TEXT: ANTASTI
  ANTASTIC
  LAIR
  AIRS
  SCOTT FITZGERALD GRAY • JAMES INTROCASO • MICHAEL E. SHEA
  SCOTT FITZGERALD GRAY • JAMES INTROCASO • MICHAEL E. SHEA
  BOSS BATTLES AND CLIMACTIC ENCOUNTERS
  BOSS BATTLES AND CLIMACTIC ENCOUNTERS
  MONSTER
  ONSTER 
  APPENDIX
  PPENDIX
  
  1
  CoCkatriCe HatCHling
  CoCkatriCe HatCHling
  Tiny monstrosity, unaligned
  Armor Class 10
  Hit Points 1 (1d4 − 2)
  Speed 20 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   2 (−4) 
  11 (+0) 
  6 (−2) 
  1 (−5) 
  8 (−1) 
  3 (−4)
  Senses darkvision 30 ft., passive Perception 4
  Languages —
  Challenge 1/8 (25 XP)
  Object Impermanence The hatchling has disadvantage on 
  Wisdom (Perception) checks and a −5 penalty to its passive 
  Wisdom (Perception) score.
  aCtions
  Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. 
  Hit: 1 piercing damage, and the target must succeed on a DC 
  8 Constitution saving throw against being magically petrified. 
  On a failed save, the creature begins to turn to stone and is 
  restrained. It must repeat the saving throw at the end of its next 
  turn. On a success, the effect ends. On a failure, the creature is 
  petrified for 1 minute.
  CAVES OF THE 
  COCKATRICE
  Fey-touCHed CoCkatriCe
  Fey-touCHed CoCkatriCe
  Small monstrosity, unaligned
  Armor Class 11
  Hit Points 27 (6d6 + 6)
  Speed 20 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (−2) 
  12 (+1) 
  12 (+1) 
  2 (−4) 
  13 (+1) 
  5 (−3)
  Skills Stealth +3
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 1 (200 XP)
  Fey-Touched Step The cockatrice can cast the misty step spell as 
  a bonus action, no components required.
  aCtions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 3 (1d4 + 1) piercing damage, and the target must succeed 
  on a DC 11 Constitution saving throw against being magically 
  petrified. On a failed save, the creature begins to turn to stone 
  and is restrained. It must repeat the saving throw at the end of its 
  next turn. On a success, the effect ends. On a failure, the creature 
  is petrified for 24 hours.
  
  2
  animated statues
  animated statues
  Medium construct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  11 (+0) 
  13 (+1) 
  1 (−5) 
  3 (−4) 
  1 (−5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6
  Languages —
  Challenge 1 (200 XP)
  Antimagic Susceptibility. The statue is incapacitated while in 
  the area of an antimagic field. If targeted by dispel magic, the 
  statue must succeed on a Constitution saving throw against the 
  caster’s spell save DC or fall unconscious for 1 minute.
  False Appearance. While the armor remains motionless, it is 
  indistinguishable from a normal statue.
  aCtions
  Multiattack. The statue makes two melee attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) bludgeoning damage.
  kaxon (speCter)
  kaxon (speCter)
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 0 ft., fly 50 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (−5) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  11 (+0)
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Dwarvish, and Undercommon
  Challenge 1 (200 XP)
  Incorporeal Movement. The specter 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.
  Sunlight Sensitivity. While in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  aCtions
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 
  10 Constitution saving throw or its hit point maximum is reduced 
  by an amount equal to the damage taken. This reduction lasts 
  until the creature finishes a long rest. The target dies if this effect 
  reduces its hit point maximum to 0.
  TEMPLE OF THE 
  CENTIPEDE CULT
  
  3
  Cult FanatiC
  Cult FanatiC
  Medium humanoid (any race), any non-good alignment
  Armor Class 13 (leather armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2)
  Skills Deception +4, Persuasion +4, Religion +2
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Dark Devotion. The fanatic has advantage on saving throws 
  against being charmed or frightened.
  Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). 
  The fanatic has the following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): command, inflict wounds, shield of faith
  2nd level (3 slots): hold person, spiritual weapon
  aCtions
  Multiattack. The fanatic makes two melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
  Cultist
  Cultist
  Medium humanoid (any race), any non-good alignment
  Armor Class 12 (leather armor)
  Hit Points 9 (2d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Deception +2, Religion +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Dark Devotion. The cultist has advantage on saving throws 
  against being charmed or frightened.
  aCtions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d6 + 1) slashing damage.
  giant Centipede
  giant Centipede
  Small beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 4 (1d6 + 1)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   5 (−3) 
  14 (+2) 
  12 (+1) 
  1 (−5) 
  7 (−2) 
  3 (−4)
  Senses blindsight 30 ft., passive Perception 8
  Languages —
  Challenge 1/4 (50 XP)
  aCtions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 
  4 (1d4 + 2) piercing damage, and the target must succeed on a 
  DC 11 Constitution saving throw or take 10 (3d6) poison damage. 
  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.
  CHild oF a tHousand legs
  CHild oF a tHousand legs
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 30 (5d8 + 5)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   5 (−3) 
  14 (+2) 
  12 (+1) 
  1 (−5) 
  7 (−2) 
  3 (−4)
  Senses blindsight 30 ft., passive Perception 8
  Languages —
  Challenge 1 (200 XP)
  aCtions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 
  4 (1d4 + 2) piercing damage, and the target must succeed on a 
  DC 11 Constitution saving throw or take 10 (3d6) poison damage. 
  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.
  
  4
  swarm oF inseCts (Centipedes)
  swarm oF inseCts (Centipedes)
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12 (natural armor)
  Hit Points 22 (5d8)
  Speed 20 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (−4) 
  13 (+1) 
  10 (+0) 
  1 (−5) 
  7 (−2) 
  1 (−5)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 8
  Languages —
  Challenge 1/2 (100 XP)
  Poison. A creature reduced to 0 hit points by a swarm of 
  centipedes is stable but poisoned for 1 hour, even after 
  regaining hit points, and paralyzed while poisoned in this way.
  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 insect. 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: 10 (4d4) piercing damage, or 5 (2d4) 
  piercing damage if the swarm has half of its hit points or fewer.
  
  5
  wererat
  wererat
  Medium humanoid (human, shapechanger), lawful evil
  Armor Class 12
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  10 (+0) 
  8 (−1)
  Skills Perception +2, Stealth +4
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks not made with silvered weapons
  Senses darkvision 60 ft. (rat form only), passive Perception 12
  Languages Common (can’t speak in rat form)
  Challenge 2 (450 XP)
  Shapechanger. The wererat can use its action to polymorph into 
  a rat-humanoid hybrid or into a giant rat, or back into its true 
  form, which is humanoid. Its statistics, other than its size, are the 
  same in each form. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it dies.
  Keen Smell. The wererat has advantage on Wisdom (Perception) 
  checks that rely on smell.
  aCtions
  Multiattack (Humanoid or Hybrid Form Only). The wererat 
  makes two attacks, only one of which can be a bite.
  Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the 
  target is a humanoid, it must succeed on a DC 11 Constitution 
  saving throw or be cursed with wererat lycanthropy.
  Shortsword (Humanoid or Hybrid Form Only). Melee 
  Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage.
  Hand Crossbow (Humanoid or Hybrid Form Only). Ranged 
  Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 
  + 2) piercing damage.
  Berserker
  Berserker
  Medium humanoid (any race), any chaotic alignment
  Armor Class 13 (hide armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (−1) 
  11 (+0) 
  9 (−1)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that turn, 
  but attack rolls against it have advantage until the start of its 
  next turn.
  aCtions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 9 (1d12 + 3) slashing damage.
  Bandit
  Bandit
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 12 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  aCtions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  THE LAIR OF  
  LORD WHISKERS
  
  6
  spy
  spy
  Medium humanoid (any race), any alignment
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3)
  Skills Deception +5, Insight +4, Investigation +5, Perception +6, 
  Persuasion +5, Sleight of Hand +4, Stealth +4
  Senses passive Perception 16
  Languages any two languages
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the spy can use a bonus 
  action to take the Dash, Disengage, or Hide action.
  Sneak Attack. Once per turn, the spy deals an extra 7 (2d6) 
  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 spy that isn’t incapacitated and the spy doesn’t 
  have disadvantage on the attack roll.
  aCtions
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  swarm oF rats
  swarm oF rats
  Medium swarm of Tiny beasts, unaligned
  Armor Class 10
  Hit Points 24 (7d8 − 7)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (−1) 
  11 (+0) 
  9 (−1) 
  2 (−4) 
  10 (+0) 
  3 (−4)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Keen Smell. The swarm has advantage on Wisdom (Perception) 
  checks that rely on smell.
  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 rat. The swarm can’t regain hit points or gain 
  temporary hit points.
  aCtions
  Bites. Melee Weapon Attack: +2 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.
  otyugH
  otyugH
  Large aberration, neutral
  Armor Class 14 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  11 (+0) 
  19 (+4) 
  6 (−2) 
  13 (+1) 
  6 (−2)
  Saving Throws Con +7
  Senses darkvision 120 ft., passive Perception 11
  Languages Otyugh
  Challenge 5 (1,800 XP)
  Limited Telepathy. The otyugh can magically transmit simple 
  messages and images to any creature within 120 feet of it that 
  can understand a language. This form of telepathy doesn’t allow 
  the receiving creature to telepathically respond.
  aCtions
  Multiattack. The otyugh makes three attacks: one with its bite 
  and two with its tentacles.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  12 (2d8 + 3) piercing damage. If the target is a creature, it must 
  succeed on a DC 15 Constitution saving throw against disease 
  or become poisoned until the disease is cured. Every 24 hours 
  that elapse, the target must repeat the saving throw, reducing its 
  hit point maximum by 5 (1d10) on a failure. The disease is cured 
  on a success. The target dies if the disease reduces its hit point 
  maximum to 0. This reduction to the target’s hit point maximum 
  lasts until the disease is cured.
  Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing 
  damage. If the target is Medium or smaller, it is grappled (escape 
  DC 13) and restrained until the grapple ends. The otyugh has 
  two tentacles, each of which can grapple one target.
  Tentacle Slam. The otyugh slams creatures grappled by it 
  into each other or a solid surface. Each creature must succeed 
  on a DC 14 Constitution saving throw or take 10 (2d6 + 3) 
  bludgeoning damage and be stunned until the end of the 
  otyugh’s next turn. On a successful save, the target takes half the 
  bludgeoning damage and isn’t stunned.
  
  7
  gray ooze
  gray ooze
  Medium ooze, unaligned
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 10 ft., climb 10 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  6 (−2) 
  16 (+3) 
  1 (−5) 
  6 (−2) 
  2 (−4)
  Skills Stealth +2
  Damage Resistances acid, cold, fire
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8
  Languages —
  Challenge 1/2 (100 XP)
  Amorphous. The ooze can move through a space as narrow as 1 
  inch wide without squeezing.
  Corrode Metal. Any nonmagical weapon made of metal that 
  hits the ooze corrodes. After dealing damage, the weapon takes 
  a permanent and cumulative −1 penalty to damage rolls. If its 
  penalty drops to −5, the weapon is destroyed. Nonmagical 
  ammunition made of metal that hits the ooze is destroyed after 
  dealing damage. 
   The ooze can eat through 2-inch-thick, nonmagical metal 
  in 1 round.
  False Appearance. While the ooze remains motionless, it is 
  indistinguishable from an oily pool or wet rock.
  aCtions
  Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid 
  damage, and if the target is wearing nonmagical metal armor, its 
  armor is partly corroded and takes a permanent and cumulative 
  −1 penalty to the AC it offers. The armor is destroyed if the 
  penalty reduces its AC to 10.
  gHoul
  gHoul
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  15 (+2) 
  10 (+0) 
  7 (−2) 
  10 (+0) 
  6 (−2)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  aCtions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 
  9 (2d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  7 (2d4 + 2) slashing damage. If the target is a creature other than 
  an elf or undead, it must succeed on a DC 10 Constitution saving 
  throw or be paralyzed for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success.
  LAST CALL AT 
  NEVERMIND
  
  8
  Bandit Captain
  Bandit Captain
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 15 (studded leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2)
  Saving Throws Str +4, Dex +5, Wis +2
  Skills Athletics +4, Deception +4
  Senses passive Perception 10
  Languages any two languages
  Challenge 2 (450 XP)
  aCtions
  Multiattack. The captain makes three melee attacks: two with 
  its scimitar and one with its dagger. Or the captain makes two 
  ranged attacks with its daggers.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  reaCtions
  Parry. The captain adds 2 to its AC against one melee attack that 
  would hit it. To do so, the captain must see the attacker and be 
  wielding a melee weapon.
  Berserker
  Berserker
  Medium humanoid (any race), any chaotic alignment
  Armor Class 13 (hide armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (−1) 
  11 (+0) 
  9 (−1)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that turn, 
  but attack rolls against it have advantage until the start of its 
  next turn.
  aCtions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 9 (1d12 + 3) slashing damage.
  Bandit
  Bandit
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 12 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  aCtions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  spy
  spy
  Medium humanoid (any race), any alignment
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3)
  Skills Deception +5, Insight +4, Investigation +5, Perception +6, 
  Persuasion +5, Sleight of Hand +4, Stealth +4
  Senses passive Perception 16
  Languages any two languages
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the spy can use a bonus 
  action to take the Dash, Disengage, or Hide action.
  Sneak Attack. Once per turn, the spy deals an extra 7 (2d6) 
  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 spy that isn’t incapacitated and the spy doesn’t 
  have disadvantage on the attack roll.
  aCtions
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  
  9
  swarm oF Quippers
  swarm oF Quippers
  Medium swarm of Tiny beasts, unaligned
  Armor Class 13
  Hit Points 28 (8d8 − 8)
  Speed 0 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  16 (+3) 
  9 (−1) 
  1 (−5) 
  7 (−2) 
  2 (−4)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1 (200 XP)
  Blood Frenzy. The swarm has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points.
  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 quipper. The swarm can’t regain hit points or 
  gain temporary hit points.
  Water Breathing. The swarm can breathe only underwater.
  aCtions
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature 
  in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) 
  piercing damage if the swarm has half of its hit points or fewer.
  giant sCorpion
  giant sCorpion
  Large beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 52 (7d10 + 14)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  13 (+1) 
  15 (+2) 
  1 (−5) 
  9 (−1) 
  3 (−4)
  Senses blindsight 60 ft., passive Perception 9
  Languages —
  Challenge 3 (700 XP)
  aCtions
  Multiattack. The scorpion makes three attacks: two with its 
  claws and one with its sting.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8 + 2) bludgeoning damage, and the target is grappled 
  (escape DC 12). The scorpion has two claws, each of which can 
  grapple only one target.
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 
  12 Constitution saving throw, taking 22 (4d10) poison damage 
  on a failed save, or half as much damage on a successful one.
  CroCodile
  CroCodile
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 19 (3d10 + 3)
  Speed 20 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  10 (+0) 
  13 (+1) 
  2 (−4) 
  10 (+0) 
  5 (−3)
  Skills Stealth +2
  Senses passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Hold Breath. The crocodile can hold its breath for 15 minutes.
  aCtions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 
  7 (1d10 + 2) piercing damage, and the target is grappled (escape 
  DC 12). Until this grapple ends, the target is restrained, and the 
  crocodile can’t bite another target.
  NATURE’S 
  RAGE
  
  10
  lion
  lion
  Large beast, unaligned
  Armor Class 12
  Hit Points 26 (4d10 + 4)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  15 (+2) 
  13 (+1) 
  3 (−4) 
  12 (+1) 
  8 (−1)
  Skills Perception +3, Stealth +6
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Keen Smell. The lion has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Pack Tactics. The lion has advantage on an attack roll against 
  a creature if at least one of the lion’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Pounce. If the lion 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 lion can make one bite 
  attack against it as a bonus action.
  Running Leap. With a 10-foot running start, the lion can long 
  jump up to 25 feet.
  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.
  ape
  ape
  Medium beast, unaligned
  Armor Class 12
  Hit Points 19 (3d8 + 6)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  14 (+2) 
  6 (−2) 
  12 (+1) 
  7 (−2)
  Skills Athletics +5, Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 1/2 (100 XP)
  aCtions
  Multiattack. The ape makes two fist attacks.
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 + 3) bludgeoning damage.
  Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage.
  poisonous snake
  poisonous snake
  Tiny beast, unaligned
  Armor Class 13
  Hit Points 2 (1d4)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   2 (−4) 
  16 (+3) 
  11 (+0) 
  1 (−5) 
  10 (+0) 
  3 (−4)
  Senses blindsight 10 ft., passive Perception 10
  Languages —
  Challenge 1/8 (25 XP)
  aCtions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 
  piercing damage, and the target must make a DC 10 Constitution 
  saving throw, taking 5 (2d4) poison damage on a failed save, or 
  half as much damage on a successful one.
  rHinoCeros
  rHinoCeros
  Large beast, unaligned
  Armor Class 11 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  8 (−1) 
  15 (+2) 
  2 (−4) 
  12 (+1) 
  6 (−2)
  Senses passive Perception 11
  Languages —
  Challenge 2 (450 XP)
  Charge. If the rhinoceros moves at least 20 feet straight toward 
  a target and then hits it with a gore attack on the same turn, the 
  target takes an extra 9 (2d8) bludgeoning damage. If the target is 
  a creature, it must succeed on a DC 15 Strength saving throw or 
  be knocked prone.
  aCtions
  Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  14 (2d8 + 5) bludgeoning damage.
  
  11
  elepHant
  elepHant
  Huge beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 76 (8d12 + 24)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  9 (−1) 
  17 (+3) 
  3 (−4) 
  11 (+0) 
  6 (−2)
  Senses passive Perception 10
  Languages —
  Challenge 4 (1,100 XP)
  Trampling Charge. If the elephant moves at least 20 feet straight 
  toward a creature and then hits it with a gore attack on the same 
  turn, that target must succeed on a DC 12 Strength saving throw 
  or be knocked prone. If the target is prone, the elephant can 
  make one stomp attack against it as a bonus action.
  aCtions
  Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  19 (3d8 + 6) piercing damage.
  Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone 
  creature. Hit: 22 (3d10 + 6) bludgeoning damage.
  swarm oF inseCts (spiders)
  swarm oF inseCts (spiders)
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12 (natural armor)
  Hit Points 22 (5d8)
  Speed 20 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (−4) 
  13 (+1) 
  10 (+0) 
  1 (−5) 
  7 (−2) 
  1 (−5)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 8
  Languages —
  Challenge 1/2 (100 XP)
  Spider Climb. The swarm can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an 
  ability check.
  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 insect. The swarm can’t regain hit points or 
  gain temporary hit points.
  Web Sense. While in contact with a web, the swarm knows 
  the exact location of any other creature in contact with 
  the same web.
  Web Walker. The swarm ignores movement restrictions caused 
  by webbing.
  aCtions
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target 
  in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) 
  piercing damage if the swarm has half of its hit points or fewer.
  swarm oF poisonous snakes
  swarm oF poisonous snakes
  Medium swarm of Tiny beasts, unaligned
  Armor Class 14
  Hit Points 36 (8d8)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (−1) 
  18 (+4) 
  11 (+0) 
  1 (−5) 
  10 (+0) 
  3 (−4)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 10
  Languages —
  Challenge 2 (450 XP)
  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 snake. The swarm can’t regain hit points or 
  gain temporary hit points.
  aCtions
  Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature 
  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. 
  The target must make a DC 10 Constitution saving throw, taking 
  14 (4d6) poison damage on a failed save, or half as much damage 
  on a successful one.
  
  12
  Brown Bear
  Brown Bear
  Large beast, unaligned
  Armor Class 11 (natural armor)
  Hit Points 34 (4d10 + 12)
  Speed 40 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  10 (+0) 
  16 (+3) 
  2 (−4) 
  13 (+1) 
  7 (−2)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Keen Smell. The bear has advantage on Wisdom (Perception) 
  checks that rely on smell.
  aCtions
  Multiattack. The bear makes two attacks: one with its bite and 
  one with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 
  (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage.
  dire wolF
  dire wolF
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 37 (5d10 + 10)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  15 (+2) 
  15 (+2) 
  3 (−4) 
  12 (+1) 
  7 (−2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  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.
  aCtions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) piercing damage. If the target is a creature, it must 
  succeed on a DC 13 Strength saving throw or be knocked prone.
  Carese itel
  Carese itel
  Medium humanoid (human), neutral evil
  Armor Class 11 (16 with barkskin)
  Hit Points 100 (18d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  12 (+1) 
  13 (+1) 
  12 (+1) 
  15 (+2) 
  11 (+0)
  Skills Medicine +4, Nature +3, Perception +4
  Senses passive Perception 14
  Languages Common, Druidic, Sylvan
  Challenge 4 (1,100 XP)
  Quick Change. While in an area in which she has cast her ritual, 
  Carese can use her Change Shape action as a bonus action.
  Spellcasting. Carese is a 4th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). 
  She has the following druid spells prepared:
  Cantrips (at will): druidcraft, produce flame, shillelagh
  1st level (4 slots): entangle, longstrider, speak with animals, 
  thunderwave
  2nd level (3 slots): animal messenger, barkskin
  aCtions
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 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.
  Change Shape (2/Day). Carese magically polymorphs into 
  a beast with a challenge rating of 1 or less, and can remain 
  in this form for up to 2 hours. She can choose whether her 
  equipment falls to the ground, melds with her new form, or is 
  worn by the new form. She reverts to her true form if she dies 
  or falls unconscious. Carese can revert to her true form using a 
  bonus action on her turn. 
   While in a new form, Carese retains her game statistics and 
  her ability to speak, but her AC, movement modes, Strength and 
  Dexterity are replaced by those of the new form, and she gains 
  any special senses, proficiencies, traits, actions, and reactions 
  (except class features, legendary actions, and lair actions) that 
  the new form has but that she lacks. She cannot cast spells with 
  verbal or somatic components in her new form.
  
  13
  giant Hyena
  giant Hyena
  Large beast, unaligned
  Armor Class 12
  Hit Points 45 (6d10 + 12)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  14 (+2) 
  2 (−4) 
  12 (+1) 
  7 (−2)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Rampage. When the hyena reduces a creature to 0 hit points 
  with a melee attack on its turn, the hyena can take a bonus 
  action to move up to half its speed and make a bite attack.
  aCtions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) piercing damage.
  giant oCtopus
  giant oCtopus
  Large beast, unaligned
  Armor Class 11
  Hit Points 52 (8d10 + 8)
  Speed 10 ft., swim 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  13 (+1) 
  13 (+1) 
  4 (−3) 
  10 (+0) 
  4 (−3)
  Skills Perception +4, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 1 (200 XP)
  Hold Breath. While out of water, the octopus can hold its breath 
  for 1 hour.
  Underwater Camouflage. The octopus has advantage on 
  Dexterity (Stealth) checks made while underwater.
  Water Breathing. The octopus can breathe only underwater.
  aCtions
  Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a 
  creature, it is grappled (escape DC 16). Until this grapple ends, 
  the target is restrained, and the octopus can’t use its tentacles 
  on another target.
  Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-
  radius cloud of ink extends all around the octopus if it is 
  underwater. The area is heavily obscured for 1 minute, although 
  a significant current can disperse the ink. After releasing the ink, 
  the octopus can use the Dash action as a bonus action.
  giant eagle
  giant eagle
  Large beast, neutral good
  Armor Class 13
  Hit Points 26 (4d10 + 4)
  Speed 10 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  17 (+3) 
  13 (+1) 
  8 (−1) 
  14 (+2) 
  10 (+0)
  Skills Perception +4
  Senses passive Perception 14
  Languages Giant Eagle, understands Common and Auran but 
  can’t speak them
  Challenge 1 (200 XP)
  Keen Sight. The eagle has advantage on Wisdom (Perception) 
  checks that rely on sight.
  aCtions
  Multiattack. The eagle makes two attacks: one with its beak and 
  one with its talons.
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) piercing damage.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage.
  
  14
  Fire smelter koBold
  Fire smelter koBold
  Small humanoid (kobold), neutral
  Armor Class 15 (natural armor, shield)
  Hit Points 22 (5d6 + 5)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  10 (+0) 
  13 (+1) 
  12 (+1) 
  12 (+1) 
  7 (−2)
  Skills Perception +3, Stealth +4, Survival +5
  Damage Resistances fire
  Senses passive Perception 13
  Languages Draconic
  Challenge 1/2 (100 XP)
  aCtions
  Multiattack. The Fire Smelter kobold makes two melee attacks, 
  each one with a different weapon.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage.
  Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 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.
  Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  ASHSNARL’S  
  SECRETS
  meCHaniCal dog
  meCHaniCal dog
  Medium construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 45 (7d8 + 14)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  12 (+1) 
  14 (+2) 
  6 (−2) 
  13 (+1) 
  6 (−2)
  Skills Perception +5
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Draconic but can’t speak it
  Challenge 3 (700 XP)
  Pack Tactics. The hound has advantage on an attack roll against 
  a creature if at least one of the hound’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated.
  aCtions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
  Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot 
  cone. Each creature in that area must make a DC 12 Dexterity 
  saving throw, taking 21 (6d6) fire damage on a failed save, or half 
  as much damage on a successful one.
  
  15
  lady tHarandra everFlame
  lady tHarandra everFlame
  Medium humanoid (human), chaotic evil
  Armor Class 18 (plate)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2)
  Saving Throws Con +4, Wis +2
  Damage Resistances fire
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  Languages Common, Draconic
  Challenge 5 (1,800 XP)
  Brave. Tharandra has advantage on saving throws against being 
  frightened.
  aCtions
  Multiattack. Tharandra makes two melee attacks.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage.
  Fire Breath (Recharge 5–6). Tharandra exhales fire in a 15-foot 
  cone. Each creature in that area must make a DC 15 Dexterity 
  saving throw, taking 24 (7d6) fire damage on a failed save, or half 
  as much damage on a successful one.
  Leadership (Recharges after a Short or Long Rest). For 1 
  minute, Tharandra can utter a special command or warning 
  whenever a nonhostile creature that she can see within 30 
  feet of her makes an attack roll or a saving throw. The creature 
  can add a d4 to its roll provided it can hear and understand 
  Tharandra. A creature can benefit from only one Leadership die 
  at a time. This effect ends if Tharandra is incapacitated.
  reaCtions
  Parry. Tharandra adds 2 to her AC against one melee attack 
  that would hit her. To do so, she must see the attacker and be 
  wielding a melee weapon.
  
  16
  auntie BlistermoutH
  auntie BlistermoutH
  Medium fiend, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 165 (22d8 + 66)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  16 (+3) 
  16 (+3) 
  14 (+2) 
  16 (+3)
  Skills Deception +7, Insight +6, Perception +6, Stealth +6
  Damage Resistances cold, fire; bludgeoning, piercing, 
  and slashing from nonmagical attacks not made with 
  silvered weapons
  Condition Immunities charmed
  Senses darkvision 120 ft., passive Perception 16
  Languages Abyssal, Common, Infernal, Primordial
  Challenge 5 (1,800 XP)
  Special Equipment. Auntie Blistermouth wears an apron that 
  functions as a cape of the mountebank.
  Innate Spellcasting. Auntie Blistermouth’s innate spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell attacks). 
  She can innately cast the following spells, requiring no material 
  components:
  At will: detect magic, magic missile
  2/day each: plane shift (self only), ray of enfeeblement, sleep
  Magic Resistance. Auntie Blistermouth has advantage on saving 
  throws against spells and other magical effects.
  aCtions
  Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 + 4) slashing damage.
  Change Shape. Auntie Blistermouth magically polymorphs into 
  a Small or Medium female humanoid, or back into her true form. 
  Her statistics are the same in each form. Any equipment she is 
  wearing or carrying isn’t transformed. She reverts to her true 
  form if she dies.
  Etherealness. Auntie Blistermouth magically enters the Ethereal 
  Plane from the Material Plane, or vice versa. To do so, the hag 
  must have a heartstone in her possession.
  Nightmare Haunting (1/Day). While on the Ethereal Plane, 
  Auntie Blistermouth magically touches a sleeping humanoid on 
  the Material Plane. A protection from evil and good spell cast on 
  the target prevents this contact, as does a magic circle. As long 
  as the contact persists, the target has dreadful visions. If these 
  visions last for at least 1 hour, the target gains no benefit from 
  its rest, and its hit point maximum is reduced by 5 (1d10). If this 
  effect reduces the target’s hit point maximum to 0, the target 
  dies, and if the target was evil, its soul is trapped in the hag’s soul 
  bag. The reduction to the target’s hit point maximum lasts until 
  removed by the greater restoration spell or similar magic.
  STICKY 
  TOFFEE
  CHoColate pudding
  CHoColate pudding
  Large ooze, unaligned
  Armor Class 7
  Hit Points 130 (15d10 + 45)
  Speed 20 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  5 (−3) 
  16 (+3) 
  1 (−5) 
  6 (−2) 
  1 (−5)
  Damage Immunities acid, cold, lightning, slashing
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8
  Languages —
  Challenge 4 (1,100 XP)
  Amorphous. The pudding can move through a space as narrow 
  as 1 inch wide without squeezing.
  Corrosive Form. A creature that touches the pudding or hits it 
  with a melee attack while within 5 feet of it takes 4 (1d8) acid 
  damage. Any nonmagical weapon made of metal or wood that 
  hits the pudding corrodes. After dealing damage, the weapon 
  takes a permanent and cumulative −1 penalty to damage rolls. 
  If its penalty drops to −5, the weapon is destroyed. Nonmagical 
  ammunition made of metal or wood that hits the pudding is 
  destroyed after dealing damage. 
   The pudding can eat through 2-inch-thick, nonmagical wood 
  or metal in 1 round.
  Spider Climb. The pudding 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 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid 
  damage. In addition, nonmagical armor worn by the target 
  is partly dissolved and takes a permanent and cumulative −1 
  penalty to the AC it offers. The armor is destroyed if the penalty 
  reduces its AC to 10.
  reaCtions
  Split. When a pudding that is Medium or larger is subjected to 
  lightning or slashing damage, it splits into two new puddings if it 
  has at least 10 hit points. Each new pudding has hit points equal 
  to half the original pudding’s, rounded down. New puddings are 
  one size smaller than the original pudding.
  
  17
  toFFee golem
  toFFee golem
  Medium construct, neutral
  Armor Class 9
  Hit Points 93 (11d8 + 44)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  9 (−1) 
  18 (+4) 
  6 (−2) 
  10 (+0) 
  5 (−3)
  Damage Immunities lightning, poison; bludgeoning, piercing, 
  and slashing from nonmagical attacks not made with 
  adamantine weapons
  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)
  Berserk. Whenever the golem starts its turn with 40 hit points 
  or fewer, roll a d6. On a 6, the golem goes berserk. On each of 
  its turns while berserk, the golem attacks the nearest creature it 
  can see. If no creature is near enough to move to and attack, the 
  golem attacks an object, with preference for an object smaller 
  than itself. Once the golem goes berserk, it continues to do so 
  until it is destroyed or regains all its hit points. 
   The golem’s creator, if within 60 feet of the berserk golem, can 
  try to calm it by speaking firmly and persuasively. The golem 
  must be able to hear its creator, who must take an action to 
  make a DC 15 Charisma (Persuasion) check. If the check succeeds, 
  the golem ceases being berserk. If it takes damage while still at 
  40 hit points or fewer, the golem might go berserk again.
  Aversion of Cold. If the golem takes cold damage, it has 
  disadvantage on attack rolls and ability checks until the end of 
  its next turn.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Lightning Absorption. Whenever the golem is subjected to 
  lightning damage, it takes no damage and instead regains a 
  number of hit points equal to the lightning damage dealt.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  aCtions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) bludgeoning damage.
  toFFee imp
  toFFee imp
  Small construct, neutral evil
  Armor Class 11
  Hit Points 22 (5d6 + 5)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (−1) 
  12 (+1) 
  12 (+1) 
  7 (−2) 
  10 (+0) 
  10 (+0)
  Skills Stealth +3
  Damage Vulnerabilities cold
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan, Terran
  Challenge 1/2 (100 XP)
  Hag Bond. The toffee imp collapses back to harmless toffee if 
  Auntie Blistermouth is destroyed.
  Death Burst. When the imp dies, it explodes in a burst of boiling 
  toffee. Each creature within 5 feet of it must make a DC 11 
  Dexterity saving throw, taking 7 (2d6) fire damage on a failed 
  save, or half as much damage on a successful one.
  False Appearance. While the imp remains motionless, it is 
  indistinguishable from an ordinary mound of magma.
  Innate Spellcasting (1/Day). The imp can innately cast heat 
  metal (spell save DC 10), requiring no material components. Its 
  innate spellcasting ability is Charisma.
  aCtions
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
  Fire Breath (Recharge 6). The imp exhales a 15-foot cone of fire. 
  Each creature in that area must make a DC 11 Dexterity saving 
  throw, taking 7 (2d6) fire damage on a failed save, or half as 
  much damage on a successful one.
  
  18
  taFFy mound
  taFFy mound
  Large construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 136 (16d10 + 48)
  Speed 20 ft., swim 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  8 (−1) 
  16 (+3) 
  5 (−3) 
  10 (+0) 
  5 (−3)
  Skills Stealth +2
  Damage Resistances cold, fire
  Damage Immunities lightning
  Condition Immunities blinded, deafened, exhaustion
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 10
  Languages —
  Challenge 5 (1,800 XP)
  Lightning Absorption. Whenever the taffy mound is subjected 
  to lightning damage, it takes no damage and regains a number 
  of hit points equal to the lightning damage dealt.
  aCtions
  Multiattack. The taffy mound makes two slam attacks. If both 
  attacks hit a Medium or smaller target, the target is grappled 
  (escape DC 14), and the taffy mound uses its Engulf on it.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) bludgeoning damage.
  Engulf. The taffy mound engulfs a Medium or smaller creature 
  grappled by it. The engulfed target is blinded, restrained, and 
  unable to breathe, and it must succeed on a DC 14 Constitution 
  saving throw at the start of each of the mound’s turns or take 
  13 (2d8 + 4) bludgeoning damage. If the mound moves, the 
  engulfed target moves with it. The mound can have only one 
  creature engulfed at a time.
  
  19
  air elemental
  air elemental
  Large elemental, neutral
  Armor Class 15
  Hit Points 90 (12d10 + 24)
  Speed 0 ft., fly 90 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  20 (+5) 
  14 (+2) 
  6 (−2) 
  10 (+0) 
  6 (−2)
  Damage Resistances lightning, thunder; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran
  Challenge 5 (1,800 XP)
  Air 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.
  aCtions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  14 (2d8 + 5) bludgeoning damage.
  Whirlwind (Recharge 4–6). Each creature in the elemental’s 
  space must make a DC 13 Strength saving throw. On a failure, a 
  target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 
  feet away from the elemental in a random direction and knocked 
  prone. If a thrown target strikes an object, such as a wall or floor, 
  the target takes 3 (1d6) bludgeoning damage for every 10 feet 
  it was thrown. If the target is thrown at another creature, that 
  creature must succeed on a DC 13 Dexterity saving throw or take 
  the same damage and be knocked prone. 
   If the saving throw is successful, the target takes half the 
  bludgeoning damage and isn’t flung away or knocked prone.
  FlesH golem
  FlesH golem
  Medium construct, neutral
  Armor Class 9
  Hit Points 93 (11d8 + 44)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  9 (−1) 
  18 (+4) 
  6 (−2) 
  10 (+0) 
  5 (−3)
  Damage Immunities lightning, poison; bludgeoning, piercing, 
  and slashing from nonmagical attacks not made with 
  adamantine weapons
  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)
  Berserk. Whenever the golem starts its turn with 40 hit points 
  or fewer, roll a d6. On a 6, the golem goes berserk. On each of 
  its turns while berserk, the golem attacks the nearest creature it 
  can see. If no creature is near enough to move to and attack, the 
  golem attacks an object, with preference for an object smaller 
  than itself. Once the golem goes berserk, it continues to do so 
  until it is destroyed or regains all its hit points. 
   The golem’s creator, if within 60 feet of the berserk golem, can 
  try to calm it by speaking firmly and persuasively. The golem 
  must be able to hear its creator, who must take an action to 
  make a DC 15 Charisma (Persuasion) check. If the check succeeds, 
  the golem ceases being berserk. If it takes damage while still at 
  40 hit points or fewer, the golem might go berserk again.
  Aversion of Fire. If the golem takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the end of 
  its next turn.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Lightning Absorption. Whenever the golem is subjected to 
  lightning damage, it takes no damage and instead regains a 
  number of hit points equal to the lightning damage dealt.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  aCtions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) bludgeoning damage.
  Thunder Javelin. Ranged Spell Attack: +7 to hit, range 120 ft., one 
  target. Hit: 22 (4d10) thunder damage.
  BUMPY  
  RIDE
  
  20
  transparent ooze
  transparent ooze
  Large ooze, unaligned
  Armor Class 6
  Hit Points 84 (8d10 + 40)
  Speed 15 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  3 (−4) 
  20 (+5) 
  1 (−5) 
  6 (−2) 
  1 (−5)
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone
  Damage Immunities lightning
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8
  Languages —
  Challenge 2 (450 XP)
  Amorphous. The ooze can move through a space as narrow as 1 
  inch wide without squeezing.
  Volumetric Ooze. The ooze takes up its entire space. Other 
  creatures can enter the space, but a creature that does so is 
  subjected to the ooze’s Engulf and has disadvantage on the 
  saving throw. 
   Creatures inside the ooze can be seen but have total cover. 
   A creature within 5 feet of the ooze can take an action to pull a 
  creature or object out of the ooze. Doing so requires a successful 
  DC 12 Strength check, and the creature making the attempt 
  takes 10 (3d6) acid damage. 
   The ooze can hold only one Large creature or up to four 
  Medium or smaller creatures inside it at a time.
  Transparent. Even when the ooze is in plain sight, it takes a 
  successful DC 15 Wisdom (Perception) check to spot an ooze that 
  has neither moved nor attacked. A creature that tries to enter the 
  ooze’s space while unaware of the ooze is surprised by the ooze.
  aCtions
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) acid damage.
  Engulf. The ooze moves up to its speed. While doing so, it can 
  enter Large or smaller creatures’ spaces. Whenever the ooze 
  enters a creature’s space, the creature must make a DC 12 
  Dexterity saving throw. 
   On a successful save, the creature can choose to be pushed 5 
  feet back or to the side of the cube. A creature that chooses not 
  to be pushed suffers the consequences of a failed saving throw. 
   On a failed save, the cube enters the creature’s space, and 
  the creature takes 10 (3d6) acid damage and is engulfed. The 
  engulfed creature can’t breathe, is restrained, and takes 21 (6d6) 
  acid damage at the start of each of the cube’s turns. When the 
  cube moves, the engulfed creature moves with it. 
   An engulfed creature can try to escape by taking an action to 
  make a DC 12 Strength check. On a success, the creature escapes 
  and enters a space of its choice within 5 feet of the cube.
  ezzinal de karaBas
  ezzinal de karaBas
  Medium humanoid (human), lawful evil
  Armor Class 12 (15 with mage armor)
  Hit Points 72 (16d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages Auran, Common, Draconic, Elvish
  Challenge 6 (2,300 XP)
  Spellcasting. Ezzinal is a 9th-level spellcaster. His spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). He has the following wizard spells prepared:
  Cantrips (at will): fire bolt, mage hand, prestidigitation, 
  shocking grasp
  1st level (4 slots): mage armor, magic missile, shield, thunderwave
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fly, lightning bolt
  4th level (3 slots): blight, greater invisibility
  5th level (1 slot): cone of cold
  aCtions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  
  21
  doppelganger
  doppelganger
  Medium monstrosity (shapechanger), neutral
  Armor Class 14
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
  14 (+2)
  Skills Deception +6, Insight +3
  Condition Immunities charmed
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Shapechanger. The doppelganger can use its action to 
  polymorph into a Small or Medium humanoid it has seen, or 
  back into its true form. Its statistics, other than its size, are the 
  same in each form. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it dies.
  Ambusher. The doppelganger has advantage on attack rolls 
  against any creature it has surprised.
  Surprise Attack. If the doppelganger surprises a creature and 
  hits it with an attack during the first round of combat, the target 
  takes an extra 10 (3d6) damage from the attack.
  aCtions
  Multiattack. The doppelganger makes two melee attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  7 (1d6 + 4) bludgeoning damage.
  Read Thoughts. The doppelganger magically reads the surface 
  thoughts of one creature within 60 feet of it. The effect can 
  penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 
  inches of metal, or a thin sheet of lead blocks it. While the target 
  is in range, the doppelganger can continue reading its thoughts, 
  as long as the doppelganger’s concentration isn’t broken (as if 
  concentrating on a spell). While reading the target’s mind, the 
  doppelganger has advantage on Wisdom (Insight) and Charisma 
  (Deception, Intimidation, and Persuasion) checks against 
  the target.
  veteran
  veteran
  Medium humanoid (any race), any alignment
  Armor Class 17 (splint)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Athletics +5, Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  aCtions
  Multiattack. The veteran makes two longsword attacks. If it has 
  a shortsword drawn, it can also make a shortsword attack.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing 
  damage if used with two hands.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
  THE  
  LAMIA JOB
  
  22
  wereBear
  wereBear
  Medium humanoid (human, shapechanger), neutral good
  Armor Class 10 in humanoid form, 11 (natural armor) in bear and 
  hybrid form
  Hit Points 135 (18d8 + 54)
  Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  10 (+0) 
  17 (+3) 
  11 (+0) 
  12 (+1) 
  12 (+1)
  Skills Perception +7
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks not made with silvered weapons
  Senses passive Perception 17
  Languages Common (can’t speak in bear form)
  Challenge 5 (1,800 XP)
  Shapechanger. The werebear can use its action to polymorph 
  into a Large bear-humanoid hybrid or into a Large bear, or back 
  into its true form, which is humanoid. Its statistics, other than 
  its size and AC, 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.
  Keen Smell. The werebear has advantage on Wisdom 
  (Perception) checks that rely on smell.
  aCtions
  Multiattack. In bear form, the werebear makes two claw attacks. 
  In humanoid form, it makes two greataxe attacks. In hybrid form, 
  it can attack like a bear or a humanoid.
  Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the 
  target is a humanoid, it must succeed on a DC 14 Constitution 
  saving throw or be cursed with werebear lycanthropy.
  Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
  Greataxe (Humanoid or Hybrid Form Only). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) 
  slashing damage.
  mage
  mage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). The mage has the following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation
  1st level (4 slots): detect magic, mage armor, magic missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  aCtions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  
  23
  ignatior
  ignatior
  Large dragon, chaotic good
  Armor Class 17 (natural armor)
  Hit Points 110 (13d10 + 39)
  Speed 40 ft., burrow 20 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  10 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  15 (+2)
  Saving Throws Dex +3, Con +6, Wis +3, Cha +5
  Skills Perception +6, Persuasion +5, Stealth +3
  Damage Immunities fire
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  Languages Common, Draconic
  Challenge 6 (2,300 XP)
  Vault Actions. Ignatior has lived in the bank for more than 
  ninety years, and can access the residual magic still lingering 
  here to create one of the following effects each round on 
  initiative count 20 (losing initiative ties):
  A strong wind blows around Ignatior. Each creature within 60 
  feet of the dragon must succeed on a DC 13 Strength saving 
  throw or be knocked prone.
  A cloud of sand swirls in a 10-foot-radius sphere centered on 
  a point the dragon can see within 60 feet of him. The cloud 
  spreads around corners. Each creature in the cloud must 
  succeed on a DC 15 Constitution saving throw or be blinded 
  until the start of initiative count 20 of the following round.
  aCtions
  Multiattack. Ignatior makes three attacks: one with his bite and 
  two with his claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 
  15 (2d10 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage.
  Breath Weapons (Recharge 5–6). Ignatior uses one of the 
  following breath weapons.
  Fire Breath. The dragon exhales fire in a 40-foot line that is 
  5 feet wide. Each creature in that line must make a DC 14 
  Dexterity saving throw, taking 42 (12d6) fire damage on a 
  failed save, or half as much damage on a successful one.
  Sleep Breath. The dragon exhales sleep gas in a 30-foot 
  cone. Each creature in that area must succeed on a DC 14 
  Constitution saving throw or fall unconscious for 5 minutes. 
  This effect ends for a creature if the creature takes damage or 
  someone uses an action to wake it.
  gorgon statue
  gorgon statue
  Huge monstrosity, unaligned
  Armor Class 19 (natural armor)
  Hit Points 147 (14d12 + 56)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  11 (+0) 
  18 (+4) 
  2 (−4) 
  12 (+1) 
  7 (−2)
  Skills Perception +4
  Condition Immunities petrified
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 5 (1,800 XP)
  Trampling Charge. If the gorgon moves at least 20 feet straight 
  toward a creature and then hits it with a gore 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 gorgon can make 
  one attack with its hooves against it as a bonus action.
  aCtions
  Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  18 (2d12 + 5) piercing damage.
  Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 16 (2d10 + 5) bludgeoning damage.
  Petrifying Breath (Recharge 5–6). The gorgon exhales 
  petrifying gas in a 30-foot cone. Each creature in that area must 
  succeed on a DC 13 Constitution saving throw. On a failed save, 
  a target begins to turn to stone and is restrained. The restrained 
  target must repeat the saving throw at the end of its next turn. 
  On a success, the effect ends on the target. On a failure, the 
  target is petrified until freed by the greater restoration spell or 
  other magic.
  
  24
  lasCal
  lasCal
  Large monstrosity, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 120 (16d10 + 32)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  13 (+1) 
  15 (+2) 
  14 (+2) 
  15 (+2) 
  16 (+3)
  Skills Deception +7, Insight +4, Stealth +3
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, Common
  Challenge 4 (1,100 XP)
  Special Equipment. Lascal wears a set of magic gloves called 
  magician’s fingers.
  Innate Spellcasting. Lascal’s innate spellcasting ability is 
  Charisma (spell save DC 13). She can innately cast the following 
  spells, requiring no material components.
  At will: disguise self (any humanoid form), major image
  3/day each: charm person, mirror image, scrying, suggestion
  1/day: geas
  aCtions
  Multiattack. Lascal makes two attacks: one with her claws and 
  one with her dagger or Intoxicating Touch.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  14 (2d10 + 3) slashing damage.
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage.
  Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: The target is magically cursed for 1 hour. Until 
  the curse ends, the target has disadvantage on Wisdom saving 
  throws and all ability checks.
  
  25
  garesH tHe Flayed
  garesH tHe Flayed
  Large giant, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 120 (11d10 + 55)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  20 (+5) 
  7 (−2) 
  16 (+3) 
  7 (−2)
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 16
  Languages Common and Giant
  Challenge 8 (3,900 XP)
  Keen Smell. Garesh has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Regeneration. Garesh regains 10 hit points at the start of his 
  turn. If he takes acid or fire damage, this trait doesn’t function 
  at the start of his next turn. Garesh dies only if he starts his turn 
  with 0 hit points and doesn’t regenerate.
  Spellcasting. Garesh is a 5th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). 
  He has the following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): guiding bolt, inflict wounds
  2nd level (3 slots): lesser restoration, spiritual weapon
  3rd level (2 slots): branding smite, dispel magic, spirit guardians
  aCtions
  Multiattack. Garesh makes three attacks: one with his bite and 
  two with his claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 
  (1d6 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage.
  troll
  troll
  Large giant, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 84 (8d10 + 40)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  20 (+5) 
  7 (−2) 
  9 (−1) 
  7 (−2)
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Giant
  Challenge 5 (1,800 XP)
  Keen Smell. The troll has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Regeneration. The troll regains 10 hit points at the start of 
  its turn. If the troll takes acid or fire damage, this trait doesn’t 
  function at the start of the troll’s next turn. The troll dies only if it 
  starts its turn with 0 hit points and doesn’t regenerate.
  aCtions
  Multiattack. The troll 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: 7 
  (1d6 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage.
  ITHRIX  
  BLACKBILE
  
  26
  undead knigHt
  undead knigHt
  Medium undead, neutral evil
  Armor Class 18 (natural armor)
  Hit Points 90 (12d8 + 36)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2)
  Skills Perception +3, Stealth +4
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks not made with 
  silvered weapons
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages the languages it knew in life
  Challenge 9 (5,000 XP)
  Magic Resistance. The undead knight has advantage on saving 
  throws against spells and other magical effects.
  Necrotic Shield. The knight is protected by a permanent 
  fire shield spell that deals necrotic damage instead of fire or 
  cold damage
  Sunlight Sensitivity. While in sunlight, the knight has disadvan-
  tage on attack rolls, as well as on Wisdom (Perception) checks 
  that rely on sight.
  aCtions
  Multiattack. The undead knight makes three longsword attacks 
  or three longbow attacks. It can use its Life Drain in place of one 
  longsword attack.
  Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) necrotic damage. The target must 
  succeed on a DC 13 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0. 
   A humanoid slain by this attack rises 24 hours later as a zombie 
  under the undead knight’s control, unless the humanoid is 
  restored to life or its body is destroyed. The knight can have no 
  more than twelve zombies under its control at one time.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing 
  damage if used with two hands, plus 10 (3d6) necrotic damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage.
  troll guardian
  troll guardian
  Large giant, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 84 (8d10 + 40)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  20 (+5) 
  7 (−2) 
  9 (−1) 
  7 (−2)
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Giant
  Challenge 5 (1,800 XP)
  Keen Smell. The troll has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Regeneration. The troll regains 10 hit points at the start of 
  its turn. If the troll takes acid or fire damage, this trait doesn’t 
  function at the start of the troll’s next turn. The troll dies only if it 
  starts its turn with 0 hit points and doesn’t regenerate.
  aCtions
  Multiattack. The troll makes one attack with its bite and two 
  with its claws, or it makes two javelin attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 
  (1d6 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or 
  range 60/240 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  
  27
  itHrix BlaCkBile
  itHrix BlaCkBile
  Large dragon, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 127 (15d10 + 45)
  Speed 40 ft., fly 80 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  14 (+2) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  15 (+2)
  Saving Throws Dex +5, Con +6, Wis +3, Cha +5
  Skills Perception +6, Stealth +5
  Damage Immunities acid
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  Languages Common, Draconic
  Challenge 7 (2,900 XP)
  Amphibious. Ithrix can breathe air and water.
  aCtions
  Multiattack. Ithrix makes one attack with his bite and two with 
  his claws, or he makes two rock attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 
  15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage.
  Rock. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one 
  target. Hit: 15 (2d10 + 4) bludgeoning damage.
  Acid Breath (Recharge 5–6). Ithrix exhales acid in a 30-foot line 
  that is 5 feet wide. Each creature in that line must make a DC 14 
  Dexterity saving throw, taking 49 (11d8) acid damage on a failed 
  save, or half as much damage on a successful one.
  
  28
  mage
  mage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). The mage has the following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation
  1st level (4 slots): detect magic, mage armor, magic missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  aCtions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  guard
  guard
  Medium humanoid (any race), any alignment
  Armor Class 16 (chain shirt, shield)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  aCtions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 
  5 (1d8 + 1) piercing damage if used with two hands to make a 
  melee attack.
  THOSE WHO ARE 
  ABOUT TO DIE
  veteran
  veteran
  Medium humanoid (any race), any alignment
  Armor Class 17 (splint)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Athletics +5, Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  aCtions
  Multiattack. The veteran makes two longsword attacks. If it has 
  a shortsword drawn, it can also make a shortsword attack.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing 
  damage if used with two hands.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
  Berserker
  Berserker
  Medium humanoid (any race), any chaotic alignment
  Armor Class 13 (hide armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (−1) 
  11 (+0) 
  9 (−1)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that turn, 
  but attack rolls against it have advantage until the start of its 
  next turn.
  aCtions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 9 (1d12 + 3) slashing damage.
  
  29
  gladiator
  gladiator
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather, shield)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  15 (+2)
  Saving Throws Str +7, Dex +5, Con +6
  Skills Athletics +10, Intimidation +5
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 5 (1,800 XP)
  Brave. The gladiator has advantage on saving throws against 
  being frightened.
  Brute. A melee weapon deals one extra die of its damage when the 
  gladiator hits with it (included in the attack).
  aCtions
  Multiattack. The gladiator makes three melee attacks or two 
  ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 
  13 (2d8 + 4) piercing damage if used with two hands to make a 
  melee attack.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a 
  Medium or smaller creature, it must succeed on a DC 15 Strength 
  saving throw or be knocked prone.
  reaCtions
  Parry. The gladiator adds 3 to its AC against one melee attack 
  that would hit it. To do so, the gladiator must see the attacker 
  and be wielding a melee weapon.
  ogre
  ogre
  Large giant, chaotic evil
  Armor Class 11 (hide armor); 14 (ring mail) in arena
  Hit Points 59 (7d10 + 21)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  8 (−1) 
  16 (+3) 
  5 (−3) 
  7 (−2) 
  7 (−2)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Giant
  Challenge 2 (450 XP)
  aCtions
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  spy
  spy
  Medium humanoid (any race), any alignment
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3)
  Skills Deception +5, Insight +4, Investigation +5, Perception +6, 
  Persuasion +5, Sleight of Hand +4, Stealth +4
  Senses passive Perception 16
  Languages any two languages
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the spy can use a bonus 
  action to take the Dash, Disengage, or Hide action.
  Sneak Attack. Once per turn, the spy deals an extra 7 (2d6) 
  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 spy that isn’t incapacitated and the spy doesn’t 
  have disadvantage on the attack roll.
  aCtions
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Bandit
  Bandit
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 12 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  aCtions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  
  30
  sava and karsa  
  sava and karsa  
  (tHe angels oF Blood)
  (tHe angels oF Blood)
  Medium humanoid (tiefling), neutral
  Armor Class 16 (studded leather, shield)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  15 (+2)
  Saving Throws Str +7, Dex +5, Con +6
  Skills Athletics +10, Intimidation +5
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 11
  Languages any one language (usually Common)
  Challenge 5 (1,800 XP)
  Arena Resilience (2/day). Sava or Karsa can reroll a failed saving 
  throw. They must use the new roll.
  Brave. Sava or Karsa has advantage on saving throws against 
  being frightened.
  Brute. A melee weapon deals one extra die of its damage when 
  Sava or Karsa hits with it (included in the attack).
  Innate Spellcasting. Sava or Karsa’s spellcasting ability is 
  Charisma (spell save DC 13). They can innately cast the following 
  spells, requiring no material components:
  1/day each: darkness, hellish rebuke (3d10 fire damage)
  aCtions
  Multiattack. Sava or Karsa makes three melee attacks or two 
  ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 
  13 (2d8 + 4) piercing damage if used with two hands to make a 
  melee attack.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a 
  Medium or smaller creature, it must succeed on a DC 15 Strength 
  saving throw or be knocked prone.
  reaCtions
  Parry. Sava or Karsa adds 3 to her AC against one melee attack 
  that would hit her. To do so, she must see the attacker and be 
  wielding a melee weapon.
  wolF
  wolF
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  15 (+2) 
  12 (+1) 
  3 (−4) 
  12 (+1) 
  6 (−2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1/4 (50 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 attack rolls 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.
  aCtions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  7 (2d4 + 2) piercing damage. If the target is a creature, it must 
  succeed on a DC 11 Strength saving throw or be knocked prone.
  owlBear
  owlBear
  Large monstrosity, unaligned
  Armor Class 13 (natural armor)
  Hit Points 59 (7d10 + 21)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  12 (+1) 
  17 (+3) 
  3 (−4) 
  12 (+1) 
  7 (−2)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 3 (700 XP)
  Keen Sight and Smell. The owlbear has advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  aCtions
  Multiattack. The owlbear makes two attacks: one with its beak 
  and one with its claws.
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 10 (1d10 + 5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  14 (2d8 + 5) slashing damage.
  
  31
  arena mage
  arena mage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). The mage has the following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation
  1st level (4 slots): detect magic, mage armor, magic missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, dispel magic, fireball, fly
  4th level (3 slots): greater invisibility
  5th level (1 slot): cone of cold
  aCtions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  
  32
  CloCkwork ConstruCts
  CloCkwork ConstruCts
  Medium construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  11 (+0) 
  13 (+1) 
  1 (−5) 
  3 (−4) 
  1 (−5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6
  Languages —
  Challenge 6 (2,300 XP)
  Antimagic Susceptibility. The construct is incapacitated while 
  in the area of an antimagic field. If targeted by dispel magic, the 
  construct must succeed on a Constitution saving throw against 
  the caster’s spell save DC or fall unconscious for 1 minute.
  False Appearance. While the construct remains motionless, it is 
  indistinguishable from a normal statue or oversized toy.
  aCtions
  Multiattack. The construct makes two melee attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) bludgeoning damage.
  merlyn
  merlyn
  Large monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 95 (11d10 + 33)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  18 (+4) 
  17 (+3) 
  12 (+1) 
  12 (+1) 
  7 (−2)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages understands Common and Infernal but can’t speak
  Challenge 3 (700 XP)
  Keen Sight and Smell. Merlyn has advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  Magic Resistance. Merlyn has advantage on saving throws 
  against spells and other magical effects.
  aCtions
  Multiattack. Merlyn makes three attacks with any combination 
  of her beak, claws, or Clockwork Loogie, including three 
  Clockwork Loogie attacks.
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 
  Hit: 10 (1d10 + 5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  14 (2d8 + 5) slashing damage.
  Clockwork Loogie. Merlyn hawks up a clockwork sphere that 
  targets one creature within 30 feet of her that she can see. The 
  sphere delivers one of the following effects, chosen by Merlyn. 
  When its magic is delivered, a sphere collapses into a heap of 
  metal filings and worthless clockwork components.
   Binding Sphere. This black sphere explodes into strands of fine 
  wire that wrap around the target, which must succeed on a DC 
  14 Strength saving throw or be restrained until the end of its 
  next turn. The target can also be freed if it or another creature 
  succeeds on a DC 14 Strength (Athletics) check as an action to 
  burst the binding wires. 
   Dozing Sphere. This blue sphere releases a burst of sweet-
  smelling gas around the target, which must succeed on a DC 14 
  Constitution saving throw or fall asleep until the end of its next 
  turn. The target also wakes if it takes damage or another creature 
  takes an action to wake it. The sphere has no effect on constructs 
  and undead. 
   Shocking Sphere. This yellow sphere erupts in a shower of 
  sparks surrounding the target, which must make a DC 14 
  Dexterity saving throw. The target takes 16 (3d10) lightning 
  damage on a failed save, or half as much damage on a 
  successful one.
  ZENGRAN’S  
  GAME
  
  33
  Flying weapons
  Flying weapons
  Small construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 17 (5d6)
  Speed 0 ft., fly 50 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  15 (+2) 
  11 (+0) 
  1 (−5) 
  5 (−3) 
  1 (−5)
  Saving Throws Dex +4
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 7
  Languages —
  Challenge 1/4 (50 XP)
  Antimagic Susceptibility. The weapon is incapacitated while 
  in the area of an antimagic field. If targeted by dispel magic, the 
  weapon must succeed on a Constitution saving throw against 
  the caster’s spell save DC or fall unconscious for 1 minute.
  False Appearance. While the weapon remains motionless and 
  isn’t flying, it is indistinguishable from a normal weapon.
  aCtions
  Weapon. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8 + 1) bludgeoning, piercing, or slashing damage.
  zengran
  zengran
  Medium fiend, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 110 (13d8 + 52)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  17 (+3) 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  20 (+5)
  Skills Deception +10, Insight +8
  Damage Vulnerabilities piercing from magic weapons wielded 
  by good creatures
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Infernal
  Challenge 13 (10,000 XP)
  Emporium’s Protection. When Zengran is reduced to 0 hit 
  points but not killed outright, they drop to 1 hit point instead. 
  Zengran can’t use this feature again until they finish a long rest. 
  Limited Magic Immunity. Zengran can’t be affected or detected 
  by spells of 6th level or lower unless they wish to be. They 
  have advantage on saving throws against all other spells and 
  magical effects.
  Innate Spellcasting. Zengran’s innate spellcasting ability is 
  Charisma (spell save DC 18, +10 to hit with spell attacks). They 
  can innately cast the following spells, requiring no material 
  components:
  At will: detect thoughts, disguise self, mage hand, minor illusion
  3/day each: charm person, detect magic, invisibility, major image, 
  suggestion
  1/day each: dominate person, fly, plane shift, true seeing
  aCtions
  Multiattack. Zengran makes two claw attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is 
  a creature. The magical curse takes effect whenever the target 
  takes a short or long rest, filling the target’s thoughts with 
  horrible images and dreams. The cursed target gains no benefit 
  from finishing a short or long rest. The curse lasts until it is lifted 
  by a remove curse spell or similar magic.
  
  34
  gervin
  gervin
  Large giant, chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  8 (−1) 
  17 (+3) 
  6 (−2) 
  10 (+0) 
  8 (−1)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Gnoll
  Challenge 4 (1,100 XP)
  Rampage. When Gervin reduces a creature to 0 hit points with a 
  melee attack on his turn, he can take a bonus action to move up 
  to half his speed and make a melee attack.
  Two Heads. Gervin has advantage on Wisdom (Perception) 
  checks and on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked unconscious.
  Wakeful. When one of Gervin’s heads is asleep, his other 
  head is awake.
  aCtions
  Multiattack. Gervin makes two attacks: one with his battleaxe 
  and one with his morningstar.
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) slashing damage.
  Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage.
  Bite oF laCris gnoll
  Bite oF laCris gnoll
  Medium humanoid (gnoll), chaotic evil
  Armor Class 15 (hide armor, shield)
  Hit Points 22 (5d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  12 (+1) 
  11 (+0) 
  6 (−2) 
  10 (+0) 
  7 (−2)
  Skills Athletics +6
  Senses darkvision 60 ft., passive Perception 10
  Languages Gnoll
  Challenge 1/2 (100 XP)
  Rampage. When the gnoll reduces a creature to 0 hit points with 
  a melee attack on its turn, the gnoll can take a bonus action to 
  move up to half its speed and make a bite attack.
  aCtions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 
  6 (1d4 + 4) piercing damage.
  Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 
  8 (1d8 + 4) piercing damage if used with two hands to make a 
  melee attack.
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage.
  THE BLOOD  
  PALACE
  
  35
  Hydra
  Hydra
  Huge monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 172 (15d12 + 75)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  12 (+1) 
  20 (+5) 
  2 (−4) 
  10 (+0) 
  7 (−2)
  Skills Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages —
  Challenge 8 (3,900 XP)
  Hold Breath. The hydra can hold its breath for 1 hour.
  Multiple Heads. The hydra has five heads. While it has more than 
  one head, the hydra has advantage on saving throws against 
  being blinded, charmed, deafened, frightened, stunned, and 
  knocked unconscious. 
   Whenever the hydra takes 25 or more damage in a single turn, 
  one of its heads dies. If all its heads die, the hydra dies. 
   At the end of its turn, it grows two heads for each of its heads 
  that died since its last turn, unless it has taken fire damage 
  since its last turn. The hydra regains 10 hit points for each head 
  regrown in this way.
  Reactive Heads. For each head the hydra has beyond one, it gets 
  an extra reaction that can be used only for opportunity attacks.
  Wakeful. While the hydra sleeps, at least one of its 
  heads is awake.
  aCtions
  Multiattack. The hydra makes as many bite attacks as it 
  has heads.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 
  10 (1d10 + 5) piercing damage.
  laCris
  laCris
  Large monstrosity, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 121 (16d10 + 32)
  Speed 40 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  17 (+3) 
  14 (+2) 
  16 (+3) 
  15 (+2) 
  16 (+3)
  Saving Throws Dex +6, Con +5, Wis +5, Cha +6
  Damage Immunities poison
  Condition Immunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, Common
  Challenge 8 (3,900 XP)
  Special Equipment. Lacris wears wings of flying, giving them a 
  flying speed as noted above. 
  Rejuvenation. If Lacris dies, they return to life in 1d6 days and 
  regains all their hit points. Only a wish spell can prevent this trait 
  from functioning.
  Spellcasting. Lacris is a 10th-level spellcaster. Their spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks), and they need only verbal components to cast their 
  spells. They have the following wizard spells prepared:
  Cantrips (at will): mage hand, minor illusion, ray of frost
  1st level (4 slots): charm person, sleep, thunderwave
  2nd level (3 slots): detect thoughts, hold person
  3rd level (3 slots): lightning bolt, water breathing
  4th level (3 slots): blight, dimension door
  5th level (2 slots): dominate person
  aCtions
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 
  Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 
  13 Constitution saving throw, taking 31 (7d8) poison damage on 
  a failed save, or half as much damage on a successful one.
  
  36
  mammotH
  mammotH
  Huge beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 126 (11d12 + 55)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   24 (+7) 
  9 (−1) 
  21 (+5) 
  3 (−4) 
  11 (+0) 
  6 (−2)
  Senses passive Perception 10
  Languages —
  Challenge 6 (2,300 XP)
  Trampling Charge. If the mammoth moves at least 20 feet 
  straight toward a creature and then hits it with a gore attack on 
  the same turn, that target must succeed on a DC 18 Strength 
  saving throw or be knocked prone. If the target is prone, 
  the mammoth can make one stomp attack against it as a 
  bonus action.
  aCtions
  Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 25 (4d8 + 7) piercing damage.
  Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone 
  creature. Hit: 29 (4d10 + 7) bludgeoning damage.
  werewolF
  werewolF
  Medium humanoid (human, shapechanger), chaotic evil
  Armor Class 11 in humanoid form, 12 (natural armor) in wolf or 
  hybrid form
  Hit Points 58 (9d8 + 18)
  Speed 30 ft. (40 ft. in wolf form)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Perception +4, Stealth +3
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks not made with silvered weapons
  Senses passive Perception 14
  Languages Common (can’t speak in wolf form)
  Challenge 3 (700 XP)
  Shapechanger. The werewolf can use its action to polymorph 
  into a wolf-humanoid hybrid or into a wolf, or back into its true 
  form, which is humanoid. Its statistics, other than its AC, 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.
  Keen Hearing and Smell. The werewolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  aCtions
  Multiattack (Humanoid or Hybrid Form Only). The werewolf 
  makes two attacks: one with its bite and one with its 
  claws or spear.
  Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the 
  target is a humanoid, it must succeed on a DC 12 Constitution 
  saving throw or be cursed with werewolf lycanthropy.
  Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 
  5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
  Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: 
  +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 
  2) piercing damage, or 6 (1d8 + 2) piercing damage if used with 
  two hands to make a melee attack.
  CURSE OF  
  BLACK ICE
  dire wolF
  dire wolF
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 37 (5d10 + 10)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  15 (+2) 
  15 (+2) 
  3 (−4) 
  12 (+1) 
  7 (−2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  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.
  aCtions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) piercing damage. If the target is a creature, it must 
  succeed on a DC 13 Strength saving throw or be knocked prone.
  
  37
  eldrek’s winter wolF Form
  eldrek’s winter wolF Form
  Huge monstrosity, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 150 (17d12 + 34)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  14 (+2) 
  7 (−2) 
  12 (+1) 
  8 (−1)
  Skills Perception +5, Stealth +3
  Damage Immunities cold; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks not made with 
  silvered weapons
  Senses passive Perception 15
  Languages Giant
  Challenge 12 (8,400 XP)
  Keen Hearing and Smell. Eldrek has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Legendary Resistance (3/Day). If Eldrek fails a saving throw, he 
  can choose to succeed instead.
  Pack Tactics. Eldrek has advantage on an attack roll against a 
  creature if at least one of his allies is within 5 feet of the creature 
  and the ally isn’t incapacitated.
  Snow Camouflage. Eldrek has advantage on Dexterity (Stealth) 
  checks made to hide in snowy terrain.
  aCtions
  Multiattack. Eldrek makes two bite attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 19 (3d8 + 6) piercing damage. If the target is a creature, it 
  must succeed on a DC 16 Strength saving throw or be knocked 
  prone. If the target is a humanoid or a giant, it must succeed on 
  a DC 16 Constitution saving throw or be cursed with werewolf 
  lycanthropy.
  Cold Breath (Recharge 5–6). Eldrek exhales a blast of freezing 
  wind in a 15-foot cone. Each creature in that area must make a 
  DC 12 Dexterity saving throw, taking 36 (8d8) cold damage on a 
  failed save, or half as much damage on a successful one.
  legendary aCtions
  Eldrek can take 3 legendary actions in wolf form, 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. 
  Eldrek regains spent legendary actions at the start of his turn.
  Bite. Eldrek can make a bite attack.
  Move. Eldrek moves up to his speed.
  Cold Breath (Costs 2 Actions). Eldrek can use his Cold 
  Breath action.
  eldrek tHe BlaCk tusk
  eldrek tHe BlaCk tusk
  Huge giant, neutral evil
  Armor Class 15 (patchwork armor)
  Hit Points 138 (12d12 + 60)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  9 (−1) 
  21 (+5) 
  9 (−1) 
  10 (+0) 
  12 (+1)
  Saving Throws Con +8, Wis +3, Cha +4
  Skills Athletics +9, Perception +3
  Damage Immunities cold; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks not made with 
  silvered weapons
  Senses passive Perception 13
  Languages Giant
  Challenge 12 (8,400 XP)
  Legendary Resistance (3/Day). If Eldrek fails a saving throw, he 
  can choose to succeed instead.
  Shapechanger. Eldrek can use his action to polymorph into a 
  wolf-frost giant hybrid or into a special wolf form, or back into 
  his true form. His statistics are the same in his true form and 
  his hybrid form. Any equipment he is wearing or carrying isn’t 
  transformed. Eldrek reverts to his true form if he dies.
  aCtions
  Multiattack. Eldrek makes two greataxe attacks.
  Bite (Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the target is 
  a humanoid or a giant, it must succeed on a DC 16 Constitution 
  saving throw or be cursed with werewolf lycanthropy.
  Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 25 (3d12 + 6) slashing damage.
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one 
  target. Hit: 28 (4d10 + 6) bludgeoning damage.
  legendary aCtions
  Eldrek 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. Eldrek regains 
  spent legendary actions at the start of his turn.
  Bite (Hybrid Form Only). Eldrek makes one bite attack.
  Move. Eldrek moves up to his speed.
  Greataxe (Costs 2 Actions). Eldrek makes one greataxe attack.
  
  38
  Bonegnaw sorCerer
  Bonegnaw sorCerer
  Medium humanoid (any race), neutral evil
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3)
  Skills Deception +5, Insight +4, Investigation +5, Perception +6, 
  Persuasion +5, Sleight of Hand +4, Stealth +4
  Senses passive Perception 16
  Languages Common
  Challenge 2 (450 XP)
  Cunning Action. On each of their turns, the Bonegnaw 
  sorcerer can use a bonus action to take the Dash, Disengage, or 
  Hide action.
  Sneak Attack. Once per turn, the Bonegnaw sorcerer deals an 
  extra 7 (2d6) damage when they hit 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 Bonegnaw sorcerer that 
  isn’t incapacitated and the Bonegnaw sorcerer doesn’t have 
  disadvantage on the attack roll.
  Spellcasting. The Bonegnaw sorcerer is a 5th-level spellcaster. 
  Their spellcasting ability is Charisma (spell save DC 13, +5 
  to hit with spell attacks). They have the following sorcerer 
  spells prepared:
  At will: mage hand, minor illusion, ray of frost, shocking grasp
  1st level (4 slots): disguise self, expeditious retreat, mage armor
  2nd level (3 slots): invisibility, suggestion
  3rd level (2 slots): lightning bolt
  aCtions
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  guard
  guard
  Medium humanoid (any race), any alignment
  Armor Class 16 (chain shirt, shield)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  aCtions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 
  5 (1d8 + 1) piercing damage if used with two hands to make a 
  melee attack.
  KORRINGTON 
  ACADEMY
  
  39
  HoraCe and marCus
  HoraCe and marCus
  Medium humanoid (any race), lawful good/neutral good
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)*
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (−1) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  17 (+3) 
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. Horace and Marcus are 9th-level spellcasters.* 
  Their spellcasting ability is Charisma (spell save DC 14, +6 
  to hit with spell attacks). Each has the following sorcerer 
  spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation
  1st level (4 slots): detect magic, mage armor, magic missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  aCtions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  * Horace has 5 hit points remaining. Both Horace and Marcus 
  have no spell slots remaining.
  invisiBle stalker
  invisiBle stalker
  Medium elemental, neutral
  Armor Class 14
  Hit Points 104 (16d8 + 32)
  Speed 50 ft., fly 50 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  19 (+4) 
  14 (+2) 
  10 (+0) 
  15 (+2) 
  11 (+0)
  Skills Perception +8, Stealth +10
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 18
  Languages Auran, understands Common but doesn’t speak it
  Challenge 6 (2,300 XP)
  Invisibility. The stalker is invisible.
  Faultless Tracker. The stalker is given a quarry by its summoner. 
  The stalker knows the direction and distance to its quarry as 
  long as the two of them are on the same plane of existence. The 
  stalker also knows the location of its summoner.
  aCtions
  Multiattack. The stalker makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) bludgeoning damage.
  veniCa and mortia
  veniCa and mortia
  Medium humanoid (any race), chaotic evil
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (−1) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  17 (+3) 
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages Common
  Challenge 6 (2,300 XP)
  Spellcasting. Venica and Mortia are each 9th-level spellcasters. 
  Their spellcasting ability is Charisma (spell save DC 14, +6 
  to hit with spell attacks). Each has the following sorcerer 
  spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation
  1st level (4 slots): detect magic, mage armor, magic missile, shield
  2nd level (3 slots): arcane lock, misty step
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  aCtions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  
  40
  nasH Bonegnaw
  nasH Bonegnaw
  Large giant, lawful evil
  Armor Class 16 (chain mail)
  Hit Points 169 (19d10 + 57)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  11 (+0) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  18 (+4)
  Saving Throws Dex +3, Con +6, Wis +4, Cha +7
  Skills Arcana +5, Deception +10, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Giant
  Challenge 8 (3,900 XP)
  Legendary Resistance (3/Day). If Nash fails a saving throw, he 
  can choose to succeed instead.
  Innate Spellcasting. Nash’s innate spellcasting ability is 
  Charisma (spell save DC 15). He can innately cast the following 
  spells, requiring no material components:
  At will: darkness, invisibility
  1/day each: charm person, cone of cold, gaseous form, sleep
  Magic Weapons. Nash’s weapon attacks are magical and deal an 
  extra 7 (2d6) necrotic damage (included in his attacks).
  Regeneration. Nash regains 10 hit points at the start of his turn 
  if he has at least 1 hit point.
  aCtions
  Multiattack. Nash makes two attacks, either with his claws or 
  his glaive.
  Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) 
  necrotic damage.
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing 
  damage in Small or Medium form, plus 7 (2d6) necrotic damage.
  Change Shape. Nash magically polymorphs into a Small or 
  Medium humanoid, into a Large giant, or back into his true form. 
  Other than his size, his statistics are the same in each form. The 
  only equipment that is transformed is his glaive, which shrinks so 
  that it can be wielded in humanoid form. If Nash dies, he reverts 
  to his true form, and his glaive reverts to its normal size.
  nasH empowered
  If Nash is empowered, he undergoes the following changes:
  • His Regeneration trait allows him to regain 20 hit points at the 
  start of each of his turns if he has at least 1 hit point.
  • The extra damage he deals with his melee weapon attacks 
  increases to 14 (4d6) necrotic damage.
  • He has a challenge rating of 9 (5,000 XP).
  deva
  deva
  Medium celestial, lawful good
  Armor Class 17 (natural armor)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft., fly 90 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  18 (+4) 
  18 (+4) 
  17 (+3) 
  20 (+5) 
  20 (+5)
  Saving Throws Wis +9, Cha +9
  Skills Insight +9, Perception +9
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft., passive Perception 19
  Languages all, telepathy 120 ft.
  Challenge 10 (5,900 XP)
  Angelic Weapons. The deva’s weapon attacks are magical. 
  When the deva hits with any weapon, the weapon deals an extra 
  4d8 radiant damage (included in the attack).
  Innate Spellcasting. The deva’s spellcasting ability is Charisma 
  (spell save DC 17). The deva can innately cast the following 
  spells, requiring only verbal components:
  At will: detect evil and good
  1/day each: commune, raise dead
  Magic Resistance. The deva has advantage on saving throws 
  against spells and other magical effects.
  aCtions
  Multiattack. The deva makes two melee attacks.
  Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
  Healing Touch (3/Day). The deva touches another creature. The 
  target magically regains 20 (4d8 + 2) hit points and is freed from 
  any curse, disease, poison, blindness, or deafness.
  Change Shape. The deva 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 deva’s choice). 
   In a new form, the deva 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.
  
  41
  Hunter sHark
  Hunter sHark
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 0 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  15 (+2) 
  1 (−5) 
  10 (+0) 
  4 (−3)
  Skills Perception +2
  Senses blindsight 30 ft., passive Perception 12
  Languages —
  Challenge 2 (450 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: +6 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) piercing damage.
  gladiator
  gladiator
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather, shield)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  15 (+2)
  Saving Throws Str +7, Dex +5, Con +6
  Skills Athletics +10, Intimidation +5
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 5 (1,800 XP)
  Brave. The gladiator has advantage on saving throws against 
  being frightened.
  Brute. A melee weapon deals one extra die of its damage when the 
  gladiator hits with it (included in the attack).
  aCtions
  Multiattack. The gladiator makes three melee attacks or two 
  ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 
  13 (2d8 + 4) piercing damage if used with two hands to make a 
  melee attack.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a 
  Medium or smaller creature, it must succeed on a DC 15 Strength 
  saving throw or be knocked prone.
  reaCtions
  Parry. The gladiator adds 3 to its AC against one melee attack 
  that would hit it. To do so, the gladiator must see the attacker 
  and be wielding a melee weapon.
  THE  
  REMEMBERED GOD
  
  42
  giant sHark
  giant sHark
  Huge beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 126 (11d12 + 55)
  Speed 0 ft., swim 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  11 (+0) 
  21 (+5) 
  1 (−5) 
  10 (+0) 
  5 (−3)
  Skills Perception +3
  Senses blindsight 60 ft., passive Perception 13
  Languages —
  Challenge 5 (1,800 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: +9 to hit, reach 5 ft., one target. Hit: 
  22 (3d10 + 6) piercing damage.
  veteran
  veteran
  Medium humanoid (any race), any alignment
  Armor Class 17 (splint)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Athletics +5, Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  aCtions
  Multiattack. The veteran makes two longsword attacks. If it has 
  a shortsword drawn, it can also make a shortsword attack.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing 
  damage if used with two hands.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
  mage
  mage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). The mage has the following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation
  1st level (4 slots): detect magic, mage armor, magic missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  aCtions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  
  43
  assassin
  assassin
  Medium humanoid (any race), any non-good alignment
  Armor Class 15 (studded leather)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  11 (+0) 
  10 (+0)
  Saving Throws Dex +6, Int +4
  Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
  Damage Resistances poison
  Senses passive Perception 13
  Languages Thieves’ cant plus any two languages
  Challenge 8 (3,900 XP)
  Assassinate. During its first turn, the assassin has advantage on 
  attack rolls against any creature that hasn’t taken a turn. Any hit 
  the assassin scores against a surprised creature is a critical hit.
  Evasion. If the assassin is subjected to an effect that allows it 
  to make a Dexterity saving throw to take only half damage, the 
  assassin instead takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails.
  Sneak Attack. Once per turn, the assassin 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 assassin that isn’t incapacitated and the assassin 
  doesn’t have disadvantage on the attack roll.
  aCtions
  Multiattack. The assassin makes two shortsword attacks.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage, and the target must 
  make a DC 15 Constitution saving throw, taking 24 (7d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target 
  must make a DC 15 Constitution saving throw, taking 24 (7d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  knigHt
  knigHt
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2)
  Saving Throws Con +4, Wis +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Brave. The knight has advantage on saving throws against being 
  frightened.
  aCtions
  Multiattack. The knight makes two melee attacks.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage.
  Leadership (Recharges after a Short or Long Rest). For 1 
  minute, the knight can utter a special command or warning 
  whenever a nonhostile creature that it can see within 30 feet of 
  it makes an attack roll or a saving throw. The creature can add a 
  d4 to its roll provided it can hear and understand the knight. A 
  creature can benefit from only one Leadership die at a time. This 
  effect ends if the knight is incapacitated.
  reaCtions
  Parry. The knight adds 2 to its AC against one melee attack that 
  would hit it. To do so, the knight must see the attacker and be 
  wielding a melee weapon.
  
  44
  Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, 
  it must succeed on a DC 14 Constitution saving throw or become 
  diseased. The disease has no effect for 1 minute and can be 
  removed by any magic that cures disease. After 1 minute, the 
  creature can’t regain hit points unless it is underwater, and the 
  disease can be removed only by heal or another disease-curing 
  spell of 6th level or higher. When the creature is outside a body 
  of water, it takes 6 (1d12) acid damage every 10 minutes unless 
  moisture is applied to the skin before 10 minutes have passed.
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 
  15 (3d6 + 5) bludgeoning damage.
  Enslave (At Will). Calathorr targets one creature they can see 
  within 30 feet of them. The target must succeed on a DC 14 
  Wisdom saving throw or be magically charmed by Calathorr 
  until the aboleth dies or until they are on a different plane 
  of existence from the target. The charmed target is under 
  Calathorr’s control and can’t take reactions, and Calathorr and 
  the target can communicate telepathically with each other over 
  any distance. 
   The charmed condition imposed by Calathorr can be removed 
  only by magic such as a lesser restoration spell, or by killing 
  the aboleth or breaking Xarsilthaal’s prison. Calathorr can also 
  willingly end the charmed condition they have imposed on 
  any creature.
  legendary aCtions
  Calathorr 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. Calathorr 
  regains spent legendary actions at the start of their turn.
  Detect. Calathorr makes a Wisdom (Perception) check.
  Tail Swipe. Calathorr makes one tail attack.
  Psychic Drain (Costs 2 Actions). One creature charmed by 
  Calathorr takes 10 (3d6) psychic damage, and the aboleth 
  regains hit points equal to the damage the creature takes.
  CalatHorr
  CalatHorr
  Large aberration, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 216 (28d10 + 56)
  Speed 10 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  9 (−1) 
  15 (+2) 
  18 (+4) 
  15 (+2) 
  18 (+4)
  Saving Throws Con +6, Int +8, Wis +6
  Skills History +12, Perception +10
  Senses darkvision 120 ft., passive Perception 20
  Languages Deep Speech, telepathy 120 ft.
  Challenge 10 (5,900 XP)
  Amphibious. Calathorr can breathe air and water.
  Mucous Cloud. While underwater, Calathorr is surrounded by 
  transformative mucus. A creature that touches Calathorr or 
  that hits them with a melee attack while within 5 feet of them 
  must make a DC 14 Constitution saving throw. On a failure, the 
  creature is diseased for 1d4 hours. The diseased creature can 
  breathe only underwater.
  Probing Telepathy. If a creature communicates telepathically 
  with Calathorr, the aboleth learns the creature’s greatest desires 
  if Calathorr can see the creature.
  Shared Telepathy. Calathorr can speak telepathically to more 
  than one creature at a time.
  aCtions
  Multiattack. Calathorr makes three tentacle attacks.
  
  45
  from a creature inside it, the kraken must succeed on a DC 25 
  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 kraken. If the kraken dies, a swallowed creature is no 
  longer restrained by it and can escape from the corpse using 15 
  feet of movement, exiting prone.
  Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one 
  target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target 
  is grappled (escape DC 18). Until this grapple ends, the target 
  is restrained. The kraken has ten tentacles, each of which can 
  grapple one target.
  Fling. One Large or smaller object held or creature grappled 
  by the kraken is thrown up to 60 feet in a random direction and 
  knocked prone. If a thrown target strikes a solid surface, the 
  target takes 3 (1d6) bludgeoning damage for every 10 feet it was 
  thrown. If the target is thrown at another creature, that creature 
  must succeed on a DC 18 Dexterity saving throw or take the 
  same damage and be knocked prone.
  Lightning Storm. The kraken magically creates three bolts of 
  lightning, each of which can strike a target the kraken can see 
  within 120 feet of it. A target must make a DC 23 Dexterity saving 
  throw, taking 22 (4d10) lightning damage on a failed save, or half 
  as much damage on a successful one.
  legendary aCtions
  The kraken 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 kraken 
  regains spent legendary actions at the start of its turn.
  Tentacle Attack or Fling. The kraken makes one tentacle attack 
  or uses its Fling.
  Lightning Storm (Costs 2 Actions). The kraken uses 
  Lightning Storm.
  Ink Cloud (Costs 3 Actions). While underwater, the kraken 
  expels an ink cloud in a 60-foot radius. The cloud spreads 
  around corners, and that area is heavily obscured to creatures 
  other than the kraken. Each creature other than the kraken 
  that ends its turn there must succeed on a DC 23 Constitution 
  saving throw, taking 16 (3d10) poison damage on a failed save, 
  or half as much damage on a successful one. A strong current 
  disperses the cloud, which otherwise disappears at the end of 
  the kraken’s next turn.
  kraken
  kraken
  Gargantuan monstrosity (titan), chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 472 (27d20 + 189)
  Speed 20 ft., swim 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   30 (+10) 
  11 (+0) 
  25 (+7) 
  22 (+6) 
  18 (+4) 
  20 (+5)
  Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis +11
  Damage Immunities lightning; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities frightened, paralyzed
  Senses truesight 120 ft., passive Perception 14
  Languages understands Abyssal, Celestial, Infernal, and 
  Primordial but can’t speak, telepathy 120 ft.
  Challenge 23 (50,000 XP)
  Amphibious. The kraken can breathe air and water.
  Freedom of Movement. The kraken ignores difficult terrain, 
  and magical effects can’t reduce its speed or cause it to be 
  restrained. It can spend 5 feet of movement to escape from 
  nonmagical restraints or being grappled.
  Siege Monster. The kraken deals double damage to objects and 
  structures.
  aCtions
  Multiattack. The kraken makes three tentacle attacks, each of 
  which it can replace with one use of Fling.
  Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 
  23 (3d8 + 10) piercing damage. If the target is a Large or smaller 
  creature grappled by the kraken, that creature 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 kraken, and it takes 42 (12d6) acid damage at the 
  start of each of the kraken’s turns. 
   If the kraken takes 50 damage or more on a single turn 
  
  46
  wraitH
  wraitH
  Medium undead, neutral evil
  Armor Class 13
  Hit Points 67 (9d8 + 27)
  Speed 0 ft., fly 60 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (−2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2)
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical attacks 
  not made with silvered weapons
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages the languages it knew in life
  Challenge 5 (1,800 XP)
  Incorporeal Movement. The wraith 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.
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  aCtions
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 21 (4d8 + 3) necrotic damage. The target must 
  succeed on a DC 14 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0.
  Create Specter. The wraith targets a humanoid within 10 feet 
  of it that has been dead for no longer than 1 minute and died 
  violently. The target’s spirit rises as a specter in the space of its 
  corpse or in the nearest unoccupied space. The specter is under 
  the wraith’s control. The wraith can have no more than seven 
  specters under its control at one time.
  dragonBorn mummy
  dragonBorn mummy
  Medium undead, lawful evil
  Armor Class 11 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  8 (−1) 
  15 (+2) 
  6 (−2) 
  10 (+0) 
  12 (+1)
  Saving Throws Wis +2
  Damage Resistances fire; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages the languages it knew in life
  Challenge 3 (700 XP)
  aCtions
  Multiattack. The mummy can use its Dreadful Glare and makes 
  one attack with its rotting fist.
  Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) 
  necrotic damage. If the target is a creature, it must succeed on 
  a DC 12 Constitution saving throw or be cursed with mummy 
  rot. The cursed target can’t regain hit points, and its hit point 
  maximum decreases by 10 (3d6) for every 24 hours that elapse. If 
  the curse reduces the target’s hit point maximum to 0, the target 
  dies, and its body turns to dust. The curse lasts until removed by 
  the remove curse spell or other magic.
  Dreadful Glare. The mummy targets one creature it can see 
  within 60 feet of it. If the target can see the mummy, it must 
  succeed on a DC 11 Wisdom saving throw against this magic or 
  become frightened until the end of the mummy’s next turn. If 
  the target fails the saving throw by 5 or more, it is also paralyzed 
  for the same duration. A target that succeeds on the saving 
  throw is immune to the Dreadful Glare of all mummies (but not 
  mummy lords) for the next 24 hours.
  DRAGON  
  MUMMY’S RAGE
  
  47
  Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) 
  necrotic damage. If the target is a creature, it must succeed on 
  a DC 16 Constitution saving throw or be cursed with mummy 
  rot. The cursed target can’t regain hit points, and its hit point 
  maximum decreases by 10 (3d6) for every 24 hours that elapse. If 
  the curse reduces the target’s hit point maximum to 0, the target 
  dies, and its body turns to dust. The curse lasts until removed by 
  the remove curse spell or other magic.
  Dreadful Glare. Ashtox targets one creature he can see within 
  60 feet of him. If the target can see Ashtox, it must succeed on 
  a DC 16 Wisdom saving throw against this magic or become 
  frightened until the end of Ashtox’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 mummy lords for the 
  next 24 hours.
  legendary aCtions
  The mummy lord 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 mummy lord regains spent legendary actions at the start 
  of his turn.
  Attack. Ashtox makes one attack with his rotting fist or uses his 
  Dreadful Glare.
  Blinding Dust. Blinding dust and sand swirls magically around 
  Ashtox. Each creature within 5 feet of him must succeed on a 
  DC 16 Constitution saving throw or be blinded until the end of 
  the creature’s next turn.
  Blasphemous Word (Costs 2 Actions). Ashtox utters a 
  blasphemous word. Each non-undead creature within 10 feet 
  of him that can hear the magical utterance must succeed on a 
  DC 16 Constitution saving throw or be stunned until the end of 
  Ashtox’s next turn.
  Channel Negative Energy (Costs 2 Actions). Ashtox magically 
  unleashes negative energy. Creatures within 60 feet of him, 
  including ones behind barriers and around corners, can’t 
  regain hit points until the end of Ashtox’s next turn.
  Whirlwind of Sand (Costs 2 Actions). Ashtox magically 
  transforms into a whirlwind of sand, moves up to 60 feet, and 
  reverts to his normal form. While in whirlwind form, Ashtox 
  is immune to all damage, and he can’t be grappled, petrified, 
  knocked prone, restrained, or stunned. Equipment worn or 
  carried by Ashtox remains in his possession.
  asHtox
  asHtox
  Medium undead, lawful evil
  Armor Class 21 (+3 plate armor)
  Hit Points 143 (19d8 + 57)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  10 (+0) 
  17 (+3) 
  11 (+0) 
  18 (+4) 
  16 (+3)
  Saving Throws Con +8, Int +5, Wis +9, Cha +8
  Skills History +5, Religion +5
  Damage Resistances fire
  Damage Immunities necrotic, poison; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Draconic
  Challenge 15 (13,000 XP)
  Magic Resistance. Ashtox has advantage on saving throws 
  against spells and other magical effects.
  Rejuvenation. A destroyed mummy lord gains a new body 
  in 24 hours if its heart is intact, regaining all its hit points and 
  becoming active again. The new body appears within 5 feet of 
  the mummy lord’s heart.
  Spellcasting. Ashtox is a 10th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). 
  He has the following cleric spells prepared:
  Cantrips (at will): sacred flame, thaumaturgy
  1st level (4 slots): command, guiding bolt, shield of faith
  2nd level (3 slots): hold person, silence, spiritual weapon
  3rd level (3 slots): animate dead, dispel magic
  4th level (3 slots): divination, guardian of faith
  5th level (2 slots): contagion, insect plague
  6th level (1 slot): harm
  aCtions
  Multiattack. Ashtox can use his Dreadful Glare and makes one 
  attack with his rotting fist.
  
  48
  venotriss
  venotriss
  Large undead, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 208 (24d10 + 72)
  Speed 40 ft., fly 80 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  12 (+1) 
  17 (+3) 
  16 (+3) 
  13 (+1) 
  15 (+2)
  Saving Throws Dex +4, Con +6, Wis +4, Cha +5
  Skills Deception +5, Perception +7, Stealth +4
  Damage Immunities necrotic, poison; bludgeoning, piercing, 
  and slashing damage from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  Languages Common, Draconic
  Challenge 8 (3,900 XP)
  Amphibious. Venotriss can breathe air and water.
  aCtions
  Multiattack. Venotriss makes three attacks: one with her bite 
  and two with her claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 
  15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage.
  Poison Breath (Recharge 5–6). Venotriss exhales poisonous gas 
  in a 30-foot cone. Each creature in that area must make a DC 14 
  Constitution saving throw, taking 42 (12d6) poison damage on a 
  failed save, or half as much damage on a successful one.
  
  49
  vampire knigHt
  vampire knigHt
  Medium undead, neutral evil
  Armor Class 18 (plate armor)
  Hit Points 82 (11d8 + 33)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  16 (+3) 
  16 (+3) 
  11 (+0) 
  10 (+0) 
  12 (+1)
  Saving Throws Dex +6, Wis +3
  Skills Perception +3, Stealth +6
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Senses darkvision 60 ft., passive Perception 13
  Languages the languages they knew in life
  Challenge 7 (2,900 XP)
  Innate Spellcasting. The vampire knight’s spellcasting ability is 
  Charisma (spell save DC 12). They can innately cast the following 
  spells, requiring no material components:
  At will: hold person, misty step
  Regeneration. The vampire knight regains 10 hit points at the 
  start of their turn if they have at least 1 hit point and aren’t in 
  sunlight or running water. If the vampire knight takes radiant 
  damage or damage from holy water, this trait doesn’t function at 
  the start of their next turn.
  Spider Climb. The vampire knight can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Vampire Weaknesses. The vampire knight has the 
  following flaws: 
   Forbiddance. The vampire knight can’t enter a residence 
  without an invitation from one of the occupants. 
   Harmed by Running Water. The vampire knight takes 20 acid 
  VALENTYNE’S  
  LEGACY
  damage when they end their turn in running water. 
   Stake to the Heart. The vampire knight is destroyed if a piercing 
  weapon made of wood is driven into their heart while they are 
  incapacitated in their resting place. 
   Sunlight Hypersensitivity. The vampire knight takes 20 radiant 
  damage when they start their turn in sunlight. While in sunlight, 
  they have disadvantage on attack rolls and ability checks.
  aCtions
  Multiattack. The vampire knight makes two attacks, only one of 
  which can be a bite attack.
  Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 10 (2d6 + 3) slashing damage and 7 (2d6) 
  necrotic damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the 
  vampire can grapple the target (escape DC 13).
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing 
  creature, or a creature that is grappled by the vampire knight, 
  incapacitated, or restrained. Hit: 6 (1d6 + 3) 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 knight 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.
  
  50
  vampire mage
  vampire mage
  Medium undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 82 (11d8 + 33)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  16 (+3) 
  16 (+3) 
  18 (+4) 
  10 (+0) 
  12 (+1)
  Saving Throws Dex +6, Wis +3
  Skills Perception +3, Stealth +6
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Senses darkvision 60 ft., passive Perception 13
  Languages the languages they knew in life
  Challenge 8 (3,900 XP)
  Misty Escape. When they drop to 0 hit points outside their 
  resting place, the vampire mage transforms into a cloud of mist 
  (as in the Shapechanger trait) instead of falling unconscious, 
  provided that they aren’t in sunlight or running water. If they 
  can’t transform, they are destroyed. 
   While they have 0 hit points in mist form, they can’t revert 
  to their vampire form, and they must reach their resting place 
  within 2 hours or be destroyed. Once in their resting place, they 
  revert to their vampire form. They are then paralyzed until they 
  regain at least 1 hit point. After spending 1 hour in their resting 
  place with 0 hit points, the vampire mage regains 1 hit point.
  Regeneration. The vampire mage regains 10 hit points at the 
  start of their turn if they have at least 1 hit point and aren’t in 
  sunlight or running water. If the vampire mage takes radiant 
  damage or damage from holy water, this trait doesn’t function at 
  the start of their next turn.
  Spellcasting. The vampire mage is a 9th-level spellcaster. 
  Their spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). The mage has the following wizard 
  spells prepared:
  Cantrips (at will): fire bolt, chill touch, mage hand, prestidigitation
  1st level (4 slots): charm person, magic missile, shield
  2nd level (3 slots): misty step, scorching ray
  3rd level (3 slots): counterspell, fireball, fly, lightning bolt
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  Spider Climb. The vampire mage can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Vampire Weaknesses. The vampire mage has the 
  following flaws: 
   Forbiddance. The vampire mage can’t enter a residence 
  without an invitation from one of the occupants. 
   Harmed by Running Water. The vampire mage takes 20 acid 
  damage when they end their turn in running water. 
   Stake to the Heart. The vampire mage is destroyed if a piercing 
  weapon made of wood is driven into their heart while they are 
  incapacitated in their resting place. 
   Sunlight Hypersensitivity. The vampire mage takes 20 radiant 
  damage when they start their turn in sunlight. While in sunlight, 
  they have 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: +6 to hit, reach 5 ft., one creature. 
  Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the 
  vampire mage can grapple the target (escape DC 13).
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing 
  creature, or a creature that is grappled by the vampire mage, 
  incapacitated, or restrained. Hit: 6 (1d6 + 3) 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 mage 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.
  
  51
  Vampire Weaknesses. Delekan has the following flaws: 
   Forbiddance. He can’t enter a residence without an invitation 
  from one of the occupants. 
   Harmed by Running Water. He takes 20 acid damage if he ends 
  his turn in running water. 
   Stake to the Heart. If a piercing weapon made of wood is driven 
  into Delekan’s heart while he is incapacitated in his resting place, 
  he is paralyzed until the stake is removed. 
   Sunlight Hypersensitivity. Delekan takes 20 radiant damage 
  when he starts his turn in sunlight. While in sunlight, he has 
  disadvantage on attack rolls and ability checks.
  aCtions
  Multiattack. Delekan makes two attacks, only one of which can 
  be a bite attack.
  Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 10 ft., 
  one target. Hit: 21 (3d8 + 8) bludgeoning damage and 10 (3d6) 
  necrotic damage. Instead of dealing the bludgeoning damage, 
  Delekan can grapple the target (escape DC 21). A grappled target 
  is also restrained until this grapple ends.
  Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  willing creature, or a creature that is grappled by Delekan, 
  incapacitated, or restrained. Hit: 18 (3d6 + 8) piercing damage 
  and 14 (4d6) necrotic damage. The target’s hit point maximum is 
  reduced by an amount equal to the necrotic damage taken, and 
  Delekan regains hit points equal to that amount. The reduction 
  lasts until the target finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0. A humanoid slain in 
  this way and then buried in the ground rises the following night 
  as a vampire spawn under Delekan’s control.
  Charm. Delekan targets one humanoid he can see within 30 
  feet of him. If the target can see Delekan, it must succeed on a 
  DC 17 Wisdom saving throw against this magic or be charmed 
  by Delekan. The charmed target regards Delekan as a trusted 
  friend to be heeded and protected. Although the target isn’t 
  under Delekan’s control, it takes his requests or actions in the 
  most favorable way it can, and it is a willing target for Delekan’s 
  bite attack. 
   Each time Delekan or his companions do anything harmful to 
  the target, it can repeat the saving throw, ending the effect on 
  itself on a success. Otherwise, the effect lasts 24 hours or until 
  Delekan is destroyed, is on a different plane of existence than the 
  target, or takes a bonus action to end the effect.
  legendary aCtions
  Delekan 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. Delekan regains 
  spent legendary actions at the start of his turn.
  Move. Delekan moves up to his speed without provoking 
  opportunity attacks.
  Unarmed Strike. Delekan makes one unarmed strike.
  Bite (Costs 2 Actions). Delekan makes one bite attack.
  delekan tHe BloodBatHed
  delekan tHe BloodBatHed
  Huge undead (shapechanger), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 144 (13d12 + 52)
  Speed 30 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   27 (+8) 
  18 (+4) 
  18 (+4) 
  17 (+3) 
  15 (+2) 
  18 (+4)
  Saving Throws Dex +9, Wis +7, Cha +9
  Skills Perception +7, Stealth +9
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Senses darkvision 120 ft., passive Perception 17
  Languages Giant
  Challenge 18 (20,000 XP)
  Innate Spellcasting. Delekan’s spellcasting ability is Charisma 
  (spell save DC 17, +9 to spell attacks). He can innately cast the 
  following spells, requiring no material components:
  At will: detect magic, fog cloud, light, misty step
  3/day each: lightning bolt, telekinesis
  1/day each: chain lightning, control weather
  Legendary Resistance (3/Day). If Delekan fails a saving throw, 
  he can choose to succeed instead.
  Misty Escape. When he drops to 0 hit points outside his resting 
  place, Delekan transforms into a cloud of mist instead of falling 
  unconscious, provided that he isn’t in sunlight or running water. 
  If he can’t transform, he is destroyed. 
   While he has 0 hit points in mist form, Delekan must reach his 
  resting place within 2 hours or be destroyed. Once in his resting 
  place, he reverts to his vampire form. He is then paralyzed 
  until he regains at least 1 hit point. After spending 1 hour in his 
  resting place with 0 hit points, Delekan regains 1 hit point.
  Regeneration. Delekan regains 20 hit points at the start of his 
  turn if he has at least 1 hit point and isn’t in sunlight or running 
  water. If he takes radiant damage or damage from holy water, 
  this trait doesn’t function at the start of Delekan’s next turn.
  Shapechanger. As an action or when he drops to 0 hit points, 
  Delekan can transform into a blood-dripping roc. See the 
  associated stat block.
  Spider Climb. Delekan can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an 
  ability check.
  
  52
  Blood elemental
  Blood elemental
  Large elemental, neutral
  Armor Class 15
  Hit Points 90 (12d10 + 24)
  Speed 0 ft., fly 90 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  20 (+5) 
  14 (+2) 
  6 (−2) 
  10 (+0) 
  6 (−2)
  Damage Resistances lightning, thunder; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran
  Challenge 5 (1,800 XP)
  Air 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.
  aCtions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  14 (2d8 + 5) necrotic damage.
  Whirlwind (Recharge 4–6). Each creature in the elemental’s 
  space must make a DC 13 Strength saving throw. On a failure, a 
  target takes 15 (3d8 + 2) necrotic damage and is flung up 20 feet 
  away from the elemental in a random direction and knocked 
  prone. If a thrown target strikes an object, such as a wall or floor, 
  the target takes 3 (1d6) bludgeoning damage for every 10 feet 
  it was thrown. If the target is thrown at another creature, that 
  creature must succeed on a DC 13 Dexterity saving throw or take 
  the same damage and be knocked prone. 
   If the saving throw is successful, the target takes half the 
  necrotic damage and isn’t flung away or knocked prone.
  delekan (roC Form)
  delekan (roC Form)
  Gargantuan undead, unaligned
  Armor Class 15 (natural armor)
  Hit Points 248 (16d20 + 80)
  Speed 20 ft., fly 120 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   28 (+9) 
  10 (+0) 
  20 (+5) 
  3 (−4) 
  10 (+0) 
  9 (−1)
  Saving Throws Dex +4, Con +9, Wis +4, Cha +3
  Skills Perception +4
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Senses passive Perception 14
  Languages —
  Challenge 14 (11,500 XP)
  Keen Sight. Delekan has advantage on Wisdom (Perception) 
  checks that rely on sight.
  Legendary Resistance (3/Day). If Delekan fails a saving throw, 
  he can choose to succeed instead.
  aCtions
  Multiattack. Delekan makes two attacks: one with his beak and 
  one with his talons.
  Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 
  Hit: 27 (4d8 + 9) piercing damage.
  Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 23 (4d6 + 9) slashing damage, and the target is grappled 
  (escape DC 19). Until this grapple ends, the target is restrained, 
  and Delekan can’t use his talons on another target.
  legendary aCtions
  Delekan 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. Delekan regains 
  spent legendary actions at the start of his turn.
  Talons. Delekan makes one talons attack.
  Fly. Delekan flies up to his speed.
  Beak (Costs 2 Actions). Delekan makes one beak attack.
  
  53
  wraitH
  wraitH
  Medium undead, neutral evil
  Armor Class 13
  Hit Points 67 (9d8 + 27)
  Speed 0 ft., fly 60 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (−2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2)
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical attacks 
  not made with silvered weapons
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages the languages it knew in life
  Challenge 5 (1,800 XP)
  Incorporeal Movement. The wraith 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.
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  aCtions
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 21 (4d8 + 3) necrotic damage. The target must 
  succeed on a DC 14 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0.
  Create Specter. The wraith targets a humanoid within 10 feet 
  of it that has been dead for no longer than 1 minute and died 
  violently. The target’s spirit rises as a specter in the space of its 
  corpse or in the nearest unoccupied space. The specter is under 
  the wraith’s control. The wraith can have no more than seven 
  specters under its control at one time.
  stone golem
  stone golem
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  9 (−1) 
  20 (+5) 
  3 (−4) 
  11 (+0) 
  1 (−5)
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks not made with 
  adamantine weapons
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator but 
  can’t speak
  Challenge 10 (5,900 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.
  Magic Weapons. The golem’s weapon attacks are magical.
  aCtions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 
  19 (3d8 + 6) bludgeoning damage.
  Slow (Recharge 5–6). The golem targets one or more creatures 
  it can see within 10 feet of it. Each target must make a DC 17 
  Wisdom saving throw against this magic. On a failed save, a 
  target can’t use reactions, its speed is halved, and it can’t make 
  more than one attack on its turn. In addition, the target can take 
  either an action or a bonus action on its turn, not both. These 
  effects last 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.
  
  54
  wraitH
  wraitH
  Medium undead, neutral evil
  Armor Class 13
  Hit Points 67 (9d8 + 27)
  Speed 0 ft., fly 60 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (−2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2)
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical attacks 
  not made with silvered weapons
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages the languages it knew in life
  Challenge 5 (1,800 XP)
  Incorporeal Movement. The wraith 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.
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  aCtions
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 21 (4d8 + 3) necrotic damage. The target must 
  succeed on a DC 14 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0.
  Create Specter. The wraith targets a humanoid within 10 feet 
  of it that has been dead for no longer than 1 minute and died 
  violently. The target’s spirit rises as a specter in the space of its 
  corpse or in the nearest unoccupied space. The specter is under 
  the wraith’s control. The wraith can have no more than seven 
  specters under its control at one time.
  dreadtower wigHt
  dreadtower wigHt
  Medium undead, neutral evil
  Armor Class AC 18 (scale mail and shield)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2)
  Skills Perception +3, Stealth +4
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks not made with 
  silvered weapons
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages the languages it knew in life
  Challenge 6 (2,300 XP)
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  aCtions
  Multiattack. The wight makes two longsword attacks or 
  two longbow attacks. It can use its Life Drain in place of one 
  longsword attack.
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) necrotic damage. The target must 
  succeed on a DC 13 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0. 
   A humanoid slain by this attack rises 24 hours later as a zombie 
  under the wight’s control, unless the humanoid is restored to 
  life or its body is destroyed. The wight can have no more than 
  twelve zombies under its control at one time.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing 
  damage if used with two hands, plus 10 (3d6) necrotic damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 10 (3d6) 
  necrotic damage.
  THE WORLD  
  EATER
  
  55
  iron golem spider
  iron golem spider
  Large construct, unaligned
  Armor Class 20 (natural armor)
  Hit Points 210 (20d10 + 100)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   24 (+7) 
  9 (−1) 
  20 (+5) 
  3 (−4) 
  11 (+0) 
  1 (−5)
  Damage Immunities fire, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks not made with 
  adamantine weapons
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator but 
  can’t speak
  Challenge 16 (15,000 XP)
  Fire Absorption. Whenever the golem is subjected to fire 
  damage, it takes no damage and instead regains a number of hit 
  points equal to the fire damage dealt.
  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.
  Magic Weapons. The golem’s weapon attacks are magical.
  aCtions
  Multiattack. The golem makes two melee attacks.
  Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 
  20 (3d8 + 7) bludgeoning damage.
  Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 
  Hit: 23 (3d10 + 7) slashing damage.
  Poison Breath (Recharge 6). The golem exhales poisonous gas 
  in a 15-foot cone. Each creature in that area must make a DC 19 
  Constitution saving throw, taking 45 (10d8) poison damage on a 
  failed save, or half as much damage on a successful one.
  aion damion (gHost)
  aion damion (gHost)
  Medium undead, chaotic evil
  Armor Class 11
  Hit Points 45 (10d8)
  Speed 0 ft., fly 40 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (−2) 
  13 (+1) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  17 (+3)
  Damage Resistances acid, fire, lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages any languages it knew in life
  Challenge 4 (1,100 XP)
  Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane 
  when it is on the Material Plane, and vice versa.
  Incorporeal Movement. The ghost can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  aCtions
  Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 17 (4d6 + 3) necrotic damage.
  Etherealness. The ghost enters the Ethereal Plane from the 
  Material Plane, or vice versa. It is visible on the Material Plane 
  while it is in the Border Ethereal, and vice versa, yet it can’t affect 
  or be affected by anything on the other plane.
  Horrifying Visage. Each non-undead creature within 60 feet 
  of the ghost that can see it must succeed on a DC 13 Wisdom 
  saving throw or be frightened for 1 minute. If the save fails by 
  5 or more, the target also ages 1d4 × 10 years. A frightened 
  target can repeat the saving throw at the end of each of its 
  turns, ending the frightened condition on itself on a success. If 
  a target’s saving throw is successful or the effect ends for it, the 
  target is immune to this ghost’s Horrifying Visage for the next 24 
  hours. The aging effect can be reversed with a greater restoration 
  spell, but only within 24 hours of it occurring.
  Possession (Recharge 6). One humanoid that the ghost can 
  see within 5 feet of it must succeed on a DC 13 Charisma saving 
  throw or be possessed by the ghost; the ghost then disappears, 
  and the target is incapacitated and loses control of its body. 
  The ghost now controls the body but doesn’t deprive the target 
  of awareness. The ghost can’t be targeted by any attack, spell, 
  or other effect, except ones that turn undead, and it retains its 
  alignment, Intelligence, Wisdom, Charisma, and immunity to 
  being charmed and frightened. It otherwise uses the possessed 
  target’s statistics, but doesn’t gain access to the target’s 
  knowledge, class features, or proficiencies. 
   The possession lasts until the body drops to 0 hit points, the 
  ghost ends it as a bonus action, or the ghost is turned or forced 
  out by an effect like the dispel evil and good spell. When the 
  possession ends, the ghost reappears in an unoccupied space 
  within 5 feet of the body. The target is immune to this ghost’s 
  Possession for 24 hours after succeeding on the saving throw or 
  after the possession ends.
  
  56
  Turn Resistance. Gemna  has advantage on saving throws 
  against any effect that turns undead.
  aCtions
  Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) cold damage. The target must succeed on 
  a DC 18 Constitution saving throw or be paralyzed for 1 minute. 
  The target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  legendary aCtions
  Gemna 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. Gemna  regains 
  spent legendary actions at the start of her turn.
  Cantrip. Gemna casts a cantrip.
  Paralyzing Touch (Costs 2 Actions). Gemna  uses her 
  Paralyzing Touch.
  Frightening Gaze (Costs 2 Actions). Gemna fixes her gaze on 
  one creature she can see within 10 feet of her. 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 
  Gemna’s gaze for the next 24 hours.
  Disrupt Life (Costs 3 Actions). Each living creature within 20 
  feet of Gemna 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.
  genma tHe world eater
  genma tHe world eater
  Medium undead, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 135 (18d8 + 54)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  16 (+3) 
  16 (+3) 
  20 (+5) 
  14 (+2) 
  16 (+3)
  Saving Throws Con +10, Int +12, Wis +9
  Skills Arcana +18, History +12, Insight +9, Perception +9
  Damage Resistances cold, lightning, necrotic
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 19
  Languages Common plus up to five other languages
  Challenge 21 (33,000 XP)
  Legendary Resistance (3/Day). If Gemna fails a saving throw, 
  she can choose to succeed instead.
  Rejuvenation. If Genma has her soul stored within the 
  dreadsphere and is destroyed, she gains a new body in 1d10 
  days, regaining all her hit points and becoming active again. The 
  new body appears within 5 feet of the dreadsphere.
  Spellcasting. Gemna is an 18th-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 20, +12 to hit with spell 
  attacks). She has the following wizard spells prepared:
  Cantrips (at will): mage hand, ray of frost, shocking grasp
  1st level (4 slots): detect magic, magic missile, shield, thunderwave
  2nd level (3 slots): acid arrow, detect thoughts, invisibility, 
  mirror image
  3rd level (3 slots): counterspell, dispel magic, fireball, lightning bolt
  4th level (3 slots): blight, dimension door, greater invisibility
  5th level (3 slots): cloudkill, cone of cold
  6th level (1 slot): circle of death, disintegrate
  7th level (1 slot): finger of death
  8th level (1 slot): feeblemind, power word stun
  9th level (1 slot): power word kill
  
  57
  swarm oF inseCts (Beetles)
  swarm oF inseCts (Beetles)
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12 (natural armor)
  Hit Points 22 (5d8)
  Speed 20 ft., burrow 5 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (−4) 
  13 (+1) 
  10 (+0) 
  1 (−5) 
  7 (−2) 
  1 (−5)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 8
  Languages —
  Challenge 1/2 (100 XP)
  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 insect. 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: 10 (4d4) piercing damage, or 5 (2d4) 
  piercing damage if the swarm has half of its hit points or fewer.
  BlaCk pudding
  BlaCk pudding
  Large ooze, unaligned
  Armor Class 7
  Hit Points 85 (10d10 + 30)
  Speed 20 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  5 (−3) 
  16 (+3) 
  1 (−5) 
  6 (−2) 
  1 (−5)
  Damage Immunities acid, cold, lightning, slashing
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8
  Languages —
  Challenge 4 (1,100 XP)
  Amorphous. The pudding can move through a space as narrow 
  as 1 inch wide without squeezing.
  Corrosive Form. A creature that touches the pudding or hits it 
  with a melee attack while within 5 feet of it takes 4 (1d8) acid 
  damage. Any nonmagical weapon made of metal or wood that 
  hits the pudding corrodes. After dealing damage, the weapon 
  takes a permanent and cumulative −1 penalty to damage rolls. 
  If its penalty drops to −5, the weapon is destroyed. Nonmagical 
  ammunition made of metal or wood that hits the pudding is 
  destroyed after dealing damage. 
   The pudding can eat through 2-inch-thick, nonmagical wood 
  or metal in 1 round.
  Spider Climb. The pudding 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 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid 
  damage. In addition, nonmagical armor worn by the target 
  is partly dissolved and takes a permanent and cumulative −1 
  penalty to the AC it offers. The armor is destroyed if the penalty 
  reduces its AC to 10.
  reaCtions
  Split. When a pudding that is Medium or larger is subjected to 
  lightning or slashing damage, it splits into two new puddings if it 
  has at least 10 hit points. Each new pudding has hit points equal 
  to half the original pudding’s, rounded down. New puddings are 
  one size smaller than the original pudding.
  
  58
  air elemental
  air elemental
  Large elemental, neutral
  Armor Class 15
  Hit Points 90 (12d10 + 24)
  Speed 0 ft., fly 90 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  20 (+5) 
  14 (+2) 
  6 (−2) 
  10 (+0) 
  6 (−2)
  Damage Resistances lightning, thunder; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran
  Challenge 5 (1,800 XP)
  Air 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.
  aCtions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  14 (2d8 + 5) bludgeoning damage.
  Whirlwind (Recharge 4–6). Each creature in the elemental’s 
  space must make a DC 13 Strength saving throw. On a failure, a 
  target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 
  feet away from the elemental in a random direction and knocked 
  prone. If a thrown target strikes an object, such as a wall or floor, 
  the target takes 3 (1d6) bludgeoning damage for every 10 feet 
  it was thrown. If the target is thrown at another creature, that 
  creature must succeed on a DC 13 Dexterity saving throw or take 
  the same damage and be knocked prone. 
   If the saving throw is successful, the target takes half the 
  bludgeoning damage and isn’t flung away or knocked prone.
  
  59
  alpHa Hell Hound
  alpHa Hell Hound
  Large fiend, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  10 (+0) 
  21 (+5) 
  14 (+2) 
  11 (+0) 
  19 (+4)
  Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  Skills Perception +8, Stealth +4
  Damage Immunities fire
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  Languages understands Giant and Infernal but can’t speak
  Challenge 10 (5,900 XP)
  aCtions
  Multiattack. The alpha hell hound makes three attacks: one 
  with its bite and two with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 
  17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 
  13 (2d6 + 6) slashing damage.
  Fire Breath (Recharge 5–6). The alpha hell hound exhales fire 
  in a 30-foot cone. Each creature in that area must make a DC 17 
  Dexterity saving throw, taking 56 (16d6) fire damage on a failed 
  save, or half as much damage on a successful one.
  Hell Hound
  Hell Hound
  Medium fiend, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 45 (7d8 + 14)
  Speed 50 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  12 (+1) 
  14 (+2) 
  6 (−2) 
  13 (+1) 
  6 (−2)
  Skills Perception +5
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Infernal but can’t speak it
  Challenge 3 (700 XP)
  Keen Hearing and Smell. The hound has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. The hound has advantage on an attack roll against 
  a creature if at least one of the hound’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated.
  aCtions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
  Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot 
  cone. Each creature in that area must make a DC 12 Dexterity 
  saving throw, taking 21 (6d6) fire damage on a failed save, or half 
  as much damage on a successful one.
  THE FORGE  
  OF SIZZLE DEATH
  
  60
  Fire giant
  Fire giant
  Huge giant, lawful evil
  Armor Class 18 (plate)
  Hit Points 162 (13d12 + 78)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   25 (+7) 
  9 (−1) 
  23 (+6) 
  10 (+0) 
  14 (+2) 
  13 (+1)
  Saving Throws Dex +3, Con +10, Cha +5
  Skills Athletics +11, Perception +6
  Damage Immunities fire
  Senses passive Perception 16
  Languages Giant
  Challenge 9 (5,000 XP)
  aCtions
  Multiattack. The giant makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 28 (6d6 + 7) slashing damage.
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one 
  target. Hit: 29 (4d10 + 7) bludgeoning damage.
  novas FlameBound
  novas FlameBound
  Huge giant, lawful evil
  Armor Class 18 (plate)
  Hit Points 162 (13d12 + 78)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   25 (+7) 
  9 (−1) 
  23 (+6) 
  20 (+5) 
  14 (+2) 
  13 (+1)
  Saving Throws Dex +3, Con +10, Cha +5
  Skills Athletics +11, Perception +6
  Damage Immunities fire
  Senses passive Perception 16
  Languages Giant
  Challenge 12 (8,400 XP)
  Spellcasting. Novas is an 18th-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 17, +9 to hit with spell 
  attacks). She can cast disguise self and invisibility at will and has 
  the following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation, 
  shocking grasp
  1st level (4 slots): detect magic, identify, mage armor,* 
  magic missile
  2nd level (3 slots): detect thoughts, mirror image, misty step
  3rd level (3 slots): counterspell, fly, lightning bolt
  4th level (3 slots): banishment, fire shield, stoneskin*
  5th level (3 slots): cone of cold, scrying, wall of force
  6th level (1 slot): globe of invulnerability
  7th level (1 slot): teleport
  8th level (1 slot): mind blank*
  9th level (1 slot): time stop
  *Novas casts these spells on itself before combat.
  aCtions
  Multiattack. Novas makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 28 (6d6 + 7) slashing damage.
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one 
  target. Hit: 29 (4d10 + 7) bludgeoning damage.
  
  61
  sizzle deatH
  sizzle deatH
  Huge dragon, lawful evil
  Armor Class 21 (magic plate armor)
  Hit Points 324 (25d12 + 150)
  Speed 40 ft., burrow 30 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   25 (+7) 
  10 (+0) 
  23 (+6) 
  16 (+3) 
  15 (+2) 
  19 (+4)
  Saving Throws Dex +5, Con +11, Wis +7, Cha +9
  Skills Perception +12, Stealth +5
  Damage Immunities lightning
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  Languages Common, Draconic
  Challenge 16 (15,000 XP)
  Special Equipment. Sizzle Death’s armor functions as a helm 
  of brilliance, and has two special corundum gems embedded 
  into it. These gems function as elemental gems that conjure fire 
  elementals.
  Legendary Resistance (3/Day). If Sizzle Death fails a saving 
  throw, he can choose to succeed instead.
  aCtions
  Multiattack. Sizzle Death can use his Frightful Presence. He then 
  makes three attacks: one with his bite and two with his claws.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 
  18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 
  14 (2d6 + 7) slashing damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 
  16 (2d8 + 7) bludgeoning damage.
  Frightful Presence. Each creature of Sizzle Death’s choice 
  that is within 120 feet of him and aware of him must succeed 
  on a DC 17 Wisdom saving throw or become frightened for 1 
  minute. A creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success. If a 
  creature’s saving throw is successful or the effect ends for it, the 
  creature is immune to Sizzle Death’s Frightful Presence for the 
  next 24 hours.
  Lightning Breath (Recharge 5–6). Sizzle Death exhales lightning 
  in a 90-foot line that is 5 feet wide. Each creature in that line 
  must make a DC 19 Dexterity saving throw, taking 66 (12d10) 
  lightning damage on a failed save, or half as much damage on a 
  successful one.
  legendary aCtions
  Sizzle Death 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. Sizzle 
  Death regains spent legendary actions at the start of his turn.
  Detect. Sizzle Death makes a Wisdom (Perception) check.
  Tail Attack. Sizzle Death makes a tail attack.
  Wing Attack (Costs 2 Actions). Sizzle Death beats his wings. 
  Each creature within 10 feet of him must succeed on a DC 
  20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning 
  damage and be knocked prone. Sizzle Death can then fly up to 
  half his flying speed.
  
  62
  iCe-touCHed iron golem
  iCe-touCHed iron golem
  Large construct, unaligned
  Armor Class 20 (natural armor)
  Hit Points 210 (20d10 + 100)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   24 (+7) 
  9 (−1) 
  20 (+5) 
  3 (−4) 
  11 (+0) 
  1 (−5)
  Damage Immunities cold, fire, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks not made with 
  adamantine weapons
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator but 
  can’t speak
  Challenge 20 (25,000 XP)
  Fire Absorption. Whenever the golem is subjected to fire 
  damage, it takes no damage and instead regains a number of hit 
  points equal to the fire damage dealt.
  Freezing Retribution. Whenever a creature within 10 feet of the 
  golem hits it with a melee attack, that creature takes 18 (4d8) 
  cold damage.
  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.
  Magic Weapons. The golem’s weapon attacks are magical.
  aCtions
  Multiattack. The golem makes two melee attacks.
  Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 
  20 (3d8 + 7) bludgeoning damage plus 14 (4d6) cold damage.
  Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 
  Hit: 23 (3d10 + 7) slashing damage plus 14 (4d6) cold damage.
  Cold Breath (Recharge 6). The golem exhales icy vapor in a 
  15-foot cone. Each creature in that area must make a DC 19 
  Constitution saving throw, taking 45 (10d8) cold damage on 
  a failed save, or half as much damage on a successful one. 
  The golem can then make one slam or sword attack as a 
  bonus action.
  BlaCk pudding
  BlaCk pudding
  Large ooze, unaligned
  Armor Class 7
  Hit Points 85 (10d10 + 30)
  Speed 20 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  5 (−3) 
  16 (+3) 
  1 (−5) 
  6 (−2) 
  1 (−5)
  Damage Immunities acid, cold, lightning, slashing
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8
  Languages —
  Challenge 4 (1,100 XP)
  Amorphous. The pudding can move through a space as narrow 
  as 1 inch wide without squeezing.
  Corrosive Form. A creature that touches the pudding or hits it 
  with a melee attack while within 5 feet of it takes 4 (1d8) acid 
  damage. Any nonmagical weapon made of metal or wood that 
  hits the pudding corrodes. After dealing damage, the weapon 
  takes a permanent and cumulative −1 penalty to damage rolls. 
  If its penalty drops to −5, the weapon is destroyed. Nonmagical 
  ammunition made of metal or wood that hits the pudding is 
  destroyed after dealing damage. 
   The pudding can eat through 2-inch-thick, nonmagical wood 
  or metal in 1 round.
  Spider Climb. The pudding 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 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid 
  damage. In addition, nonmagical armor worn by the target 
  is partly dissolved and takes a permanent and cumulative −1 
  penalty to the AC it offers. The armor is destroyed if the penalty 
  reduces its AC to 10.
  reaCtions
  Split. When a pudding that is Medium or larger is subjected to 
  lightning or slashing damage, it splits into two new puddings if it 
  has at least 10 hit points. Each new pudding has hit points equal 
  to half the original pudding’s, rounded down. New puddings are 
  one size smaller than the original pudding.
  BLADE QUEEN’S
  THRONE
  
  63
  erinyes
  erinyes
  Medium fiend (devil), lawful evil
  Armor Class 18 (plate)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  16 (+3) 
  18 (+4) 
  14 (+2) 
  14 (+2) 
  18 (+4)
  Saving Throws Dex +7, Con +8, Wis +6, Cha +8
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 12
  Languages Infernal, telepathy 120 ft.
  Challenge 12 (8,400 XP)
  Hellish Weapons. The erinyes’s weapon attacks are magical 
  and deal an extra 13 (3d8) poison damage on a hit (included in 
  the attacks).
  Magic Resistance. The erinyes has advantage on saving throws 
  against spells and other magical effects.
  aCtions
  Multiattack. The erinyes makes three attacks.
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing 
  damage if used with two hands, plus 13 (3d8) poison damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison 
  damage, and the target must succeed on a DC 14 Constitution 
  saving throw or be poisoned. The poison lasts until it is removed 
  by the lesser restoration spell or similar magic.
  reaCtions
  Parry. The erinyes adds 4 to its AC against one melee attack that 
  would hit it. To do so, the erinyes must see the attacker and be 
  wielding a melee weapon.
  vroCk
  vroCk
  Large fiend (demon), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 104 (11d10 + 44)
  Speed 40 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  15 (+2) 
  18 (+4) 
  8 (−1) 
  13 (+1) 
  8 (−1)
  Saving Throws Dex +5, Wis +4, Cha +2
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Abyssal, telepathy 120 ft.
  Challenge 6 (2,300 XP)
  Magic Resistance. The vrock has advantage on saving throws 
  against spells and other magical effects.
  aCtions
  Multiattack. The vrock makes two attacks: one with its beak and 
  one with its talons.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) piercing damage.
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 14 (2d10 + 3) slashing damage.
  Spores (Recharge 6). A 15-foot-radius cloud of toxic spores 
  extends out from the vrock. The spores spread around corners. 
  Each creature in that area must succeed on a DC 14 Constitution 
  saving throw or become poisoned. While poisoned in this way, 
  a target takes 5 (1d10) poison damage at the start of each of its 
  turns. A target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success. Emptying a vial 
  of holy water on the target also ends the effect on it.
  Stunning Screech (1/Day). The vrock emits a horrific screech. 
  Each creature within 20 feet of it that can hear it and that isn’t a 
  demon must succeed on a DC 14 Constitution saving throw or be 
  stunned until the end of the vrock’s next turn.
  
  64
  Magic Resistance. Karethe has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. Karethe’s weapon attacks are magical.
  Reactive. Karethe can take one reaction on every turn 
  in a combat.
  Sword Jaunt. As a bonus action, Karethe can teleport to the 
  location of any one of her flying swords.
  aCtions
  Multiattack. Karethe makes seven attacks: six with her 
  longswords and one with her tail.
  Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 7) slashing damage. While the mosaic in 
  Karethe’s throne room is active, a successful longsword attack 
  deals an extra 10 (3d6) radiant damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. 
  Hit: 15 (2d10 + 7) bludgeoning damage. If the target is Medium or 
  smaller, it is grappled (escape DC 19). Until this grapple ends, the 
  target is restrained, Karethe can automatically hit the target with 
  her tail, and she can’t make tail attacks against other targets.
  Teleport. Karethe magically teleports, along with any equipment 
  she is wearing or carrying, up to 120 feet to an unoccupied space 
  she can see.
  reaCtions
  Parry. Karethe adds 5 to her AC against one melee attack 
  that would hit her. To do so, she must see the attacker and be 
  wielding a melee weapon.
  karetHe tHe Blade Queen
  karetHe tHe Blade Queen
  Large fiend (demon), chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 189 (18d10 + 90)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   25 (+7) 
  20 (+5) 
  20 (+5) 
  18 (+4) 
  16 (+3) 
  20 (+5)
  Saving Throws Str +9, Con +10, Wis +8, Cha +10
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 13
  Languages Abyssal, telepathy 120 ft.
  Challenge 16 (15,000 XP)
  Special Equipment. Karethe wears a belt of fire giant strength, 
  factored into her statistics.
  Blade Queen’s Resilience. When Karethe takes damage that 
  would reduce her to 0 hit points, she instead gains temporary hit 
  points equal to her normal hit point maximum and removes any 
  ongoing conditions or effects on her.  
   While she has these temporary hit points, she is surrounded 
  by an aura of swirling swords that extend 20 feet from her. A 
  creature hostile to Karethe that enters the area of the swords 
  for the first time on a turn or starts its turn there must succeed 
  on a DC 20 Dexterity saving throw, taking 27 (6d8) slashing 
  damage on a failed save, or half as much damage on a successful 
  one. Karethe can’t use this ability again until she completes a 
  long rest.
  Legendary Resistance (3/Day). If Karethe fails a saving throw, 
  she can choose to succeed instead.
  
  65
  Clay golem
  Clay golem
  Large construct, unaligned
  Armor Class 14 (natural armor)
  Hit Points 133 (14d10 + 56)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  9 (−1) 
  18 (+4) 
  3 (−4) 
  8 (−1) 
  1 (−5)
  Damage Immunities acid, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks not made with 
  adamantine weapons
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands the languages of its creator but 
  can’t speak
  Challenge 9 (5,000 XP)
  Acid Absorption. Whenever the golem is subjected to acid 
  damage, it takes no damage and instead regains a number of hit 
  points equal to the acid damage dealt.
  Berserk. Whenever the golem starts its turn with 60 hit points 
  or fewer, roll a d6. On a 6, the golem goes berserk. On each of 
  its turns while berserk, the golem attacks the nearest creature it 
  can see. If no creature is near enough to move to and attack, the 
  golem attacks an object, with preference for an object smaller 
  than itself. Once the golem goes berserk, it continues to do so 
  until it is destroyed or regains all its hit points.
  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.
  Magic Weapons. The golem’s weapon attacks are magical.
  aCtions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  16 (2d10 + 5) bludgeoning damage. If the target is a creature, 
  it must succeed on a DC 15 Constitution saving throw or have 
  its hit point maximum reduced by an amount equal to the 
  damage taken. The target dies if this attack reduces its hit point 
  maximum to 0. The reduction lasts until removed by the greater 
  restoration spell or other magic.
  Haste (Recharge 5–6). Until the end of its next turn, the golem 
  magically gains a +2 bonus to its AC, has advantage on Dexterity 
  saving throws, and can use its slam attack as a bonus action.
  Blade Queen’s sword
  Blade Queen’s sword
  Small construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 17 (5d6)
  Speed 0 ft., fly 50 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  15 (+2) 
  11 (+0) 
  1 (−5) 
  5 (−3) 
  1 (−5)
  Saving Throws Dex +4
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 7
  Languages —
  Challenge 1/4 (50 XP)
  Antimagic Susceptibility. The sword is incapacitated while in 
  the area of an antimagic field. If targeted by dispel magic, the 
  sword must succeed on a Constitution saving throw against the 
  caster’s spell save DC or fall unconscious for 1 minute.
  False Appearance. While the sword remains motionless and 
  isn’t flying, it is indistinguishable from a normal sword.
  aCtions
  Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 7) slashing damage. While the mosaic in 
  Karethe’s throne room is active, a successful longsword attack 
  deals an extra 10 (3d6) radiant damage.
  
  66
  Corrupted planetar
  Corrupted planetar
  Large celestial, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 200 (16d10 + 112)
  Speed 40 ft., fly 120 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   24 (+7) 
  20 (+5) 
  24 (+7) 
  19 (+4) 
  22 (+6) 
  25 (+7)
  Saving Throws Con +12, Wis +11, Cha +12
  Skills Perception +11
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened
  Senses truesight 120 ft., passive Perception 21
  Languages all, telepathy 120 ft.
  Challenge 16 (15,000 XP)
  Angelic Weapons. The planetar’s weapon attacks are magical. 
  When the planetar hits with any weapon, the weapon deals an 
  extra 5d8 radiant damage (included in the attack).
  Divine Awareness. The planetar knows if it hears a lie.
  Innate Spellcasting. The planetar’s spellcasting ability is 
  Charisma (spell save DC 20). The planetar can innately cast the 
  following spells, requiring no material components:
  At will: detect evil and good, invisibility (self only)
  3/day each: blade barrier, dispel evil and good, flame strike, 
  raise dead
  1/day each: commune, control weather, insect plague
  Magic Resistance. The planetar has advantage on saving throws 
  against spells and other magical effects.
  aCtions
  Multiattack. The planetar makes two melee attacks.
  Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., 
  one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) 
  radiant damage.
  Healing Touch (4/Day). The planetar touches another creature. 
  The target magically regains 30 (6d8 + 3) hit points and is freed 
  from any curse, disease, poison, blindness, or deafness.
  Balor
  Balor
  Huge fiend (demon), chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 262 (21d12 + 126)
  Speed 40 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   26 (+8) 
  15 (+2) 
  22 (+6) 
  20 (+5) 
  16 (+3) 
  22 (+6)
  Saving Throws Str +14, Con +12, Wis +9, Cha +12
  Damage Resistances cold, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 13
  Languages Abyssal, telepathy 120 ft.
  Challenge 19 (22,000 XP)
  Death Throes. When the balor dies, it explodes, and each 
  creature within 30 feet of it must make a DC 20 Dexterity saving 
  throw, taking 70 (20d6) fire damage on a failed save, or half 
  as much damage on a successful one. The explosion ignites 
  flammable objects in that area that aren’t being worn or carried, 
  and it destroys the balor’s weapons.
  Fire Aura. At the start of each of the balor’s turns, each creature 
  within 5 feet of it takes 10 (3d6) fire damage, and flammable 
  objects in the aura that aren’t being worn or carried ignite. A 
  creature that touches the balor or hits it with a melee attack 
  while within 5 feet of it takes 10 (3d6) fire damage.
  Magic Resistance. The balor has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The balor’s weapon attacks are magical.
  aCtions
  Multiattack. The balor makes two attacks: one with its 
  longsword and one with its whip.
  Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one 
  target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning 
  damage. If the balor scores a critical hit, it rolls damage dice 
  three times, instead of twice.
  Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. 
  Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and 
  the target must succeed on a DC 20 Strength saving throw or be 
  pulled up to 25 feet toward the balor.
  Teleport. The balor magically teleports, along with any 
  equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see.
  HELLS’
  HEART
  
  67
  Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 
  Hit: 17 (2d6 + 10) slashing damage.
  Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 
  19 (2d8 + 10) bludgeoning damage.
  Frightful Presence. Each creature of Veragon’s choice that is 
  within 120 feet of him and aware of him must succeed on a DC 
  26 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 Veragon’s Frightful Presence for the next 24 hours.
  Breath Weapons (Recharge 5–6). Veragon uses one of the 
  following breath weapons.
  Fire Breath. Veragon exhales fire in a 90-foot cone. Each creature 
  in that area must make a DC 26 Dexterity saving throw, taking 
  55 (10d10) fire damage and 55 (10d10) necrotic damage on a 
  failed save, or half as much damage on a successful one.
  Weakening Breath. Veragon exhales gas in a 90-foot cone. Each 
  creature in that area must succeed on a DC 26 Strength saving 
  throw or have disadvantage on Strength-based attack rolls, 
  Strength checks, and Strength saving throws 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.
  Change Shape. Veragon magically polymorphs into a humanoid 
  or beast 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 (Veragon’s choice). 
   In a new form, Veragon retains his 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.
  legendary aCtions
  Veragon 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. Veragon 
  regains spent legendary actions at the start of his turn.
  Cast Spell (Half Hit Points or Higher Only). Veragon casts an 
  at-will spell.
  Detect (Half Hit Points or Higher Only). Veragon makes a 
  Wisdom (Perception) check.
  Finger of Death (Costs 3 Actions; Below Half Hit Points Only). 
  Veragon casts the finger of death spell (save DC 26), but can 
  target two creatures instead of just one.
  Fire Breath (Costs 3 Actions; Half Hit Points or Higher Only). 
  Veragon uses his Fire Breath.
  Tail Attack (Half Hit Points or Higher Only). Veragon makes a 
  tail attack.
  Wing Attack (Costs 2 Actions; Half Hit Points or Higher 
  Only). Veragon beats his wings. Each creature within 15 feet of 
  him must succeed on a DC 25 Dexterity saving throw or take 
  17 (2d6 + 10) bludgeoning damage and be knocked prone. 
  Veragon can then fly up to half his flying speed.
  veragon
  veragon
  Gargantuan fiend, lawful good
  Armor Class 22 (natural armor)
  Hit Points 546 (28d20 + 252)
  Speed 40 ft., fly 80 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   30 (+10) 
  14 (+2) 
  29 (+9) 
  28 (+9) 
  17 (+3) 
  28 (+9)
  Saving Throws Dex +9, Con +16, Wis +10, Cha +16
  Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
  Damage Immunities fire, necrotic, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Condition Immunities blinded, charmed, deafened, frightened, 
  poisoned, stunned
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  Languages Common, Draconic
  Challenge 30 (155,000 XP)
  Amphibious. Veragon can breathe air and water.
  Fire of Vengeance (Below Half Hit Points Only). Veragon is 
  surrounded by an aura of black fire. Any creature that moves 
  within 30 feet of Veragon for the first time on a turn or starts its 
  turn there must make a DC 26 Constitution saving throw, taking 
  18 (4d8) fire damage and 18 (4d8) necrotic damage on a failed 
  save, or half as much damage on a successful one.
  Hells’ Heart. If Veragon drops to fewer than half his full hit 
  points, the shard in his chest flares brightly. His breath weapon 
  recharges, and he is enveloped in black and red fire as he is 
  overcome by the fiendish presence in the shard. At below half 
  his hit points, Veragon loses his innate spellcasting, and his 
  legendary action options change.
  Innate Spellcasting (Half Hit Points or Higher Only). Veragon’s 
  innate spellcasting ability is Intelligence (spell save DC 26; +18 to 
  hit with spell attacks). He can innately cast the following spells, 
  requiring no material components:
  At will: counterspell, dispel magic, fireball, lightning bolt, misty step, 
  shatter, shield
  1/day each: circle of death, disintegrate, maze, meteor swarm, 
  prismatic spray
  Legendary Resistance (3/Day). If Veragon fails a saving throw, 
  he can choose to succeed instead.
  Magic Resistance. Veragon has advantage on saving throws 
  against spells and other magical effects.
  Regeneration. Veragon regains 30 hit points at the start of his 
  turn. If the fiendish shard in his chest is targeted with a spell 
  or attack that deals radiant damage, this regeneration doesn’t 
  function at the start of Veragon’s next turn. The shard has 
  Veragon’s AC and saving throws but takes no damage directly. 
  Veragon dies only if he starts his turn with 0 hit points and 
  doesn’t regenerate.
  aCtions
  Multiattack. Veragon can use his Frightful Presence. He then 
  makes one bite attack and two claw attacks; or he makes one 
  bite attack, one claw attack, and casts any innate spell that can 
  normally be cast as an action.
  Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 
  21 (2d10 + 10) piercing damage.
  
  68
  arCHmage
  arCHmage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 99 (18d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3)
  Saving Throws Int +9, Wis +6
  Skills Arcana +13, History +13
  Damage Resistance damage from spells; nonmagical 
  bludgeoning, piercing, and slashing (from stoneskin)
  Senses passive Perception 12
  Languages any six languages
  Challenge 12 (8,400 XP)
  Magic Resistance. The archmage has advantage on saving 
  throws against spells and other magical effects.
  Spellcasting. The archmage is an 18th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 17, +9 to hit with 
  spell attacks). The archmage can cast disguise self and invisibility 
  at will and has the following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation, 
  shocking grasp
  1st level (4 slots): detect magic, identify, mage armor,* 
  magic missile
  2nd level (3 slots): detect thoughts, mirror image, misty step
  3rd level (3 slots): counterspell, fly, lightning bolt
  4th level (3 slots): banishment, fire shield, stoneskin*
  5th level (3 slots): cone of cold, scrying, wall of force
  6th level (1 slot): globe of invulnerability
  7th level (1 slot): teleport
  8th level (1 slot): mind blank*
  9th level (1 slot): time stop
  *The archmage casts these spells on itself before combat.
  aCtions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  PUT THE
  MONSTER BACK
  Clay golem
  Clay golem
  Large construct, unaligned
  Armor Class 14 (natural armor)
  Hit Points 133 (14d10 + 56)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  9 (−1) 
  18 (+4) 
  3 (−4) 
  8 (−1) 
  1 (−5)
  Damage Immunities acid, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks not made with 
  adamantine weapons
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands the languages of its creator but 
  can’t speak
  Challenge 9 (5,000 XP)
  Acid Absorption. Whenever the golem is subjected to acid 
  damage, it takes no damage and instead regains a number of hit 
  points equal to the acid damage dealt.
  Berserk. Whenever the golem starts its turn with 60 hit points 
  or fewer, roll a d6. On a 6, the golem goes berserk. On each of 
  its turns while berserk, the golem attacks the nearest creature it 
  can see. If no creature is near enough to move to and attack, the 
  golem attacks an object, with preference for an object smaller 
  than itself. Once the golem goes berserk, it continues to do so 
  until it is destroyed or regains all its hit points.
  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.
  Magic Weapons. The golem’s weapon attacks are magical.
  aCtions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  16 (2d10 + 5) bludgeoning damage. If the target is a creature, 
  it must succeed on a DC 15 Constitution saving throw or have 
  its hit point maximum reduced by an amount equal to the 
  damage taken. The target dies if this attack reduces its hit point 
  maximum to 0. The reduction lasts until removed by the greater 
  restoration spell or other magic.
  Haste (Recharge 5–6). Until the end of its next turn, the golem 
  magically gains a +2 bonus to its AC, has advantage on Dexterity 
  saving throws, and can use its slam attack as a bonus action.
  
  69
  angel statue
  angel statue
  Large construct, unaligned
  Armor Class 21 (natural armor)
  Hit Points 243 (18d10 + 144)
  Speed 50 ft., fly 150 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   26 (+8) 
  22 (+6) 
  26 (+8) 
  3 (−4) 
  25 (+7) 
  1 (−5)
  Saving Throws Wis +14
  Skills Perception +14
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, 
  frightened, poisoned
  Senses truesight 120 ft., passive Perception 24
  Languages understands Common but can’t speak.
  Challenge 21 (33,000 XP)
  Angelic Weapons. The statue’s weapon attacks are magical. 
  When the statue hits with any weapon, the weapon deals an 
  extra 6d8 radiant damage (included in the attack).
  Magic Resistance. The statue has advantage on saving throws 
  against spells and other magical effects.
  aCtions
  Multiattack. The statue makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., 
  one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) 
  radiant damage.
  Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 
  150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 
  (6d8) radiant damage. If the target is a creature that has 100 hit 
  points or fewer, it must succeed on a DC 15 Constitution saving 
  throw or die.
  Flying Sword. The statue releases its greatsword to hover 
  magically in an unoccupied space within 5 feet of it. If the statue 
  can see the sword, the statue can mentally command it as a 
  bonus action to fly up to 50 feet and either make one attack 
  against a target or return to the statue’s hands. If the hovering 
  sword is targeted by any effect, the statue is considered to be 
  holding it. The hovering sword falls if the statue is destroyed.
  legendary aCtions
  The statue 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 statue 
  regains spent legendary actions at the start of its turn.
  Teleport. The statue magically teleports, along with any 
  equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see.
  Searing Burst (Costs 2 Actions). The statue emits magical, 
  divine energy. Each creature of its choice in a 10-foot radius 
  must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire 
  damage plus 14 (4d6) radiant damage on a failed save, or half 
  as much damage on a successful one.
  Blinding Gaze (Costs 3 Actions). The statue targets one 
  creature it can see within 30 feet of it. If the target can see it, 
  the target must succeed on a DC 15 Constitution saving throw 
  or be blinded until magic such as the lesser restoration spell 
  removes the blindness.
  mage
  mage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). The mage has the following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation
  1st level (4 slots): detect magic, mage armor, magic missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell, fireball, fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  aCtions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  
  70
  Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 
  24 (4d6 + 10) bludgeoning damage. If the target is a creature, 
  it must succeed on a DC 20 Strength saving throw or be 
  knocked prone.
  Hurl Debris. Ranged Weapon Attack: +19 to hit, range 600/2,400 
  ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 20 Strength saving 
  throw or be knocked prone.
  Frightful Presence. Each creature of the tarrasque’s choice 
  within 120 feet of it and aware of it must succeed on a DC 17 
  Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of 
  its turns, with disadvantage if the tarrasque is within line of 
  sight, 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 tarrasque’s Frightful Presence for the 
  next 24 hours.
  Swallow. The tarrasque 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 
  tarrasque, and it takes 56 (16d6) acid damage at the start of each 
  of the tarrasque’s turns. 
   If the tarrasque takes 60 damage or more on a single turn 
  from a creature inside it, the tarrasque 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 tarrasque. If the tarrasque dies, a swallowed creature is no 
  longer restrained by it and can escape from the corpse by using 
  30 feet of movement, exiting prone.
  legendary aCtions
  The tarrasque 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 tarrasque 
  regains spent legendary actions at the start of its turn.
  Attack. The tarrasque makes one claw attack or tail attack.
  Move. The tarrasque moves up to half its speed.
  Chomp (Costs 2 Actions). The tarrasque makes one bite attack or 
  uses its Swallow.
  tarrasQue
  tarrasQue
  Gargantuan monstrosity (titan), unaligned
  Armor Class 25 (natural armor)
  Hit Points 676 (33d20 + 330)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   30 (+10) 
  11 (+0) 
  30 (+10) 
  3 (−4) 
  11 (+0) 
  11 (+0)
  Saving Throws Int +5, Wis +9, Cha +9
  Damage Immunities fire, poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities charmed, frightened, 
  paralyzed, poisoned
  Senses blindsight 120 ft., passive Perception 10
  Languages —
  Challenge 30 (155,000 XP)
  Legendary Resistance (3/Day). If the tarrasque fails a saving 
  throw, it can choose to succeed instead.
  Magic Resistance. The tarrasque has advantage on saving 
  throws against spells and other magical effects.
  Reflective Carapace. Any time the tarrasque is targeted by a 
  magic missile spell, a line spell, or a spell that requires a ranged 
  attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 
  6, the tarrasque is unaffected, and the effect is reflected back at 
  the caster as though it originated from the tarrasque, turning the 
  caster into the target.
  Siege Monster. The tarrasque deals double damage to objects 
  and structures.
  aCtions
  Multiattack. The tarrasque can use its Frightful Presence. It then 
  makes five attacks: one with its bite, two with its claws, one with 
  its horns, and one with its tail. It can use its Swallow instead of 
  its bite, and can use Hurl Debris instead of one or both of its 
  claw attacks.
  Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 
  Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it 
  is grappled (escape DC 20). Until this grapple ends, the target is 
  restrained, and the tarrasque can’t bite another target.
  Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. 
  Hit: 28 (4d8 + 10) slashing damage.
  Horns. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 
  Hit: 32 (4d10 + 10) piercing damage.
  
  71
  metal tarrasQue
  metal tarrasQue
  A detect magic spell reveals that the metal tarrasque radiates 
  an aura of abjuration magic. A successful DC 23 Wisdom 
  (Perception) check made as an action reveals the outline 
  of a door on the machine’s chest, which leads to a hidden 
  compartment 5 feet on a side filled with switches and levers. This 
  door locks from the inside when closed, and can be unlocked 
  from outside with a successful DC 25 Dexterity check using 
  thieves’ tools, or forced open with a successful DC 25 Strength 
  (Athletics) check. 
  A creature inside the compartment with the door closed has 
  total cover against attacks and other effects originating outside 
  the metal tarrasque. In addition, a creature in the compartment 
  can see through the door when it is closed, can spend all its 
  movement to move the machine 40 feet, and can spend an 
  action to use one of the machine’s action options.
  The metal tarrasque has the following statistics:
  • It has AC 25; 676 hit points; immunity to fire, poison, and 
  psychic damage; and immunity to bludgeoning, piercing, and 
  slashing damage from nonmagical attacks.
  • It has immunity to the poisoned condition.
  • It has the tarrasque’s Reflective Carapace trait, and all the 
  tarrasque’s action options except for Frightful Presence, 
  Swallow, and legendary actions (see below).
  • The metal tarrasque automatically succeeds on Intelligence, 
  Wisdom, and Charisma saving throws. While being piloted, it 
  has a +10 bonus to Strength and Constitution saving throws 
  and a +0 bonus to Dexterity saving throws.
  • Despite its Siege Monster trait, the real tarrasque does not 
  deal double damage to the metal tarrasque, which is specially 
  designed to stand toe-to-toe with the titan monstrosity.
  Reflective Carapace. Any time the metal tarrasque is targeted 
  by a magic missile spell, a line spell, or a spell that requires 
  a ranged attack roll, roll a d6. On a 1 to 5, the machine is 
  unaffected. On a 6, the machine is unaffected, and the effect 
  is reflected back at the caster as though it originated from the 
  machine, turning the caster into the target.
  aCtions
  Multiattack. The metal tarrasque makes five attacks: one with its 
  bite, two with its claws, one with its horns, and one with its tail. It 
  can use its Hurl Debris instead of one or both of its claw attacks.
  Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 
  Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it 
  is grappled (escape DC 20). Until this grapple ends, the target is 
  restrained, and the metal tarrasque can’t bite another target.
  Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. 
  Hit: 28 (4d8 + 10) slashing damage.
  Horns. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 
  Hit: 32 (4d10 + 10) piercing damage.
  Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 
  24 (4d6 + 10) bludgeoning damage. If the target is a creature, 
  it must succeed on a DC 20 Strength saving throw or be 
  knocked prone.
  Hurl Debris. Ranged Weapon Attack: +19 to hit, range 600/2,400 
  ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 20 Strength saving 
  throw or be knocked prone.
  laCarek tHe oBlivion
  laCarek tHe oBlivion
  Medium humanoid (human), chaotic evil
  Armor Class 12 (15 with mage armor)
  Hit Points 162 (29d8 + 29)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3)
  Saving Throws Int +9, Wis +6
  Skills Arcana +13, History +13
  Damage Resistance damage from spells; nonmagical 
  bludgeoning, piercing, and slashing (from stoneskin)
  Senses passive Perception 12
  Languages any six languages
  Challenge 12 (8,400 XP)
  Magic Resistance. Lacarek has advantage on saving throws 
  against spells and other magical effects.
  Spellcasting. Lacarek is an 18th-level spellcaster. Her 
  spellcasting ability is Intelligence (spell save DC 20, +12 to hit 
  with spell attacks). She has the following wizard spells prepared:
  Cantrips (at will): mage hand, prestidigitation, ray of frost
  1st level (4 slots): detect magic, magic missile, shield, thunderwave
  2nd level (3 slots): acid arrow, detect thoughts, invisibility, 
  mirror image
  3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
  4th level (3 slots): blight, dimension door
  5th level (3 slots): cloudkill, scrying
  6th level (1 slot): disintegrate, globe of invulnerability
  7th level (1 slot): finger of death, plane shift
  8th level (1 slot): dominate monster, power word stun
  9th level (1 slot): power word kill
  aCtions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  
  72
  Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. 
  Hit: 28 (4d8 + 10) slashing damage.
  Horns. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 
  Hit: 32 (4d10 + 10) piercing damage.
  Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 
  24 (4d6 + 10) bludgeoning damage. If the target is a creature, 
  it must succeed on a DC 20 Strength saving throw or be 
  knocked prone.
  Hurl Debris. Ranged Weapon Attack: +19 to hit, range 600/2,400 
  ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 20 Strength saving 
  throw or be knocked prone.
  Frightful Presence. Each creature of the tarrasque’s choice 
  within 120 feet of it and aware of it must succeed on a DC 17 
  Wisdom saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of 
  its turns, with disadvantage if the tarrasque is within line of 
  sight, 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 tarrasque’s Frightful Presence for the 
  next 24 hours.
  Swallow. The tarrasque 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 
  tarrasque, and it takes 56 (16d6) necrotic damage at the start of 
  each of the tarrasque’s turns. 
   If the tarrasque takes 60 damage or more on a single turn 
  from a creature inside it, the tarrasque 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 tarrasque. If the tarrasque dies, a swallowed creature is no 
  longer restrained by it and can escape from the corpse by using 
  30 feet of movement, exiting prone.
  legendary aCtions
  The tarrasque 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 tarrasque 
  regains spent legendary actions at the start of its turn.
  Attack. The tarrasque makes one claw attack or tail attack.
  Move. The tarrasque moves up to half its speed.
  Chomp (Costs 2 Actions). The tarrasque makes one bite attack or 
  uses its Swallow.
  undead tarrasQue
  undead tarrasQue
  Gargantuan undead, unaligned
  Armor Class 25 (natural armor)
  Hit Points 676 (33d20 + 330) minus 45 hit points for each sigil 
  that was destroyed or dispelled before the tarrasque died
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   30 (+10) 
  11 (+0) 
  30 (+10) 
  3 (−4) 
  11 (+0) 
  11 (+0)
  Saving Throws Int +5, Wis +9, Cha +9
  Damage Immunities fire, poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities charmed, frightened, 
  paralyzed, poisoned
  Senses blindsight 120 ft., passive Perception 10
  Languages —
  Challenge 30 (155,000 XP)
  Legendary Resistance (3/Day). If the undead tarrasque fails a 
  saving throw, it can choose to succeed instead. (All uses of this 
  trait refresh when the tarrasque dies.)
  Magic Resistance. The tarrasque has advantage on saving 
  throws against spells and other magical effects.
  Reflective Carapace. Any time the tarrasque is targeted by a 
  magic missile spell, a line spell, or a spell that requires a ranged 
  attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 
  6, the tarrasque is unaffected, and the effect is reflected back at 
  the caster as though it originated from the tarrasque, turning the 
  caster into the target.
  Siege Monster. The tarrasque deals double damage to objects 
  and structures.
  Turn Immunity. The undead tarrasque is immune to any effect 
  that turns undead.
  Create Wraith. Any creature killed by the tarrasque rises as 
  a wraith controlled by Lacarek at the start of the creature’s 
  next turn.
  aCtions
  Multiattack. The tarrasque can use its Frightful Presence. It then 
  makes five attacks: one with its bite, two with its claws, one with 
  its horns, and one with its tail. It can use its Swallow instead of 
  its bite, and can use Hurl Debris instead of one or both of its 
  claw attacks.
  Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 
  Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it 
  is grappled (escape DC 20). Until this grapple ends, the target is 
  restrained, and the tarrasque can’t bite another target.
  
  73
  wraitH
  wraitH
  Medium undead, neutral evil
  Armor Class 13
  Hit Points 67 (9d8 + 27)
  Speed 0 ft., fly 60 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (−2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2)
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical attacks 
  not made with silvered weapons
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages the languages it knew in life
  Challenge 5 (1,800 XP)
  Incorporeal Movement. The wraith 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.
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  aCtions
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 21 (4d8 + 3) necrotic damage. The target must 
  succeed on a DC 14 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0.
  Create Specter. The wraith targets a humanoid within 10 feet 
  of it that has been dead for no longer than 1 minute and died 
  violently. The target’s spirit rises as a specter in the space of its 
  corpse or in the nearest unoccupied space. The specter is under 
  the wraith’s control. The wraith can have no more than seven 
  specters under its control at one time.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/D&D 5E - Michael E. Shea - Fantastic Lairs - Monster Appendix.pdf