Each creature within 60
  feet of it must then succeed on a DC 15
  Constitution saving throw. On a failure, a target takes
  18 (4d8) force damage and experiences a surge of
  wild magic; roll on the Wild Magic Surge table in the
  Player’s Handbook to determine the wild magic
  effect. On a successful save, a target takes half that
  damage and doesn't experience a wild magic surge.
  Gaseous Form. The elemental can move through a
  space as narrow as 1 inch wide without squeezing. A
  creature that touches the elemental or hits it with a
  melee attack while within 5 feet of it takes 5 (1d10)
  force damage. In addition, the elemental can enter a
  hostile creature’s space and stop there. The first time
  it enters a creature’s space on a turn, that creature
  takes 5 (1d10) force damage.
  Innate Spellcasting. The elemental's innate
  spellcasting ability is Constitution (spell save DC 15,
  +7 to hit with spell attacks). It can innately cast the
  following spells, requiring no components:
  At will: chaos bolt
  1/day: prismatic spray
  Magic Resistance. The elemental has advantage on
  saving throws against spells and other magical
  effects.
  Actions
  Chaotic Burst (Recharge 5–6). Each creature within 30
  feet of the elemental must make a DC 15
  Constitution saving throw. On a failure, a target takes
  18 (4d8) force damage and is stunned until the end
  of the elemental's next turn. On a successful save, a
  target takes half that damage and isn't stunned.
  
  The Crystalline
  The Crystalline, or "Crystalmen" as they are sometimes
  called, are an alien race of beings formed entirely of
  transparent, glass-like stone. It is theorized by anthropologists
  that they are descended from earth-based genasi, and that
  their unique composition is a result of living many generations
  far below the surface. They are quite sensitive to sound, and
  raising one's voice even a little is considered extremely taboo
  in their culture. By and large they are an amiable, if quite
  stoic, people when dealing with outsiders. They are seen
  rarely out of the Underdark, but now that contact has been
  made with them, it is probably not long before we see
  adventurous young crystalline make their way abroad to seek
  their fortunes.
   
  Crystalline Template
  Any humanoid NPC can be converted into a crystalline. When
  converting one in this way, change its type to Elemental, and it
  retains all of its statistics except as noted below.
  Ability Score Increase. The crystalline's Constitution
  score increases by 2, and its Intelligence score increases by 1,
  to a maximum of 20 for each score.
  Special Traits. The crystalline gains vulnerability to
  bludgeoning and thunder damage, resistance to fire and
  radiant damage, and immunity to poison damage and the
  poisoned condition. It also gains the Shocking Rebuke trait.
  Senses. The crystalline gains a darkvision with a radius of
  60 feet unless it already has darkvision with a greater radius.
  Languages. The crystalline speaks Terran in addition to
  any other languages it knows.
   
  Crystalline Sample
  Here the crystalline template has been applied to a human
  priest to create a crystalline priest.
   
  13
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  Crystalline Priest
  Medium elemental, any alignment
  Armor Class 13 (chain shirt)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 14 (+2) 14 (+2) 16 (+3) 13 (+1)
  Skills Medicine +5, Persuasion +3, Religion +5
  Damage Vulnerabilities bludgeoning, thunder
  Damage Resistances fire, radiant
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Terran, any two languages
  Challenge 2 (450 XP)
  Divine Eminence. As a bonus action, the priest can
  expend a spell slot to cause its melee weapon
  attacks to magically deal an extra 10 (3d6) radiant
  damage to a target on a hit. This benefit lasts until
  the end of the turn. If the priest expends a spell slot
  of 2nd level or higher, the extra damage increases by
  1d6 for each level above 1st.
  Shocking Rebuke. When the priest takes damage
  from a melee weapon attack, the attacker takes 1d4
  lightning damage.
  Spellcasting. The priest is a 5th-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 13, +5
  to hit with spell attacks). The priest has the following
  cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): cure wounds, guiding bolt,
  sanctuary
  2nd level (3 slots): lesser restoration, spiritual
  weapon
  3rd level (2 slots): dispel magic, spirit guardians
  Actions
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 3 (1d6) bludgeoning damage.
  
  Desert Beeple
  Distant cousins to the Thri-keen people, these desert insect-
  folk are often called "beeple" by surrounding villages and
  nomadic tribes. Unlike the tales of humanoid wasps and bees
  most have read or heard of, these beeple are actually quite
  solitary, most wandering the sands completely alone for most
  of their lives. Meetings with others of their kind are said to be
  amicable, but short. It is theorized that some fashion of
  courtship must take place between males and females of
  appropriate age and health, and that some kind of nesting or
  child-rearing should follow, but these subjects simply have not
  brought up in the few recorded interviews with these people.
  Indeed, their culture and values seem quite alien to our ways
  of thinking, as ours must be to them as well. Still, as a whole
  they seem fairly trustworthy and at the very least not
  particularly malicious, although with such a small number of
  examples to draw from, specific interactions may vary wildly.
   
  Desert Beeple Template
  Any humanoid NPC can be converted into a beeple. When
  converting one in this way, change its race to Thri-keen, and it
  retains all of its statistics except as noted below.
  Ability Score Increase. The beeple's Dexterity score
  increases by 2, and its Wisdom score increases by 2, to a
  maximum of 20 for each score. Additionally, its Charisma
  decreases by 2.
  Fly and Burrow Speed. The beeple gains a flying speed of
  40 feet in addition to its walking speed. It cannot fly while
  wearing medium or heavy armor, or while it is encumbered. It
  also gains a burrow speed of 10 feet.
  Special Traits. The beeple gains proficiency in the Survival
  skill if it wasn't already. It also gains an unarmed sting attack,
  which it is proficient in.
  Senses. The beeple gains a darkvision with a radius of 60
  feet unless it already has darkvision with a greater radius.
  Languages. The beeple speaks Thri-keen in addition to any
  other languages it knows.
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  Desert Beeple Druid
  Medium humanoid (thri-keen), any alignment
  Armor Class 12 (16 with barkskin)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft., burrow 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 13 (+1) 12 (+1) 17 (+3) 9 (-1)
  Skills Medicine +5, Nature +3, Perception +5,
  Survival +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Druidic, Thri-keen, plus any two languages
  Challenge 2 (450 XP)
  Spellcasting. The druid is a 4th-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 12, +4
  to hit with spell attacks). It has the following druid
  spells prepared:
  Cantrips (at will): druidcraft, infestation, shillelagh
  1st level (4 slots): create or destroy water, entangle,
  longstrider, thunderwave
  2nd level (3 slots): barkskin, dust devil
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to hit (+5 to
  hit with shillelagh), reach 5 ft., one target. Hit: 3
  (1d6) bludgeoning damage, 4 (1d8) bludgeoning
  damage if wielded with two hands, or 6 (1d8 + 2)
  bludgeoning damage with shillelagh.
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one creature. Hit: 5 (1d6 + 2) piercing damage, and
  the target must make a DC 11 Constitution saving
  throw, taking 10 (3d6) poison damage on a failed
  save, or half as much damage on a successful one. If
  the poison damage reduces the target to 0 hit
  points, the target is stable but poisoned for 1 hour,
  even after regaining hit points, and is paralyzed while
  poisoned in this way.
  
  Dome Animal
  A relic from the Age of Wonders, this strange tortoise-shaped
  contraption was built using magic and methods long lost to
  the history of the world. Restored to functionality, it can be
  used as a sturdy and reliable source of shelter and protection
  against the elements and other dangers of the world. It was
  likely designed to be a convenience for those needing to travel
  great distances with few companions, allowing for peace of
  mind during those cold nights in a strange land. Discovering
  the method to once again produce this device at a large scale
  would be quite the feat for an enterprising artificer, but one
  that could easily satisfy one's financial obligations for several
  lifetimes.
  15
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  Dome Animal
  Small construct, unaligned
  Armor Class 11 (natural armor)
  Hit Points 7 (2d6)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  6 (-2)
  11 (+0)
  4 (-3)
  10 (+0)
  5 (-3)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands the languages of its creator
  but can't speak
  Challenge 0 (10 XP)
  Telepathic Bond. While the dome animal is on the
  same plane of existence as its master, it can
  magically convey what it senses to its master, and
  the two can communicate telepathically.
  Actions
  Claws. Melee Weapon Attack: +0 to hit, reach 5 ft.,
  one target. Hit: 1 slashing damage.
  Project Dome (1/Day). The dome animal casts tiny
  hut centered on itself and remains stationary for the
  duration. The parameters of the spell can be adjusted
  by its master as a bonus action.
  Reactions
  Project Shield (1/Day). When the dome animal or a
  creature within 5 feet of it of its master's choice is
  targeted by an attack, the target gains +5 bonus to
  AC, including against the triggering attack, until the
  start of its next turn.
  
  Dragons
  The Big Dragon
  All dragons are big, but if you ask the most ancient elves to
  speak on the big dragon, the eldest among them will know
  this can only be in reference to the largest of them all, the
  dreaded draconic titan. As large as the mountains themselves,
  the last war of the first age was against this beast alone,
  fought to decide the fate of the world itself. More than five
  miles long and taller than the greatest castles ever built in any
  age, it is said to have darkened the skies when it took flight, to
  have turned forests to deserts with its flame, and to have
  created canyons and lakes wherever it landed.
   
   
   
  The mortal armies of the world perished by the millions as
  they fought, until that fateful day when it was finally slain for
  good. Not even the wisest and more learned of the elvish sages
  know what happened to its remains, but some suspect that its
  bones form the very structure and foundation for the
  subterranean kingdoms still around today. Many evil wizards
  have gone looking for traces of its once-mighty body, hoping to
  still find pieces of its power lying dormant in scraps of scales
  and bones. We can only pray to the gods that such a terror
  never sees the light of day ever again upon this world.
  16
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  Draconic Titan
  Titanic dragon (titan), chaotic evil
  Armor Class 30 (natural armor)
  Hit Points 820 (40d20 + 400)
  Speed 5000 ft., fly 5000 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10) 8 (-1) 30 (+10) 12 (+1) 26 (+8) 16 (+3)
  Saving Throws Str +19, Con +19, Wis +17, Cha +12
  Damage Immunities fire; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Senses blindsight 1 mile (5000 ft.), darkvision 5 miles
  (25000 ft.)., passive Perception 36
  Languages Common, Draconic, Primordial
  Challenge 30 (155,000 XP)
  Empowered Attacks. The dragon's attacks are treated as
  magical and adamantine for the purpose of bypassing
  resistance and immunity to nonmagical weapons.
  Fire Aura. At the start of each of the dragon's turns, each
  creature within 1 mile (5000 feet) of it takes 35 (10d6)
  fire damage, and flammable objects in the aura that
  aren’t being worn or carried ignite. A creature that
  touches the dragon or hits it with a melee attack while
  within 10 feet of it takes 35 (10d6) fire damage.
  Frightful Aura. Each creature that starts its turn within 5
  miles of the dragon and can see it must succeed on a
  DC 27 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
  dragon's Frightful Aura for the next 24 hours.
  Illumination. The dragon sheds bright light in a 5-mile
  (25000 feet) radius and dim light for an additional 5
  miles.
  Legendary Resistance (5/Day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Siege Monster. The dragon deals double damage to
  objects and structures.
  Titanic Size. The dragon occupies a space of a 5-mile
  square. Creatures of Gargantuan size and smaller can
  occupy the same space as the dragon.
  Actions
  Claw. Melee Weapon Attack: +19 to hit, reach 1 mile.,
  one 1000-foot square. Hit: 210 (20d20) bludgeoning
  damage
  Fire Breath. The dragon breathes flame in a 2-mile
  (10000 feet) cone. Each creature in that area not
  behind total cover must make a DC 27 Dexterity saving
  throw, taking 105 (30d6) fire damage on a failed save,
  or half as much damage on a successful one. Creatures
  with resistance to fire damage do not reduce damage
  taken from this attack. Creatures with immunity to fire
  damage take half damage from this attack.
  Tail. The dragon slams its tail in a 2 mile line that is
  1000 feet wide. Each creature in that area must make a
  DC 27 Dexterity saving throw, taking 105 (10d20)
  bludgeoning damage on a failed save, or half as much
  damage on a successful one. Creatures within 300 feet
  of the center of the line make this save at disadvantage.
  Legendary Actions
  The dragon can take 5 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 dragon regains spent legendary
  actions at the start of its turn.
  Attack. The dragon makes one claw attack or one tail
  attack.
  Move. The dragon moves up to its speed.
  Wing Attack (Costs 3 Actions). The dragon beats its
  wings. Each creature within 1 mile of the dragon not
  behind total cover must make on a DC 27 Strength
  saving throw. On a failed save, a target takes 55
  (10d10) bludgeoning damage, is pushed back 30 feet,
  and is knocked prone. On a successful save, the target
  takes half as much damage and isn't pushed back or
  knocked prone.
  
  Cerrous Dragons
  Cerrous dragons, sometimes called "light keepers" or "light
  guardians," are mighty and ancient dragons tasked with
  protecting nature's beauty and safeguarding its growth under
  the sun. They are famed for their brilliant iridescent scales,
  their fierce devotion to justice, and their impressive mastery
  over druidic magics. Those who worship evil powers should
  beware the light of these guardians, especially those that seek
  to upset the natural cycles of life and death.
   
  Cerrous Aeriental Negative Gname Guants. When a light
  keeper falls to dark powers, their scales turn dull and fall off,
  exposing necrotic flesh beneath. Once guardians of nature,
  these fallen defenders become a perversion of it. Poisonous
  gases accompany the beast wherever it goes, and can linger
  long after the dragon has left. It can even transform into a
  toxic cloud, drifting through the forest and killing all within.
  Though rare, all light keepers maintain a constant vigil
  against such a thing ever happening again.
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  Cerrous Bung Dragon
  Huge dragon, neutral good
  Armor Class 21 (natural armor)
  Hit Points 275 (22d12 + 132)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 18 (+4) 23 (+6) 15 (+2) 16 (+3) 27 (+8)
  Saving Throws Dex +11, Con +13, Wis +10, Cha +15
  Skills History +9, Insight +10, Perception +17,
  Persuasion +15
  Damage Resistances fire, lightning, radiant
  Condition Immunities charmed, frightened
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 27
  Languages Common, Draconic, Druidic, Sylvan
  Challenge 24 (62,000 XP)
  Innate Spellcasting. The dragon's innate spellcasting
  ability is Charisma (spell save DC 23). The dragon can
  innately cast the following spells, requiring no material
  components:
  At will: druidcraft
  1/day each: entangle, grasping vine, plant growth, spike
  growth, wall of thorns
  Legendary Resistance (3/Day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Speak with Beasts and Plants. The dragon can
  communicate with beasts and plants as if they shared a
  language.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It
  then makes three attacks: one with its bite and two with
  its claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one
  target. Hit: 17 (2d10 + 6) piercing damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
  target. Hit: 13 (2d6 + 6) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one
  target. Hit: 15 (2d8 + 6) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice
  that is within 120 feet of the dragon and aware of it
  must succeed on a DC 23 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 dragon's Frightful Presence for the
  next 24 hours.
  Blinding Burst. Each creature in a 60-foot cone not
  behind total cover must succeed on a DC 23
  Constitution saving throw or become blinded until the
  end of the dragon's next turn. Undead creatures and
  fiends make this save at disadvantage.
  Focused Beam (Recharge 5-6). The dragon fires a beam
  of light from its mouth in a 60- foot line that is 5 feet
  wide. Each creature in that line must make a DC 23
  Dexterity saving throw, taking 56 (16d6) radiant
  damage on a failed save, or half as much damage on a
  successful one. Undead creatures and fiends make this
  save at disadvantage.
  Reactions
  Warding Flare. When the dragon is attacked by a creature
  within 60 feet of it that it can see, it can use its reaction
  to impose disadvantage on the attack roll, causing light
  to flare before the attacker before it hits or misses. An
  attacker that can’t be blinded is immune to this feature.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing from
  the options below. Only one legendary action option
  can be used at a time and only at the end of another
  creature's turn. The dragon regains spent legendary
  actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Blinding Burst (Costs 2 Actions). The dragon uses its
  Blinding Burst.
  Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 10 feet of the dragon must
  succeed on a DC 21 Dexterity saving throw or take 15
  (2d6 + 8) bludgeoning damage and be knocked prone.
  The dragon can then fly up to half its flying speed.
  Cast a Spell (Costs 3 Actions). The dragon casts one of its
  spells.
  
  18
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  Cerrous Aeriental
  Negative Gname Guant
  Gargantuan dragon, chaotic evil
  Armor Class 25 (natural armor)
  Hit Points 297 (22d20 + 66)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 23 (+6) 16 (+3) 12 (+1) 14 (+2) 25 (+7)
  Saving Throws Dex +14, Con +11, Wis +10, Cha +15
  Skills Perception +10
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities paralyzed, petrified, poisoned,
  restrained
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 20
  Languages Common, Draconic, Druidic, Sylvan
  Challenge 25 (75,000 XP)
  Innate Spellcasting. The dragon's innate spellcasting
  ability is Charisma (spell save DC 23). The dragon can
  innately cast the following spells, requiring no material
  components:
  At will: cloudkill
  Legendary Resistance (3/Day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Poison Aura. As long as it is conscious, the dragon
  continuously emits a toxic gas around it, no matter what
  form it is in. At the start of each of the dragon's turns,
  each breathing creature within 30 feet of it takes 11
  (2d10) poison damage. All creatures in this area are
  lightly obscured and have half cover against ranged
  attacks.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It
  then makes three attacks: one with its bite and two with
  its claws.
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
  target. Hit: 17 (2d10 + 6) piercing damage, plus 11
  (2d10) poison damage.
  Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one
  target. Hit: 13 (2d6 + 6) slashing damage, plus 7 (2d6)
  necrotic damage.
  Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one
  target. Hit: 15 (2d8 + 6) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice
  that is within 120 feet of the dragon and aware of it
  must succeed on a DC 23 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 dragon's Frightful Presence for the
  next 24 hours.
  Mist Form. The dragon transforms into toxic mist or
  reverts to its true form. Its reverts to its true form if it is
  reduced to 0 hit points.
  While in mist form, the dragon is incapacitated and
  can’t speak. It has a flying speed of 30 feet, can hover,
  and can pass through any space that isn’t airtight. It has
  advantage on Strength, Dexterity, and Constitution
  saving throws, is immune to nonmagical bludgeoning,
  piercing, and slashing damage, and is resistant to all
  other kinds of damage.
  While in mist form, the dragon can enter a creature’s
  space and stop there. Each time that creature starts its
  turn with the dragon in its space, the creature must
  succeed on a DC 23 Constitution saving throw or be
  poisoned until the start of its next turn. While poisoned
  in this way, the target is incapacitated.
  Poison Breath (Recharge 5–6). The dragon exhales
  poisonous gas in a 90-foot cone. Each creature in that
  area must make a DC 23 Constitution saving throw,
  taking 70 (20d6) poison damage on a failed save, or half
  as much damage on a successful one. The area is filled
  with a dense fog, heavily obscuring the area for 1
  minute or until it is dispersed by a wind of moderate or
  greater speed (at least 10 miles per hour).
  Reactions
  Misty Dodge. In response to taking damage, if the
  dragon is in its true form, it can use its reaction to turn
  into its mist form, using that form's resistances and
  immunities to the damage.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing from
  the options below. Only one legendary action option
  can be used at a time and only at the end of another
  creature's turn. The dragon regains spent legendary
  actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 10 feet of the dragon must
  succeed on a DC 22 Dexterity saving throw or take 15
  (2d6 + 8) bludgeoning damage and be knocked prone.
  The dragon can then fly up to half its flying speed.
  Mist Form (Costs 3 Actions). The dragon uses its Mist
  Form ability.
  
  Crone Dragon
  Throughout the entirety of recorded history, the act of a
  dragon infiltrating a hag's coven has only been seen a few
  times, but to devastating results. Dark magic corrupts the
  elemental nature of the dragon's body, twisting it into
  something horrid and unnatural. It is said that dragons who
  undergo this transformation appear withered and decrepit,
  earning them the moniker of "crone dragons."
   
   
   
  What they may lose in physical prowess, however, they gain
  tenfold in magical power. The stories say one of these fiends
  was able to kill with a gesture, another with but a glance. All
  the stories describe in detail the trail of despair and suffering
  left in their wake, of warriors with broken bodies and broken
  spirits, of entire kingdoms brought to their knees before such
  cruel and terrible might. We should be so lucky as to never see
  such a hideous evil on the face of this earth ever again.
  19
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Crone Dragon
  Gargantuan dragon, chaotic evil
  Armor Class 22 (natural armor)
  Hit Points 367 (21d20 + 147)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7) 11 (+0) 24 (+7) 16 (+3) 17 (+3) 24 (+7)
  Saving Throws Dex +8, Con +15, Wis +11, Cha +15
  Skills Arcana +10, Deception +14, Perception +17
  Damage Resistances necrotic, bludgeoning, piercing, and
  slashing from nonmagical attacks that aren't silvered
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 26
  Languages Common, Draconic
  Challenge 25 (75,000 XP)
  Innate Spellcasting. The dragon's innate spellcasting
  ability is Charisma (spell save DC 22, +14 to hit with
  spell attacks). It can innately cast the following spells,
  requiring no material components:
  At will: bestow curse, detect magic, ray of sickness
  3/day each: finger of death, harm, power word pain
  Legendary Resistance (3/Day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It
  then makes three attacks: one with its bite and two with
  its claws.
  Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one
  target. Hit: 18 (2d10 + 7) piercing damage.
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,
  one target. Hit: 14 (2d6 + 7) slashing damage.
  Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
  target. Hit: 16 (2d8 + 7) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice
  that is within 120 feet of the dragon and aware of it
  must succeed on a DC 22 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 dragon's Frightful Presence for the
  next 24 hours.
  Withering Breath (Recharge 6). The dragon exhales dark
  magical energy in a 90-foot cone. Each creature in that
  area must make a DC 22 Consitution saving throw. On a
  failure, the target takes 66 (12d10) necrotic damage
  and becomes poisoned for 1 minute. On a success, the
  target takes half that damage and isn't poisoned.
  While poisoned in this way, the target deals only half
  damage with weapon attacks that use Strength and has
  disadvantage on Strength-based attack rolls, Strength
  checks, and Strength saving throws. The poisoned target
  can repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  Change Shape. The dragon magically polymorphs into a
  Medium humanoid, or back into its true form. Its
  statistics are the same in each form. Any equipment it is
  wearing or carrying isn't transformed. It reverts to its
  true form if it dies.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing from
  the options below. Only one legendary action option
  can be used at a time and only at the end of another
  creature's turn. The dragon regains spent legendary
  actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 15 feet of the dragon must
  succeed on a DC 22 Dexterity saving throw or take 14
  (2d6 + 7) bludgeoning damage and be knocked prone.
  The dragon can then fly up to half its flying speed.
  At-Will Spell (Costs 3 Actions). The dragon casts one of
  its at-will spells.
  
  Curple Lard Dragon
  Curple dragon, lard dragon, gluttonous dragon; all are the
  same name for the beast that has gorged itself beyond all
  semblance of reason. While all dragons possess a ravenous
  appetite, these specimens have devoured so much as to cost
  them their ability to even walk effectively, much less take to
  the skies. Most accounts of these creatures describe them
  living deep in their caves as most dragons do, but lacking any
  conventional hoard of treasure. They crave not glittering gold
  or treasures, but only more food and flesh to eat. One could
  argue that their hoard is simply the contents of their massive
  stomachs, which may or may not contain the relics and
  valuables of meals past.
   
   
  It is written that these corpulent beasts do not bother with
  the tediousness of separating their meals from the inedible
  arms and armaments they may possess, but simply swallow
  everything whole. This leads to rumors of vast sums of coins
  sitting within the dragons belly, which in turn leads to a steady
  stream of would-be treasure hunters and monster slayers
  right to the creature's lair, saving it the trouble of needing to
  actually leave its home to hunt for its meals. One could
  certainly imagine the dragon plays its own part in spreading
  these rumors, assuming it has enough self-control to leave at
  least one of any doomed adventuring party alive in order to
  spread the word.
  20
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Curple Lard Dragon
  Gargantuan dragon, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 389 (19d20 + 190)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7) 8 (-1) 30 (+10) 11 (+0) 13 (+1) 15 (+2)
  Saving Throws Str +13, Con +16, Wis +7, Cha +8
  Skills Perception +7
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 17
  Languages Common, Draconic
  Challenge 20 (25,000 XP)
  Legendary Resistance (3/Day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Stable. Whenever an effect knocks the dragon prone or
  moves it against its will, it can make a DC 20
  Constitution saving throw to avoid being knocked prone
  or moved. A prone dragon is upside down. To stand up,
  it must succeed on a DC 10 Dexterity check on its turn
  and then use all its movement for that turn.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It
  then makes three attacks: one with its bite and two with
  its claws. It can use its Swallow instead of its bite.
  Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one
  target. Hit: 18 (2d10 + 7) piercing damage. If the target
  is a creature, it is grappled (escape DC 21). Until this
  grapple ends, the target is restrained, and the dragon
  can't bite another target.
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
  target. Hit: 14 (2d6 + 7) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 5 ft., one
  target. Hit: 16 (2d8 + 7) bludgeoning damage. The
  dragon cannot use this attack against a creature it has
  attacked with its bite during the last round.
  Frightful Presence. Each creature of the dragon's choice
  that is within 120 feet of the dragon and aware of it
  must succeed on a DC 16 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 dragon's Frightful Presence for the
  next 24 hours.
  Swallow. The dragon makes one bite attack against a
  Large or smaller creature it is grappling. If the attack
  hits, the target takes the bite's damage, the target 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 dragon,
  and it takes 21 (6d6) acid damage at the start of each of
  the dragon's turns.
  If the dragon takes 30 damage or more on a single turn
  from a creature inside it, the dragon must succeed on a
  DC 20 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 dragon. If the dragon
  dies, a swallowed creature is no longer restrained by it
  and can escape from the corpse by using 10 feet of
  movement, exiting prone.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing from
  the options below. Only one legendary action option
  can be used at a time and only at the end of another
  creature's turn. The dragon regains spent legendary
  actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Chomp (Costs 2 Actions). The dragon makes one bite
  attack or uses its Swallow.
  
  Dead Dragon
  It's the giant corpse of a dead dragon.
  21
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Dead Dragon
  Gargantuan dragon, unaligned
  Armor Class 15 (natural armor)
  Hit Points 155 (10d20 + 50)
  Speed 0 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  1 (-5)
  21 (+5)
  1 (-5)
  1 (-5)
  1 (-5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, incapacitated, paralyzed,
  poisoned, stunned, unconscious
  Senses passive Perception 0
  Languages --
  Challenge 0 (10 XP)
  Death Burst. The dragon's corpse is full of pockets of
  built up gas, which explode when the dead dragon
  takes 20 or more damage from a single attack. Each
  creature within 20 feet of it must succeed on a DC
  15 Constitution saving throw or take 14 (4d6)
  poison damage and 14 (4d6) damage of the type
  determined by the dragon's color.
  Stable. Whenever an effect knocks the dead dragon
  prone, it can make a DC 10 Constitution saving
  throw to avoid being knocked prone. A prone dead
  dragon is upside down.
  
  Death Seep Dragon
  Fully embraced by magic most foul, a death seeper is a dragon
  that spreads blight and disease everywhere it goes. Though
  they may lack the fearsome breath of their cousins, instead
  they have a wicked tail as their main armament. Longer than
  the rest of its entire body, the tail harbors a deadly
  enchantment that poisons fields and turns forests into
  wastelands. It is unknown whether this is in service to some
  dark god that seeks to corrupt to all the green places of the
  world, or whether the dragon itself simply takes pleasure in
  the destruction it brings. In either case, these dragons are the
  sworn enemies of many elves and other protectors of nature,
  any of which would relish the chance to remove such a
  forsaken beast from our world.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  22
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Death Seep Dragon
  Gargantuan dragon, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 407 (22d20 + 176)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9) 8 (-1) 26 (+8)
  18 (+4)
  15 (+2)
  17 (+3)
  Saving Throws Str +16, Con +15, Wis +9, Cha +10
  Skills Athletics +16, Perception +16
  Damage Immunities necrotic
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 26
  Languages Common, Draconic
  Challenge 24 (62,000 XP)
  Choking Stench. Any creature other than a death seep
  dragon that starts its turn within 30 feet of the dragon
  must succeed on a DC 23 Constitution saving throw or
  become poisoned. A creature can repeat the saving
  throw at the end of each of its turns, ending the effect
  on itself on a success. On a successful saving throw, the
  creature is immune to the stench of all death seep
  dragons for 24 hours.
  Legendary Resistance (3/Day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It
  then makes three attacks: one with its bite and two with
  its claws.
  Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one
  target. Hit: 20 (2d10 + 9) piercing damage.
  Claw. Melee Weapon Attack: +16 to hit, reach 10 ft.,
  one target. Hit: 16 (2d6 + 9) slashing damage.
  Tail. Melee Weapon Attack: +16 to hit, reach 30 ft., one
  target. Hit: 18 (2d8 + 9) bludgeoning damage plus 9
  (2d8) necrotic damage.
  Frightful Presence. Each creature of the dragon's choice
  that is within 120 feet of the dragon and aware of it
  must succeed on a DC 18 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 dragon's Frightful Presence for the
  next 24 hours.
  Foul the Earth (Recharge 5–6). The dragon lashes its tail
  at a point within 30 feet. All natural terrain within 30
  feet of that point is fouled and unable to sustain plant
  life until the area is targeted by a greater restoration
  spell or similar magic. The area becomes difficult terrain,
  and all creatures that start their turn there must make a
  DC 23 Constitution saving throw, taking 45 (10d8)
  necrotic damage on a failed save, or half as much
  damage on a successful one.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing from
  the options below. Only one legendary action option
  can be used at a time and only at the end of another
  creature's turn. The dragon regains spent legendary
  actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 15 feet of the dragon must
  succeed on a DC 24 Dexterity saving throw or take 16
  (2d6 + 9) bludgeoning damage and be knocked prone.
  The dragon can then fly up to half its flying speed.
  
  Golf Dragons
  Though more closely related to wyverns than true dragons,
  these brutish creatures consider themselves the pinnacle of
  all scaled kind, which in turn places them above all other
  beings, in their eyes. Their favored hunting strategy is to lie
  wait, hidden deep in the overgrowth, then pouncing on their
  prey with all the grace of a stampeding ox. Though quite
  heavy-handed, it is effective nonetheless, smashing through
  most defenses with their club-like tails. Made of dense bone
  and scales, their tails are their primary weapon, secreting a
  corrosive acid that leaves terrible scars when it meets flesh.
  Cruel as they are, it is not unheard of for golf dragons to let a
  victim run free if they have been marred particularly harshly. It
  is believed they primarily do this because it allows their
  reputation to spread, allowing them to bask in the fear their
  presence instills among the common folk.
  23
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Tart Flawler Golf
  Dragon
  Huge dragon, any evil alignment
  Armor Class 17 (natural armor)
  Hit Points 171 (18d12 + 54)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 16 (+3) 17 (+3) 12 (+1) 11 (+0) 16 (+3)
  Saving Throws Dex +6
  Skills Perception +3, Stealth +6
  Damage Resistances acid
  Senses blindsight 30 ft., darkvision 60 ft., passive
  Perception 13
  Languages Common, Draconic
  Challenge 8 (3,900 XP)
  Pounce. If the dragon moves at least 30 feet straight
  toward a creature and then hits it with a melee 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 and within range, the dragon can
  make one bite attack against it as a bonus action.
  Actions
  Multiattack. The dragon makes two attacks: one with
  its bite and one with its tail. While flying, it can use
  its claws in place of one other attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  creature. Hit: 15 (2d10 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 22 (4d8 + 4) slashing damage.
  Tail. Melee Weapon Attack: +7 to hit, reach 20 ft.,
  one target. Hit: 18 (4d6 + 4) bludgeoning damage,
  plus 7 (2d6) acid damage. If the target is a creature,
  it must succeed on a DC 14 Strength saving throw
  or be knocked prone.
  Acid Spray. The dragon whips its tail in a 30-foot
  cone. Each creature in that area not behind total
  cover must make a DC 14 Dexterity saving throw,
  taking 21 (6d6) acid damage on a failed save, or half
  as much damage on a successful one.
  
  Jabberwont
  A smaller cousin to the infamous Jabberwock, these
  dragonkin are known for their silver tongues and desire for
  stimulating conversation. Those that stumble their way into a
  jabberwont's lair will be given one chance to entertain their
  host with their stories or an area of their expertise, or else
  they will find themselves staying for dinner in the worst way.
   
   
  While not unheard of, it is nearly impossible to escape a
  jabberwont that has decided to keep his guests around, thanks
  to their unique ability to weave enchanting magic into their
  own voice. Hearing one speak is wholly enrapturing for most
  mortals, and by the time the dragon has stopped talking, it is
  most likely only taking a break to have itself a conveniently
  helpless snack.
  24
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Jabberwont
  Large dragon (shapechanger), neutral
  Armor Class 16 (natural armor)
  Hit Points 105 (14d10 + 28)
  Speed 60 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 14 (+2) 15 (+2) 18 (+4) 20 (+5)
  Saving Throws Dex +4, Con +5, Wis +7, Cha +8
  Skills Deception +8, Insight +7, Perception +7,
  Persuasion +8
  Damage Resistances bludgeoning, piercing, and slashing
  from nonmagical attacks
  Damage Immunities lightning
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 17
  Languages Common, Draconic
  Challenge 5 (1,800 XP)
  Change Shape. The dragon uses an action to magically
  polymorph into a humanoid or beast that has a
  challenge rating no higher than its own, or back into its
  true form. It reverts to its true form if it dies. Any
  equipment it is wearing or carrying is absorbed or borne
  by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, hit
  points, Hit Dice, ability to speak, proficiencies,
  Legendary Resistance, lair actions, and Intelligence,
  Wisdom, and Charisma scores, as well as its Enthralling
  Words and this action. Its statistics and capabilities are
  otherwise replaced by those of the new form, except
  any class features or legendary actions of that form.
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one
  target. Hit: 14 (3d6 + 4) piercing damage plus 3 (1d6)
  lightning damage.
  Lightning Breath (Recharge 5–6). The dragon exhales
  lightning in a 50- foot line that is 5 feet wide. Each
  creature in that line must make a DC 12 Dexterity
  saving throw, taking 33 (6d10) lightning damage on a
  failed save, or half as much damage on a successful one.
  Enthralling Words. The dragon begins speaking with a
  magical voice. Every humanoid within 100 feet that can
  hear it must make a DC 15 Wisdom saving throw or
  become charmed. The dragon must take a bonus action
  on its subsequent turns to continue speaking. It can
  stop speaking at any time. The magic ends if the dragon
  is incapacitated or if it uses a bite attack.
  While charmed in this way, the target is stunned. After
  the dragon stops speaking, a charmed creature can
  repeat the saving throw at the end of each of its turns. If
  the saving throw is successful, the effect ends on it.
  A target that successfully saves is immune to this
  dragon's words for the next 24 hours.
  
  Psionic Dragonets
  Though much smaller than their more famous cousins,
  dragonets with psionic abilities are highly sought after as
  allies among dragonkind. Their innate talent at reading
  thoughts and sensing motives are invaluable to any
  diplomatically minded center of power, and they are often
  asked to serve as ambassadors or advisors to noble courts of
  all kinds. Furthermore, they also possess the rare ability to
  travel between the planes of the multiverse, expanding their
  prospects all the way from the celestial courts to the demon
  lords of the Abyss.
  25
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Psionic Dragonet
  Medium dragon, neutral
  Armor Class 15 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft., fly 60 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 12 (+1) 19 (+4) 14 (+2) 16 (+3)
  Saving Throws Int +6, Wis +4, Cha +5
  Skills Insight +6, Perception +4
  Damage Resistances psychic
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 14
  Languages Draconic
  Challenge 2 (450 XP)
  Amphibious. The dragon can breathe air and water.
  Innate Spellcasting (Psionics). The dragon's innate
  spellcasting ability is Intelligence (spell save DC 14,
  +6 to hit with spell attacks). It can innately cast the
  following spells, requiring no components:
  At will: detect thoughts, mage hand (the hand is
  invisible)
  3/day each: nondetection (self only), tongues
  1/day each: plane shift, telekinesis
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 7 (1d8 + 3) piercing damage.
  Mind Blast (Recharge 5–6). The dragon targets a
  creature it can see within 60 feet. The target must
  succeed on a DC 14 Intelligence saving throw or
  take 9 (2d4 + 4) psychic damage and be stunned for
  1 minute. A creature can repeat the saving throw at
  the end of each of its turns, ending the effect on
  itself on a success.
  
  Purple Fang Dragon
  Fang dragons are insidious predators that lurk deep in lakes
  and river systems, ambushing large beasts from below. They
  only need to land a single bite to poison their prey, which they
  then allow to flee for a moment before following at a safe
  distance. There is no cure for purple fang venom, and those
  struck with it usually only have days to live. The dragon is
  rarely in a hurry, and will often simply wait for the victim
  expire on their own before going in for the kill. They are not
  especially cunning creatures, but their lithe form grants them
  a serpentine grace that aids them in hiding their large bodies.
  Any assassin would pay their weight in gold for a fang dragon
  venom gland, but none would dare go looking for such a thing
  on their own, not when more foolish monster hunters are
  available to hire.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Purple Fang Dragon
  Gargantuan dragon, chaotic neutral
  Armor Class 24 (natural armor)
  Hit Points 330 (20d20 + 120)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7) 18 (+4) 23 (+6) 12 (+1) 18 (+4) 20 (+5)
  Saving Throws Dex +11, Con +13, Wis +11, Cha +12
  Skills Deception +12, Insight +11, Perception +11,
  Persuasion +12, Stealth +18
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 21
  Languages Common, Draconic
  Challenge 24 (62,000 XP)
  Amphibious. The dragon can breathe air and water.
  Legendary Resistance (3/Day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It
  then makes three attacks: one with its bite and two with
  its claws.
  Bite. Melee Weapon Attack: +14 to hit, reach 30 ft., one
  target. Hit: 18 (2d10 + 7) piercing damage, and the
  target must make a DC 20 Constitution saving throw.
  On a failed save, the target is poisoned, takes 33 (6d10)
  poison damage on a failed save, and its hit point
  maximum is reduced by the amount of poison damage
  taken. This reduction lasts for as long as the target is
  poisoned. On a successful save, the target takes half as
  much damage, isn't poisoned, and its hit point
  maximum isn't reduced.
  At the end of each long rest, the poisoned target
  repeats the saving throw. On a failed save, the target
  takes 11 (2d10) poison damage and its hit point
  maximum is reduced by that amount. This reduction
  lasts for as long as the target is poisoned. On a
  successful save, the target is no longer poisoned.
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,
  one target. Hit: 21 (4d6 + 7) slashing damage.
  Tail. Melee Weapon Attack: +14 to hit, reach 30 ft., one
  target. Hit: 16 (2d8 + 7) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice
  that is within 120 feet of the dragon 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 dragon's Frightful Presence for the
  next 24 hours.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing from
  the options below. Only one legendary action option
  can be used at a time and only at the end of another
  creature's turn. The dragon regains spent legendary
  actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 15 feet of the dragon must
  succeed on a DC 22 Dexterity saving throw or take 15
  (2d6 + 7) bludgeoning damage and be knocked prone.
  The dragon can then fly up to half its flying speed.
  
  Dunebats
  Unlike other bats, giant dunebats are not particularly adept
  fliers, and are more suited to crawling or gliding across desert
  sands of their home. They are most active during the hours of
  dawn and dusk, when they rouse themselves from their
  underground burrows to search for carrion or smaller prey.
  They are also well known to ambush any unfortunate creature
  that wanders too close to them while they are buried in the
  sand, a cooling strategy they employ during the heat of the
  midday sun.
  27
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  Giant Dunebat
  Huge monstrosity, unaligned
  Armor Class 13
  Hit Points 38 (4d12 + 12)
  Speed 10 ft., fly 30 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 16 (+3) 16 (+3) 2 (-4) 16 (+3) 6 (-2)
  Senses blindsight 60 ft., Passive Perception 13
  Languages --
  Challenge 2 (450 XP)
  Echolocation. The bat can't use its blindsight while
  deafened.
  Flyby. The bat doesn't provoke opportunity attacks
  when it flies out of an enemy's reach.
  Keen Hearing. The bat has advantage on Wisdom
  (Perception) checks that rely on hearing.
  Sand Camouflage. The bat has advantage on Dexterity
  (Stealth) checks made while buried in sand.
  Actions
  Multiattack. The bat makes two attacks: one with its
  bite and one with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  creature. Hit: 17 (3d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 14 (3d6 + 4) slashing damage, and it
  is grappled (escape DC 14). The bat can only grapple
  one target at a time.
  
  Durp Snake
  The great serpents of the Iksalan jungles are rightly feared for
  their impressive size and strength, but any guide will tell you
  that they can be dealt with quite handily with enough
  experience and training. Their bodies are easily more than
  thirty to forty feet long, with some specimens measuring at
  almost fifty. Thankfully, they are not nearly so graceful as their
  smaller cousins, and attack with the majority of their bulk on
  every strike. This commitment to the bite makes it simply a
  matter of constantly moving to avoid being caught by their
  fangs, although like most things is easiest done in theory
  rather than practice. Still, if the stories of the outland hunters
  are to be believed when they bring in large hauls of the snake's
  meat, it's a much simpler proposition to slay one of these
  creatures than most others that live beneath the canopy.
   
  28
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Durp Snake
  Gargantuan beast, unaligned
  Armor Class 20
  Hit Points 150 (12d20 + 24)
  Speed 30 ft., swim 30 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 3 (-4)
  Saving Throws Str +8
  Skills Perception +2
  Senses blindsight 20 ft., passive Perception 12
  Languages --
  Challenge 4 (1,100 XP)
  Clumsy. When the snake rolls a 1 on a d20 for any
  Strength or Dexterity roll, it immediately falls prone
  and has its movement reduced to 0 until the end of
  its next turn.
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 20 ft.,
  one creature. Hit: 13 (2d6 + 6) piercing damage, and
  the target must make a DC 12 Constitution saving
  throw, taking 10 (3d6) poison damage on a failed
  save, or half as much damage on a successful one. If
  a target ends its turn more than 10 feet from its
  previous location, the snake has disadvantage on this
  attack.
  Constrict. Melee Weapon Attack: +8 to hit, reach 10
  ft., one creature. Hit: 25 (3d12 + 6) bludgeoning
  damage, and the target is grappled (escape DC 18).
  Until this grapple ends, the creature is restrained,
  and the snake can't constrict another target.
  
  Dwarf Giant and Giant
  Dwarf - The Odd Couple
   
  Jack Sprat could eat no fat,  
  His wife could eat no lean,  
  And yet between them both at meals  
  They licked their platters clean.
   
  Only seen at the other's side,  
  Lovers through and through,  
  Yet both with beards and balding heads,  
  Can't tell between the two.
   
  29
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  Dwarf Giant
  Medium giant, chaotic neutral
  Armor Class 15 (breastplate)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 7 (-2)
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Giant
  Challenge 2 (450 XP)
  Actions
  Multiattack. The giant makes two greatclub attacks or
  two javelin attacks.
  Greatclub. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 30/120 ft., one target. Hit: 5
  (1d6 + 2) piercing damage.
  Giant Dwarf
  Large humanoid (dwarf), lawful neutral
  Armor Class 9
  Hit Points 85 (10d10 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 9 (-1) 16 (+3) 11 (+0) 10 (+0) 9 (-1)
  Saving Throws Str +7, Con +5
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Common, Dwarvish
  Challenge 2 (450 XP)
  Superior Dwarven Resilience. The dwarf has advantage
  on saving throws against poison, spells, and illusions,
  as well as to resist being charmed or paralyzed.
  Actions
  Greataxe. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 18 (2d12 + 5) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +7 to hit,
  reach 5 ft. or range 30/120 ft., one target. Hit: 12
  (2d6 + 5) piercing damage.
  Reduce (Recharges after a Short or Long Rest). For 1
  minute, the dwarf magically decreases in size, along
  with anything it is wearing or carrying. While
  reduced, the dwarf is Medium, the damage dealt
  using Strength-based attacks is halved, and it makes
  Strength checks and Strength saving throws with
  disadvantage.
  
  Face Stealers
  Sometimes called elf cobras (not to be confused with elvish
  cobras, which are a nonmagical species of snake), these
  bizarre predators possess a unique organ on the tip of their
  snout that can effectively copy the faces of humanoid
  creatures. It should be noted that this itself is not their face,
  which is far larger and easily capable of swallowing a grown
  man whole. Rather, this seems to be a strange sort of lure, not
  unlike some kinds of fish or turtle whose tongues resemble
  worms to their hungry prey. The face stealers hide under
  dense canopy and underbrush, then use this face to draw lost
  travelers into striking distance. Thankfully, they don't seem to
  possess any sort of civilized intelligence, and the lack of
  speech or proper responses should be a clear indication of
  their deception to any wary wanderer. Still, the uncanny sight
  of a fellow traveling companion attached to these giant
  serpents is enough to distract many people long enough to put
  them in harm's way. It is therefore advised, of course, to
  always stay close with one's traveling companions at all times,
  as the consequences of straying too far will almost certainly
  put everyone's lives in danger.
  30
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  Giant Elf Cobra
  Huge fey, chaotic neutral
  Armor Class 17 (natural armor)
  Hit Points 114 (12d12 + 36)
  Speed 50 ft., climb 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 21 (+5) 16 (+3) 7 (-2) 17 (+3) 12 (+1)
  Saving Throws Dex +8, Wis +6
  Skills Perception +6, Stealth +8
  Senses darkvision 120 ft., passive Perception 16
  Languages --
  Challenge 8 (3,900 XP)
  Face Stealer. The cobra can use its bonus action to
  change its face, mimicking any humanoid face it has
  seen in the last 30 days.
  Magic Resistance. The cobra has advantage on saving
  throws against spells and other magical effects.
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
  one target. Hit: 16 (2d10 + 5) piercing damage plus
  14 (4d6) poison damage. If the target is a creature, it
  is grappled (escape DC 16). Until this grapple ends,
  the target is restrained, and the cobra can't bite
  another target.
  Swallow. The cobra makes one bite attack against a
  Medium or smaller creature it is grappling. If the
  attack hits, that creature takes the bite'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
  cobra, and it takes 21 (6d6) acid damage at the start
  of each of the cobra's turns. If the cobra takes 20
  damage or more on a single turn from a creature
  inside it, the cobra must succeed on a DC 15
  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 cobra. If the cobra
  dies, a swallowed creature is no longer restrained by
  it and can escape from the corpse using 15 feet of
  movement, exiting prone.
  Reactions
  Face Swap. In response to being attacked by a
  creature it can see, the cobra can use its reaction to
  change its face. If it uses a face familiar to the
  attacker, the target must succeed on a DC 14
  Wisdom saving throw or make the attacks against
  the cobra at disadvantage until the start of its next
  turn.
  
  The Feast Stone
  Legends tell of an isolated village high in the mountains, cut
  off from trade due to a terrible storm. On the brink of
  starvation, a pious woman prayed to the gods, asking that they
  all be saved from their grisly fate. In a vision, she was
  instructed to hike as far and high as she dared, to find the
  roundest and smoothest stone she could see, then to pet and
  coax that stone with kind words and soft songs for no fewer
  than three days.
  The woman bid her friends and family goodbye and did as
  she was told by her gods, climbing up and up and up, further
  than anyone else she had ever known, far further than she had
  ever ventured beyond her home. There she found a dull gray
  stone no bigger than her fist, but nearly a perfectly round
  circle and smooth as the stones that only lined the bottoms of
  streams. She sat beside this stone and sang it every song she
  knew from her childhood, stroked it as she did the heads of
  her own children, and spoke to it all the stories of her village
  and all of their forefathers, back generations and generations,
  on and on and on until she knew no more of the tales.
  When she finally finished, she had seen that three days had
  indeed passed. She looked down at the stone, and to her great
  surprise, it rose on four tiny feet and crawled into her lap. She
  clutched that stone and held it close, then carried it all the way
  back down the winding mountain pass back to her home in
  the village. She brought out her largest pot and filled it with as
  much snow and water it could carry, then set it over her fire
  and brought it to a roiling boil. With the greatest of care, she
  laid the dull gray stone into the water and called to her family,
  to her neighbors, to the entire village. They all eyed the stone
  in the boiling water with trepidation, but with nothing else to
  eat, they took their cups and drank of the stone soup.
  But instead of tasting of plain boiled water or sand, the
  water was transformed into the richest of broths, filling and
  hearty and warm. The word quickly spread, and everyone
  came to the woman's home to fill their bowls and their bellies.
  The village was saved on that day, and the roads cleared soon
  after for trade to begin once again. The people thanked the
  gods for their salvation, and the tale of the feast from a stone
  has been passed on ever since.
  31
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  Feast Stone
  Tiny elemental, unaligned
  Armor Class 17 (natural armor, 12 while prone)
  Hit Points 13 (2d4 + 8)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  10 (+0)
  18 (+4)
  2 (-4)
  11 (+0)
  3 (-4)
  Saving Throws Con +6
  Skills Stealth +4
  Damage Resistances fire; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Senses darkvision 60 ft., passive Perception 10
  Languages --
  Challenge 0 (10 XP)
  False Appearance. While the feast stone remains
  motionless, it is indistinguishable from a normal
  stone.
  Mountain Stable. The feast stone is immune to all
  attempts to lift or move it unwillingly and
  automatically succeeds on all saving throws that
  attempt to do so. Whenever an effect knocks the
  feast stone prone, it can make a DC 10 Constitution
  saving throw to avoid being knocked prone. A prone
  feast stone is upside down. To stand up, it must
  succeed on a DC 10 Dexterity check on its turn and
  then use all its movement for that turn.
  Stone Soup. If the body of a feast stone is boiled in
  water within 24 hours of being killed, any living
  creature that consumes the broth over the next hour
  benefits as if under the effects of a Heroes' Feast
  spell. For every 10 pounds of food boiled in the
  same vessel with the feast stone, the amount of
  maximum hit points gained by the spell increases by
  1d10, to a maximum of 8d10.
  Actions
  Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one
  target. Hit: 1 piercing damage.
  
  Fire Brains
  There are times when the development of intellect devourers
  is tainted, either by disease or latent magic in the area,
  causing the ustilagor larva to become fevered. This fever
  mutates it in strange ways, although still leaving it very
  capable of taking the minds of those it defeats. Thought not as
  efficient or effective as a typical intellect devourer, these fire
  brains are still highly dangerous, especially in large enough
  numbers.
  32
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  Fire Brain
  Tiny aberration, neutral evil
  Armor Class 13
  Hit Points 18 (4d4 + 8)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3) 16 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)
  Skills Perception +2
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Condition Immunities blinded, prone
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 12
  Languages Telepathy 60 ft., understands Deep
  Speech but can't speak
  Challenge 1 (200 XP)
  Detect Sentience. The fire brain can sense the
  presence and location of any creature within 300
  feet of it that has an Intelligence of 3 or higher,
  regardless of interposing barriers, unless the creature
  is protected by a mind blank spell.
  Actions
  Fever Ray. Ranged Spell Attack: +5 to hit, range 30 ft.,
  one target. Hit: 10 (3d6) psychic damage, and the
  target's Intelligence score is reduced by 1d4. If this
  reduces its Intelligence to 0, the target is stunned
  until it regains at least one point of Intelligence. The
  reduction lasts until the target finishes a short or
  long rest.
  Body Thief. The fire brain initiates an Intelligence
  contest with an incapacitated humanoid within 5
  feet of it that isn’t protected by protection from evil
  and good. If it wins the contest, the fire brain
  magically consumes the target’s brain, teleports into
  the target’s skull, and takes control of the target’s
  body. While inside a creature, the fire brain has total
  cover against attacks and other effects originating
  outside its host. The fire brain retains its Intelligence,
  Wisdom, and Charisma scores, as well as its
  understanding of Deep Speech, its telepathy, and its
  traits. It otherwise adopts the target’s statistics. It
  knows everything the creature knew, including spells
  and languages.
  If the host body dies, the fire brain must leave it. A
  protection from evil and good spell cast on the body
  drives the fire brain out. The fire brain is also forced
  out if the target regains its devoured brain by means
  of a wish spell. By spending 5 feet of its movement,
  the fire brain can voluntarily leave the body,
  teleporting to the nearest unoccupied space within 5
  feet of it. The body then dies, unless its brain is
  restored within 1 round.
  
  Fraithwarp Giants
  Fraith giants often live as hermits and sages, acting as
  shamans to the surrounding hill giant clans when called upon.
  Their deep connection to the land allows them draw upon its
  natural magic, using it to move themselves from hill to hill
  with ease. They are bearers of ancient knowledge and stories,
  often providing counsel to any that are able to find them and
  bring them offerings for their gods. While they are not
  explicitly evil, per se, they possess a particular sense of
  mischief that can make them difficult to bargain with, much
  less make alliances with. Still, should you find yourself an
  audience with one of these recluses, it would be wise to take
  advantage of the situation however you can.
  33
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  Fraithwarp Giant
  Large giant, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 119 (14d10 + 42)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 11 (+0) 16 (+3) 9 (-1) 16 (+3) 12 (+1)
  Saving Throws Con +6, Wis +6
  Skills Arcana +2, Insight +6, Perception +6
  Senses passive Perception 16
  Languages Common, Giant
  Challenge 6 (2,300 XP)
  Innate Spellcasting. The giant's innate spellcasting
  ability is Wisdom (spell save DC 14). The giant can
  innately cast the following spells, requiring no
  material components:
  At will: invisibility, misty step
  1/day each: dimension door, far step, thunder step
  Actions
  Multiattack. The giant makes two attacks, either with
  its slam or its staff.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 20 (3d10 + 4) bludgeoning damage.
  Staff. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one target. Hit: 17 (3d8 + 4) bludgeoning damage.
  Reactions
  Faint-Hearted. If a creature makes an attack on the
  giant, and the giant is not incapacitated, it can move
  10 feet away from the attacker as a reaction, not
  provoking attacks of opportunity.
  
  Frownies
  Some believe that frownies are created from the interaction
  between the natural wilderness and the Shadowfell, spawned
  where the border between planes is thinnest. Others theorize
  that they are native to the Feywild, the result of lesser fey
  creatures being exposed too long to the deep sorrow of the
  winter eladrin. Whichever the case may be, these twisted
  beings are suffused with a heavy misery that they only want to
  spread throughout the world. They seek out people and places
  full of joy and mirth, then snuff it out with as much of their
  power as they can muster. They cannot abide by another's
  happiness while they are doomed to suffer, and being in the
  presence of it only reinforces their own bitter feelings. They
  cannot be dissuaded nor reasoned with, and as of yet no
  bargain struck with one of their kind has been honored by
  them for long.
  34
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  Frownie
  Tiny fey, neutral evil
  Armor Class 14
  Hit Points 5 (2d4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4) 18 (+4) 10 (+0) 11 (+0) 18 (+4) 12 (+1)
  Saving Throws Wis +6, Cha +3
  Skills Insight +8, Perception +6
  Condition Immunities charmed, frightened
  Senses passive Perception 16
  Languages Common, Elvish, Sylvan
  Challenge 1 (200 XP)
  Inconsolable. The frownie is immune to any effect
  that attempts to alter or suppress its emotional state.
  Magic Resistance. The frownie has advantage on
  saving throws against spells and other magical
  effects.
  Actions
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 5 slashing damage.
  Heart Sight. The frownie touches a creature and
  magically knows the creature's current emotional
  state. If the target fails a DC 10 Charisma saving
  throw, the frownie also knows the creature's
  alignment. Celestials, fiends, and undead
  automatically fail the saving throw.
  Sorrow Field (Recharge 6). The frownie releases a
  wave of gloom. All creatures within 60 feet of the
  frownie with an Intelligence greater than 4 must
  make a DC 14 Charisma saving throw. On a failure,
  the target takes 7 (2d6) psychic damage, is knocked
  prone, and becomes charmed by the frownie as long
  as they are within 60 feet of it. While charmed in this
  way, a creature is stunned. On a successful save, the
  creature becomes immune to any frownie's Sorrow
  Field for 24 hours.
  Whenever a charmed creature takes damage from a
  source other than the frownie, it can repeat the
  saving throw, ending the effect on itself on a
  success.
  
  The Ghost Sea
  Ancient legends speak of a far off sea, deep in the mountains
  to the north, nine leagues wide and three times as long. No
  rivers lead in or out, yet the surface stays level all year long.
  This is no ordinary body of water, but is the entrance to the
  underworld itself. Those who seek entrance to the land of the
  dead must earn their passage from a god, or else suffer the
  consequences. Those who attempt to cross over themselves
  are drowned by the ghost sea, their souls consumed and lost
  for all eternity. It is said that the sea itself is made up of those
  souls who attempted to cross the threshold without an
  invitation, now doomed to forever linger between the living
  and the dead, imprisoned mere steps away from their goal.
  35
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Ghost Sea
  Gargantuan undead, chaotic neutral
  Armor Class 5
  Hit Points 297 (18d20 + 108)
  Speed 40 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  1 (-5)
  22 (+6)
  5 (-3)
  18 (+4)
  8 (-1)
  Saving Throws Str +10, Con +10, Wis +8
  Damage Resistances acid
  Damage Immunities poison; bludgeoning, piercing,
  and slashing from nonmagical attacks
  Condition Immunities exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses blindsight 60 ft., passive Perception 18
  Languages Aquan
  Challenge 10 (5,900 XP)
  Life Eater. A creature reduced to 0 hit points from
  damage dealt by the ghost sea or drowns while
  within its space dies and can’t be revived by any
  means short of a wish spell.
  Water Form. The ghost sea can enter a hostile
  creature's space and stop there. It can move through
  a space as narrow as 1 inch wide without squeezing.
  Actions
  Multiattack. The ghost sea makes three grasp attacks.
  Grasp. Melee Weapon Attack: +10 to hit, reach 5 ft.,
  one target. Hit: 13 (2d6 + 6) necrotic damage, and
  the target is pulled 10 feet towards the ghost sea's
  center.
  Whelm (Recharge 4–6). Each creature in the ghost
  sea's space must make a DC 18 Strength saving
  throw. On a failure, a target takes 15 (2d8 + 6)
  bludgeoning damage and is moved 10 feet towards
  the ghost sea's center. If it is Huge or smaller, it is
  also grappled (escape DC 18). Until this grapple
  ends, the target is restrained and unable to breathe
  unless it can breathe water. If the saving throw is
  successful, the target is pushed out of the ghost
  sea's space or rises to the surface, whichever is
  closer.
  At the start of each of the ghost sea's turns, each
  target grappled by it takes 15 (2d8 + 6) necrotic
  damage. A creature within 5 feet of a creature or
  object can pull it out of the ghost sea by taking an
  action to make a DC 18 Strength check and
  succeeding.
  
  Golems
  Crow Golem
  Quite popular among mage spies, crow golems are designed
  to be inconspicuous observers and sentries, watching targets
  from a safe distance while remaining an unremarkable
  feature of the landscape. Keen-eyed observers might notice
  the bird across the street has a distinct lack of breathing, or
  how it might ignore a dropped meal nearby. These details are
  subtle, but might be the only clue one has that this is no
  ordinary bird. On the other hand, constructing one of these
  golems is relatively simple and inexpensive when compared to
  others of its kind. With enough time and materials, it isn't
  unreasonable to build a flock of these spies, sending them to
  all corners of the world to observe people, places, or objects of
  particular interest.
   
  Manual of Crow Golem Creation
  Wondrous item, very rare  
  This tome contains information and incantations necessary to
  make a particular type of golem. To decipher and use the
  manual, you must be a spellcaster with at least two 5th-level
  spell slots. A creature that can't use a manual of golems and
  attempts to read it takes 6d6 psychic damage.
  Golem
  Time
  Cost
  Manual of Crow Golems
  3 days
  666 GP
  To create a golem, you must spend the time shown on the
  table, working without interruption with the manual at hand
  and resting no more than 8 hours per day. You must also pay
  the specified cost to purchase supplies.
  Once you finish creating the golem, the book is consumed
  in eldritch flames. The golem becomes animate when the
  ashes of the manual are sprinkled on it. It is under your
  control, and it understands and obeys your spoken commands.
  36
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Crow Golem
  Tiny construct, unaligned
  Armor Class 12
  Hit Points 13 (2d4 + 8)
  Speed 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  15 (+2)
  18 (+4)
  4 (-3)
  11 (+0)
  5 (-3)
  Saving Throws Con +6
  Skills Perception +2, Stealth +4
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages understands the languages of its creator
  but can't speak
  Challenge 0 (10 XP)
  False Appearance. The golem is visually
  indistinguishable from a normal crow. A creature that
  can see it can deduce its true nature with a DC 14
  Wisdom (Insight) check.
  Immutable Form. The golem is immune to any spell
  or effect that would alter its form.
  Magic Resistance. The golem has advantage on saving
  throws against spells and other magical effects.
  Psychic Link. While both are still alive, the golem and
  its creator are psychically linked. As long as they are
  both on the same plane of existence, its creator can
  telepathically control or command the golem, no
  action required. As an action, its creator can also
  perceive through the golem's senses, seeing and
  hearing through the golem's eyes and ears until the
  creator breaks the link using a bonus action or the
  golem is destroyed. During this time, the creator is
  deaf and blind with regard to its own senses.
  Actions
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 1 piercing damage.
  
  Curse Golem
  Thought to be the creation of a sadistic artificer, curse golems
  are fiendish constructs made to resemble small dolls or
  effigies, often made of scrap cloth, straw, or other commonly
  available materials. At its core, however, it must be powered
  by a source of potent dark magic, such as a hag's tongue or a
  devil's eye. This heart of darkness instills an inherent desire to
  spread misery and pain throughout the world, finding their
  way into the hands of children in small towns and villages
  throughout the rural countryside. Though their creator may
  be long dead, these golems inflict their curses on anyone and
  everyone they cross paths with, and will likely continue to do
  so until every last one of their number has been stamped out
  from existence.
   
  Manual of Curse Golem Creation
  Wondrous item, very rare  
  This tome contains information and incantations necessary to
  make a particular type of golem. To decipher and use the
  manual, you must be a spellcaster with at least two 5th-level
  spell slots. A creature that can't use a manual of golems and
  attempts to read it takes 6d6 psychic damage.
  Golem
  Time
  Cost
  Manual of Curse Golems
  5 days
  1,000 GP
  To create a golem, you must spend the time shown on the
  table, working without interruption with the manual at hand
  and resting no more than 8 hours per day. You must also pay
  the specified cost to purchase supplies.
  Once you finish creating the golem, the book is consumed
  in eldritch flames. The golem becomes animate when the
  ashes of the manual are sprinkled on it. It is under your
  control, and it understands and obeys your spoken commands.
  37
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Curse Golem
  Tiny construct, neutral evil
  Armor Class 13
  Hit Points 49 (14d4 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  16 (+3)
  12 (+1)
  5 (-3)
  16 (+3)
  5 (-3)
  Saving Throws Con +3
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages understands the languages of its creator
  but can't speak
  Challenge 1 (200 XP)
  False Appearance. While the golem remains
  motionless, it is indistinguishable from a normal doll.
  Immutable Form. The golem is immune to any spell
  or effect that would alter its form.
  Magic Resistance. The golem has advantage on saving
  throws against spells and other magical effects.
  Actions
  Pin. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 1 piercing damage, plus 7 (2d6) necrotic
  damage.
  Invoke Curse. The golem targets one creature it can
  see within 60 feet of it. The target must succeed on
  a DC 13 Constitution saving throw or be cursed.
  Until the curse is ended, the target can’t regain hit
  points and has vulnerability to necrotic damage.
  Greater restoration, remove curse, or similar magic
  ends the curse on the target.
  
  Hag Golem
  For those who mean to hide their lairs under the watch of a
  powerful hag, but don't want to strike an actual bargain with
  one, this simulation offers a close approximation of their
  hideous and terrifying natures. Customized to appear as
  horrific as necessary, the real power comes from a sacrificial
  heart fueling its eldritch powers. Its gaze is enough to instill
  so much fear in the mind of its victims that they are frozen in
  terror, or even to fall dead on the spot. Failing that, it is also
  equipped with two powerful claws, another tribute to the
  awful creatures it is inspired from. Truly, this construct is
  more than enough to spread rumors of an unthinkable evil
  lurking in your lands, and none but the most foolhardy of
  monster hunters will come to seek it out.
   
  Manual of Hag Golem Creation
  Wondrous item, very rare  
  This tome contains information and incantations necessary to
  make a particular type of golem. To decipher and use the
  manual, you must be a spellcaster with at least two 5th-level
  spell slots. A creature that can't use a manual of golems and
  attempts to read it takes 6d6 psychic damage.
  Golem
  Time
  Cost
  Manual of Hag Golems
  75 days
  75,000 GP
  To create a golem, you must spend the time shown on the
  table, working without interruption with the manual at hand
  and resting no more than 8 hours per day. You must also pay
  the specified cost to purchase supplies.
  Once you finish creating the golem, the book is consumed
  in eldritch flames. The golem becomes animate when the
  ashes of the manual are sprinkled on it. It is under your
  control, and it understands and obeys your spoken commands.
  38
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Hag Golem
  Medium construct, unaligned
  Armor Class 14 (natural armor)
  Hit Points 119 (14d8 + 56)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 12 (+1) 18 (+4) 7 (-2) 10 (+0) 3 (-4)
  Saving Throws Con +7
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator
  but can't speak
  Challenge 5 (1,800 XP)
  Immutable Form. The golem is immune to any spell
  or effect that would alter its form.
  Magic Resistance. The golem has advantage on saving
  throws against spells and other magical effects.
  Actions
  Multiattack. The golem makes three claw attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 9 (2d6 + 2) slashing damage.
  Paralyzing Fear. The golem targets one creature it can
  see within 30 feet of it. If the target can see the
  golem, the target must succeed on a DC 15 Wisdom
  saving throw or be magically frightened for up to 1
  minute. The frightened target is paralyzed. A creature
  can repeat the saving throw at the end of each of its
  turns, with disadvantage if the golem is within line of
  sight, ending the effect on itself on a success.
  Death Glare. The golem targets one frightened
  creature it can see within 30 feet of it. If the target
  can see the golem, it must succeed on a DC 11
  Wisdom saving throw against this magic or drop to 0
  hit points.
  
  Mage Golem
  Often crafted by powerful spellcasters, these crystalline
  constructs are often used as assistants in arcane research,
  archivists, or even as sentries. Their hardy nature and long
  lifespans make them ideal in circumstances too hazardous or
  tedious for most humanoids, though the high cost of their
  production should make most hesitate before putting them to
  work in any especially dangerous situations. Still, their
  adaptability and loyalty make them steadfast companions and
  assets to nearly any type of magical study.
   
  Manual of Mage Golem Creation
  Wondrous item, very rare  
  This tome contains information and incantations necessary to
  make a particular type of golem. To decipher and use the
  manual, you must be a spellcaster with at least two 5th-level
  spell slots. A creature that can't use a manual of golems and
  attempts to read it takes 6d6 psychic damage.
  Golem
  Time
  Cost
  Manual of Mage Golems
  10 days
  15,000 GP
  To create a golem, you must spend the time shown on the
  table, working without interruption with the manual at hand
  and resting no more than 8 hours per day. You must also pay
  the specified cost to purchase supplies.
  Once you finish creating the golem, the book is consumed
  in eldritch flames. The golem becomes animate when the
  ashes of the manual are sprinkled on it. It is under your
  control, and it understands and obeys your spoken commands.
  39
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Mage Golem
  Medium construct, lawful neutral
  Armor Class 9
  Hit Points 93 (11d8 + 44)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 9 (-1) 18 (+4) 16 (+3) 10 (+0) 6 (-2)
  Saving Throws Con +6
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator
  but can't speak
  Challenge 2 (450 XP)
  Immutable Form. The golem is immune to any spell
  or effect that would alter its form.
  Magic Resistance. The golem has advantage on saving
  throws against spells and other magical effects.
  Scroll Slots. The golem is built with 3 slots in its
  chest, each of which can accept a single spell scroll.
  The golem can cast any spell written on a scroll in
  one of its slots without expending the scroll, using
  the appropriate components as necessary. Once it
  has used a slot in this way, it cannot use that spell
  again until it completes a short or long rest.
  Actions
  Force Blast. Melee Spell Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 10 (3d4 + 3) force damage.
  
  Rain Golem
  Once sculpted by the cloud giants as playthings for their
  children, rain golems are anything but toys to those unlucky
  enough to cross them. They bring with them severe weather,
  and even a focused storm cloud that constantly swirls around
  them. Without a master, these creations wander the
  countryside, bringing ruin and disaster to the farming
  communities they pass through. It is said that each has a
  heart made of a fine emerald, making them choice targets for
  treasure seekers and monster hunters. The knowledge of
  creating these golems, thankfully, has been long lost to the
  ages, so their numbers will only continue to diminish with
  each one felled.
   
  Manual of Rain Golem Creation
  Wondrous item, very rare  
  This tome contains information and incantations necessary to
  make a particular type of golem. To decipher and use the
  manual, you must be a spellcaster with at least two 5th-level
  spell slots. A creature that can't use a manual of golems and
  attempts to read it takes 6d6 psychic damage.
  Golem
  Time
  Cost
  Manual of Rain Golems
  10 days
  12,000 GP
  To create a golem, you must spend the time shown on the
  table, working without interruption with the manual at hand
  and resting no more than 8 hours per day. You must also pay
  the specified cost to purchase supplies.
  Once you finish creating the golem, the book is consumed
  in eldritch flames. The golem becomes animate when the
  ashes of the manual are sprinkled on it. It is under your
  control, and it understands and obeys your spoken commands.
  40
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Rain Golem
  Medium construct, unaligned
  Armor Class 14
  Hit Points 85 (10d8 + 40)
  Speed 20 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 18 (+4) 18 (+4) 3 (-4) 12 (+1) 1 (-5)
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities acid, poison, psychic
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages understands the languages of its creator
  but can't speak
  Challenge 3 (700 XP)
  Immutable Form. The golem is immune to any spell
  or effect that would alter its form.
  Living Storm. The golem is always at the center of a
  localized storm 60 feet in diameter. Heavy
  precipitation in the form of either rain or snow falls
  there, causing the area to be lightly obscured. Heavy
  rain also extinguishes open flames and imposes
  disadvantage on Wisdom (Perception) checks that
  rely on hearing.
  In addition, strong winds swirl in the area covered by
  the storm. The winds impose disadvantage on
  ranged attack rolls. The winds extinguish open
  flames and disperse fog.
  Magic Resistance. The golem has advantage on saving
  throws against spells and other magical effects.
  Water Form. The golem can enter a hostile creature's
  space and stop there. It can move through a space as
  narrow as 1 inch wide without squeezing.
  Actions
  Water Jet. Ranged Spell Attack: +12 to hit, range 120
  ft., one target. Hit: 21 (6d6) bludgeoning damage,
  and the target is knocked prone if it fails a DC 14
  Strength saving throw.
  Lightning Storm (Recharge 6). All other creatures
  within 60 feet of the tempest must each make a DC
  14 Dexterity saving throw, taking 14 (4d6) lightning
  damage on a failed save, or half as much damage on
  a successful one.
  
  Golfs
  There are times when a person's competitive spirit is so
  strong that it persists even after death, sometimes possessing
  the very tools of their trade. The story of the Kolve hauntings
  is one such case, where a warrior of great renown was
  apparently struck dead just before conquering a historic feat
  of skill. Though the town mourned the loss quite thoroughly,
  the warrior's spirit simply could not move on, and could be
  seen on moonlit nights still swinging away, shooting stones far
  into countryside.
   
  41
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Haunted Golf
  Small undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 52 (15d6)
  Speed 0 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 16 (+3) 11 (+0) 8 (-1) 9 (-1) 11 (+0)
  Saving Throws Dex +5
  Damage Immunities poison
  Condition Immunities blinded, charmed, deafened,
  paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 9
  Languages The languages it knew in life
  Challenge 1 (200 XP)
  False Appearance. While the golf remains motionless
  and isn't flying, it is indistinguishable from a normal
  club.
  Actions
  Multiattack. The golf makes three club attacks.
  Club. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 5 (1d4 + 3) bludgeoning damage.
  Shoot Stone. The golf strikes a small stone or
  similarly sized object on the ground within 5 feet of
  it, targeting a line 100 feet long. The closest creature
  in the line must make a DC 13 Dexterity saving
  throw, taking 14 (2d10 + 3) bludgeoning damage on
  a failure. On a success, the next closest creature
  must make the save instead, and so on until there are
  no creatures remaining.
  
  Great Space Pat
  Hey guys, thanks for coming tonight. If you have any
  questions, of course, feel free to stop and ask, I'm sure
  everyone would be more than willing to help out. If you need
  supplies, I've got extra, so just let me know and please try and
  get it back to me when we finish up.
  Some of you have heard this before, but I really just have
  three rules. Rule one: play along! We're all here to have fun,
  and you can always go off playing your brooding loner hero in
  plenty of other games at home. While we're here with
  everyone else, just try and go with the flow and work together.
  Rule two: if it seems like things are going in a direction you
  really don't want it to, just raise your hand and let me know. I
  can't say we're necessarily going to reverse the direction of
  what's happened, but we can definitely move past it without
  going into detail. I don't want anyone to have a bad experience
  just because someone decided they really needed to stomp a
  bag of kittens to death or something. This also goes for if
  anyone has any really bad phobias of spiders or snakes or
  anything like that, just let me know right now and I'll do my
  best to avoid that kind of stuff if it's not needed. Lastly: have
  fun in your own way, so long as it doesn't go against the first
  two rules and ruin other peoples' fun. Roleplay as much or as
  little as you want, speak in an accent if you want or don't;
  we're all here for a good time and we shouldn't judge other
  folks for how they want to play. I want everyone to be
  comfortable playing in their own way.
  Okay, any last questions before we begin? We'll probably
  take a break about an hour and half to two hours in, then
  come back after that and finish out the night. Cool? Cool, then
  let's jump on in! Last we left our heroes...
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  43
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Great Space Pat
  Gargantuan celestial (shapechanger), neutral
  Armor Class 20
  Hit Points 615 (30d20 + 300)
  Speed 100 ft., fly 100 ft., burrow 100 ft., swim 100 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30
  (+10)
  30
  (+10)
  30
  (+10)
  15
  (+2)
  30
  (+10)
  30 (+10)
  Saving Throws Str +19, Dex +19, Con +19, Int +11, Wis
  +19, Cha +19
  Skills Insight +28, Perception +28
  Damage Resistances all
  Damage Immunities bludgeoning, piercing, and slashing
  from nonmagical attacks
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, incapacitated, paralyzed,
  petrified, poisoned, prone, restrained, stunned,
  unconscious
  Senses truesight 300 ft., passive Perception 38
  Languages All languages
  Challenge 30 (155,000 XP)
  Behind the Screen. Whenever Pat rolls for an action,
  ability check, or saving throw, he may do so in secret.
  Pat then declares the value of his roll and uses that,
  unless a humanoid within 300 feet of him and is aware
  of his presence declares a veto. Pat then must reroll the
  die in the open. After vetoing a roll, a humanoid is no
  longer able to do so again for 24 hours.
  Discorporation. When Pat drops to 0 hit points or dies,
  his body is destroyed but his essence travels back to
  beyond the cosmos, and he is unable to take physical
  form for a time.
  Divine Form. Pat can survive without food, water, or air;
  and he is immune to magic that would ascertain his
  thoughts, truthfulness, alignment, or creature type.
  Divine Spellcasting. Pat's innate spellcasting ability is
  Charisma (spell save DC 27, +19 to hit with spell
  attacks). He can innately cast the following spells at 9th
  level, requiring no components:
  At will: counterspell, detect magic, dispel magic, hold
  person, plane shift, polymorph, teleport, wish
  3/day: divine word, power word heal, power word kill,
  power word pain, power word stun
  Legendary Resistance (5/Day). If Pat fails a saving throw,
  he can choose to succeed instead.
  Limited Magic Immunity. Pat can't be affected or
  detected by spells of 6th level or lower unless he wishes
  to be. He has advantage on saving throws against all
  other spells and magical effects.
  Shapechanger. Pat can use an action to magically
  polymorph into any creature that has a challenge rating
  no higher than his own, or back into his true form. He
  reverts to his true form if he dies. Any equipment he is
  wearing or carrying is absorbed or borne by the new
  form (Pat's choice).
  In a new form, Pat retains his actions, alignment, hit
  points, Hit Dice, ability to speak, proficiencies,
  Legendary Resistance, lair actions, and Intelligence,
  Wisdom, and Charisma scores, as well as this action. His
  statistics and capabilities are otherwise replaced by
  those of the new form, except any class features or
  legendary actions of that form.
  Actions
  Rocks Fall. Each creature of Pat's choice within 300 feet
  of him must succeed on a DC 27 Dexterity saving
  throw, taking 110 (20d10) bludgeoning damage on a
  failed save, or half as much on a successful one. Pat may
  choose to reduce the number of damage dice rolled for
  this ability to a minimum of 1.
  Manual of Monsters. Pat rolls a d20 and summons any
  number of creatures with a combined Challenge Rating
  equal to or less than that value. The creatures appear in
  any unoccupied spaces of Pat's choice within 300 feet
  of him. Each creature rolls its own initiative and acts in
  initiative order.
  Reincarnate Map. Pat transforms the area within 300 feet
  of him into new terrain, magically changing the
  topography, local weather, and composition of the
  terrain. He may add or remove structures, tools, or other
  non-living objects. The changes to the terrain are
  permanent and can only be reversed with a wish spell.
  Legendary Actions
  Pat can take 5 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. Pat regains spent legendary actions at the start of
  his turn.
  Detect. Pat makes a Wisdom (Perception) check.
  Spell. Pat casts a spell.
  Quench Magic. Pat targets one creature that he can see
  within 300 feet of him. Any resistance or immunity to
  damage that the target gains from a spell or a magic
  item is suppressed. This effect lasts until the end of
  Pat's next turn.
  Teleport (Costs 2 Actions). Pat magically teleports up to
  300 feet to an unoccupied space he can see, along with
  anything he is wearing or carrying.
  Rearrange the Field (Costs 3 Actions). Pat chooses any
  number of creatures within 300 feet of him and
  magically teleports each them to an unoccupied space
  within 300 feet of him. An unwilling target may make a
  DC 27 Charisma saving throw, not being teleported on a
  success.
  
  Greater Mommy
  Though they resemble the undead mummy, greater mommies
  are actually a type of fey creature, one that has become so
  wrapped up in its own delusion that it thinks of itself as a
  progenitor of mummies. Lurking in the darker corners of the
  Feywild, these tormented beings attack any living creatures
  that approach them, taking the corpses of their victims and
  turning them into mummy thralls. If not dealt with promptly,
  they can soon amass a terrible army, spreading across the
  land like a swarm of locusts and plunging the world into an
  age of dust and darkness.
   
   
   
   
   
   
   
   
   
   
   
   
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  Greater Mommy
  Medium fey, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 71 (11d8 + 22)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  15 (+2) 6 (-2)
  16 (+3)
  18 (-4)
  Saving Throws Con +6, Wis +7, Cha +8
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, and slashing
  from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Sylvan
  Challenge 10 (5,900 XP)
  Magic Resistance. The mommy has advantage on saving
  throws against spells and other magical effects.
  Spellcasting. The mommy is an 8th-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 15, +7 to
  hit with spell attacks). The mommy has the following
  cleric spells prepared:
  Cantrips (at will): thaumaturgy, toll the dead
  1st level (4 slots): bane, guiding bolt, sanctuary
  2nd level (3 slots): hold person, silence, warding bond
  3rd level (3 slots): animate dead, dispel magic
  4th level (3 slots): guardian of faith
  Actions
  Multiattack. The mommy can use its Mommy Glare and
  makes one attack with its mommy fist.
  Mommy Fist. Melee Weapon Attack: +9 to hit, reach 5
  ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage
  plus 14 (4d6) poison damage. If the target is a creature,
  it must succeed on a DC 14 Constitution saving throw
  or be cursed with mummy rot. The cursed target can't
  regain hit points, and its hit point maximum decreases
  by 10 (3d6) for every 24 hours that elapse. If the curse
  reduces the target's hit point maximum to 0, the target
  dies, and its body is transformed into a mummy 1d4
  hours later. The curse lasts until removed by the remove
  curse spell or other magic.
  Mommy Glare. The mommy targets one creature it can
  see within 60 feet of it. If the target can see the
  mommy, it must succeed on a DC 14 Wisdom saving
  throw against this magic or become frightened until the
  end of the mommy's next turn. If the target fails the
  saving throw by 5 or more, it is also paralyzed for the
  same duration. A target that succeeds on the saving
  throw is immune to the Dreadful Glare of all mummies
  and mommies (but not mummy lords) for the next 24
  hours.
  Legendary Actions
  The mommy can take 3 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature's turn. The mommy regains spent
  legendary actions at the start of its turn.
  Attack. The mommy makes one attack with its mommy
  fist or uses its Mommy Glare.
  Blinding Dust. Blinding dust and sand swirls magically
  around the mommy. Each creature within 5 feet of the
  mommy must succeed on a DC 14 Constitution saving
  throw or be blinded until the end of the creature's next
  turn.
  Whirlwind of Sand (Costs 2 Actions). The mommy
  magically transforms into a whirlwind of sand, moves up
  to 60 feet, and reverts to its normal form. While in
  whirlwind form, the mommy is immune to all damage,
  and it can't be grappled, petrified, knocked prone,
  restrained, or stunned. Equipment worn or carried by the
  mommy remain in its possession.
  
  Hardass
  Believed to have been built by an ancient civilization as an
  autonomous laborer, these metal mules are incredible beasts
  to behold. Able to pull far greater loads than their living and
  breathing counterparts, they are also protected by thick armor
  plating. Some scholars believe this indicates their use in
  transporting siege weapons and other engines of war, while
  others believe it may show that their society was so wealthy
  and advanced that even common tools would be made of
  materials we find rare and valuable today. Regardless, these
  machines are remarkably well designed, and what few
  specimens we can study today demonstrate the longevity and
  robustness of their craftsmenship.
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  Hardass
  Medium construct, lawful neutral
  Armor Class 18 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  9 (-1)
  12 (+1)
  8 (-1)
  10 (+0)
  9 (-1)
  Saving Throws Str +5
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses passive Perception 10
  Languages Understands the languages of its creator
  but can't speak
  Challenge 4 (1,100 XP)
  Axiomatic Mind. The hardass can’t be compelled to
  act in a manner contrary to its nature or its
  instructions.
  Beast of Burden. The hardass is considered to be a
  Huge creature for the purpose of determining its
  carrying capacity.
  Charge. If the hardass moves at least 20 feet straight
  toward a target and then hits it with a hooves attack
  on the same turn, the target takes an extra 7 (2d6)
  bludgeoning damage.
  Sure-Footed. The hardass has advantage on Strength
  and Dexterity saving throws made against effects
  that would knock it prone.
  Actions
  Multiattack. The hardass makes two attacks with its
  hooves.
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  Reactions
  Loyal Bodyguard. When another creature within 5 feet
  of the hardass is hit by an attack, the hardass causes
  itself to be hit instead.
  Unyielding. When the hardass is subjected to an
  effect that would move it, knock it prone, or both, it
  can use its reaction to be neither moved nor
  knocked prone.
  
  Hat-Fright
  No one knows for sure where the hat-frights came from.
  Some believe they are the product of a mad biomancer,
  experimenting with smaller species of mimics in hopes of
  taking control of a royal court. Regardless of their origin,
  these parasites are able to latch onto a person's mind and take
  control of their body. While they are unable to properly
  replicate speech or normal social behaviors, they do seem
  able to direct their host's actions and movements quite true to
  the original, making them just as formidable a threat as facing
  one's friend in earnest. Beware finding lost companions
  sporting new headwear, the hat-fright controlling them would
  be happy to render you unconscious and use your body as a
  host for another one of their kind.
  46
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  Hat-Fright
  Tiny monstrosity (shapechanger), neutral evil
  Armor Class 12
  Hit Points 10 (4d4)
  Speed 15 ft., climb 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  10 (+0)
  6 (-2)
  14 (+2)
  8 (-1)
  Skills Stealth +4
  Damage Resistances psychic
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 12
  Languages --
  Challenge 1/4 (50 XP)
  Shapechanger. The hat-fright can use its action to
  polymorph into any style of hat or back into its true,
  amorphous form. The hat is appropriately sized for
  Small or Medium humanoids. Its statistics are the
  same in each form. Any equipment it is wearing or
  carrying isn't transformed. It reverts to its true form
  if it dies.
  False Appearance (Object Form Only). While the hat-
  fright remains motionless, it is indistinguishable
  from an ordinary hat.
  Head Grappler. The hat-fright has advantage on attack
  rolls against any creature grappled by it. While
  grappling a creature, the hat-fright gains 3/4 cover
  against all weapon attacks.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 1 piercing damage plus 2 (1d4) psychic
  damage. If the target is a living humanoid, they are
  grappled by it (escape DC 12) and must succeed on
  a DC 12 Wisdom saving throw or become charmed
  by the hat-fright. The charmed target is incapacitated
  while charmed in this way. This effect lasts as long as
  the target remains grappled by the hat-fright. The
  hat-fright can only grapple one creature at a time.
  Whenever the charmed target takes damage, the
  target can repeat the saving throw. On a success, the
  effect ends.
  Puppet. The charmed creature moves up to its speed
  under the hat-fright's control. It then uses one of its
  actions or makes an unarmed strike against a target
  or targets of the hat-fright's choosing.
  
  Horse-Spider Brains
  Horse-spiders are related to the steeders used by duergar
  through the Underdark, but have been selectively bred by
  goblins to better suit their size and needs. In order to enforce
  a more rigorous discipline among the beasts, hobgoblin
  warlords have spawned "brain" spiders: centralized
  individuals that serve as nodes for a primitive hive mind
  among their species. These individuals are ridden by field
  commanders and lieutenants into battle, guiding and rallying
  their arachnid cavalry with a precision that human armies can
  only dream of. Alone, a single horse-spider brain is cunning,
  but hardly more dangerous than a typical horse-spider.
  Surrounded by its brethren, however, and even the mightiest
  spider slayers should strongly reconsider a full retreat.
  47
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  Horse-Spider Brain
  Medium monstrosity, lawful evil
  Armor Class 15 (barding)
  Hit Points 39 (6d8 + 12)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 4 (-3)
  Saving Throws Int +3, Wis +3
  Skills Perception +3, Stealth +5
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 13
  Languages Telepathy 60 ft.
  Challenge 2 (450 XP)
  Hive Mind Nexus. All spiders within 30 feet of the
  horse-spider brain are immune to the charmed and
  frightened conditions.
  Hive Mind Commander. The horse-spider brain can
  magically command any spider within 120 feet of it,
  using a limited telepathy. As a bonus action, the
  horse-spider brain can target one allied spider it can
  see within range and have the target use its reaction
  to make one melee attack or to take the Dodge or
  Hide action.
  Spider Climb. The spider can climb difficult surfaces,
  including upside down on ceilings, without needing
  to make an ability check.
  Web Sense. While in contact with a web, the spider
  knows the exact location of any other creature in
  contact with the same web.
  Web Walker. The spider ignores movement
  restrictions caused by webbing.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  creature. Hit: 5 (1d6 + 2) piercing damage, and the
  target must make a DC 12 Constitution saving
  throw, taking 7 (2d6) poison damage on a failed
  save, or half as much damage on a successful one. If
  the poison damage reduces the target to 0 hit
  points, the target is stable but poisoned for 1 hour,
  even after regaining hit points, and is paralyzed while
  poisoned in this way.
  
  Hounds
  Chromatic Wolves
  There is still some debate on whether chromatic wolves are
  elemental creatures from the intersections of the primordial
  planes, or if they are the product of some strange magical
  experimentation. There has even been some speculation that
  they were once several varieties of different colored wolves
  that were somehow condensed into a single species. In their
  present form, they are quite beautiful animals to behold,
  especially how their opalescent furs catch the light of a new
  dawn. However, they are just as dangerous as they are eye-
  catching, and packs of these beasts are quite skilled at using
  their numbers to overwhelm and disorient their quarry. They
  rarely travel alone, if ever, so spotting one in the wild means
  there is a good chance that the others have already begun to
  cut off your escape.
  48
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  Chromatic Wolf
  Medium monstrosity, neutral evil
  Armor Class 13
  Hit Points 39 (6d8 + 12)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 15 (+2) 14 (+2) 5 (-3) 14 (+2) 8 (-1)
  Skills Perception +4, Stealth +4
  Senses darkvision 60 ft., passive Perception 14
  Languages --
  Challenge 1 (200 XP)
  Keen Hearing and Smell. The wolf has advantage on
  Wisdom (Perception) checks that rely on hearing or
  smell.
  Pack Tactics. The wolf has advantage on an attack roll
  against a creature if at least one of the wolf's allies is
  within 5 feet of the creature and the ally isn't
  incapacitated. Creatures have disadvantage on saving
  throws against the wolf's Chromatic Beam if they
  succeeded against another Chromatic Beam in the
  same round.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage. If the target
  is a creature, it must succeed on a DC 12 Strength
  saving throw or be knocked prone.
  Chromatic Beam (Recharge 5–6). The wolf fires a
  beam of multicolored light in a 30-foot line that is 5
  feet wide. Each creature in that area must make a DC
  12 Dexterity saving throw. Roll a d6 to determine
  the effect on the table below.
  1. Red. The target takes (14) 4d6 fire damage on a
  failed save, or half as much damage on a successful
  one.
  2. Orange. The target takes (14) 4d6 acid damage on
  a failed save, or half as much damage on a successful
  one.
  3. Yellow. The target takes (14) 4d6 lightning
  damage on a failed save, or half as much damage on
  a successful one.
  4. Green. The target takes (14) 4d6 poison damage
  on a failed save, or half as much damage on a
  successful one.
  5. Blue. The target takes (14) 4d6 cold damage on a
  failed save, or half as much damage on a successful
  one.
  6. Violet. On a failed save, the target is blinded until
  the end of the wolf's next turn.
  
  Goblin Dogs
  No one is quite sure if goblin dogs are a smaller breed of worg
  or some kind of giant breed of rat, or perhaps even some
  horrifying chimera of the two. All that is known about these
  ugly creatures is that they are as vicious to face as they are
  disgusting to look at. They universally suffer from a terrible
  strain of mange, leaving their patchy hides marked with
  lesions and scabs of all sizes. Curiously, goblinoids seem to be
  unaffected by both the awful smell and disease that
  accompanies these hounds, and regularly keep them as pets,
  sentries, and sometimes even mounts. The dogs keep the
  dens quite clear of refuse, devouring all scraps of rubbish as
  soon as they reach the ground, edible or otherwise.
  In the interest of a comprehensive description, there is one
  bizarre rumor that persists through the scarce literature
  regarding these creatures, one that strains credulity if it were
  to be taken seriously. It is said that, despite the grotesque
  appearance and diseased nature of the goblin dogs, their meat
  makes for one the finest meals that can ever be eaten, so long
  as it is prepared properly. Whether this legend has any scrap
  of truth to it, or if it was some ancient academic's idea of a
  cruel joke, it is unlikely that any reputable chef would be
  willing to subject themselves to approaching one of their
  stench-ridden bodies, even if they had somehow discovered
  the secrets to preparing it.
   
  Goblin Dog Recipe Notes
  Wondrous item, legendary  
  This leather pamphlet contains pages of notes and recipes for
  preparing goblin dogs. If you have proficiency with cook's
  utensils, you may spend 48 hours over a period of 6 days or
  fewer studying the notes in order to learn the secret recipe.
  With one whole carcass of goblin dog and 5,000 gold worth
  of fine spices and seasonings, you may spend 8 hours using
  cook's utensils to create 50 pounds of goblin dog sausages.
  These sausages will last up to 3 days at room temperature
  before spoiling, and up to 30 days if kept frozen. They can be
  cooked and eaten over the course of a short rest.
  Any living creature that consumes at least one pound of the
  meat in this way gains several benefits. For one hour, the
  creature vividly hallucinates an assortment of bright colors
  and soft sounds, reliving pleasant memories in its own mind.
  The creature is then cured of any effects of madness afflicting
  them, and becomes immune to being charmed, frightened, or
  afflicted with madness. This immunity lasts for 24 hours.
   
  49
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  Goblin Dog
  Medium monstrosity, chaotic evil
  Armor Class 12
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 6 (-2)
  Skills Perception +3, Stealth +4
  Senses darkvision 60 ft., passive Perception 13
  Languages understands Goblin but can't speak
  Challenge 1/4 (50 XP)
  Goblin Rash. Whenever a non-goblinoid living
  creature makes physical contact with the goblin dog
  (for example, through an unarmed attack or grapple),
  it must succeed on a DC 11 Constitution saving
  throw against disease or become poisoned until the
  disease ends. While poisoned in this way, the
  creature breaks out in itchy hives that spread from
  the point of contact, making Dexterity and Charisma
  saving throws at disadvantage. This disease lasts for
  24 hours or until cured.
  Keen Hearing and Smell. The goblin dog has
  advantage on Wisdom (Perception) checks that rely
  on hearing or smell.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage. If the target
  is a creature, it must succeed on a DC 12 Strength
  saving throw or be knocked prone. If the target is a
  non-goblinoid living creature, it must succeed on a
  DC 11 Constitution saving throw or become
  infected with the disease described in the Goblin
  Rash trait.
  
  Gog Dogs
  Gog dogs are the demonic cousins to the infernal hell hounds.
  More often lone warriors than pack hunters, they make up for
  it by being twice as strong and twice as resilient. A single one
  of these demons will easily tear a city quarter to pieces, and a
  full company of sellswords might only have an even chance
  against it. Though often left to their own devices, there are
  some that are employed by greater demon lords as pets or
  servants, sometimes even sent off to enforce the will of their
  master across the planar system. They aren't exactly
  intelligent like the civilized races of our world, but neither are
  they completely bestial either. They possess a sense of low
  cunning that drives them to go beyond preserving their own
  survival, and an inherent fiendish sadism that allows them to
  delight in the destruction and suffering they wreak upon
  others. As much as they might resemble animals from our
  world, remember above all else that it is an unholy and
  demonic creature, and would sooner turn you to ash than fight
  by your side or eat from your hand.
  50
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  Gog Dog
  Medium fiend (demon), chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 97 (13d8 + 39)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 11 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)
  Saving Throws Str +7
  Skills Intimidation +7, Perception +4
  Senses passive Perception 14
  Languages understands Abyssal but can't speak it
  Challenge 5 (1,800 XP)
  Abyssal Flame. Creatures immune to the gog dog's
  fire damage take half that amount of damage as
  necrotic damage instead.
  Aggressive. As a bonus action, the dog can move up
  to its speed toward a hostile creature that it can see.
  Keen Hearing and Smell. The dog has advantage on
  Wisdom (Perception) checks that rely on hearing or
  smell.
  Actions
  Multiattack. The dog makes three attacks: one with
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 13 (2d8 + 4) piercing damage plus 7
  (2d6) fire damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) slashing damage.
  Fire Breath (Recharge 5–6). The dog exhales fire in a
  30-foot cone. Each creature in that area must make a
  DC 14 Dexterity saving throw, taking 21 (6d6) fire
  damage on a failed save, or half as much damage on
  a successful one.
  
  Gol Dogs
  Gol hounds are domesticated blink dogs, fey creatures
  designed to be used as sentries and security patrols for those
  that can afford to purchase and keep them. Much more tame
  and pliable than their Feywild cousins, these animals have
  been bred for strength and loyalty. They've also been
  extensively trained to expand the reach of their signature
  teleporting ability, although at the cost of its duration and
  versatility. Regardless, even employing a single one of these
  dogs will easily double the efficacy and halve response time of
  a security detail on your property, making it well worth the
  cost to add one to your arsenal.
  51
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  Gol Dog
  Medium fey, lawful neutral
  Armor Class 14 (leather barding)
  Hit Points 33 (6d8 + 6)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 16 (+3) 12 (+1) 8 (-1) 14 (+2) 10 (+0)
  Saving Throws Dex +5
  Skills Intimidation +4, Perception +4
  Senses passive Perception 14
  Languages Blink Dog, understands Sylvan and
  Common but can't speak it
  Challenge 1 (200 XP)
  Keen Hearing and Smell. The dog has advantage on
  Wisdom (Perception) checks that rely on hearing or
  smell.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage, and the
  target is grappled (escape DC 12).
  Teleport (2/Day). The dog magically teleports, along
  with any equipment it is wearing or carrying, to any
  unoccupied space within its territory, an area up to 1
  acre in size. Before or after teleporting, the dog can
  make one bite attack.
  
  Plant Hounds
  Thornies have long been used by the vegepygmy tribes as
  mounts and companions, so it was only natural that they
  would eventually be domesticated to further specialize
  specific breeds to aid in hunting. These plant hounds are
  incredibly effective at tracking quarry through thick
  vegetation, and are quite well trained at taking down prey as
  well. They are disciplined and loyal, as any hunting dog should
  be, and do not require the same vast amounts of food that
  animal hounds do. With an ample supply of fresh fertilizer
  and sunlight, a plant hound will offer you one of the most
  steadfast and competent hunting companions that can be
  found anywhere in the world.
  It should be noted, however, that these creatures do require
  significant maintenance and upkeep to remain reliable.
  Though they do not require food, their tough hides require
  daily pruning and clipping in order for them to stay mobile. An
  overgrown plant hound could quickly become too entangled to
  move, eventually taking root and beginning the process of
  budding and seeding. Useful if one seeks to cultivate a new
  crop of hounds, but less so if one needs to go hunting in the
  interim.
   
  52
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  Plant Hound
  Medium plant, unaligned
  Armor Class 15 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 14 (+2) 12 (+1) 4 (-3) 12 (+1) 8 (-1)
  Saving Throws Dex +4
  Skills Perception +5, Stealth +4
  Damage Resistances lightning, piercing
  Senses darkvision 60 ft., passive Perception 15
  Languages --
  Challenge 2 (450 XP)
  Hunter's Aid. The hound can take the Help action as a
  bonus action on its turn.
  Keen Hearing and Smell. The hound has advantage on
  Wisdom (Perception) checks that rely on hearing or
  smell.
  Plant Camouflage. The hound has advantage on
  Dexterity (Stealth) checks it makes in any terrain
  with ample obscuring plant life.
  Regeneration. The hound regains 3 hit points at the
  start of its turn. If it takes cold, fire, or necrotic
  damage, this trait doesn’t function at the start of the
  hound's next turn. The hound dies only if it starts its
  turn with 0 hit points and doesn’t regenerate.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 9 (2d6 + 2) piercing damage. If the target
  is a creature, it must succeed on a DC 12 Strength
  saving throw or be knocked prone.
  Reactions
  Thorny Rebuke. When the hound takes damage from
  a melee attack, the hound can force that creature to
  succeed on a DC 12 Dexterity saving throw or take 5
  (1d6 + 2) piercing damage.
  
  Spectral Woof Greepy
  The legends say that she was once just another mongrel stray,
  wandering the wilderness always looking for her next meal
  and a dry place to sleep. However, as fate would have it, one
  dark day she came upon an infant in a basket left on the side
  of the road, parents slain and carried off by wolves. With no
  one left to care for the child, this hound took him in as her
  own pup, carrying him from town to town and somehow
  finding enough food for them both. As the boy grew, he
  learned the common tongue sporadically by listening the
  conversations of the grown men and women nearby. He
  learned that his mother was called "greepy" and a "woof," so
  that's what he called her as well.
   
   
   
  This alone would make for a fine story, a boy and his loyal
  mother, one who would protect him and feed him when no
  one else could, but our tale does not end there. After but three
  years of caring for her child, the greepy woof returned one day
  to find her boy gone, taken from her by an unknown
  kidnapper. She searched high and low, following every scent
  she could find, but to no avail. Alas, it is said that she perished
  after weeks of ceaseless hunting for those that stole her son.
  However, when the night is dark and the moon is new, some
  say that you can see her shadow bounding across the
  countryside, still searching for any sign of the boy she lost.
  She howls in the dead of night, loud enough to be heard for
  miles, but whether it is in rage or mourning, no one knows.
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  Spectral Woof Greepy
  Large monstrosity, neutral
  Armor Class 14
  Hit Points 135 (18d10 + 36)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  18 (+4)
  15 (+2)
  6 (-2)
  14 (+2)
  4 (-3)
  Saving Throws Dex +7, Wis +5
  Skills Intimidation +7, Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Common but can't speak
  Challenge 5 (1,800 XP)
  Ethereal Awareness. Greepy can see ethereal creatures
  and objects.
  Hunting Hound. As a bonus action, Greepy can harass a
  target within 5 feet of her, granting her allies advantage
  to attack the target.
  Keen Hearing and Smell. Greepy has advantage on
  Wisdom (Perception) checks that rely on hearing or
  smell.
  Legendary Resistance (2/Day). If Greepy fails a saving
  throw, she can choose to succeed instead.
  Shadow Blend. While in dim light or darkness, Greepy
  can use a bonus action to become invisible, along with
  anything she is wearing or carrying. The invisibility lasts
  until Greepy uses a bonus action to end it or until
  Greepy attacks, is in bright light, or is incapacitated.
  Sunlight Weakness. While in bright light created by
  sunlight, Greepy has disadvantage on attack rolls, ability
  checks, and saving throws.
  Actions
  Multiattack. Greepy can use her Terrifying Howl, then
  makes a bite attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 10 (2d6 + 4) piercing damage. If the target
  is a creature, it must succeed on a DC 15 Strength
  saving throw or be knocked prone.
  Terrifying Howl. Greepy howls. Any beast or humanoid
  within 300 feet of Greepy and able to hear her howl
  must succeed on a DC 15 Wisdom saving throw or be
  frightened for 1 minute. A frightened target can repeat
  the saving throw at the end of each of its turns, ending
  the effect on itself on a success. If a target’s saving
  throw is successful or the effect ends for it, the target is
  immune to any shadow mastiff’s Terrifying Howl for the
  next 24 hours.
  Legendary Actions
  Greepy can take 2 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. Greepy regains spent legendary actions at the start
  of her turn.
  Detect. Greepy makes a Wisdom (Perception) check.
  Charge. Greepy moves up to her speed, then makes a
  bite attack.
  
  Kick Spirit
  In life, they were practitioners of the martial arts cut down
  before they could reach their prime. In death, however, the
  frustration and rage of having their lives stolen from them has
  turned these "kicking spirits" into fearsome revenants, full of
  fury turned against the world around them. Unable to
  progress in their training, they are compelled to challenge the
  living to bouts of single combat, seeking a path that is no
  longer meant for them. Defeating them in this way will only
  fuel their frustration further, and their spirit will inevitably
  return again to its place of haunting, with no memories of its
  past challenges and once again challenging all those that
  cross its path.
  54
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  Kick Spirit
  Medium undead, any chaotic alignment
  Armor Class 14
  Hit Points 14 (4d8 + 4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 18 (+4) 12 (+1) 10 (+0) 12 (+1) 8 (-1)
  Saving Throws Dex +6
  Skills Acrobatics +6, Perception +3
  Damage Resistances acid, cold, fire, lightning,
  thunder; bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities necrotic, poison
  Senses blindsight 30 ft., passive Perception 13
  Languages the languages it knew in life
  Challenge 2 (450 XP)
  Aggressive. As a bonus action, the spirit can move up
  to its speed toward a hostile creature it can see.
  Discorporation. When the spirit drops to 0 hit points,
  its form dissipates for a time. It reforms at the place
  of its haunting 1d4 nights later, with no memory of
  any time between its death and returning in this way.
  Incorporeal Movement. The spirit can move through
  other creatures and objects as if they were difficult
  terrain. It takes 5 (1d10) force damage if it ends its
  turn inside an object.
  Actions
  Multiattack. The spirit attacks twice with its
  Withering Kick.
  Withering Kick. Melee Weapon Attack: +6 to hit,
  reach 5 ft., one target. Hit: 7 (1d6 + 4) necrotic
  damage. If the target is a living creature, it must
  succeed on a DC 14 Strength saving throw or be
  knocked prone.
  Invisibility. The spirit magically becomes invisible
  until it attacks or until its concentration ends (as if
  concentrating on a spell).
  
  Kurt
  Like, if you really think about it, we're just doing what we all
  used to do as kids when we played make-believe. We just kind
  of are forced to grow out of it as we get older and have to start
  worrying about stuff like working and making money and
  fitting in to society's expectations and all that. Really, it goes
  back even further and we're just going back to what our
  ancestors all did way back in the day sitting around a fire in
  the middle of the woods or whatever. It's something primal
  inside us, it's a part of our nature as thinking, feeling creatures
  to want to share in this experience with each other, to bond
  over shared triumph and failure.
  And we live in this ridiculous world where we don't really
  have a chance to have that any more. Everyone is so self-
  absorbed into their own lives and their own troubles that the
  chance to just cut loose and create those experiences with
  each other is so rare except for people who are ridiculously
  wealthy and can afford it. And I'm not saying that everyone
  should skip work to go out and have adventures all the time,
  we all need to eat and pay rent and take responsibility and all
  that, but we're really missing out on the chance to sit around
  the fire with our friends and family and just tell stories with
  each other, to create some sense of magic in the air between
  everyone, to be able to relax and be silly and goof off and
  pretend to be someone else for a couple hours.
  And isn't that what part of this is? Like, we get a chance to
  spend a few hours literally being another person, someone
  completely different from us, with a whole different set of
  problems and tools to look at the world. That kind of
  experience is invaluable to being a well-rounded and empathic
  individual. Like, I honestly believe that the world can be a
  better place if we all played games like this. We all get some
  experience putting ourselves in someone else's shoes,
  someone often quite different, or at least lives in a very
  different world, and we learn from that. We grow from that.
  And ideally, like, really ideally, we grow enough to realize that
  we're all just people, you know, people in the real world each
  with our own problems and outlooks and beliefs about how
  things should go. And from there, I think we can all really
  come together as a species, you know? We can learn how
  much there is we share in common, and what we can learn
  from our different perspectives, and how wonderful and
  beautiful the world is because of those differences, instead of
  trying to close our world off from them.
   
  Variant Rule: Character Archetypes
  When characters are starting Kurt's Shared
  Storytelling experience, he can ask them each to
  choose a particular character archetype to play in
  the story. This archetype may or may not reflect
  their own features or experiences, and could have a
  very different perspective from their own. If using
  these archetypes, the character gains an additional
  bonus to their Charisma (Performance) check based
  on the situation the story presents them with.
  Charmer Archetype. The character gains a +5
  bonus during a conversational challenge in the
  story.
  Hunter Archetype. The character gains a +5 bonus
  to challenges related to the wilderness in the story.
  Pious Archetype. The character gains a +5 bonus
  during challenges related to religion or faith in the
  story.
  Scholar Archetype. The character gains a +5 bonus
  to mental or logic challenges in the story.
  Thief Archetype. The character gains a +5 bonus
  to challenges in the story that involve stealth or
  subterfuge.
  Warrior Archetype. The character gains a +5 bonus
  during a combative challenge in the story.
  55
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  56
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Kurt
  Gargantuan celestial (shapechanger), neutral good
  Armor Class 20
  Hit Points 615 (30d20 + 300)
  Speed 100 ft., fly 100 ft., burrow 100 ft., swim 100 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10) 30 (+10) 30 (+10) 15 (+2) 30 (+10) 20 (+5)
  Saving Throws Str +19, Dex +19, Con +19, Int +11, Wis
  +19, Cha +14
  Skills Insight +28, Perception +28, Performance +14
  Damage Resistances all
  Damage Immunities bludgeoning, piercing, and slashing
  from nonmagical attacks
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, incapacitated, paralyzed,
  petrified, poisoned, prone, restrained, stunned,
  unconscious
  Senses truesight 300 ft., passive Perception 38
  Languages All languages
  Challenge 30 (155,000 XP)
  Craft Spell. Kurt can cast any spell of 9th level or lower at
  up to 9th level, requiring no components or
  concentration. Wisdom is his spellcasting ability for it
  (spell save DC 27, +19 to hit with spell attacks). Instead
  of its normal duration, the spell lasts for as long as Kurt
  is in the presence of the target or any other creatures
  observing the spell, and all damage, conditions, or other
  effects end once he is no longer in their presence, or
  when he chooses to end it as a bonus action.
  Discorporation. When Kurt drops to 0 hit points or dies,
  his body is destroyed but his essence travels back to
  beyond the cosmos, and he is unable to take physical
  form for a time.
  Divine Form. Kurt can survive without food, water, or air;
  and is immune to magic that would ascertain his
  thoughts, truthfulness, alignment, or creature type.
  Legendary Resistance (5/Day). If Kurt fails a saving throw,
  he can choose to succeed instead.
  Limited Magic Immunity. Kurt can't be affected or
  detected by spells of 6th level or lower unless he wishes
  to be. He has advantage on saving throws against all
  other spells and magical effects.
  Shapechanger. Kurt can use an action to magically
  polymorph into any creature that has a challenge rating
  no higher than his own, or back into his true form. He
  reverts to his true form if he dies. Any equipment he is
  wearing or carrying is absorbed or borne by the new
  form (Kurt's choice).
  In a new form, Kurt retains his actions, alignment, hit
  points, Hit Dice, ability to speak, proficiencies,
  Legendary Resistance, lair actions, and Intelligence,
  Wisdom, and Charisma scores, as well as this action. His
  statistics and capabilities are otherwise replaced by
  those of the new form, except any class features or
  legendary actions of that form.
  Actions
  Shared Storytelling. Over the course of 4 (1d4+2) hours,
  Kurt guides up to six willing humanoids through a
  shared storytelling experience. During this time, the
  target's hit points are restored to their maximum, all
  conditions and levels of exhaustion are removed, and
  any effects of curses or madness are suppressed.
  Additionally, humanoids taking part in this experience
  do not feel the effects of hunger, thirst, or other
  physical requirements for the duration.
  Over the course of the story, Kurt will present those
  involved with a series of puzzles, challenges, and
  fictional conversations. A target can attempt the
  challenge by making a Charisma (Performance) check.
  Optionally, if the archetypes variant is being used, the
  target can add the appropriate bonus to this check.
  At the conclusion of the session, all humanoids that
  took part in the story gain a +2 bonus to Intelligence,
  Wisdom, and Charisma based skill checks for the next
  seven days. A creature can only benefit from one of
  these bonuses at a time.
  Legendary Actions
  Kurt can take 5 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. Kurt regains spent legendary actions at the start of
  his turn.
  Detect. Kurt makes a Wisdom (Perception) check.
  Spell. Kurt casts a spell.
  Quench Magic. Kurt targets one creature that he can see
  within 300 feet of him. Any resistance or immunity to
  damage that the target gains from a spell or a magic
  item is suppressed. This effect lasts until the end of
  Kurt's next turn.
  Teleport (Costs 2 Actions). Kurt magically teleports up to
  300 feet to an unoccupied space he can see, along with
  anything he is wearing or carrying.
  Let it Be (Costs 3 Actions). Kurt surrounds himself and up
  to six humanoids with a subtle magical aura. Though
  other creatures are aware of their presence, they are
  compelled to leave them to their business. Any creature
  within 30 feet of a creature protected by this aura that
  attempts to approach, attack, or converse with it must
  succeed on a DC 27 Wisdom saving throw, doing
  nothing on a failure instead. This aura lasts until the end
  of Kurt's next turn, or until one of the creatures
  protected by the aura attacks or speaks to a creature not
  protected by the aura.
  
  Mac Cat
  Native to the subterranean world of the dwarves, it is
  theorized that mac cats were created by the duergar as
  weapons of war. Once ordinary felines, they have been
  touched by duergar magic, giving them similar abilities to
  both become invisible or to enlarge themselves to a ridiculous
  degree. They could be let loose in rival encampments or battle
  formations in order to wreak havoc behind enemy lines, and
  they could be easily transported with only little more food
  than any other small animal.
   
   
  Regardless of how they came to be, at least some managed
  to escape captivity to run feral throughout the Underdark.
  When they aren't menacing local dwarven settlements, the
  often have the run of the myriad tunnels that cross through
  the continent, staying out of sight until they find large prey.
  Though they may not need to eat very much more than a
  normal cat, they often hunt prey far larger than necessary to
  feed themselves and their litters, if only for the thrill of
  fighting at their full-sized strength.
   
  57
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  Mac Cat
  Tiny monstrosity, unaligned
  Armor Class 14
  Hit Points 63 (14d4 + 28)
  Speed 40 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  19 (+4)
  14 (+2)
  3 (-4)
  15 (+2)
  7 (-2)
  Saving Throws Dex +7
  Skills Perception +5, Stealth +7
  Senses darkvision 120 ft., passive Perception 15
  Languages --
  Challenge 5 (1,800 XP)
  Evasion. If the cat 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.
  Keen Smell. The cat has advantage on Wisdom
  (Perception) checks that rely on smell.
  Pounce. If the cat moves at least 20 feet straight toward
  a creature and then hits it with a claw attack on the
  same turn, that target must succeed on a DC 10
  Strength (DC 16 while enlarged) saving throw or be
  knocked prone. If the target is prone, the cat can make
  one bite attack against it as a bonus action.
  Sunlight Sensitivity. While in sunlight, the cat has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The cat makes three attacks: one with its
  bite and two with its claws.
  Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one
  target. Hit: 1 piercing damage, or 16 (2d10 + 5)
  piercing damage while enlarged.
  Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one
  target. Hit: 1 slashing damage, or 16 (2d10 + 5)
  slashing damage while enlarged.
  Enlarge (Recharges after a Short or Long Rest). For 1
  minute, the cat magically increases in size, along with
  anything it is wearing or carrying. While enlarged, the cat
  is Gargantuan, doubles its reach and deals an additional
  2d10 damage on Strength-based weapon attacks
  (included in the attacks), its Strength score becomes
  21, and it makes Strength checks and Strength saving
  throws with advantage. If the cat lacks the room to
  become Gargantuan, it attains the maximum size
  possible in the space available.
  Invisibility (Recharges after a Short or Long Rest). The cat
  magically turns invisible until it attacks, casts a spell, or
  uses its Enlarge, or until its concentration is broken, up
  to 1 hour (as if concentrating on a spell). Any
  equipment the cat wears or carries is invisible with it.
  
  Man-Can
  While not as prolific or whimsical as their gnomish
  contemporaries, goblin artificers have toiled long years below
  their mountains, researching and constructing terrifying
  engines of war. By combining their mechanical creations with
  dark magics, they have been able to implant the mind of a
  dying goblin into a metal monster, granting it size and
  strength it never would have dreamed of. Furthermore, after a
  somewhat tempermental adjustment period, they can outfit
  these walking "man-cans" with a variety of horrifying
  weapons, from razor sharp claws to cannons that shoot
  deadly poison. What they lack in grace, they more than make
  up for in their complete and utter brutality. Truly, the only limit
  for these abominations is that of their inventor's twisted
  imagination.
   
  Alternate Man-Can Weapons
  Goblin tinkerers and generals may opt to outfit their
  man-can brigades with alternate weapons, either to
  better suit specific enemies they expect to face, or
  simply for the enjoyment of seeing new ways to
  destroy their foes. If utilizing one of these weapons,
  remove one of the man-can's grabby arms and give
  it the appropriate action.
  Flamethrower. A nozzle exhales fire in an
  adjacent 30-foot cone. Each creature in that area
  must make a DC 12 Dexterity saving throw,
  taking 9 (2d8) fire damage on a failed save or
  half as much damage on a successful one. The
  fire ignites any flammable objects in the area
  that aren’t being worn or carried.
  Heavy Crossbow Arm. Ranged Weapon Attack:
  +3 to hit, range 100/400 ft., one target. Hit: 6
  (1d10 + 1) piercing damage.
  Potion Tosser. The man-can targets a point
  within 30 feet of it. Each living creature within
  10 feet of that point must make a DC 12
  Constitution saving throw, taking 9 (2d8)
  poison damage on a failed save or half as much
  damage on a successful one. The area is heavily
  obscured for 1 minute or until it is dispersed by
  a wind of moderate or greater speed (at least 10
  miles per hour).
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  Man-Can
  Large construct, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 93 (11d10 + 33)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  16 (+3)
  9 (-1) 7 (-2)
  7 (-2)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Goblin
  Challenge 4 (1,100 XP)
  Actions
  Grabby Arm. Melee Weapon Attack: +6 to hit, reach
  10 ft., one creature. Hit: The target takes 11 (2d6 +
  4) slashing damage, and it is grappled (escape DC
  14). The Man-Can has two arms, each of which can
  only grapple one target.
  
  Marragan Ralleraith
  Of all the legends of demonic plagues and fiendish
  infestations, the legend of the Marragan Ralleraith is one of
  the strangest. The origins of the creature differ from source to
  source, some asserting that it was a man transformed by
  divine punishment, while others claim that it was a pale slime
  given life by Juiblex itself. Regardless of how it came to be, the
  ooze is capable of at least some form of coherent thought, and
  that thought is to replicate itself across the land.
  Unlike other slimes that can reform into multiple smaller
  offspring when split by violent force, Marragan can duplicate
  itself on its own, creating a perfect clone over the course of a
  single day. Moreover, regardless of all the bodies it can create,
  all of its offspring share a single mind, allowing it to spread its
  tentacles across the land in every nook and cranny it can hide
  itself in. This makes it effectively immortal until every single
  body is tracked down and destroyed utterly, as even one
  remaining clone is able to reproduce itself into an army in a
  matter of weeks.
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  Marragan Ralleraith
  Medium ooze, unaligned
  Armor Class 11
  Hit Points 44 (8d8 + 8)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  13 (+1)
  12 (+1)
  8 (-1) 8 (-1)
  1 (-5)
  Skills Stealth +3
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 9
  Languages --
  Challenge 1 (200 XP)
  Amorphous. The ooze can move through a space as
  narrow as 1 inch wide without squeezing.
  Clone Self (1/Day). Over the course of one hour, the
  ooze can create a gestation pod that houses a clone
  of itself. The clone grows and matures over the next
  23 hours, emerging at the end of this period as an
  identical clone, having all the statistics of the
  original. All clones are controlled by the single
  original consciousness, which inhabits all the clone
  bodies simultaneously. When a cloned body reaches
  0 hit points, it dissolves into a puddle of slime.
  Spider Climb. The ooze can climb difficult surfaces,
  including upside down on ceilings, without needing
  to make an ability check.
  Actions
  Multiattack. The ooze makes two attacks, either with
  its pseudopod or its acid glob.
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage
  plus 3 (1d6) acid damage.
  Acid Glob. Ranged Weapon Attack: +3 to hit, range
  20 ft./60 ft., one target. Hit: 8 (2d6 + 1) acid
  damage.
  
  Memeball
  Appearing as a grotesque mass of humanoid faces, the
  memeball is a horrifying creature native to the lower planes, a
  creature of pure madness that has taken on a life of its own. It
  adapts rapidly to its surroundings, improving on its inherent
  hardy nature, and continues moving steadily towards any
  areas it can sense is inhabited by sentient creatures. By
  subjecting its victims to its own madness, it can eventually
  transform other creatures into another of its kind, thus
  propagating its lineage and doubling its rate of affliction.
  Simply trying to engage with one of these aberrations is risky
  enough, so the general consensus for dealing with them is to
  not engage, forcing them to expend all their energy without
  creating any more of themselves. While hardly the most noble
  strategy of pest control, history has shown it to be handily
  effective.
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  Memeball
  Huge aberration, chaotic neutral
  Armor Class 8
  Hit Points 150 (20d12 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  6 (-2)
  12 (+1)
  7 (-2) 8 (-1)
  20 (+5)
  Condition Immunities charmed, exhaustion,
  frightened, prone
  Senses darkvision 60 ft., passive Perception 9
  Languages speaks Common but doesn't understand it
  Challenge 4 (1,100 XP)
  Adaptive Defenses. The memeball can use a bonus
  action to gain resistance to one damage type of its
  choice until the start of its next turn.
  Gibbering. The memeball babbles incoherently while
  it can see any creature and isn't incapacitated. Each
  creature that starts its turn within 30 feet of the
  memeball and can hear it must succeed on a DC 10
  Intelligence saving throw. On a failure, the creature
  can't take reactions until the start of its next turn and
  rolls a d8 to determine what it does during its turn.
  On a 1 to 4, the creature does nothing. On a 5 or 6,
  the creature takes no action or bonus action and
  uses all its movement to move in a randomly
  determined direction. On a 7 or 8, the creature
  makes a melee attack against a randomly determined
  creature within its reach or does nothing if it can't
  make such an attack.
  Actions
  Maddening Chatter. Each creature within 30 feet of
  the memeball must succeed on a DC 15 Intelligence
  saving throw, taking 14 (4d6) psychic damage on a
  failed save, or half as much on a successful one. Any
  creature that fails the save has its Intelligence score
  reduced by 1d4. The target dies if this reduces its
  Intelligence to 0. Otherwise, the reduction lasts until
  the target finishes a short or long rest.
  If a non-chaotic humanoid dies from this attack, a
  new memeball rises from the corpse 1d4 hours later.
  
  Morkels
  A nasty species of fungus native to the deep jungles of Ixalan,
  morkels constantly emit poisonous spores that seize the mind
  and body. It is believed that they feed on the nutrients
  provided by the corpses that fall prey to their paralytic powder.
  Some time after its discovery, a marketplace watch officer had
  the brilliant idea of using the spores to safeguard valuables,
  deciding to cultivate a crop of the little mushrooms. This was
  finally accomplished after much trial and error, but now
  sealed pots containing a small cluster of morkels can be
  purchased and deployed for any number of security purposes.
  Of course, employing such a measure has plenty of dangers of
  its own, including being caught in the trap oneself and
  meeting an unfortunate end. Still, there are few lengths those
  with significant wealth won't go to in order to ensure the
  peace of mind that their holdings are safe from thieves,
  including risking their own lives.
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  Morkel
  Tiny plant, unaligned
  Armor Class 5
  Hit Points 33 (6d4 + 18)
  Speed 0 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  1 (-5)
  16 (+3)
  1 (-5)
  3 (-4)
  2 (-4)
  Damage Vulnerabilities fire
  Damage Immunities poison, psychic
  Condition Immunities charmed, deafened, exhaustion,
  frightened, paralyzed, petrified, poisoned, stunned,
  unconscious
  Senses blindsight 30 ft. (blind beyond this radius),
  passive Perception 6
  Languages --
  Challenge 1 (200 XP)
  Spore Barrier. When a creature enters a space within
  5 feet of the morkel for the first time on a turn or
  starts its turn there, it must make a DC 15
  Constitution saving throw. On a failed save, the
  creature takes 9 (2d8) poison damage and becomes
  poisoned. On a success, the creature takes half as
  much damage and isn't poisoned. The creature is
  poisoned until it is no longer within 5 feet of the
  morkel or until it makes a successful save against the
  morkel's spore barrier. While poisoned by this effect,
  the creature falls prone and is stunned.
  
  The Owlborn
  The owlborn are a secretive race, cousins to the aarakocra
  and other aven peoples. They are gifted with incredible sight
  and hearing, and make for superb hunters and scouts. While
  they do not often travel far from their homes, it is not unheard
  of to find one working abroad as a hired mercenary.
   
  Owlborn Template
  Any humanoid NPC can be converted into an owlborn. When
  converting one in this way, change its race to Aarakocra, and it
  retains all of its statistics except as noted below.
  Ability Score Increase. The owlborn's Dexterity score
  increases by 2, and its Wisdom score increases by 1, to a
  maximum of 20 for each score.
  Fly Speed. The owlborn gains a flying speed of 50 feet in
  addition to its walking speed. It cannot fly while wearing
  medium or heavy armor, or while it is encumbered.
  Special Traits. The owlborn gains the special traits of
  Flyby and Keen Hearing and Sight if it did not already have
  them. It also gains the Talons unarmed melee attack, which it
  is proficient in. The attack deals 1d4 slashing damage and
  uses either Strength or Dexterity for its attack and damage
  bonus.
  Senses. The owlborn gains a darkvision with a radius of 60
  feet unless it already has darkvision with a greater radius.
  Languages. The owlborn speaks Aarakocra and Auran in
  addition to any other languages it knows.
   
  Owlborn Sample
  Here the owlborn template has been applied to a human scout
  to create an owlborn scout.
   
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  Owlborn Scout
  Medium humanoid (aarakocra), any alignment
  Armor Class 14 (leather armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 16 (+3) 12 (+1) 11 (+0) 14 (+2) 11 (+0)
  Skills Nature +2, Perception +4, Stealth +5, Survival
  +4
  Senses darkvision 60 ft., passive Perception 16
  Languages Aarakocra, Auran, any one other language
  (usually Common)
  Challenge 1/2 (100 XP)
  Flyby. The scout doesn't provoke opportunity attacks
  when it flies out of an enemy's reach.
  Keen Hearing and Sight. The scout has advantage on
  Wisdom (Perception) checks that rely on hearing or
  sight.
  Actions
  Multiattack. The scout makes two melee attacks or
  two ranged attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Longbow. Ranged Weapon Attack: +5 to hit, ranged
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
  damage.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 5 (1d4 + 3) slashing damage.
  
  Pegs
  Smaller cousins to the common brownie, pegs are
  mischievous pranksters that delight in bothering and
  inconveniencing the larger peoples of the world. They often
  sneak about in the darkest hours of the night, using their
  magical pins to fasten blankets to the bed, shoes to the floor,
  or clothes to the wardrobe. There are some that believe being
  visited by a peg in the night to be a sign of good luck, but they
  likely have never had to deal with waking to find oneself
  trapped in bed, or needing to fetch the village smith in order to
  remove one's eating utensils from the table.
  Like many fey creatures, a peg's sense of right and wrong is
  rather different from the rest of the world, and what may be
  seen as malicious or mood-souring to most societies is all in
  good-natured fun to them. For better or worse, they are rather
  solitary creatures, so even if you manage to catch one long
  enough to explain the difference of opinion, they would have
  no better chance of explaining the situation to their fellows as
  you would. If you happen to find yourself beset by such
  irksome creatures, the best strategy is to simply take their
  mischief in stride and not allow them to provoke any reaction
  from you. The less you respond to their nightly work, the
  better chances of them growing bored with you and moving
  on to some other poor victim.
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  Brown Peg
  Tiny fey, any chaotic alignment
  Armor Class 16
  Hit Points 6 (4d4 - 4)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2) 22 (+6) 8 (-1) 12 (+1) 10 (+0)
  15 (+2)
  Saving Throws Dex +8
  Skills Perception +2, Stealth +10
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Sylvan
  Challenge 4 (1,100 XP)
  Amorphous. The peg can move through a space as
  narrow as 1 inch wide without squeezing.
  Actions
  Pin. Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 30/120 ft., one target. Hit: 8
  (1d4 + 6) piercing damage. Instead of dealing
  damage, the peg can fasten the target to the ground
  or a solid surface it is next to, reducing the target's
  speed to 0 until they spend an action to free
  themselves with a DC 17 Strength (Athletics) check.
  Each pin can hold up to 500 pounds of weight
  before breaking.
  Invisibility. The peg magically turns invisible until it
  attacks or casts a spell, or until its concentration
  ends (as if concentrating on a spell). Any equipment
  the peg wears or carries is invisible with it.
  
  Pemple Lich
  Better known as swarm lords or lich druids, these foul
  creatures were once champions of the natural world, now
  corrupted by the influence of dark magic. They spread disease
  and undeath to every corner of their home, and previously
  beautiful greenery soon turns to foul wastes. The only things
  that can survive in these poisoned lands are insects and other
  carrion feeders, those sorts of beasts that thrive on an
  environment of decay and rot. Though a pemple lich may not
  move far, their influence grows daily as their powers do, and it
  is never long before their evil presence is felt along their
  neighbor's borders.
  Unlike other liches, liches of the druidic pedigree lack a
  phylactery in which they house the source of their power.
  Rather, it is the befouled landscape itself that grants them
  their strength. This, of course, is in turn fueled by the
  continued growth of their own dark magic, creating a vicious
  cycle by which both can feed on endlessly. However, this also
  means that by weakening one, the other is reduced as well. By
  turning back the tide of necrotic decay at the edges of the
  lich's influence, the lich itself will be hindered, and by
  defeating the lich the land can be saved. Unfortunately, like all
  things concerning beings of great and terrible power, while
  this is a simple solution in theory, putting it into practice is
  rarely such an easy affair.
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  Pemple Lich
  Medium undead, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 12 (+1) 18 (+4) 16 (+3) 20 (+5) 15 (+2)
  Saving Throws Con +11, Int +10, Wis +12
  Skills Arcana +12, History +10, Insight +9, Survival +12
  Damage Resistances cold
  Damage Immunities necrotic, poison; bludgeoning,
  piercing, and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 19
  Languages Common, Druidic, Sylvan, plus up to three
  other languages
  Challenge 21 (33,000 XP)
  Legendary Resistance (3/Day). If the lich fails a saving
  throw, it can choose to succeed instead.
  Regeneration. The lich regains 10 hit points at the start
  of its turn. If the lich takes fire or radiant damage, this
  trait doesn’t function at the start of the lich’s next turn.
  The lich dies only if it starts its turn with 0 hit points
  and doesn’t regenerate.
  Spellcasting. The lich is an 17th-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 20, +12 to
  hit with spell attacks). The lich has the following druid
  spells prepared:
  Cantrips (at will): infestation, poison spray, primal
  savagery, thorn whip
  1st level (4 slots): absorb elements, detect magic,
  entangle, faerie fire
  2nd level (3 slots): dust devil, gust of wind, hold person,
  spike growth
  3rd level (3 slots): animate dead, conjure animals, dispel
  magic, sleet storm
  4th level (3 slots): blight, giant insect
  5th level (2 slots): contagion, insect plague
  6th level (1 slot): create undead, wall of thorns
  7th level (1 slot): finger of death, whirlwind
  8th level (1 slot): control weather
  9th level (1 slot): storm of vengeance
  Turn Resistance. The lich has advantage on saving throws
  against any effect that turns undead.
  Undead Fortitude. If damage reduces the lich to 0 hit
  points, it must make a Constitution saving throw with a
  DC of 5 + the damage taken, unless the damage is
  radiant or from a critical hit. On a success, the lich
  drops to 1 hit point instead.
  Actions
  Rotting Touch. Melee Spell Attack: +12 to hit, reach 5 ft.,
  one creature. Hit: 14 (4d6) necrotic damage. The target
  must succeed on a DC 20 Constitution saving throw or
  be poisoned for 1 minute. While poisoned in this way,
  the target is unable to regain hit points. The target can
  repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  Change Shape (2/Day). The lich magically polymorphs
  into a Gargantuan swarm of flying insects, and can
  remain in this form for up to 9 hours. The lich can
  choose whether its equipment falls to the ground or
  melds with its new form. The lich reverts to its true
  form if it dies or falls unconscious. The lich can revert to
  its true form using a bonus action on its turn.
  While in swarm form, the lich retains its game statistics
  and ability to speak, but has a flying speed of 30 feet. It
  can cast its spells with verbal or somatic components in
  its new form.
  The new form’s attacks count as magical for the
  purpose of overcoming resistances and immunity to
  nonmagical attacks.
  Legendary Actions
  The lich can take 3 legendary actions, choosing from
  the options below. Only one legendary action option
  can be used at a time and only at the end of another
  creature's turn. The lich regains spent legendary actions
  at the start of its turn.
  Cantrip. The lich casts a cantrip.
  Touch Attack (Costs 2 Actions). The lich uses its Rotting
  Touch.
  Frightening Gaze (Costs 2 Actions). The lich fixes its gaze
  on one creature it can see within 10 feet of it. The
  target must succeed on a DC 18 Wisdom saving throw
  against this magic or become frightened for 1 minute.
  The frightened target can repeat the saving throw at the
  end of each of its turns, ending the effect on itself on a
  success. If a target's saving throw is successful or the
  effect ends for it, the target is immune to the lich's gaze
  for the next 24 hours.
  Disrupt Life (Costs 3 Actions). Each non-undead creature
  within 30 feet of the lich must make a DC 18
  Constitution saving throw against this magic, taking 21
  (6d6) necrotic damage on a failed save, or half as much
  damage on a successful one.
  
  Pigoloths
  Pigoloths are the shock troops of a yugoloth mercenary
  company. While not as versatile as a mezzoloth, they are
  exceptionally useful as a blunt instrument, battering away at
  an enemy's defenses with speed and weight. Their simple-
  mindedness makes them easy to command and direct, but it
  also makes them easy to deceive and turn.
  As with all yugoloths, these brutes are interested only in
  their own wealth and personal welfare, and the right words at
  the wrong times might inspire a team of pigoloths to abandon
  their contract in exchange for greater rewards on the
  opposing force. If one is to hire these fearsome creatures, it
  would be best to spend any amount of resources necessary to
  ensure they are well fed and paid considerably more than
  one's enemies could afford.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Pigoloth
  Large fiend (pigoloth), neutral evil
  Armor Class 14 (natural armor)
  Hit Points 127 (15d10 + 45)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  9 (-1)
  16 (+3)
  6 (-2)
  11 (+0)
  12 (+1)
  Saving Throws Str +8
  Damage Resistances cold, fire, lightning; bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 60 ft., passive
  Perception 10
  Languages Abyssal, Infernal, Telepathy 60 ft.
  Challenge 6 (2,300 XP)
  Charge. If the pigoloth moves at least 30 feet straight
  toward a target and then hits it with a claw or flailing
  claws attack on the same turn, the target takes an extra
  7 (2d6) slashing damage. If the target is a creature, it
  must succeed on a DC 16 Strength saving throw or be
  knocked prone.
  Innate Spellcasting. The pigoloth's innate spellcasting
  ability is Charisma (spell save DC 12). The pigoloth can
  innately cast the following spells, requiring no material
  components:
  1/day each: darkness, destructive wave (necrotic
  damage only)
  Magic Resistance. The pigoloth has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons. The pigoloth's weapon attacks are
  magical.
  Relentless (Recharges after a Short or Long Rest). If the
  pigoloth takes 30 damage or less that would reduce it
  to 0 hit points, it is reduced to 1 hit point instead.
  Teleport. As a bonus action, the pigoloth magically
  teleports, along with any equipment it is wearing or
  carrying, up to 60 feet to an unoccupied space it can
  see.
  Actions
  Multiattack. The pigoloth makes two claw attacks.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
  target. Hit: 12 (2d6 + 5) slashing damage.
  Flailing Claws (Recharge 5–6). The pigoloth moves up to
  its walking speed in a straight line and targets each
  creature within 5 feet of it during its movement. Each
  target must succeed on a DC 16 Dexterity saving throw
  or take 18 (4d8) slashing damage.
  
  Pingel Ant
  Commonly employed by wealthier dwarf kingdoms, pingel
  ants are a curious subterranean fey creature that feed on
  precious metals, gold in particular. In exchange for coins to
  eat, they will happily watch over treasure vaults, mine shafts,
  and other areas that do not require them to travel far from
  their meals. Though the cost of their services does add up
  over time, their ability to see through any manner of spells and
  illusions makes them invaluable assets to any dwarf lord wary
  of intruders. An old dwarvish saying remarks, "A pingeler may
  eat your gold today, but still costs less than the thief that got
  away."
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  Pingel Ant
  Tiny fey, lawful neutral
  Armor Class 9
  Hit Points 5 (2d4)
  Speed 20 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5) 9 (-1) 10 (+0) 12 (+1) 10 (+0) 11 (+0)
  Saving Throws Int +3
  Senses truesight 30 ft., passive Perception 10
  Languages Common, Dwarvish, Sylvan
  Challenge 0 (10 XP)
  Evasion. If the pingel ant 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.
  Mental Fortitude. The pingel ant has advantage on
  saving throws against being charmed or frightened,
  and magic can’t put the pingel ant to sleep.
  Actions
  Bite. Melee Weapon Attack: +1 to hit, reach 0 ft., one
  target. Hit: 1 piercing damage.
  Reactions
  Alarm. When the pingel ant detects a creature other
  than one it designates within 30 feet, it can use its
  reaction to sound an alarm. The alarm sounds like
  the rapid ringing of a tiny bell, audible up to 300 feet
  away.
  
  Purple Bird
  Purple birds are chimeric abominations, made by splicing
  together birds of prey with the stinger of purple worms. This
  sort of biomancy is a perversion of the natural order, and as a
  result these creatures cannot expect long lifespans. During
  their short time, they seem wracked with pain and anger,
  lashing out at anything that enters their territory. Despite their
  surly demeanor, there are rare cases of befriending and
  taming these poor beasts. By easing their pain and showing
  them honest compassion, it has been said that you can earn
  yourself a fierce and loyal protector for as long as they have
  left to live.
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  Purple Bird
  Small monstrosity, unaligned
  Armor Class 13
  Hit Points 6 (1d6 + 3)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  16 (+3)
  2 (-4)
  12 (+1)
  6 (-2)
  Senses passive Perception 11
  Languages --
  Challenge 1/2 (100 XP)
  Flyby. The bird doesn't provoke opportunity attacks
  when it flies out of an enemy's reach.
  Actions
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 5 (1d4 + 3) slashing damage, and the
  target is grappled (escape DC 13).
  Tail Stinger. Melee Weapon Attack: +5 to hit, reach 5
  ft., one creature. Hit: 5 (1d4 + 3) piercing damage,
  and the target must make a DC 13 Constitution
  saving throw, taking 7 (2d6) poison damage on a
  failed save, or half as much damage on a successful
  one.
  
  Putter Vampire
  In the lands of Kolve, there is a breed of lesser vampire
  hidden amongst the highborn folk, a secret underworld of
  courtiers and politicians devoted to ruling from the shadows.
  Though they work slowly, their goals of total subjugation of
  the mortal world requires a light touch and a great deal of
  patience. Like all vampires, however, their curse grants them
  an eternal life in the darkness, allowing them the longevity
  needed to see such a plan through. Though they lack the same
  superior strength or magical boons of their cousins in the
  east, they still possess an uncanny ability to gain power over
  the weak-minded. They have used this to great effect among
  the noble court, inserting themselves into key positions of law
  and order throughout the land. No one but those among their
  leadership can truly know how far into their plans they
  currently are, but the consequences of their success will
  surely be felt all over the world of the living.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Putter Vampire
  Medium undead, lawful evil
  Armor Class 14 (natural armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 15 (+2) 14 (+2) 17 (+3) 16 (+3) 18 (+4)
  Saving Throws Dex +4, Wis +5
  Skills Deception +6, Insight +5, Perception +5,
  Persuasion +8, Stealth +4
  Damage Resistances necrotic; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Senses darkvision 60 ft., passive Perception 15
  Languages The languages it knew in life
  Challenge 3 (700 XP)
  Diplomat. The vampire has advantage on Charisma
  (Persuasion) and Wisdom (Insight) checks made to
  negotiate deals and exchanges. If the vampire spends 1
  minute talking to a humanoid that can understand it,
  that humanoid must make a DC 16 Wisdom (Insight)
  check or be charmed by the vampire as long as they are
  within 60 feet and for 1 minute thereafter. This check
  automatically succeeds if the vampire or any of its allies
  are fighting the humanoid.
  Regeneration. The vampire regains 10 hit points at the
  start of its turn if it has at least 1 hit point and isn't in
  sunlight or running water. If the vampire takes radiant
  damage or damage from holy water, this trait doesn't
  function at the start of the vampire's next turn.
  Spider Climb. The vampire can climb difficult surfaces,
  including upside down on ceilings, without needing to
  make an ability check.
  Vampire Weaknesses. The vampire has the following
  flaws:
  Forbiddance. The vampire can't enter a residence
  without an invitation from one of the occupants.
  Harmed by Running Water. The vampire takes 20 acid
  damage when it ends its turn in running water.
  Stake to the Heart. The vampire is destroyed if a
  piercing weapon made of wood is driven into its heart
  while it is incapacitated in its resting place.
  Sunlight Hypersensitivity. The vampire takes 20 radiant
  damage when it starts its turn in sunlight. While in
  sunlight, it has disadvantage on attack rolls and ability
  checks.
  Actions
  Multiattack. The vampire makes two attacks, only one of
  which can be a bite attack.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  creature. Hit: 7 (2d4 + 2) slashing damage. Instead of
  dealing damage, the vampire can grapple the target
  (escape DC 12).
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  willing creature, or a creature that is grappled by the
  vampire, incapacitated, or restrained. Hit: 5 (1d6 + 2)
  piercing damage plus 7 (2d6) necrotic damage. The
  target's hit point maximum is reduced by an amount
  equal to the necrotic damage taken, and the vampire
  regains hit points equal to that amount. The reduction
  lasts until the target finishes a long rest. The target dies
  if this effect reduces its hit point maximum to 0.
  
  The Ruck Sea
  Often referred to as a "rubbish elemental" or "garbage
  monster," the ruck sea is an immense pile of refuse and litter
  that has somehow become animated and given the semblance
  of life. It moves slowly across the arid sands of the Burning
  Wastes, collecting as much debris as it can to incorporate into
  its already considerable bulk. Living or unliving, it will reach
  out and take in everything it can wrap its tendrils around and
  draw into itself, where the sheer weight of its mass will slowly
  grind anything within it to smaller and smaller pieces. Those
  who have encountered it describe seeing within its body
  everything from ancient artifacts to the bleached bones of its
  former victims, all incorporated into the rolling mass of
  accumulated debris. Thankfully, the roving sea moves quite
  slowly, and can easily be avoided once it is spotted on the
  horizon.
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  Ruck Sea
  Gargantuan swarm of Small constructs, unaligned
  Armor Class 19 (natural armor)
  Hit Points 175 (10d20 + 70)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 16 (+3) 25 (+7) 4 (-3) 11 (+0) 6 (-2)
  Saving Throws Str +12, Con +13
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities psychic
  Condition Immunities charmed, exhaustion,
  frightened, grappled, paralyzed, petrified,
  poisoned, prone, restrained, stunned
  Senses blindsight 30 ft., passive Perception 10
  Languages --
  Challenge 18 (20,000 XP)
  Immutable Form. The ruck sea is immune to any spell
  or effect that would alter its form.
  Rubbish Swarm. The swarm can occupy another
  creature’s space and vice versa, and the swarm can
  move through any opening large enough for a Small
  piece of debris. The swarm can’t regain hit points or
  gain temporary hit points.
  Actions
  Multiattack. The swarm uses its overwhelm, then
  makes three attacks with its Grasp.
  Grasp. Melee Weapon Attack: +12 to hit, reach 30
  ft., one target. Hit: 13 (2d6 + 6) bludgeoning
  damage, and the target is pulled 10 feet towards the
  ruck sea's center.
  Overwhelm. Each creature within the ruck sea's
  space must make a DC 20 Strength saving throw. On
  a failure, a target takes 21 (6d6) bludgeoning
  damage. If it is Huge or smaller, it is also grappled
  (escape DC 20). Until this grapple ends, the target is
  restrained. If the saving throw is successful, the
  target is pushed out of the ruck sea's space.
  
  Serpent Sharks
  Sometimes called "shrieking eels," these fearsome creatures
  frequent the shores near human settlements and trading
  routes, hoping to chance upon any poor soul that finds
  themselves falling into the water. Like others of their kind,
  serpent sharks are drawn to the scent of fresh blood, and the
  area will soon be teeming with dozens of them within minutes
  of even the smallest wound. Unlike most sharks, however,
  these beasts use their impressive length to coil around their
  prey and drag them to the depths below. This method of
  hunting, while still somewhat useful against other aquatic
  animals, seems frighteningly tailored towards land-dwelling
  creatures. It still is unknown whether this was a natural
  behavior that coincidentally matched well with terrestrial
  animals, or if somehow these tactics developed when their
  taste for human flesh did.
   
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  Serpent Shark
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 39 (6d10 + 6)
  Speed 0 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 13 (+1) 1 (-5) 10 (+0) 4 (-3)
  Skills Perception +2
  Senses blindsight 30 ft., passive Perception 12
  Languages --
  Challenge 1 (200 XP)
  Blood Frenzy. The shark has advantage on melee
  attack rolls against any creature that doesn't have all
  its hit points.
  Water Breathing. The shark can breathe only
  underwater.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 8 (2d4 + 3) piercing damage.
  Constrict. Melee Weapon Attack: +5 to hit, reach 5
  ft., one creature. Hit: 10 (2d6 + 3) bludgeoning
  damage, and the target is grappled (escape DC 13).
  Until this grapple ends, the creature is restrained,
  and the shark can't constrict another target.
  
  Shadowstaffers
  Staffers in the Shadowfell are highly sought after specialists
  that are able to accomplish nearly any task quickly and
  efficiently, often with no questions asked. They call upon allied
  fey spirits to take on particular forms suited to the work
  they've been hired to do, instantly creating a small task force
  to root out unwanted guests, infiltrate an enemy encampment,
  or to provide protection to valuable assets.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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  Shadowstaffer
  Medium fey, neutral
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 15 (+2) 11 (+0) 16 (+3) 14 (+2) 12 (+1)
  Saving Throws Int +5, Wis +4
  Skills History +5, Insight +4, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Sylvan, Telepathy with creatures
  it has summoned
  Challenge 4 (1,100 XP)
  Shadow Summoner. The shadowstaffer can conjure
  creatures from the shadows. These creatures have
  identical statistics to their normal counterparts,
  except that their creature type is fey, and they lack
  any coloration to their form. They last until they are
  reduced to 0 hit points, are dispelled, or are
  dismissed by the shadowstaffer as a bonus action.
  The shadowstaffer cannot conjure more creatures if
  the total challenge rating of creatures it currently has
  summoned is greater than or equal to 2.
  Actions
  Shadowfell Shillelagh. Melee Spell Attack: +4, reach 5
  ft., one target. Hit: 6 (1d8 + 2) necrotic damage.
  We Need Muscle. The shadowstaffer conjures up to 2
  orcs, who appear in unoccupied spaces within 30
  feet of it. The orcs roll for initiative and act in
  initiative order.
  We Need Distance. The shadowstaffer conjures up to
  2 scouts, who appear in unoccupied spaces within
  30 feet of it. The scouts roll for initiative and act in
  initiative order.
  We Need a Specialist. The shadowstaffer conjures 1
  evil mage, frontline medic, or spy, who appears in an
  unoccupied space within 30 feet of it. The creature
  rolls for initiative and acts in initiative order.
  We Just Need Bodies. The shadowstaffer conjures
  1d8 tribal warriors, who appear in unoccupied
  spaces within 30 feet of it. The warriors roll for
  initiative and act in initiative order.
  
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  Senior Shadowstaffer
  Medium fey, neutral
  Armor Class 15 (natural armor)
  Hit Points 54 (12d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 11 (+0) 20 (+5) 17 (+3) 15 (+2)
  Saving Throws Int +8, Wis +6
  Skills History +8, Insight +6, Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Sylvan, Telepathy with creatures
  it has summoned
  Challenge 8 (3,900 XP)
  Shadow Summoner. The shadowstaffer can conjure
  creatures from the shadows. These creatures have
  identical statistics to their normal counterparts,
  except that their creature type is fey, and they lack
  any coloration to their form. They last until they are
  reduced to 0 hit points, are dispelled, or are
  dismissed by the shadowstaffer as a bonus action.
  The shadowstaffer cannot conjure more creatures if
  the total challenge rating of creatures it currently has
  summoned is greater than or equal to 6.
  Actions
  Shadowfell Shillelagh. Melee Spell Attack: +6, reach 5
  ft., one target. Hit: 12 (2d8 + 3) necrotic damage.
  We Need Muscle. The shadowstaffer conjures up to 3
  ogres, who appear in unoccupied spaces within 30
  feet of it. The ogres roll for initiative and act in
  initiative order.
  We Need Distance. The shadowstaffer conjures up to
  2 archers, who appear in unoccupied spaces within
  30 feet of it. The archers roll for initiative and act in
  initiative order.
  We Need a Specialist. The shadowstaffer conjures 1
  doppelganger, mage, or priest, who appears in an
  unoccupied space within 30 feet of it. The creature
  rolls for initiative and acts in initiative order.
  We Just Need Bodies. The shadowstaffer conjures
  3d4 thugs, who appear in unoccupied spaces within
  30 feet of it. The thugs roll for initiative and act in
  initiative order.
  
  Sirpers
  Once thought to be the paranoid ramblings of those touched
  with madness, history has now confirmed the existence of the
  demonic impersonators known as sirpers. As dangerous as
  they are insidious, these foul creatures capture and replace
  figures of key importance in select regions and countries,
  steering the politics of a land towards unknown goals. Thanks
  to their ability to absorb an entire life's worth of memories
  from their victims, they are quite capable of deceiving even the
  closest friends and family. Furthermore, the actual process
  renders the victim itself into an infantile state of mind,
  incapable of raising an alarm or contesting their impostor.
  Thankfully, these fiends prefer to capture rather than kill,
  often keeping their victims alive and imprisoned nearby for
  easy access. The memories they steal are not permanent, and
  they require repeated visits to keep the ruse accurate.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Sirper
  Medium fiend (shapechanger), neutral evil
  Armor Class 17 (natural armor)
  Hit Points 90 (20d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 18 (+4) 11 (+0) 19 (+4) 16 (+3) 21 (+5)
  Saving Throws Int +8, Wis +7, Cha +9
  Skills Deception +13, Insight +11, Perception +7,
  Persuasion +9
  Damage Resistances bludgeoning, piercing, and slashing
  from nonmagical attacks
  Condition Immunities charmed
  Senses darkvision 60 ft., passive Perception 17
  Languages Abyssal, Common, Infernal, Telepathy 60 ft.
  Challenge 10 (5,900 XP)
  Ambusher. The sirper has advantage on attack rolls
  against any creature it has surprised.
  Change Shape. The sirper can use its action to transform
  into a Small or Medium humanoid it has seen, or back
  into its true form. It reverts to its true form if it dies. Any
  equipment it is wearing or carrying is absorbed by the
  new form. While transformed, the sirper retains its
  alignment, hit points, Hit Dice, proficiencies, and
  Intelligence, Wisdom, and Charisma scores, as well as
  this action. Its statistics and capabilities are otherwise
  replaced by those of the new form.
  Magic Resistance. The sirper has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons. The sirper's weapon attacks are magical.
  Sneak Attack (1/turn). The sirper deals an extra 14 (4d6)
  damage when it hits a target with a weapon attack and
  has advantage on the attack roll, or when the target is
  within 5 feet of an ally of the sirper that isn't
  incapacitated and the sirper doesn't have disadvantage
  on the attack roll.
  Actions
  Multiattack. The sirper makes two melee attacks.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
  target. Hit: 11 (2d6 + 4) slashing damage.
  Mind Blast (Recharge 5–6). The sirper magically emits
  psychic energy in a 60-foot cone. Each creature in that
  area must succeed on a DC 17 Intelligence saving throw
  or take 22 (4d8 + 4) psychic damage and be stunned
  for 1 minute. A creature can repeat the saving throw at
  the end of each of its turns, ending the effect on itself
  on a success.
  Steal Memories (1/Day). The sirper targets one creature it
  can see within 60 feet of it. The target takes 21 (6d6)
  psychic damage, and it must make a DC 17 Intelligence
  saving throw. On a successful save, the target becomes
  immune to this sirper's Steal Memories for 24 hours.
  On a failed save, the sirper learns all of the target's
  memories and life history, gaining their proficiencies
  and spells for 3 days. The target loses all proficiencies, it
  can’t cast spells, it can’t understand language, and if its
  Intelligence and Charisma scores are higher than 5, they
  become 5. Each time the target finishes a long rest, it
  can repeat the saving throw, ending the effect on itself
  on a success. A greater restoration or remove curse
  spell cast on the target ends this effect early.
  
  Slake Elemental
  Slakes are water elementals corrupted by fiendish influence,
  turning them into feral wanderers of the Underdark. They
  feed off the energy of the living, forcing them to seek out
  subterranean denizens to ambush. Once a slake has a hold of
  its quarry, it will simply squeeze the creature until it expires,
  compressing the body so tightly that circulation will be
  completely stopped. From the reports of the bodies it leaves in
  its wake, it is a grisly end for any unfortunate enough to meet
  it. As with all deadly creatures, it is well advised to keep as
  much distance from it as absolutely possible.
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  Deadly Slake
  Gargantuan elemental, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 81 (6d20 + 18)
  Speed 30 ft., swim 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 17 (+3) 16 (+3) 3 (-4) 10 (+0) 5 (-3)
  Damage Resistances acid; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained,
  unconscious
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 10
  Languages --
  Challenge 1 (200 XP)
  Water Form. The elemental can enter a hostile
  creature's space and stop there. It can move through
  a space as narrow as 1 inch wide without squeezing.
  Freeze. If the elemental takes cold damage, it partially
  freezes; its speed is reduced by 20 feet until the end
  of its next turn.
  Actions
  Crush. Each creature in the elemental's space must
  make a DC 13 Strength saving throw. On a failure, a
  target takes 7 (2d6) bludgeoning damage and gains
  2 levels of exhaustion. If it is Large or smaller, it is
  also grappled (escape DC 13). Until this grapple
  ends, the target is restrained and unable to breathe
  unless it can breathe water. If the saving throw is
  successful, the target is pushed out of the
  elemental's space.
  The elemental can grapple up to four Large creatures
  or up to eight Medium or smaller creatures at one
  time. A creature within 5 feet of the elemental can
  pull a creature or object out of it by taking an action
  to make a DC 13 Strength check and succeeding.
  
  Space Ogres
  While most Corbessians have a reputation for being gruff but
  fair-minded and trustworthy, there are a select few that reject
  the common beliefs of their people, striking off on their own
  to work as mercenaries. These are almost always deserters of
  the Corbessian Navy or other military branches, and as such
  are looked at with both shame and disgust by other members
  of their species. Some are employed by criminal organizations
  as private enforcers and bodyguards, others band together
  and form their own private armies for hire. Some even eschew
  freelancing altogether, preferring instead to become pirates
  and launch raids on remote outposts or lone merchant
  vessels.
  The combat prowess of these massive brutes is well known
  throughout the galaxy, even among other Corbessians. Once
  called "ogres" as a derogatory slur, many of these mercenaries
  have embraced the term, believing it helps people
  underestimate their mental faculties. Though their large size
  and fearsome demeanor may give the impression that
  Corbessians are nothing but simple-minded barbarians, any
  person that has spoken to one at length will be well aware of
  their keen intellect and articulate nature. If it ever feels like a
  negotiation with an ogre is going a little too well, be wary that
  there may be a scheme afoot behind your back.
   
   
   
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  Targeting Drone
  Tiny construct, unaligned
  Armor Class 13
  Hit Points 10 (3d4 + 3)
  Speed 20 ft., (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  16 (+3)
  12 (+1)
  6 (-2)
  10 (+0)
  6 (-2)
  Damage Vulnerabilities lightning
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion,
  frightened, poisoned
  Senses passive Perception 10
  Languages --
  Challenge 0 (10 XP)
  Drone Function. This drone has 3 charges per energy
  cell. As a bonus action, you can spend 1 charge to
  activate the drone for up to 1 minute. As long as the
  drone is active, when you attack a target that is
  within 100 feet and in the drone’s line of sight, you
  may roll 1d4 and add the result to the roll.
  Corbessian Mercenary
  Large giant, neutral evil
  Armor Class 16 (nanofiber combat suit)
  Hit Points 117 (13d10 + 39)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 12 (+1)
  Saving Throws Str +10, Dex +6, Con +6
  Skills Athletics +10, Insight +4, Intimidation +10,
  Perception +4, Stealth +7
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Corbessian
  Challenge 7 (2,900 XP)
  Targeting Drone. The Corbessian is equipped with a
  targetting drone, granting it an additional 1d4 to hit
  using ranged weapon attacks against targets within
  100 feet.
  Infrared Visor. The Corbessian is equipped with an
  infrared visor, granting it darkvision up to 60 feet.
  Actions
  Multiattack. The Corbessian makes two attacks, either
  with its slam or its plasma rifle.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) bludgeoning damage.
  Plasma Rifle. Ranged Weapon Attack: +6 to hit, range
  100/300 ft., one target. Hit: 15 (3d8 + 3) radiant
  damage.
  Arc Emitter. The weapon casts out electrical arcs in a
  15-foot cone. Each creature in that area must make a
  DC 15 Constitution saving throw, taking 2d6
  lightning damage on a failed save, or half as much
  damage on a successful one.
  Electro-Net Thrower. Ranged Weapon Attack: +6 to
  hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3)
  lightning damage, and the target is restrained and
  knocked prone. A target can use its action to free
  itself with a successful DC 15 Athletics or
  Acrobatics check, taking (3) 1d6 lightning damage
  on a failed check.
  Anti-Personnel Missile Array. The Corbessian targets
  up to six 10-foot squares within 120 feet. Each
  creature in those areas not behind total cover must
  make a DC 15 Dexterity saving throw, taking 2d6
  thunder damage on a failed save, or half as much on
  a successful one.
  
  Spectral Slugs
  Spectral slugs are strange little creatures that seem to be
  native to the Border Ethereal. Their translucent bodies are
  difficult to see even in bright light, and their ability to vanish
  into thin air makes them even more tricky to spot and remove.
  They are parasites by nature, feeding on the energy of living
  things until they've had their fill or the host expires from
  exhaustion.
   
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  Spectral Slug
  Tiny fey, unaligned
  Armor Class 10
  Hit Points 2 (1d4)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  10 (+0)
  10 (+0)
  4 (-3)
  14 (+2)
  6 (-2)
  Skills Stealth +2
  Senses darkvision 30 ft., passive Perception 12
  Languages --
  Challenge 1/8 (25 XP)
  Incorporeal Movement. The slug can move through
  other creatures and objects as if they were difficult
  terrain. It takes 5 (1d10) force damage if it ends its
  turn inside an object.
  Shadow Stealth. While in dim light or darkness, the
  slug can take the Hide action as a bonus action.
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
  target. Hit: 2 (1d4) acid damage. If the target is a
  living creature, it must succeed on a DC 12
  Constitution saving throw or gain a level of
  exhaustion. A creature can only be affected in this
  way once per round.
  Invisibility. The slug magically turns invisible until it
  attacks or casts a spell, or until its concentration
  ends (as if concentrating on a spell).
  
  Spirit Forest Brain
  Deep in the Savalier Wood lies an ancient tree that sees and
  speaks through the animals of the land. With a mind more
  vast than the sky itself, it has watched over its domain for a
  thousand years, keeping an eerily close eye on any it believes
  might harbor ill intentions.
   
   
  Though this creature may not have originated from this
  world, it has adapted itself to become an integral part of it, and
  is now essential to the safety of the forest and those that dwell
  within it.
   
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  Spirit Forest Brain
  Large aberration, neutral
  Armor Class 11 (natural armor)
  Hit Points 184 (16d10 + 96)
  Speed 5 ft., climb 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 9 (-1) 22 (+6)
  18 (+4)
  23 (+6)
  20 (+5)
  Saving Throws Int +8, Wis +10, Cha +9
  Skills Animal Handling +10, History +12, Insight +14,
  Perception +10
  Senses blindsight 120 ft., passive Perception 20
  Languages Deep Speech, Druidic, Telepathy 5 miles
  Challenge 9 (5,000 XP)
  Creature Sense. The brain is aware of the presence of
  creatures within 5 miles of it that have an Intelligence
  score of 4 or lower. It knows the distance and direction
  to each creature, as well as each one’s Intelligence
  score, but can’t sense anything else about it. A creature
  protected by a mind blank spell, a nondetection spell, or
  similar magic can’t be perceived in this manner.
  Innate Spellcasting. The brain’s innate spellcasting ability
  is Wisdom (spell save DC 18). It can innately cast the
  following spells, requiring no components:
  At will: detect thoughts, levitate
  1/day each: dominate monster, feeblemind
  Legendary Resistance (3/Day). If the brain fails a saving
  throw, it can choose to succeed instead.
  Magic Resistance. The brain has advantage on saving
  throws against spells and other magical effects.
  Psychic Mirror. If the brain takes psychic damage, each
  creature within 10 feet of the brain takes that damage
  instead; the brain takes none of the damage. In addition,
  the brain’s thoughts and location can’t be discerned by
  magic.
  Shell. The brain can use a bonus action to retract into or
  emerge from its hardwood shell. While retracted, the
  brain gains a +4 bonus to AC, and it has a speed of 0
  and can’t benefit from bonuses to speed.
  Telepathic Hub. The brain can use its telepathy to initiate
  and maintain telepathic conversations with up to ten
  creatures at a time. The brain can let those creatures
  telepathically hear each other while connected in this
  way.
  Actions
  Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft.,
  one target. Hit: 14 (2d10 + 3) bludgeoning damage. If
  the target is a Huge or smaller creature, it is grappled
  (escape DC 15) and takes 10 (1d8 + 6) psychic damage
  at the start of each of its turns until the grapple ends.
  The brain can have up to four targets grappled at a time.
  Mind Blast (Recharge 5–6). The elder brain magically
  emits psychic energy. Creatures of the brain’s choice
  within 60 feet of it must succeed on a DC 18
  Intelligence saving throw or take 28 (4d10 + 6) psychic
  damage and be stunned for 1 minute. A target can
  repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  Psychic Link. The brain targets one creature it can
  perceive with its Creature Sense trait and establishes a
  psychic link with that creature. Until the psychic link
  ends, the elder brain can perceive everything the target
  senses. The target is aware that something is linked to
  its mind, and the brain can terminate the link at any time
  (no action required). The target can use an action on its
  turn to attempt to break the psychic link, doing so with
  a successful DC 18 Charisma saving throw. On a
  successful save, the target takes 10 (3d6) psychic
  damage. The psychic link also ends if the target and the
  brain are more than 5 miles apart, with no
  consequences to the target. The brain can form psychic
  links with up to ten creatures at a time.
  Exert Will. The brain targets a creature with which it has
  a psychic link. The target must use its reaction to move
  up to its speed as the brain directs or to make a weapon
  attack against a target that it designates.
  Legendary Actions
  The brain can take 3 legendary actions, choosing from
  the options below. It can take only one legendary action
  at a time and only at the end of another creature’s turn.
  The brain regains spent legendary actions at the start of
  its turn.
  Attack. The brain makes a tentacle attack or uses its
  Exert Will ability.
  Detect. The brain makes a Wisdom (Perception) check.
  Psychic Pulse. The brain targets a creature within 120
  feet of it with which it has a psychic link. Enemies of the
  brain within 10 feet of that creature take 10 (3d6)
  psychic damage.
  
  Stone Cats
  Stone cats are assumed to be distantly related to gargoyles
  and other denizens of the Elemental Plane of Earth. Those
  that cross over into the Material Plane are often mistakenly
  identified as animated statues or bewitched felines. While
  slower and stockier than their flesh and blood counterparts, a
  stone cat is far more adept at ambush hunting than those it
  mimics, capable of lying in complete stillness while disguised
  as part of the rocky terrain. They are often spotted in the
  mountains only after they pounce upon their victims, forcing
  companions to choose between fighting the creature off or
  running for their lives.
   
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  Stone Cat
  Medium elemental, unaligned
  Armor Class 13 (natural armor)
  Hit Points 51 (6d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 12 (+1) 18 (+4) 3 (-4) 16 (+3) 6 (-2)
  Skills Perception +5, Stealth +3
  Senses darkvision 60 ft., tremorsense 30 ft., passive
  Perception 15
  Languages --
  Challenge 1/2 (100 XP)
  Keen Smell. The cat has advantage on Wisdom
  (Perception) checks that rely on smell.
  Pounce. If the cat moves at least 20 feet straight
  toward a creature and then hits it with a claw attack
  on the same turn, that target must succeed on a DC
  13 Strength saving throw or be knocked prone. If the
  target is prone, the cat can make one bite attack
  against it as a bonus action.
  Stone Camouflage. The cat has advantage on
  Dexterity (Stealth) checks made to hide in rocky
  terrain.
  Sure-Footed. The cat has advantage on Strength and
  Dexterity saving throws made against effects that
  would knock it prone.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 7 (1d8 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 6 (1d6 + 3) slashing damage.
  Reactions
  Unyielding. When the cat is subjected to an effect
  that would move it, knock it prone, or both, it can
  use its reaction to be neither moved nor knocked
  prone.
  Giant Stone Cat
  Huge elemental, unaligned
  Armor Class 13 (natural armor)
  Hit Points 138 (12d12 + 60)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 12 (+1) 20 (+5) 3 (-4) 16 (+3) 6 (-2)
  Saving Throws Str +8
  Skills Perception +6, Stealth +4
  Senses darkvision 90 ft., tremorsense 50 ft., passive
  Perception 16
  Languages --
  Challenge 5 (1,800 XP)
  Keen Smell. The cat has advantage on Wisdom
  (Perception) checks that rely on smell.
  Pounce. If the cat moves at least 20 feet straight
  toward a creature and then hits it with a claw attack
  on the same turn, that target must succeed on a DC
  16 Strength saving throw or be knocked prone. If the
  target is prone, the cat can make one bite attack
  against it as a bonus action.
  Stone Camouflage. The cat has advantage on
  Dexterity (Stealth) checks made to hide in rocky
  terrain.
  Sure-Footed. The cat has advantage on Strength and
  Dexterity saving throws made against effects that
  would knock it prone.
  Actions
  Multiattack. The cat can use its Frightful Presence. It
  then makes three attacks: one with its bite and two
  with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
  one target. Hit: 16 (2d10 + 5) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 10 ft.,
  one target. Hit: 19 (4d6 + 5) slashing damage.
  Frightful Presence. Each creature of the cat's choice
  that is within 60 feet of the cat and aware of it must
  succeed on a DC 16 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 cat's
  Frightful Presence for the next 24 hours.
  Reactions
  Unyielding. When the cat is subjected to an effect
  that would move it, knock it prone, or both, it can
  use its reaction to be neither moved nor knocked
  prone.
  
  Stulkers
  It isn't known whether stulkers are flora-based elementals
  that live in the earth or earth-based elementals that grow flora,
  but they are known to be quite deadly to the farmers whose
  lands they frequent. These creatures often take a wide area of
  crops or wild plants and wear them on their backs for
  camouflage, creating a convincing cover for their large bulk.
  So convincing is their disguise that unsuspecting farmers are
  unable to see the danger until it has already grabbed them
  and pulled them deep into the earth. Though they may be
  unable to see with their eyes below the surface, they possess
  an uncanny sense of the ground in which they live, detecting
  all that walk upon it. Should engaging such a creature become
  absolutely necessary, doing so from a very safe distance is
  advised.
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  Stulker
  Gargantuan elemental, unaligned
  Armor Class 16 (natural armor)
  Hit Points 135 (10d20 + 30)
  Speed 30 ft., burrow 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  6 (-2)
  16 (+3)
  6 (-2)
  16 (+3)
  5 (-3)
  Saving Throws Str +8, Con +7
  Skills Perception +7, Stealth +6
  Damage Resistances necrotic, poison
  Damage Immunities lightning
  Senses darkvision 120 ft., tremorsense 30 ft., passive
  Perception 17
  Languages --
  Challenge 9 (5,000 XP)
  Plant Guise. While burrowed at the earth's surface,
  the stulker can’t see and is indistinguishable from a
  small patch of plants or crops.
  Actions
  Multiattack. The stulker makes three attacks.
  Tentacle. Melee Weapon Attack: +8 to hit, reach 15
  ft., one target. Hit: 11 (2d6 + 4) bludgeoning
  damage. If the target is a creature, it is grappled
  (escape DC 16). Until this grapple ends, the target is
  restrained. The stulker can grapple up to 3 targets at
  once.
  Tentacle Slam. The stulker slams creatures grappled
  by it into each other or a solid surface. Each creature
  must succeed on a DC 16 Constitution saving throw
  or take 13 (2d8 + 4) bludgeoning damage and be
  stunned until the end of the stulker's next turn. On a
  successful save, the target takes half the
  bludgeoning damage and isn't stunned.
  
  The Sun of Fish
  Brilliantly colored and graceful in the water, the so-called sun
  of fish is a legend passed down among the fishing villages of
  tropical waters. Not to be confused with the large and clumsy
  sunfish, this creature is said to be covered in shimmering
  golden scales, flashing like a beacon beneath the waves.
  Fishing boats at night report seeing something like the sun
  deep in the water, giving the elusive creature its name. No one
  has managed to catch one yet, although there have been a few
  close calls. The fish is able to set off its flare both to stun and
  disorient prey as well as distract potential captors, keeping it
  free to escape and swim another day.
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  The Sun of Fish
  Small beast, unaligned
  Armor Class 12
  Hit Points 17 (2d6 + 10)
  Speed 0 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  14 (+2)
  20 (+5)
  1 (-5)
  7 (-2)
  2 (-4)
  Senses darkvision 60 ft., passive Perception 8
  Languages --
  Challenge 1/4 (50 XP)
  Water Breathing. The fish can breathe only
  underwater.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 4 (1d4 + 2) piercing damage.
  Sun Flare (Recharges after a Short or Long Rest). Each
  creature within 15 feet of the fish and can see it
  must succeed on a DC 15 Constitution saving throw
  or become blinded. A target can repeat the saving
  throw at the end of each of its turns, ending the
  effect on itself on a success.
  Reactions
  Warding Flare (Recharges after a Short or Long Rest).
  When the fish is attacked by a creature within 30
  feet of it that it can see, it can use its reaction to
  impose disadvantage on the attack roll, causing light
  to flare before the attacker before it hits or misses.
  An attacker that can’t be blinded is immune to this
  feature.
  
  Talking Heads
  Many powerful wizards and sorcerers keep the services of
  scribes and clerks to help them with their work, recording
  notes and maintaining records for archival purposes. Those
  who are more necromantically inclined may even continue
  enlisting these services beyond death, reanimating their
  former employee into an undead skull, retaining the
  memories, skills, and experience that made the notary so
  useful to begin with. There are even rumors of entire halls
  filled with the animated skulls, acting as a sort of an
  immortalized history dating back centuries. With limited
  mobility and little to entertain themselves, it would be no
  surprise if these poor trapped souls are found to have gone a
  touch mad when discovered. When there is nothing else in
  your world but your own voice, one has to make do.
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  Skull
  Tiny undead, any alignment
  Armor Class 12
  Hit Points 9 (2d4 + 4)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5) 14 (+2) 15 (+2) 13 (+1) 9 (-1) 15 (+2)
  Skills Arcana +3, Deception +4, History +3,
  Persuasion +4
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages The languages it knew in life
  Challenge 1/8 (25 XP)
  Spellcasting. The skull is a 1st-level spellcaster. Its
  spellcasting ability is Charisma (spell save DC 12, +4
  to hit with spell attacks). It requires no somatic or
  material components to cast its spells. The skull has
  the following bard spells prepared:
  Cantrip (at will): friends, vicious mockery
  1st level (2 slots): dissonant whispers, hideous
  laughter
  Taunt (2/Day). The skull can use a bonus action on its
  turn to target one creature within 30 feet of it. If the
  target can hear the skull, the target must succeed on
  a DC 12 Charisma saving throw or have disadvantage
  on ability checks, attack rolls, and saving throws until
  the start of the skull's next turn.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 1 piercing damage.
  Pile of Skulls
  Medium swarm of Tiny undead, any non-lawful
  alignment
  Armor Class 11
  Hit Points 52 (8d8 + 16)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1) 12 (+1) 15 (+2) 14 (+2) 10 (+0) 18 (+4)
  Skills Arcana +6, Deception +8, History +4,
  Persuasion +6
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, grappled, paralyzed, petrified,
  poisoned, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 10
  Languages The languages they knew in life
  Challenge 1 (200 XP)
  Jeering Taunts (2/Day). The swarm can use a bonus
  action on its turn to insult and belittle all creatures of
  its choice within 30 feet. If the target can hear the
  swarm, the target must succeed on a DC 14
  Charisma saving throw or have disadvantage on
  ability checks, attack rolls, and saving throws until
  the start of the swarm's next turn.
  Spellcasting. The swarm is a 6th-level spellcaster. Its
  spellcasting ability is Charisma (spell save DC 14, +6
  to hit with spell attacks). It requires no somatic or
  material components to cast its spells. The swarm
  has the following bard spells prepared:
  Cantrip (at will): friends, minor illusion, thaumaturgy,
  vicious mockery
  1st level (4 slots): bane, command, dissonant
  whispers, hideous laughter
  2nd level (3 slots): crown of madness, phantasmal
  force, silence
  3rd level (3 slots): bestow curse, enemies abound,
  stinking cloud
  Swarm. The swarm can occupy another creature's
  space and vice versa, and the swarm can move
  through any opening large enough for a Tiny skull.
  The swarm can't regain hit points or gain temporary
  hit points.
  Actions
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft.,
  one target in the swarm's space. Hit: 7 (2d6)
  piercing damage, or 3 (1d6) piercing damage if the
  swarm has half of its hit points or fewer.
  
  Tasked Genies
  Task genies operate as servants and vassals to the more
  powerful djinni and lords of the elemental planes. Though
  lacking in much obvious magical power, they each are a wish
  personified, capable of giving their life to accomplish nearly
  any task using their innate mystic energies. Since each of
  them does have some sense of self-preservation, they will
  often seek to fulfill their master's commands with any and all
  other avenues available to them before relying on this potent
  ability. Should a mortal find themselves with such a genie in
  their employ, it would be prudent to consider their usefulness
  as a long-lived elemental entity before seeking an immediate
  magical solution to whatever problem currently ails them.
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  Winded Tasked Genie
  Medium elemental, lawful neutral
  Armor Class 13
  Hit Points 45 (10d8)
  Speed 30 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 15 (+2)
  Skills History +4
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran, Common
  Challenge 1/2 (100 XP)
  Innate Spellcasting. The genie's innate spellcasting
  ability is Charisma (spell save DC 12, +4 to hit with
  spell attacks). It can innately cast the following
  spells, requiring no material components:
  At will: fog cloud, shocking grasp
  3/day each: gust of wind, misty step
  Actions
  Directed Gust. The genie targets a 10-foot cube it
  can see within 30 feet. Each Medium or smaller
  creature or object in the area must succeed on a DC
  12 Strength saving throw or take 5 (2d4) thunder
  damage and be pushed up to 10 feet in any
  direction, including down. If the target is standing on
  a solid surface, pushing it down knocks it prone.
  Task Manager. The genie casts wish, then
  immediately dies after the spell is finished, exploding
  into a puff of white smoke.
  
  Spycer Dragon Tasked Genie
  These hot-tempered elementals are employed by djinni lords
  as sentries or guards around their palatial estates, and are by
  far the most dangerous of their kin. Touched by efreeti magic,
  spycer dragons have a limited command of fire, allowing them
  to shape it to their master's will. They are the most willing to
  give their lives in service, releasing the spark that sustains
  them to defeat their lord's enemies or those that seek to harm
  their master in any way. Their loyalty is admirable, and it
  makes them all the more fierce in battle.
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  Spycer Dragon Tasked
  Genie
  Medium elemental, lawful neutral
  Armor Class 13
  Hit Points 45 (10d8)
  Speed 30 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
  Skills Insight +4, Intimidation +5, Perception +4
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Auran, Common, Ignan
  Challenge 1 (200 XP)
  Innate Spellcasting. The genie's innate spellcasting
  ability is Charisma (spell save DC 13, +5 to hit with
  spell attacks). It can innately cast the following
  spells, requiring no material components:
  At will: hellish rebuke, produce flame
  3/day each: flaming sphere, misty step
  Actions
  Ember Cloud. The genie targets a 15-foot cube within
  30 feet of it to fill with burning smoke and hot
  embers, heavily obscuring the area for 1 minute or
  until dispersed by a moderate or greater wind. Any
  creature in the cloud when it appears, or that enters
  it later, must make a DC 13 Constitution saving
  throw, taking 11 (2d10) fire damage on a failed save,
  or half as much damage on a successful one.
  Task Manager. The genie casts wish, then
  immediately dies after the spell is finished, exploding
  into a puff of white smoke.
  
  Wanger Tasked Genie
  Wanger genies, like their windy cousins, are also servants to
  the elemental lords, but are used in a far more underhanded
  capacity. Operating as spies and thieves, they are employed
  across the planes as a djinni's eyes and ears, reporting back
  periodically on enemies, rivals, and even allies. Able to slip in
  almost anywhere, these genies are believed to be the
  inspiration for sleep sprites and other stories about faeries
  associated with dreams. It would be best not to take them
  lightly, however, as falling asleep while facing such an
  adversary might be the last mistake you ever make.
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  Wanger Tasked Genie
  Medium elemental, lawful neutral
  Armor Class 13
  Hit Points 45 (10d8)
  Speed 30 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 15 (+2)
  Skills Deception +6, Stealth +5
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran, Common
  Challenge 1/2 (100 XP)
  Innate Spellcasting. The genie's innate spellcasting
  ability is Charisma (spell save DC 12, +4 to hit with
  spell attacks). It can innately cast the following
  spells, requiring no material components:
  At will: shocking grasp, sleep
  3/day each: gaseous form, misty step
  Actions
  Exhausting Ray. Ranged Spell Attack: +4 to hit, range
  120 ft., one target. Hit: 10 (3d6) psychic damage,
  and the target must succeed on a DC 14 Wisdom
  saving throw or gain 1 level of exhaustion.
  Task Manager. The genie casts wish, then
  immediately dies after the spell is finished, exploding
  into a puff of white smoke.
  
  Ticked Genie
  Sometimes during the creation of a tasked genie, the arcane
  process of harnessing the wish that sustains them is
  corrupted in some way and fails to take hold. The resultant
  creature is one that is magically compelled to give its life in
  service, but is completely unable to do so. Thus is the tortured
  existence of these beings, an immortal life filled with an
  incessant need to do that which cannot be done. These
  "ticked genies," as they are sometimes called, are then turned
  loose on political rivals or generational enemies, where they
  will release all the frustration built up within them until they
  are destroyed. Though they may lack the potent spark of
  power that fuels their cousins, they are no less magical in
  nature, nor are they any less dangerous. The rage within them
  is so powerful that they can even inflict it upon others, causing
  an otherwise calm and reserved mind to lash out recklessly.
  This ability makes the genies excellent saboteurs and
  disruptive agents, breaking enemy morale and routing
  soldiers wherever they go.
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  Ticked Genie
  Medium elemental, chaotic neutral
  Armor Class 13
  Hit Points 45 (10d8)
  Speed 30 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 16 (+3)
  Skills Intimidation +5
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran, Common
  Challenge 1/2 (100 XP)
  Innate Spellcasting. The genie's innate spellcasting
  ability is Charisma (spell save DC 13, +5 to hit with
  spell attacks). It can innately cast the following
  spells, requiring no material components:
  At will: thunderclap, vicious mockery
  3/day each: dissonant whispers, misty step
  Actions
  Induce Rage. The genie targets a living creature
  within 30 feet that it can see. The target must
  succeed on a DC 13 Wisdom saving throw or take
  10 (3d6) psychic damage and become enraged for
  up to 1 minute. While enraged in this way, the target
  rolls melee attacks made with Strength at advantage,
  and all attacks made against the target are made with
  advantage. The enraged target can repeat the saving
  throw at the end of each of its turns, ending the
  effect on itself on a success.
  
  Unicorns
  Alamercorn
  Pinnacles of truth and justice, alamercorns are royalty among
  unicorns, commanding the respect of nearly all creatures on
  the mortal plane and the heavens above. Legends say they
  originally came from the sea, the most prized creations of an
  ancient ocean god. It would certainly explain why they have a
  close association with the coasts and maritime magic, but it is
  impossible to verify without meeting one.
   
   
   
  There are a handful of accounts claiming to have interacted
  with these celestial beings, although the accuracy of these
  documents are a matter of contested debate. What is
  consistent in these reports, however, is the pervading sense of
  calm and serenity, even if the situation itself was life-
  threatening. Indeed, the majority of the incidents come from
  those saved by the alamercorn, whether from a sinking ship or
  a coastal pirate raid.
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  Alamercorn
  Huge celestial, lawful good
  Armor Class 16 (natural armor)
  Hit Points 228 (24d12 + 72)
  Speed 60 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 18 (+4) 16 (+3) 14 (+2) 17 (+3) 20 (+5)
  Saving Throws Str +10, Dex +9, Wis +8, Cha +10
  Skills Insight +13, Perception +8
  Damage Resistances bludgeoning, piercing, and slashing
  from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, frightened, paralyzed,
  poisoned
  Senses darkvision 60 ft., truesight 30 ft., passive
  Perception 18
  Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
  Challenge 13 (10,000 XP)
  Amphibious. The alamercorn can breathe air and water.
  Charge. If the alamercorn moves at least 20 feet straight
  toward a target and then hits it with a horn attack on the
  same turn, the target takes an extra 18 (4d8) piercing
  damage. If the target is a creature, it must succeed on a
  DC 18 Strength saving throw or be pushed back 20 feet
  and knocked prone.
  Innate Spellcasting. The alamercorn's innate spellcasting
  ability is Charisma (spell save DC 18). The alamercorn
  can innately cast the following spells, requiring no
  components:
  At will: detect evil and good, water breathing, water walk
  1/day each: calm emotions, control water, dispel evil
  and good
  Limited Magic Immunity. The alamercorn can't be
  affected or detected by spells of 6th level or lower
  unless it wishes to be. It has advantage on saving throws
  against all other spells and magical effects.
  Magic Weapons. The alamercorn's weapon attacks are
  magical.
  Actions
  Multiattack. The alamercorn makes three attacks: two
  with its hooves and one with its horn.
  Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft.,
  one target. Hit: 12 (2d6 + 5) bludgeoning damage.
  Horn. Melee Weapon Attack: +10 to hit, reach 5 ft., one
  target. Hit: 14 (2d8 + 5) piercing damage, plus 9 (2d8)
  radiant damage.
  Healing Touch (3/Day). The alamercorn touches another
  creature with its horn. The target magically regains 32
  (6d8 + 5) hit points. In addition, the touch removes all
  diseases and neutralizes all poisons afflicting the target.
  Teleport (1/Day). The alamercorn magically teleports
  itself and up to three willing creatures it can see within
  5 feet of it, along with any equipment they are wearing
  or carrying, to a location the unicorn is familiar with, up
  to 5 miles away.
  Legendary Actions
  The alamercorn can take 3 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature's turn. The alamercorn regains spent
  legendary actions at the start of its turn.
  Hooves. The alamercorn makes one attack with its
  hooves.
  Shimmering Shield (Costs 2 Actions). The alamercorn
  creates a shimmering, magical field around itself or
  another creature it can see within 60 feet of it. The
  target gains a +3 bonus to AC until the end of the
  unicorn's next turn.
  Heal Self (Costs 3 Actions). The unicorn magically regains
  32 (6d8 + 5) hit points.
  
  Black Willow Unicorn
  Kokki, sometimes called "black willow unicorns," are a rare
  breed of kirin that are born only once every few centuries.
  They are said to bring good fortune to the lands they roam,
  and that their counsel is universally wise and compassionate.
  Like all kirin, they cannot stand violence or bloodshed, and
  even being in the presence of blood can make them take ill.
  However, in dire situations in which they must protect
  themselves, they will call upon spiritual allies and other
  creatures to aid them, at least for long enough to escape.
   
  Kirin are fantastically swift, capable of outrunning nearly all
  others, on land or through the skies. To better walk the world
  inconspicuously, however, they will often adopt a humanoid
  disguise. In this way, they will travel among the different
  kingdoms and civilizations, spreading joy and aid wherever
  they can. They might be a kindly shopkeep, a friendly beggar,
  or even a smiling child in the street. We are all reminded to
  show compassion to those in our path, and we may be shown
  that same generosity from the most unlikely of places.
   
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  Black Willow Unicorn
  Large celestial, lawful good
  Armor Class 17
  Hit Points 102 (12d10 + 36)
  Speed 60 ft., fly 120 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 24 (+7) 16 (+3) 11 (+0) 20 (+5) 25 (+7)
  Saving Throws Wis +9, Cha +11
  Skills Insight +13, Perception +13
  Condition Immunities charmed, paralyzed, petrified
  Senses darkvision 120 ft., passive Perception 23
  Languages All, Telepathy 120 ft.
  Challenge 10 (5,900 XP)
  Blood Aversion. The unicorn abhors violence and the
  smell of bloodshed. The unicorn is poisoned if it is
  within 30 feet of fresh blood, and will gain a level of
  exhaustion if it touches freshly spilt blood. It cannot
  gain a level of exhaustion in this way more than once
  per day.
  Innate Spellcasting. The unicorn's innate spellcasting
  ability is Charisma (spell save DC 19). The unicorn can
  innately cast the following spells, requiring no
  components:
  At will: detect evil and good, light, plane shift, spare the
  dying, thaumaturgy
  1/day each: calm emotions, conjure celestial, dispel evil
  and good, planar ally
  Magic Resistance. The unicorn has advantage on saving
  throws against spells and other magical effects.
   
  Actions
  Healing Touch (3/Day). The unicorn touches another
  creature with its horn. The target magically regains 20
  (4d8 + 2) hit points. In addition, the touch removes all
  diseases and neutralizes all poisons afflicting the target.
  Change Shape. The unicorn magically polymorphs into a
  humanoid or beast that has a challenge rating equal to
  or less than its own, or back into its true form. It reverts
  to its true form if it dies. Any equipment it is wearing or
  carrying is absorbed or borne by the new form (the
  unicorn's choice).
  In a new form, the unicorn retains its game statistics
  and ability to speak, but its AC, movement modes,
  Strength, Dexterity, and special senses are replaced by
  those of the new form, and it gains any statistics and
  capabilities (except class features, legendary actions,
  and lair actions) that the new form has but that it lacks.
  Legendary Actions
  The unicorn can take 3 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature's turn. The unicorn regains spent
  legendary actions at the start of its turn.
  Detect. The unicorn makes a Wisdom (Perception)
  check or a Wisdom (Insight) check.
  Move. The unicorn moves up to its half speed without
  provoking opportunity attacks.
  Shimmering Shield (Costs 2 Actions). The unicorn creates
  a shimmering, magical field around itself or another
  creature it can see within 60 feet of it. The target gains a
  +4 bonus to AC until the end of the unicorn's next turn.
  Heal Self (Costs 3 Actions). The unicorn magically regains
  20 (4d8 + 2) hit points.
  
  Fumble Unicorn
  Whether the result of a crippling injury, poison, or curse,
  some unicorns are victims of a debilitating condition that saps
  their strength and natural gracefulness. Not only are they
  physically impaired, but often their magical potency suffers as
  well, weakening their ability to enact the positive change they
  seek for the world. Aiding such a creature in its hour of need
  would surely indebt it to its benefactor in some way, and any
  blessing from such a divine being is never a thing to be taken
  lightly.
   
   
   
   
   
   
   
   
   
   
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  Fumble Unicorn
  Large celestial, neutral good
  Armor Class 9
  Hit Points 52 (8d10 + 8)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 9 (-1) 12 (+1)
  11 (+0)
  15 (+2)
  12 (+1)
  Damage Immunities poison
  Condition Immunities charmed, paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
  Challenge 1/2 (100 XP)
  Clumsy. When the unicorn rolls a 1 on a d20 for any
  Strength or Dexterity roll, it immediately falls prone and
  has its movement reduced to 0 until the end of its next
  turn.
  Innate Spellcasting. The unicorn's innate spellcasting
  ability is Charisma (spell save DC 11). The unicorn can
  innately cast the following spells, requiring no
  components:
  At will: detect evil and good, druidcraft, pass without
  trace
  1/day each: calm emotions, dispel evil and good,
  entangle
  Magic Resistance. The unicorn has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons. The unicorn's weapon attacks are
  magical.
  Actions
  Multiattack. The unicorn makes two attacks: one with its
  hooves and one with its horn.
  Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 6 (1d8 + 2) piercing damage.
  Healing Touch (1/Day). The unicorn touches another
  creature with its horn. The target magically regains 11
  (2d8 + 2) hit points. In addition, the touch removes all
  diseases and neutralizes all poisons afflicting the target.
  Teleport (1/Day). The unicorn must makes a DC 5
  Charisma saving throw. On a success, the unicorn
  magically teleports itself and up to three willing
  creatures it can see within 5 feet of it, along with any
  equipment they are wearing or carrying, to a location the
  unicorn is familiar with, up to 1 mile away. On a failure,
  the unicorn and the creatures it intended to transport
  are all teleported to separate random locations within
  10 miles of the starting location.
  
  Giant Unicorn
  Giant unicorns, sometimes also called great kirin or arc kirin,
  are avatars of pure celestial might. They are embodiments of
  the raw destructive power of the heavens, and have not been
  called upon since the last primordial war between the angels
  and demons. Legends say they are the mothers of all the elder
  tempest elementals, the seed from which all storms sprung
  forth. They are creatures of divine beauty and grace, only
  making an appearance on the mortal world once a century, if
  even that often. Some believe that merely being within their
  presence will cure the sick or prolong one's life, while others
  believe it is just as likely for any mortal to instead be
  completely incinerated without a second thought.
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Great Arc Kirin
  Gargantuan celestial (titan), neutral
  Armor Class 19 (natural armor)
  Hit Points 537 (9d20 + 148)
  Speed 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 22 (+6) 18 (+4) 14 (+2) 22 (+6) 25 (+7)
  Saving Throws Dex +14, Wis +14, Cha +15
  Damage Resistances bludgeoning, piercing, and slashing
  from nonmagical attacks
  Damage Immunities lightning, poison
  Condition Immunities charmed, frightened, paralyzed,
  poisoned
  Senses darkvision 300 ft., passive Perception 20
  Languages Celestial
  Challenge 25 (75,000 XP)
  Charge. If the unicorn moves at least 30 feet straight
  toward a target and then hits it with a horn attack on the
  same turn, the target takes an extra 26 (4d12) piercing
  damage. If the target is a creature, it must succeed on a
  DC 22 Strength saving throw or be knocked prone.
  Illumination. The unicorn sheds bright light in a 30-foot
  radius and dim light in an additional 30 feet.
  Legendary Resistance (3/Day). If the unicorn fails a saving
  throw, it can choose to succeed instead.
  Magic Resistance. The unicorn has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons. The unicorn's weapon attacks are
  magical.
  Actions
  Multiattack. The unicorn makes three attacks: two with
  its hooves and one with its horn.
  Hooves. Melee Weapon Attack: +14 to hit, reach 10 ft.,
  one target. Hit: 19 (2d10 + 8) bludgeoning damage.
  Horn. Melee Weapon Attack: +14 to hit, reach 15 ft.,
  one 15 ft. line. Hit: 21 (2d12 + 8) piercing damage, plus
  26 (4d12) lightning damage.
  Wall Lightning. The unicorn creates a line of electricity
  within 120 feet of it that is up to 100 feet long. Each
  creature within 5 feet of the line must make a DC 23
  Dexterity saving throw, taking 63 (6d20) lightning
  damage on a failed save, or half as much damage on a
  successful one.
  Lightning Storm (Recharge 6). All other creatures within
  120 feet of the unicorn must each make a DC 23
  Dexterity saving throw, taking 52 (5d20) lightning
  damage on a failed save, or half as much damage on a
  successful one. If a target’s saving throw fails by 5 or
  more, the creature is also stunned until the end of its
  next turn.
  Legendary Actions
  The unicorn can take 3 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature's turn. The unicorn regains spent
  legendary actions at the start of its turn.
  Hooves. The unicorn makes one attack with its hooves.
  Lightning Strike. The unicorn calls a bolt of lightning to
  strike a point within 120 feet of it. All creatures within 5
  feet of that point must succeed on a DC 23 Dexterity
  saving throw or take 21 (2d20) lightning damage and
  become knocked prone. On a successful save, the target
  takes half as much damage and isn't knocked prone.
  Wall Lightning (Costs 2 Actions). The unicorn uses its
  Wall Lightning ability.
  Lightning Surge (Costs 3 Actions). The unicorn moves up
  to its speed and can move through the space of any
  creature smaller than Huge. The first time the unicorn
  enters a creature’s space during this move, the creature
  must make a DC 22 Dexterity saving throw. If the saving
  throw succeeds, the creature is pushed 5 feet away
  from the unicorn. If the saving throw fails, that creature
  takes 21 (2d20) lightning damage and is knocked
  prone, and the unicorn can make a hooves attack
  against it.
  
  Sith Sheet Unicorn
  Dark unicorns, sometimes called "dark side unicorns," "sithari
  unicorns," or "sheeted unicorns," are created when a unicorn
  is corrupted by a thirst for vengeance and retribution. It need
  not necessarily be a personal vendetta that they desire to
  settle, but when an ally close to them bears a desire for
  revenge strong enough, the closeness between the two can
  darken a unicorn's soul enough to turn it towards evil.
  Recognizable not only for their coat of midnight colors and
  pale, lengthy manes, these corrupted unicorns are notable for
  their piercing red eyes, capable of instilling great fear in any
  that they turn their gaze upon. They are magically aware of
  the subject they seek retribution from, and will ride to the
  ends of the earth to track their quarry down. However, even
  when they attain that vengeance, they are forever changed, left
  with a void in their soul that cannot ever be satisfied.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Sith Sheet Unicorn
  Large celestial, lawful evil
  Armor Class 12
  Hit Points 67 (9d10 + 18)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)
  Damage Immunities poison
  Condition Immunities charmed, paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
  Challenge 5 (1,800 XP)
  Charge. If the unicorn moves at least 20 feet straight
  toward a target and then hits it with a horn attack on the
  same turn, the target takes an extra 9 (2d8) piercing
  damage. If the target is a creature, it must succeed on a
  DC 15 Strength saving throw or be knocked prone.
  Innate Spellcasting. The unicorn's innate spellcasting
  ability is Charisma (spell save DC 14). The unicorn can
  innately cast the following spells, requiring no
  components:
  At will: detect evil and good, pass without trace,
  thaumaturgy
  1/day each: dispel evil and good, hunter's mark,
  entangle
  Magic Resistance. The unicorn has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons. The unicorn's weapon attacks are
  magical.
  Actions
  Multiattack. The unicorn makes two attacks: one with its
  hooves and one with its horn.
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 8 (1d8 + 4) piercing damage.
  Abjure Enemy (3/Day). The unicorn casts a vengeful glare
  at one creature it can see within 60 feet. The target
  must make a DC 14 Wisdom saving throw, unless it is
  immune to being frightened.
  On a failed save, the creature is frightened for 1 minute
  or until it takes any damage. While frightened, the
  creature’s speed is 0, and it can’t benefit from any
  bonus to its speed.
  On a successful save, the creature’s speed is halved for
  1 minute or until the creature takes any damage.
  Teleport (1/Day). The unicorn magically teleports itself
  and up to three willing creatures it can see within 5 feet
  of it, along with any equipment they are wearing or
  carrying, to a location the unicorn is familiar with, up to
  1 mile away.
  Legendary Actions
  The unicorn can take 3 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature's turn. The unicorn regains spent
  legendary actions at the start of its turn.
  Hooves. The unicorn makes one attack with its hooves.
  Baleful Glare (Costs 2 Actions). The unicorn casts a dark
  hex on a creature it can see within 60 feet of it. The
  target must make a DC 14 Charisma saving throw. On a
  failure, the target is hexed until the end of the unicorn's
  next turn. While hexed, the target's AC is reduced by 2,
  and whenever it makes an attack roll or a saving throw,
  the target must roll a d4 and subtract the number rolled
  from the attack roll or saving throw.
  Heal Self (Costs 3 Actions). The unicorn magically regains
  11 (2d8 + 2) hit points.
  
  Vampire Beasts
  It is common knowledge that vampires often take the living as
  thralls, seducing them with dark magic or corrupting their
  minds with their own tainted blood. Less known, however, is
  that some vampires will also turn beasts into their spawn as
  well, especially in areas where the wilderness is more
  prevalent than towns and villages. These ghoulish servants
  are dependent on the vampire for their survival, and thus their
  loyalty is indeed undying. While they do not appear very much
  different from the unturned members of their species, they
  can usually be identified by their uncharacteristic behaviors,
  such as remaining in one place for days on end, keeping watch
  for their master. Sudden shifts to a nocturnal lifestyle or a
  distaste for their conventional diet are also ways to spot an
  animal that may have been changed into a vampire.
  Thankfully, they are vulnerable to the same weaknesses as
  their brethren, and can be dispatched in the same manner.
   
  Vampire Beast Sample
  Here the vampire template has been applied to a brown bear
  to create a vampire bear.
   
  Vampire Beast Template
  Any beast can be converted into a vampire's animal spawn.
  When converting one in this way, change its type to undead,
  and it retains all of its statistics except as noted below.
  Ability Score Increase. The beast's Strength and Wisdom
  scores increase by 1 each, to a maximum of 20 for each score.
  Challenge Rating. Follow the Challenge Rating guide in
  the Dungeon Master's Guide to determine the new rating after
  the template is applied. The beast's Regeneration and Bite
  attacks increase its effective hit points, so be sure to account
  for this in the calculation.
  Special Traits. The beast gains natural armor, increasing
  its AC to 2 plus its Dexterity modifier unless its AC is already
  higher than this. The beast also gains the special traits of
  Regeneration and Vampire Weaknesses. One of its melee
  attacks now grapples Large or smaller creatures on a hit, and
  its bite attack deals additional necrotic damage. This necrotic
  damage heals the beast and reduces the maximum hit points
  of its target. Lastly, the beast gains resistance to necrotic
  damage. For an even higher challenge rating, you can give it
  resistance to nonmagical damage as well.
  Senses. The beast gains a darkvision with a radius of 60
  feet unless it already has darkvision with a greater radius.
   
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  Vampire Bear
  Large undead, chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 51 (6d10 + 18)
  Speed 40 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  16 (+3)
  2 (-4)
  14 (+2)
  7 (-2)
  Skills Perception +4
  Damage Resistances necrotic
  Senses darkvision 60 ft., passive Perception 14
  Languages --
  Challenge 3 (700 XP)
  Keen Smell. The bear has advantage on Wisdom
  (Perception) checks that rely on smell.
  Regeneration. The bear regains 10 hit points at the start
  of its turn if it has at least 1 hit point and isn't in
  sunlight or running water. If the bear takes radiant
  damage or damage from holy water, this trait doesn't
  function at the start of the bear's next turn.
  Vampire Weaknesses. The bear has the following flaws:
  Forbiddance. The bear can't enter a residence without
  an invitation from one of the occupants.
  Harmed by Running Water. The bear takes 20 acid
  damage when it ends its turn in running water.
  Stake to the Heart. The bear is destroyed if a piercing
  weapon made of wood is driven into its heart while it is
  incapacitated in its resting place.
  Sunlight Hypersensitivity. The bear takes 20 radiant
  damage when it starts its turn in sunlight. While in
  sunlight, it has disadvantage on attack rolls and ability
  checks.
  Actions
  Multiattack. The bear makes two attacks: one with its
  claws and one with its bite.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 12 (2d6 + 5) slashing damage. If the target
  is a Large or smaller creature, it is grappled (escape DC
  13). Until this grapple ends, the bear can bite only the
  grappled creature and has advantage on attack rolls to
  do so.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6)
  necrotic damage. The target's hit point maximum is
  reduced by an amount equal to the necrotic damage
  taken, and the bear 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.
  
  Walfablang
  Though only rarely referred to by name in ancient texts, the
  walfablang are believed to be the progenitor species to
  doppelgangers, mimics, and changelings. Though their
  abilities might seem primitive in comparison to their
  descendants, these insidious creatures possess far greater
  versatility and range in regards to their transformative
  powers. They are cunning and cruel, hiding among their
  favored prey in plain sight until they can isolate single
  individuals to attack and consume. Though not particularly
  dangerous to a well trained soldier or mercenary in a direct
  confrontation, their talent for stealth and subterfuge make
  them elusive quarry for most monster hunters.
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  Walfablang
  Medium ooze (shapechanger), neutral evil
  Armor Class 13
  Hit Points 55 (10d8 + 10)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 16 (+3) 12 (+1) 12 (+1) 11 (+0) 8 (-1)
  Skills Deception +1, Stealth +5
  Damage Resistances acid
  Damage Immunities piercing, slashing
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 10
  Languages Any one language (usually Common)
  Challenge 1 (200 XP)
  Amorphous. The walfablang can move through a
  space as narrow as 1 inch wide without squeezing.
  Shapechanger. The walfablang can use its action to
  polymorph into a Small or Medium beast or
  humanoid, or back into its true form. Any equipment
  it is wearing or carrying isn’t transformed. The
  walfablang reverts to its true form if it dies.
  In a new form, the walfablang retains its alignment,
  hit points, Hit Dice, ability to speak, proficiencies,
  and Intelligence, Wisdom, and Charisma scores, as
  well as this action. Its statistics and capabilities are
  otherwise replaced by those of the new form, except
  any class features or legendary actions of that form.
  Spider Climb. The walfablang can climb difficult
  surfaces, including upside down on ceilings, without
  needing to make an ability check.
  Actions
  Pseudopod. Melee Weapon Attack: +5 to hit, reach
  10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
  damage plus 3 (1d6) acid damage.
  
  The Walking Corpses of
  Crystal Lake
  Crystal Lake is a small rural town of little note to most
  travelers. With a humble tourist industry thanks to its
  eponymous lake, the quiet lives of the quaint little village seem
  to go on just as uneventfully as they have for decades.
  But beneath the facade of this sleepy hollow lies a dozen
  strange and unexplained mysteries, all sinister in nature.
  Unsolved murders, haunted cabins, and even stories of the
  walking dead are just some instances of the paranormal
  activity rumored to plague the town. While we may never truly
  know why Crystal Lake is beset by such supernatural
  phenomena, it is a clear example of how even the most
  innocent places of the world may be hiding dark secrets.
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  Undead Lake Fireman
  Medium undead, neutral evil
  Armor Class 13 (fire gear scraps)
  Hit Points 45 (6d8 + 18)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (+0)
  16 (+3)
  3 (-4) 6 (-2)
  5 (-3)
  Saving Throws Str +5, Wis +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages Understands the languages of its creator
  but can't speak
  Challenge 1 (200 XP)
  Oxygen Tank. When the fireman is dealt damage by a
  critical hit, its oxygen tank explodes in a burst of
  shrapnel. Each creature within 10 feet of the
  exploding tank must make a DC 15 Dexterity saving
  throw, taking 11 (2d10) piercing damage on a failed
  save, or half as much damage on a successful one.
  The fireman makes this save at disadvantage.
  Reckless. At the start of its turn, the fireman can gain
  advantage on all melee weapon attack rolls during
  that turn, but attack rolls against it have advantage
  until the start of its next turn.
  Siege Monster. The fireman deals double damage to
  objects and structures.
  Undead Fortitude. If damage reduces the fireman to 0
  hit points, it must make a Constitution saving throw
  with a DC of 5 + the damage taken, unless the
  damage is radiant or from a critical hit. On a success,
  the fireman drops to 1 hit point instead.
  Actions
  Fire Axe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 9 (1d12 + 3) slashing damage.
  
  Wolfworms
  Though they are neither wolves nor worms, the so-called
  "wolfworm" is yet another curiosity of the vast Underdark.
  Ravenously hungry, these massive serpent-like creatures
  burrow their way through all but the densest bedrock, leaving
  slim tunnels in their wake. These are in turn often used by
  kobolds and goblins, although only after extensive searching
  to make sure they are definitively abandoned. Wolfworms love
  to ambush smaller creatures from within the earth, using
  their sensitivity to vibrations to locate their quarry and trap
  them in their coils. Capturing a wolfworm alive has still yet to
  be accomplished, and the idea of taming such a creature is
  only just a fantasy.
   
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  Wolfworm
  Huge monstrosity, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 65 (10d12)
  Speed 60 ft., burrow 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 16 (+3) 10 (+0) 1 (-5) 12 (+1) 3 (-4)
  Skills Perception +3, Stealth +5
  Senses darkvision 120 ft., tremorsense 60 ft., passive
  Perception 13
  Languages --
  Challenge 3 (700 XP)
  Keen Senses. The wolfworm has advantage on
  Wisdom (Perception) checks that rely on hearing or
  tremorsense.
  Sunlight Sensitivity. While in sunlight, the wolfworm
  has disadvantage on attack rolls, as well as on
  Wisdom (Perception) checks that rely on sight.
  Tunneler. The wolfworm can burrow through solid
  rock at half its burrow speed and leaves a 5-foot-
  diameter tunnel in its wake.
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one creature. Hit: 12 (2d6 + 5) piercing damage.
  Constrict. Melee Weapon Attack: +7 to hit, reach 5
  ft., one creature. Hit: 14 (2d8 + 5) bludgeoning
  damage, and the target is grappled (escape DC 15).
  Until this grapple ends, the creature is restrained,
  and the wolfworm can't constrict another target.
  
  Wolls
  Wolls are generally amicable fey creatures that live among the
  wide open pastures of the countryside. They offer aid to lost
  travelers, directing them to the nearest towns or trading
  outposts, and ask only for stories in return, perhaps with a hot
  meal. Having one guide you to your destination is said to be a
  blessing from the gods, and that fortune will favor you once
  you reach your goal. Still, wolls can be fickle, and that
  accidentally causing offense to one is not unheard of. Such an
  unfortunate traveler may find their bedroll missing one night,
  their left shoe gone the next, or any number of other
  nuisances and inconveniences that go on until the woll feels
  suitably appeased by their misery. Most wolls would never
  intentionally abandon a lost soul in a truly life-threatening
  situation, however, and will eventually return to guide their
  charge back to civilization at some point.
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  Wendless Woll
  Small fey, chaotic good
  Armor Class 15
  Hit Points 7 (2d6)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2) 20 (+5) 10 (+0) 14 (+2) 14 (+2) 11 (+0)
  Saving Throws Dex +7
  Skills Perception +6, Stealth +7
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Elvish, Sylvan
  Challenge 0 (10 XP)
  Magic Resistance. The woll has advantage on saving
  throws against spells and other magical effects.
  Faultless Navigator. While on the Material Plane, the
  woll has perfect knowledge of its exact location in
  the world, and the most direct path to any landmark,
  civilization, or other destination not hidden against
  scrying or similar magic.
  Actions
  Superior Invisibility. The woll magically turns invisible
  until its concentration ends (as if concentrating on a
  spell). Any equipment the woll wears or carries is
  invisible with it.
  Teleport. The woll magically teleports, along with any
  equipment it is wearing or carrying, up to 30 feet to
  an unoccupied space it can see.
  
  Wereladoo
  Weredaloo are said to appear during festivals and other
  celebrations, blessing the gatherings with their presence and
  granting good luck to all in attendance. Some cultures leave
  offerings of candy balls in hopes of attracting these little
  sprites, warning their children not to steal them for fear of
  being cursed for the rest of their lives. It is believed that the
  wereladoo hide among these candies, watching for any errant
  hands that may attempt to sneak off with a piece. While being
  cursed by one of these fey creatures isn't as dramatic as being
  blinded or left with a black mark, it can have severe and long-
  lasting effects on one's health and happiness over the ensuing
  decades. It is widely understood that it is best to simply leave
  the offerings for those they are intended for.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Wereladoo
  Tiny fey (shapechanger), chaotic good
  Armor Class 12
  Hit Points 3 (1d4 + 1)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4) 14 (+2) 12 (+1) 8 (-1) 10 (+0)
  12 (+1)
  Skills Perception +2, Stealth +4
  Senses darkvision 60 ft., passive Perception 12
  Languages Sylvan
  Challenge 1/4 (50 XP)
  Shapechanger. The wereladoo can use its action to
  polymorph into a 1 inch ball of candy, or back into
  its true form, which is a 3-inch tall humanoid fey
  creature. Its statistics are the same in each form. Any
  equipment it is wearing or carrying isn't transformed.
  It reverts to its true form if it dies.
  False Appearance (Candy Form Only). While the
  wereladoo remains motionless, it is indistinguishable
  from an ordinary candy.
  Wereladoo Mellitus. A humanoid cursed with
  wereladoo mellitus begins showing the following
  symptoms within 24 hours:
  Increased hunger and thirst, causing the afflicted
  to consume twice the amount of food and water
  as normal to feel sated.
  A frequent need to urinate.
  Constant headaches and fatigue. Whenever the
  afflicted gains a level of exhaustion while cursed,
  they gain an additional level of exhaustion.
  The curse lasts until ended with a greater
  restoration spell, a remove curse spell, or similar
  magic. After being cured, the humanoid makes all
  subsequent saving throws against wereladoo mellitus
  at disadvantage.
  Actions
  Bite (Candy Form Only). Melee Weapon Attack: +2 to
  hit, reach 0 ft., one target. Hit: 1 piercing damage. If
  the target is a humanoid, it must succeed on a DC
  11 Constitution saving throw or be cursed with
  wereladoo mellitus.
  Shortsword (Humanoid Form Only). Melee Weapon
  Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4
  + 2) piercing damage.
  
  Werepatters
  The werepatter guild is a dangerous underground alliance of
  spies, informants, and hired killers that maintains a grip over
  much of the continent's urban centers. Though their
  leadership is unknown, the agents apprehended are
  universally changelings, humanoid creatures with the ability
  to perfectly transform into other people. This criminal
  network represents a dire threat to the civilized world, and
  must faced as such. A single one of their operatives in the
  right position could spark a war or topple an empire. Worse
  still, the long game they've been playing at could have already
  resulted in the loss of immeasurable amounts from imperial
  treasuries or invaluable state secrets. Purging the threat from
  our borders is of the utmost importance and must be
  accomplished at any cost.
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  Werepatter
  Medium humanoid (changeling, shapechanger),
  lawful evil
  Armor Class 14
  Hit Points 45 (10d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 18 (+4) 10 (+0) 15 (+2) 12 (+1) 18 (+4)
  Saving Throws Int +4
  Skills Deception +6, Insight +5, Perception +3,
  Persuasion +8
  Senses passive Perception 13
  Languages Any four languages
  Challenge 3 (700 XP)
  Diplomat. The werepatter has advantage on Charisma
  (Persuasion) and Wisdom (Insight) checks made to
  negotiate deals and exchanges. If the werepatter
  spends 1 minute talking to a humanoid that can
  understand it, that humanoid must make a DC 14
  Wisdom (Insight) check or be charmed by the
  werepatter as long as they are within 60 feet and for
  1 minute thereafter. This check automatically
  succeeds if the werepatter or any of its allies are
  fighting the humanoid.
  Shapechanger. The werepatter can use a bonus action
  to physically transform itself into any Medium
  humanoid, or back into its true form. If the
  werepatter transforms itself into a humanoid it has
  seen before, it is indistinguishable from the original
  humanoid. Its statistics are the same in each form,
  and any equipment it is wearing or carrying isn’t
  transformed.
  Sneak Attack (1/Turn). The werepatter deals an extra
  14 (4d6) damage when it hits a target with a weapon
  attack and has advantage on the attack roll, or when
  the target is within 5 feet of an ally of the werepatter
  that isn’t incapacitated and the werepatter doesn’t
  have disadvantage on the attack roll.
  Actions
  Multiattack. The werepatter makes two attacks with
  its dagger.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4
  + 4) piercing damage.
  Reactions
  Unsettling Visage. When a creature the werepatter
  can see makes an attack roll against it, it can use its
  reaction to impose disadvantage on the roll.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Neural Network Monsters Compendium.pdf