TEXT: Introduction
  Introduction
  Welcome to Badooga's Monster Guidelines! I do a lot of monster homebrew for 5e, and this document compiles all of the tricks
  and techniques for creating monsters that I've learned over the years. In tandem with the official books, this document will show
  you how to make monsters, insert them into an encounter, and determine their behavior during combat. The appendix contains
  premade stat blocks and other monster content that you can use with minimal preparation or effort.
  As a word of advice: don't try to read this entire document in one sitting. It is filled with a lot of dense, technical writing that
  lacks art to break it all up. After reading Chapter 1 (three pages), I would recommend jumping to a specific section that catches
  your eye using the table of contents below, or to skim through the document until you find something you're interested in. However
  you end up reading this document, I hope you get some good use out of it.
  To see the other homebrew that I've made, you can visit my GM Binder profile, or you can follow this link: Badooga's
  Homebrew.
  Table of Contents
  Table of Contents
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  —
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  62
  62
  Challenge Rating Expanded
  Challenge Rating Expanded
  Monster Classifications ..........................................
  Monster Roles ............................................................................
  Monster Tiers .............................................................................
  Using Roles and Tiers ..................................................
  OCR and DCR by Monster Role .............................................
  Average CR by Monster Tier ...................................................
  Monster Design
  Monster Design
  Design Philosophy .........................................................
  Using Challenge Rating ...........................................
  Monster Features Revisited ...................................
  Additional Monster Features ..............................
  Creating a Boss Fight ...............................................
  Reactions ..................................................................................
  Legendary Resistances ..........................................................
  Lair Actions ..............................................................................
  Legendary Actions ..................................................................
  Mythic Traits and Actions ......................................................
  Boss Fights Expanded ................................................
  Boss Phases .............................................................................
  Action Oriented Monsters .....................................................
  Paragon Monsters ...................................................................
  Customizing Existing Monsters .....................
  PC Options for Monsters ......................................
  Class Features .........................................................................
  Feats ..........................................................................................
  Backgrounds ............................................................................
  Races .........................................................................................
  Racial Feats ..............................................................................
  Other Rewards .........................................................................
  Encounter Building
  Encounter Building
  Contributing Factors ...............................................
  Encounter Building: By Tier ...............................
  Sample Encounter Compositions .......................................
  Encounter Building: By XP ...................................
  Revised: Modify Total XP for Multiple Monsters ..............
  Running Monsters
  Running Monsters
  Establishing Motives .................................................
  Initiating and Ending Combat ..........................
  Tactics ......................................................................................
  Using Ability Scores ...............................................................
  Traps, Hazards, and Equipment ........................
  Traps ..........................................................................................
  Hazards .....................................................................................
  Items and Gear ........................................................................
  Siege Equipment .....................................................................
  Appendix A: Creature Templates
  Appendix A: Creature Templates
  Usage .........................................................................................
  List of Templates ............................................................
  Example Monsters .........................................................
  Appendix B: Variant Monsters
  Appendix B: Variant Monsters
  Appendix C: Generic NPCs
  Appendix C: Generic NPCs
  Sidebars and References
  Sidebars and References
  OCR and DCR by Monster Role ............................
  Average CR by Monster Tier ...................................
  Monster Features ............................................................
  MP Cost by Monster Tier ........................................
  Badooga's Encounter Builder ..........................
  Mooks ......................................................................................
  Reduced-Threat Monsters ....................................
  1
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  Challenge Rating Expanded
  Challenge Rating Expanded
  Every official monster is given a Challenge Rating (CR). A
  monster's CR acts as a quick reference for how powerful it is,
  and the XP reward derived from its value can be used to build
  combat encounters for the party to fight. Rules regarding the
  Challenge Rating system are given in the Dungeon Master's
  Guide.
  What does it do right?
  What does it do right?
  In short, the Challenge Rating system, when used by
  someone aware of its limitations, can be used to create
  monsters that are both properly balanced and fun to fight. By
  knowing the factors that influence CR, using the given charts
  to estimate what stats any monster should have at a certain
  CR, and by manipulating the numeric difference between a
  monster's Offensive Challenge Rating (OCR) and Defensive
  Challenge Rating (DCR), a DM can make monsters of all
  shapes and sizes. As an added bonus, the system's abstract
  nature leaves plenty of room for the DM to add extra abilities
  (e.g. imposing conditions or diseases) without imbalancing
  the monster too much.
  What does it do wrong?
  What does it do wrong?
  The encounter creation guidelines in the DMG fail to
  properly account for the "action economy", which refers to
  the number of discrete actions that can be taken by each side
  of the encounter. For example, a creature with Legendary
  Actions is much more capable of taking on a party by itself
  than a creature without such actions, even if the two are
  balanced to be at the same CR.
  Additionally, Challenge Rating is a one-size fits all rating
  system, but not all monsters are the same. Should I give a
  monster exactly the amount of hit points given on the table in
  the DMG? How should I weigh a "tank" monster's OCR
  versus its DCR? What about for a sneaky rogue-esque
  monster? And what about my custom boss fight?
  As it turns out, the system provides most of the tools
  needed to rectify these problems. However, it does not
  adequately explain how to use such tools. While monster
  homebrewers can master the craft of monster design given
  enough practice, inexperienced creators will have trouble
  creating a properly designed monster given the supposedly
  balanced nature of the system, and might be (rightfully) upset
  that the official books don't give them any good advice on the
  matter.
  What are the alternatives?
  What are the alternatives?
  Before I start elaborating on the Challenge Rating system, it
  is worth investigating what kinds of alternative approaches
  could be used instead. While all of these options are viable, I
  consider them to be inadequate in various ways. Thus, the
  rest of this document (starting with the content on the next
  page) is designed to expand upon the regular system that is
  given to us in the official books.
  Pure Improvisation
  Pure Improvisation
  Ah, the timeless classic. Instead of trying to use math to
  pretend everything is standardized, some people may wish to
  simply estimate what kind of statistics their monsters should
  have. The DM knows their party best: they know the kinds of
  abilities they have and the damage they can output. They also
  acknowledge that monster tactics and terrain features can
  significantly change the balance of a fight. This philosophy
  also applies to encounter balancing: I personally just throw
  some monsters at my players based on what I know they can
  handle.
  This method requires an above average amount of game
  knowledge. Beginner DMs that try this may end up with
  some disastrous results. But when successful, it requires
  much less work than any other method.
  Rough it Out
  Rough it Out
  Who cares if CR has some weird issues? Just use the system
  as-is to make a monster, and then just adjust things to how
  you see fit. You can also just copy statistics from existing
  monsters, or even just use such monsters as a "base
  template" for your own creations. For encounter balancing,
  see what the DMG gives you, and then change it to see if you
  know best.
  This method is similar to Pure Improvisation, but it uses
  the existing system to make educated guesses. Even with the
  rules given in this document, any good DM will make their
  own adjustments as appropriate.
  Do Some Math
  Do Some Math
  The people over at the Blog of Holding have realized that
  official monsters are a bit different from what the CR system
  suggests they should be. Their 5e Monster Manual on a
  Business Card provides statistical approximations of
  formulas you can use to create monsters that are
  mathematically consistent with official monsters.
  Giffyglyph's Monster Maker
  Giffyglyph's Monster Maker
  Inspired by the 4th Edition monster math, Giffyglyph's
  Monster Maker is an approach to monster creation that is
  quick and easy, yet easily expanded upon. It has standardized
  statistics, monster roles and tiers, free-form attacks, paragon
  actions, and more.
  I haven't personally played with this system, but some of
  you may find it to be appealing. This system isn't perfect: for
  example, some people I know have criticized this system for
  leaning towards high HP values that artificially extend the
  length of fights, which I agree with. With that in mind, this
  document has some other goodies that are useful, including
  some that inspired the contents of this document (e.g. his
  take on monster roles and tiers, and his encounter building
  formula).
  2
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  Monster Classifications
  Monster Classifications
  To continue, it is important to say the following: not all
  monsters are the same. Some are weak, some are
  overwhelmingly strong. Some charge in and swing wildly, and
  others shoot from a distance. We can use monster roles and
  tiers to account for such differences.
  Monster Roles
  Monster Roles
  Just as characters within an adventuring party might
  specialize in certain roles (e.g. tanking), monsters can also be
  given categories based on their role(s) in combat.
  Brutes hit hard and get hit hard. They deal a lot of damage
  in melee, and while they might be easy to hit, they have a lot
  of hit points to compensate. Having loads of HP isn't enough:
  if a brute can't deal damage or otherwise attract the attention
  of the enemy, they can simply be ignored, and they will fail at
  tanking. Ogre zombies (and other types of zombies), hill
  giants, and purple worms are all examples of brutes.
  Controllers use their abilities for utility, rather than just
  damage. Some controllers manipulate the battlefield by
  negating vision or creating difficult terrain. Others inflict
  "debuffs" upon their foes that lessen their offensive or
  defensive power, such as by imposing disadvantage on their
  attack rolls or saving throws. Many controllers even use their
  powers to directly disable their opponents by charming,
  incapacitating, or restraining them. Such powers can take the
  form of magical or psionic abilities activated from a distance,
  or they can be delivered in melee via auras or on top of melee
  attacks. Harpies, mind flayers, and rakshasas are all
  examples of controllers.
  Skirmishers weave in and out of combat, using their
  mobility and slipperiness to avoid the exposure of their fragile
  defenses. They wait for a good opportunity to strike, typically
  aiming at the weakest or otherwise easiest opponent to
  attack without taking damage themselves. Often times, they
  have traits such as Nimble Escape or Flyby that allow them
  to move in and out without being punished as other creatures
  would. Assassins, bugbears, and goblins are all examples of
  skirmishers.
  Snipers are those that choose to deal damage from a
  distance. They have weak defensive capabilities, which they
  compensate for using good positioning that prevents them
  from easily being engaged in melee. They needn't hide like
  skirmishers, nor must they deal as much damage as a striker,
  although they are allowed to if appropriate. Archers,
  beholders, and scouts are all examples of snipers.
  Soldiers are generalists who can both take damage and
  deal damage as needed. While most soldiers are melee-
  centric, some also have access to ranged options, but do not
  focus on them to the point of being full on snipers. Veterans,
  hezrous, and erinyes are all examples of soldiers. Many basic
  enemies that serve as minions (see below), such as bandits,
  orcs, and skeletons, also act as soldiers by default.
  Strikers are the major damage dealers in a given
  encounter. A striker's offensive power tends to be notably
  stronger than its defense. Despite this, strikers are not
  exclusively ranged attackers; it is possible for a striker to be a
  melee combatant. With this in mind, many spellcasters lend
  themselves to be excellent strikers. Archmages, dragons, and
  liches are all examples of strikers.
  Tip: Roles Aren't Exclusive
  When categorizing a monster under a monster
  role, keep in mind that some monsters have
  abilities and traits that touch upon multiple roles at
  once. For example, while glabrezus are powerful in
  direct melee combat, allowing them to act as
  soldiers, they also have access to potent spells
  such as darkness and power word stun that also
  make them controllers.
  If you'd like, you can give certain enemies two
  roles, or you can give them a "major" and "minor"
  role. For example, bandits are best labeled as
  soldiers, but you can also have some of them act
  exclusively as snipers during a given encounter.
  Meanwhile, goblins might use their Nimble Escape
  feature to attack from range with impunity, making
  them both skirmishers and snipers.
  No matter what you do, I encourage you to
  somehow take advantage of this role overlap to fill
  any gaps in a given encounter. For example, in an
  encounter with a demonic horde of mostly
  skirmishers and snipers, a glabrezu would be able
  to engage the party head-on while also using their
  controller abilities to compliment their allies' roles
  in the encounter.
  Monster Tiers
  Monster Tiers
  While many monsters have different roles to play in combat,
  the challenge they pose to the party gives them a tier of
  difficulty that is worth noting or taking advantage of.
  Minions are simple, weak enemies used en masse as
  fodder against the enemy. They are often encountered in
  large groups, and they serve as a stopgap between important
  creatures and the enemies that oppose them. Any individual
  minion is simple to defeat for any competent combatant, but
  if they aren't careful, a large group of minions can overwhelm
  an adventuring party before they even reach their main
  opponent.
  Standard enemies are the typical foes fought in a given
  encounter. They will take a bit of time to defeat, and while
  they can be dangerous in groups of two or more, no standard
  enemy will be a deadly threat to an adventuring party by
  itself.
  Elite enemies are a cut above the rest. They are typically
  accompanied by standard enemies and/or minions, and they
  are major threats that have the potential to take down the
  party if given the chance. In a videogame, an elite enemy
  would be a miniboss or some other encounter that is
  significantly more challenging than the rest.
  Champions are powerful foes that turn a normal
  encounter into a boss battle. Either they are accompanied by
  minions and other lesser monsters, or they are strong enough
  to take on their opponents by themselves. They typically have
  Legendary Resistances, Legendary Actions, or some other
  mechanics that allow them to keep up with the party in both
  offense and defense despite being only one creature, but such
  features aren't required for all champions.
  3
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  As an example of these monster tiers, suppose that a high
  level adventuring party enters a lich's lair to put an end to its
  evil machinations forever. They are faced by its skeleton and
  zombie minions, as well as some standard-tier barlguras
  summoned as part of the lich's fiendish pact with an
  unnamed demon lord. It has an elite-tier iron golem guarding
  the entrance to its inner sanctum, and the actual lich, once
  encountered, acts as a champion-tier opponent.
  Special Designation: Leader
  Special Designation: Leader
  Leaders enable their comrades to perform at a higher
  capacity compared to normal. Some leaders boost the hit
  points of their allies, such as through healing magic or by
  giving them temporary hit points. Others boost their offensive
  power, in ways such as commanding them to attack using
  their reaction or by granting them advantage on attack rolls.
  Some leaders even summon additional allies into the battle,
  through methods such as conjuration spells or by exuding a
  lesser creature from its body. Gnoll pack lords, hobgoblin
  warlords, and orc war chiefs are all examples of leaders.
  This designation is halfway between a role and a tier. It has
  a distinct playstyle in an encounter, but its broad nature
  doesn't reveal anything about a monster's offensive or
  defensive capabilities. While a leader typically won't be a
  minion, its status does not tell us if it is a standard enemy, an
  elite enemy, or a champion-tier one.
  As such, consider the "leader" designation to be both a
  "minor role" and a "minor tier" as you see fit. Determine the
  monster's primary role and tier, and apply them as you see fit.
  Tip: Tiers are Relative
  While this might seem obvious, it is still important
  to state that a monster's tier is measured in
  comparison to the adventuring party that fights
  them. For example, the balguras in the above
  example are mentioned to be standard-tier
  enemies for the high level adventuring party, but
  for a much weaker party that is just starting out, a
  balgura can act as an elite or champion-tier
  opponent, depending on just how weak the party
  really is.
  This means that at your party levels up, you may
  need to continually use stronger foes in order to
  properly challenge your party. And that's okay: after
  all, as your party levels up, they become more
  powerful, so theys become capable of defeating
  bigger and better threats as time goes on.
  Using Roles and Tiers
  Using Roles and Tiers
  Now that we know how monster roles and tiers work, we can
  use this knowledge to determine how we make our monsters,
  taking advantage of the existing Challenge Rating system to
  balance them appropriately.
  The role and tier information presented here will be used
  in later sections of this document, so be ready to reference
  them as needed.
  OCR and DCR by Monster Role
  OCR and DCR by Monster Role
  Most official monsters, especially the ones found in
  supplements beyond the Monster Manual (e.g.
  Mordenkainen's Tome of Foes), have at least a little more
  offensive power than defensive power. This makes sense: too
  much defense makes a fight too sluggish and boring, and too
  little offense makes a monster not feel threatening to the
  party.
  In particular, many of the monsters in the Monster Manual
  have an OCR that is 6 more than its DCR (before traits come
  into play). Based on some existing statistical analyses and my
  own personal investigations, this seems to be an intentional
  choice by the designers.
  With this in mind, below is a table listing a recommended
  range of numeric differences between a monster's OCR and
  DCR, depending on its role.
  Role
  OCR - DCR
  Brute
  -2 to 4
  Controller
  4 to 8
  Skirmisher
  6 to 8
  Sniper
  6 to 8
  Soldier
  4 to 6
  Striker
  8 to 10
  Note that since a monster's overall CR is a combination of
  its OCR and DCR, the difference between a monster's OCR
  and DCR will not influence its CR. For example, a CR 10
  striker might be OCR 14/DCR 6, while a CR 10 brute might
  be OCR 11/DCR 9. The two have the same Challenge Rating,
  but their actual statistics, other than their proficiency
  bonuses, will look completely different.
  To simplify the averaging and subtraction of fractional CRs,
  treat them as negative integers: CR 1/2 is really 0, CR 1/4 is
  -1, CR 1/8 is -2, and CR 0 is -3. Then, after your calculations
  are finished, convert their CR back to their proper, fractional
  form. This is because CR is actually a median, rather than
  an average.
  Average CR by Monster Tier
  Average CR by Monster Tier
  We can use the Average Party Level (APL) of the player
  characters to determine the recommended CR range for each
  given monster tier, as listed below. These tier definitions
  break down and become inaccurate at higher levels, but are
  otherwise a reasonable starting point for your monsters.
  Tier
  Challenge Rating
  Minion
  APL/4 or less
  Standard
  APL/3 to APL × 2/3
  Elite
  APL × 2/3 to APL × 5/4
  Champion
  APL × 5/4 to APL × 3/2
  These CR ranges apply to parties with three to five players
  in it. When a party has less than three or more than five
  players, or as a whole is stronger or weaker than the average
  party (e.g. due to optimization or magic items), you should
  adjust their effective APL as you see fit.
  4
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  Monster Design
  Monster Design
  Okay, so I've told you about monster roles, tiers, and how to
  balance them out using CR. But how do you actually make a
  monster?
  Between the DMG's Challenge Rating rules and the advice
  in this document, you should be able to make monsters that
  just as fun and balanced as official monsters.
  Design Philosophy
  Design Philosophy
  When I design monsters in 5e, I take into account the
  following factors.
  Thematic Cohesion
  Thematic Cohesion
  To make a monster, you first have to establish its theme: what
  it looks like, how it acts, how it feels to fight it, etc. If you are
  converting a monster from an external source, such as a
  previous edition of D&D or some other form of media, the
  theme is already there for you to take. However, remember
  that the theme of a monster is independent from the
  medium it is viewed from. In other words, make sure that
  your theme isn't particularly reliant on mechanics that don't
  port over well to 5e.
  For example, if you are converting a monster that
  originates from an action game, much of the fight might be
  centered around its individual attacks and successfully
  blocking or dodging them. However, 5e is a turn-based game
  that doesn't do reflex-based combat like that. Thus, instead of
  trying to take its mechanics and brute force them into 5e, try
  to simply focus on what makes the monster
  cool/scary/intense/etc. You will then capture the essence of
  this theme, either through compatible mechanics or through
  new ones, through the statistics you give it in 5e.
  In any case, consider the following factors when
  attempting to build a monster's theme:
  The general tactics it uses in combat (i.e. what monster
  role it would have)
  The kinds of tactics that work well against it (based on its
  role in combat)
  How strong it should be relative to the world and the
  players (i.e. what CR and monster tier you should give it)
  What emotion/feeling it should illicit to those that fight it
  What it does out of combat and/or when the players aren't
  around
  The generic abilities it has (e.g. "fire blasts", "big punches",
  "invisibility and teleporation")
  Balance
  Balance
  It is important to create monsters that are neither
  underpowered or overpowered for their CR. When
  underpowered, such creatures get steamrolled by the party,
  making it unfun for the DM that wanted to use them and
  boring for the players that seek to be adequately challenged
  in combat. When a monster is overpowered, it can easily
  crush unprepared players, making them feel bad for losing
  and making you feel bad for ruining their fun.
  To balance monsters, use the monster creation rules in the
  Dungeon Master's Guide, which are supplemented by the
  advice and expansions made in this document.
  Fun to Fight
  Fun to Fight
  So you've made a cool monster with a strong theme that is
  balanced by the books. You try it out in a session, only to find
  that your players are peeved by its very existence and that
  they didn't enjoy the fight with it. What gives?
  Perhaps unfair and unfun mechanics are to blame. Here
  are a few examples:
  Overusing action-negating effects such as the paralyzed
  and stunned conditions, as well as large amounts of
  unavoidable damage, can take certain players out of the
  fight entirely, making them feel as if they have nothing to
  do and that the fight is boring.
  Reactions that completely negate a character's actions can
  be unfun when not limited in usage. For example, spells
  like counterspell are established in the world and can
  create interesting twists during an encounter, but when
  usable at will, the spellcasters of the party might feel
  useless. Similarly, other "gotcha!" moments and effects
  like "Surprise, it is immune to all spells!" can be unfair to
  players that are simply trying to fight a monster as they
  are expected to.
  Instakills and other character-removing effects are
  extremely strong and should not be taken lightly. Intellect
  devourers (death by brain removal) and medusas
  (character removal by petrification without an available
  cure) are both examples of monsters that have such
  effects. These monsters are deviations from the norm:
  they are classic, iconic creatures that are popular and
  dangerous because of their extremely potent abilities. You
  need a very strong justification for including such an effect
  on a monster, and in play, you should consider
  telegraphing the ability (e.g. by informing the players
  about it ahead of time) so that they aren't deleted without
  any prior warning.
  5
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  Using Challenge Rating
  Using Challenge Rating
  As mentioned earlier, WotC has its own custom math that it
  follows when designing monsters that deviates from the
  Challenge Rating guidelines they gave us. It is for this reason
  that I personally don't follow the CR guidelines to the letter.
  What should you do?
  By the Books
  By the Books
  Most official monsters are properly balanced according to CR
  anyway. Those that deviate tend to only differ by a small
  amount. Thus, it is easy to simply use the system in the DMG
  and to make small adjustments as appropriate. In general,
  monsters are allowed to be a bit stronger than their
  official CR suggests, whether it be due to powerful non-
  damaging effects that aren't accounted for, or due to certain
  statistics and traits that aren't actually as important as the
  DMG says they are.
  In particular, I have personally observed that the following
  factors aren't weighted as heavily by WotC as they are in the
  DMG:
  Traits and Other Features
  Traits and Other Features
  Traits like Blood Frenzy and Nimble Escape are very
  powerful, and they do significantly contribute to a monster's
  potency in combat, but their effect on Challenge Rating
  seems to differ from monster to monster. For example,
  goblins seem to be balanced as though they didn't have the
  Nimble Escape feature at all. The same applies to other traits
  given in the DMG. All of this can be attributed to WotC's
  playtesting feedback, where deviations from the default math
  are improvements to the monster based on what felt right in
  play. In your case, you shouldn't ignore the presence of these
  traits altogether, but you should account for them collectively
  when determining the monster's final CR.
  Legendary Resistances
  Legendary Resistances
  Legendary Resistances are worth little effective HP, if any at
  all (depends on how high the CR is). I personally see
  legendary resistances as an extension of a monster's tier (i.e.
  boss monsters should almost always have them when they
  are solo), so I only truly account for them when doing a
  holistic analysis of a monster.
  Conditions
  Conditions
  Potent conditions such as paralyzed and stunned can have a
  significant influence on a given fight, but they don't deal
  direct damage, so the official books somewhat imply that they
  shouldn't be accounted for. However, if this were the case,
  monsters like the ghoul or ghast that inflict such conditions
  would have a much lower CR. In reality, WotC weighs these
  powerful conditions as "virtual damage". They find the lowest
  level spell that inflicts this condition (e.g. hold person), and
  they compare it to another spell of the same level (e.g.
  scorching ray). In this case, scorching ray deals an average of
  21 (6d6) damage, so this is the "virtual damage" that the
  paralyzed condition is worth.
  That said, you don't necessarily have to do this math every
  time: you can try to quantify them in some other manner (as
  described in an upcoming section), or you can simply
  consider these conditions during the holistic consideration of
  the monster's balance.
  Damage Resistances and Immunities
  Damage Resistances and Immunities
  Damage resistances and immunities are not worth as much
  as the DMG claims. This specifically applies to resistance or
  immunity to bludgeoning, piercing, and slashing damage
  from nonmagical attacks. Either it halves or entirely negates
  a martial player's physical contributions, or it is rendered
  irrelevant by magic weapons. Given the existence of Ki-
  Empowered Strikes and other class and subclass features
  that are similar to it, it is reasonable to assume that players
  are supposed to get weapons that count as magical at some
  point in the game (although these weapons needn't grant any
  other benefit beyond bypassing physical resistances and
  immunities). Thus, I opt to ignore these resistances or
  immunities when it feels safe to do so (e.g. it is fine for high
  CR demon lords, but it must be considered when making low
  CR incorporeal undead), viewing it more as something that
  contributes to a monster's narrative power level more than
  anything else.
  Regression Formula
  Regression Formula
  Let's take a page from the Blog of Holding (see below) by
  presenting the DMG's quick monster stats in the form of a set
  of mathematical formulas. Note that these formulas have
  some wiggle room in them, and are slightly less accurate
  than the DMG rules.
  For the purpose of these formulas, treat fractional CRs as
  negative integers: 1/2 is 0, 1/4 is -1, 1/8 is -2, and 0 is -3.
  Offensive Statistics
  OCR
  Damage Per Round Attack Bonus
  Save DC
  0 to 1/2
  2(OCR) + 7
  3
  13
  1 to 19
  6(OCR) + 5
  .4(OCR) + 3 .4(OCR) + 12
  20 to 30 18(OCR - 13) + 5
  (OCR)/3 + 3 (OCR)/3 + 12
  Defensive Statistics
  DCR
  Hit Points
  Armor Class
  0 to 1/2
  19(DCR + 3) + 3
  13
  1 to 19
  15(DCR + 4) + 3
  (DCR)/3 + 13
  20 to 30
  45(DCR - 12) - 12
  19
  Copy Official Monsters
  Copy Official Monsters
  Whenever I make a monster, I find an official stat block that
  fits a similar role in combat and take inspiration from its
  ability scores, hit points, and its average damage per round
  (DPR). For example, if I am making a CR 10 monster that is
  large and physically powerful, I might take a look at the Stone
  Golem from the Monster Manual and borrow its hit points,
  AC, Strength and Constitution scores, and some other traits
  as I see fit. If I don't want my monster to have damage
  resistances or immunities, I may want to increase its HP
  compared to the Stone Golem, as the golem has some potent
  damage immunities that contribute to its defenses.
  6
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  This approach allows me to make a monster that is properly
  balanced based on WotC's in-house formula, without actually
  having to do any heavy math beyond "increase this" and
  "decrease that". After all, WotC already did the math when
  they made the original monster you are taking inspiration
  from. And whenever I need to make adjustments, I just use
  the official CR guidelines to appropriately balance them.
  Use a Tweaked Version
  Use a Tweaked Version
  The 5e Monster Manual on a Business Card page has
  statistical approximations of the formulas used to create
  monsters by the books. It lists formulas for the average AC,
  HP, attack bonus, damage per attack, save DC, and saving
  throw bonus for a monster of a given CR. With this resource,
  you can quickly obtain statistics that you can use to create
  monsters of a given CR. Let's expand on these formulas to
  make them even better.
  OCR vs DCR Revisited
  OCR vs DCR Revisited
  As mentioned, the formulas given are just that: averages. The
  same page gives the advice of adjusting these values based
  on the monster concept, with a recommended range of
  variance for each value.
  However, there might be a better way to adjust these values
  based on concept. This document already lists suggested
  differences between OCR and DCR based on a monster's
  role. Once you know the value for a monster's OCR and DCR,
  it should be possible to be more precise than just "adjust by
  up to 50% based on concept".
  The solution is simple: instead of plugging in the monster's
  average CR into every column, you can plug in its OCR or
  DCR as appropriate:
  For the monster's AC, HP, and saving throw bonus, plug
  its DCR into the formulas.
  For the monster's attack bonus, damage per attack, and
  save DC, plug its OCR into the formulas.
  This approach allows you to get estimates that are much
  more precise than the default recommendation without
  requiring any additional thinking or formulas. As with the
  original formulas, this is an approximation: be sure to adjust
  your final monster as appropriate.
  Damage Per Round
  Damage Per Round
  The approach of creating a "damage budget" for monsters
  may be very useful for some; if this is the case for you, feel
  free to use the formulas provided in the original blog post.
  However, I personally prefer to use the DMG's approach of
  supplying the average damage per round (DPR). Use
  whatever you feel is comfortable.
  Saving Throws
  Saving Throws
  The default business card provides a formula that allows one
  to approximate the total bonus a monster's best saving throw
  should get based on CR. However, this doesn't tell us how
  many saving throws the monster should receive bonuses to,
  which is arguably more important; as most saving throw
  bonuses take the form of proficiency in that save, having a
  recommended bonus for a monster's best saving throw really
  just tells us what kind of ability scores the monster should
  get.
  As discussed in a later section, a save proficiency is worth a
  boost of DCR +1/2 for every proficiency beyond two. If you
  don't want to use this system, perhaps you just can grant
  saving throw proficiencies based on a monster's tier. Minions
  get 0 proficiencies, standards get 1, elites get 2, and
  champions get 3. Once the party is level 11 or higher,
  increase all of these values by 1. Of course, feel free to
  increase or decrease this number for any given monster as
  appropriate.
  Use an Alternative
  Use an Alternative
  Giffyglyph's Monster Maker is a system that can be used as
  an alternative to Challenge Rating. Drawing inspiration from
  the monster math in 4th edition, it specifically replaces CR
  with Monster Level (ML), a 1:1 match to character level.
  While I recommend reading it for yourself, I will summarize
  most of the differences here:
  A different stat block format that is smaller and less
  exhaustive than the official ones
  Monster roles that change the monster's base stats when
  applied
  Monster traits and "powers" that are mostly different than
  the official ones
  Statistics for monsters at each given level that are more
  defined and exhaustive than the official ones
  Templates for three tiers of monsters: minions, elites, and
  solos
  Elites and solos get extra actions each round ("paragon
  actions") instead of dedicated legendary actions
  Solos get phase transitions that remove ongoing effects at
  certain health thresholds
  Freeform attacks and a recommend, static damage budget
  instead of set action entries
  Condition attacks that inflict conditions instead of dealing
  damage
  Movement attacks that cause the target to be forcibly
  moved around the battlefield instead of dealing damage
  Resource attacks that can inflict exhaustion or failed
  death saves, or can drain hit dice, spell slots, or gold
  Freeform magic instead of dedicated spellcasting traits
  A lot of this stuff is certainly interesting and should exist in
  5e in some capacity. But there are a lot of issues surrounding
  compatibility. While there is a conversion chart that allows
  you to convert back and forth between CR and ML, the
  differences in design and such make it difficult to use official
  monsters alongside this system. In other words, it makes it
  much harder to use official monsters and campaign modules
  using this system, although I can imagine it isn't impossible
  for someone experienced with it.
  That said, not everyone is experienced with monster
  homebrew and D&D in general. While this system's freeform
  nature allows for some creative applications, it also means
  that a new DM might be more confused than if they were to
  stick with the official monsters and monster math provided in
  the core books. After all, monsters in 5e are spelled out they
  way they are so that they can be used in play with minimal
  editing and work on the part of the DM. This is contrasted to
  GiffyGlyph's system, which is more geared towards those
  already comfortable with the system and willing to put more
  work into their monsters.
  7
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Finally, this system has issues with modularity, and is mostly
  designed to be used as a complete package. Suppose you like
  the freeform attacks, but end up not liking the core math or
  the templates for each monster role. This gives you two
  choices: either use this system despite this, or rebuild the
  feature from scratch in base 5e.
  Personally, I like a lot of GiffyGlyph's ideas, but I am a fan
  of Challenge Rating and the general math behind official
  monsters. So, I took the second option for you by taking a lot
  of his ideas and inserting them into this document. I also kept
  modularity in mind when making this - perhaps you are only
  here for the encounter balancing rules, or maybe you only
  care about the boss fight variants presented later on. Some of
  you might only care about the stat blocks presented in the
  appendix. No matter why you're here, this document is
  designed to be compatible with base 5e, to present content
  for inexperienced and experienced DMs alike, and to allow
  you to pick and choose what you want to use from it.
  Monster Features
  Monster Features
  Revisited
  Revisited
  The DMG has plenty of information on the effects of certain
  traits and features on a monster's Challenge Rating. These
  effects are mostly phrased in terms of effective HP, effective
  attack bonus, effective AC, etcetera. But if all of these were
  translated into their direct effects on a monster's CR, while
  also making adjustments to inaccurate information, perhaps
  it would be easier to parse.
  When reading this section, remember that Challenge
  Rating is a median, rather than an actual average. Adding 1
  to a monster's OCR or DCR is equivalent to moving one row
  down on the Monster Statistics by Challenge Rating table in
  the DMG. Additionally, if you are left with a fractional value
  for CR, you are free to round up or down as appropriate.
  Finally, know that I don't personally use most of the
  information in the tables below, but some of you might find
  them useful depending on how you prefer to make monsters.
  Essential Information
  Essential Information
  In order to make this translation, we can recognize that most
  traits either increase a monster's effective attack bonus or its
  effective armor class. In turn, the DMG says that when a
  monster's effective AC or attack bonus is 2 points too high (or
  low), its DCR or OCR (respectively) becomes 1 point higher
  (or lower). In other words, traits like Magic Resistance that
  add +2 to a monster's effective AC directly increase the
  monster's DCR by 1. We can summarize these essential
  statistics as follows:
  Essential Statistics
  Name
  Effect on Challenge Rating
  Effective AC +2
  DCR +1
  Effective Attack Bonus/Save
  DC +2
  OCR +1
  Save proficiencies
  DCR +1/2 for each save
  above 2
  Consistent advantage on a
  save
  Counts as an extra save
  proficiency
  Conditions
  Conditions
  As discussed earlier, WotC often treats conditions as dealing
  "virtual damage" to a monster. Because damage scales
  linearly with OCR, and because conditions are equally
  relevant at all levels, we can take this one step further by
  translating this "virtual damage" into increments of a
  monster's CR.
  Conditions that make it easier to attack a creature (e.g.
  stunned) add to a monster's OCR. Conditions that only make
  it harder for a creature to attack (e.g. poisoned) add to a
  monster's DCR. Both effects are derived by comparing the
  spells that inflict them (e.g. frightened or paralyzed) to
  equivalent spells of the same level (e.g. shield of faith or
  scorching ray), or to equivalent effects on a single monster
  that can inflict such conditions (e.g. a beholder's eye rays).
  Assume that each condition below only targets one
  creature, and can be imposed once every round. If a condition
  is applied in an area of effect, you can assume that it will
  apply to two creatures, allowing you to double the effect on
  CR listed below. If a condition isn't listed, its effect on CR is
  negligible or otherwise isn't worth quantifying.
  Conditions
  Name
  Duration
  Effect on Challenge
  Rating
  Blinded
  1 minute, save ends OCR +1
  Charmed
  1 minute, save ends DCR +1
  Exhaustion
  Instantaneous
  CR +1
  Frightened
  1 minute, save ends DCR +1
  Incapacitated 1 minute, save ends OCR +1
  Paralyzed
  1 minute, save ends OCR +2
  Petrified
  Until dispelled
  OCR +3
  Poisoned
  1 minute, save ends OCR +1/2
  Restrained
  Until escaped
  OCR +1/2
  Stunned
  1 minute, save ends OCR +3/2
  Unconscious 1 minute, damage
  ends
  OCR +2
  Generic Monster Features
  Generic Monster Features
  Now that we have all of this information, let's make a new
  version of the Monster Features table on DMG 280. First, we
  can add extra traits like Improved Critical to the list. Next, we
  can translate each feature's effect on Challenge Rating to its
  fractional effect on CR using the tables above. Finally, we can
  also make one or two adjustments to these effects based on
  the discussions in the previous sections.
  In general, a feature's effect on CR weakens as the
  monster's CR goes up. A trait like Magic Resistance is a
  strong feature for a CR 3 bearded devil to have, but it is
  reasonable to expect that a CR 21 creature like a solar would
  have access to it. This mirrors the fact that for any given
  party, balance tends to be thrown out the window once they
  reach the fourth tier of play.
  If a monster feature isn't listed in the following table, then
  you should reference its original entry in the DMG.
  8
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Monster Features
  Name
  Example
  Monster
  Effect on Challenge Rating
  Aggressive
  Orc
  Round the total OCR up, if
  relevant.
  Ambusher
  Doppelganger OCR +1/2
  Avoidance
  Demilich
  DCR +1
  Blood Frenzy Sahuagin
  OCR +2
  Constrict
  Constrictor
  snake
  DCR +1/2
  Elusive
  Lazav (GGR)
  DCR +1/2
  Frightful
  Presence
  Ancient black
  dragon
  DCR +2
  Improved
  Critical
  —
  Round the total OCR up, if
  relevant.
  Indomitable Champion
  (VGM)
  DCR +1/2 per available use
  Invisibility
  Imp
  DCR +1/2
  Leadership
  Hobgoblin
  captain
  CR +1/2
  Legendary
  Resistance
  Ancient black
  dragon
  DCR +1 per available use
  Magic
  Resistance
  Balor
  DCR +1
  Nimble
  Escape
  Goblin
  CR +2 (assuming the monster
  hides every round)
  Pack Tactics Kobold
  OCR +1/2
  Parry
  Hobgoblin
  warlord
  DCR +1/2
  Rampage
  Gnoll
  Round the total OCR up,
  instead of down.
  Reactive
  Marilith
  CR +1/2
  Redirect
  Attack
  Goblin boss
  DCR +1/2
  Relentless
  Wereboar
  DCR +1
  Shadow
  Stealth
  Shadow
  demon
  DCR +2 (assuming the
  monster hides every round)
  Slow
  Stone golem
  DCR +1
  Stench
  Troglodyte
  DCR +1/2
  Superior
  Invisibility
  Faerie dragon DCR +1
  Uncanny
  Dodge
  Master thief
  (VGM)
  DCR +1/2
  Undead
  Fortitude
  Zombie
  DCR +1
  Web
  Giant spider
  DCR +1/2
  We can also apply this to some miscellaneous effects that
  aren't defined by any one feature, such as imposing
  disadvantage on saves or automatically reducing a creature
  to 0 HP if it fails a single saving throw.
  Other Features
  Feature
  Duration
  Effect on Challenge Rating
  Can't be
  mentally
  influenced
  —
  DCR +1/2
  Imposes -1d4
  on saves
  1 round
  OCR +1/2
  Imposes
  disadvantage
  on saves
  1 round
  OCR +1
  Instant
  reduction to 0
  HP
  Instantaneous
  Equivalent to three times
  the damage of the
  monster's strongest attack
  Lets an ally
  make an attack Instantaneous
  Equivalent to the damage of
  the monster's weakest
  attack
  Additional Monster
  Additional Monster
  Features
  Features
  The "Creating a Monster" section of the DMG includes
  guidelines regarding Challenge Rating calculations and how
  to make monsters, including step-by-step instructions for
  monster creation, as well as multiple lists of generic features
  to be used by monsters and NPCs alike.
  This section builds off of this DMG content by making
  suggestions as to what generic features certain monsters
  could get based on their role and tier. Note that the features
  mentioned in this section all have the potential to increase a
  monster's Challenge Rating, as discussed in the previous
  section.
  Additionally, note that the features discussed in this section
  aren't exclusive to a given role. When a monster has two or
  more overlaping roles, it is appropriate to give it features that
  are associated with any of those roles. Even when this
  overlap isn't present, it is reasonable to use a "mismatching"
  feature if it can be justified via flavor. For example, the
  Limited Flight ability below might be usable to represent a
  flying skirmisher instead of a controller. Rather than being
  rigid categories, you can treat each collection of features as
  fluid recommendations that purely depend on the flavor of
  your monster.
  9
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Brutes
  Brutes
  The Aggressive, Brute, Charge, Rampage, Reckless,
  Relentless, and Siege Monster features are all appropriate for
  brutish monsters. In addition, consider using any of the
  following features to round out your brutes.
  Brawler. The monster can use its bonus action to attempt
  to grapple or shove a creature within its reach.
  Brutish Durability. Whenever the monster makes a saving
  throw, it can roll a d6 and add the result to its saving throw
  total.
  Improvised Attack. The monster can replace any of its
  attacks with an unorthodox attempt to bash with or throw an
  object within its reach. The attack's normal and long ranges
  are determined based on the size of the monster, and the
  attack's damage dice is one size smaller than the melee
  attack it normally uses on its turn (e.g. if most of its attacks
  have dice of about 2d6, this attack's dice will be 2d4).
  Shrug it Off. The monster can use its reaction to halve the
  damage that it takes from an attack that hits it. The monster
  must be able to see the attacker.
  Survivor. The monster regains 10 hit points at the start of
  its turn if it has at least 1 hit point but fewer hit points than
  half its hit point maximum.
  Unyielding. As a reaction when the monster is subjected to
  an effect that would move it, knock it prone, or both, it can
  choose to be neither moved nor knocked prone.
  Controllers
  Controllers
  The Charm, Illusory Appearance, Invisibility, and Mimicry
  features are all appropriate for controllers, although they
  tend to be used in tandem with other controller-esque spells
  and abilities. With this in mind, consider using any of the
  following features to round out your controllers.
  Aura of Mind Erosion. Any hostile creature that starts its
  turn within 30 feet of the monster must make an Intelligence
  saving throw (DC is Intelligence-based). On a failed save, a
  creature suffers disadvantage on all Wisdom and Charisma
  saving throws until the start of the monster's next turn.
  Broken Will (Action). The monster targets one creature it
  can communicate with via telepathy. The target must make a
  Wisdom saving throw (DC is Intelligence-based). On a failed
  save, the monster chooses the target's movement and action
  on its next turn. A creature is immune to this ability if it is
  immune to being charmed.
  Captivating Presence. Any creature that starts its turn
  within 30 feet of the monster must make a Wisdom saving
  throw (DC is Charisma-based). On a failed save, the creature
  becomes charmed by the monster for 1 minute or until the
  creature is farther than 30 feet away from it. On a successful
  save, the creature becomes immune to the monster's
  Captivating Presence for 24 hours.
  Limited Flight. The monster can use a bonus action to
  gain a flying speed equal to its walking speed until the end of
  the turn.
  Redirect Attack. As a reaction when a creature the
  monster can see targets it with an attack, the monster
  chooses an ally within 5 feet of it. The two creatures swap
  places, and the chosen ally becomes the target instead.
  Stunning Gaze (Action). The monster targets one
  creature it can see within 30 feet of it. The target must
  succeed on a Wisdom saving throw (DC is Charisma-based)
  or be stunned until the end of its next turn.
  Skirmishers
  Skirmishers
  Ambusher, Cunning Action, Elusive, Evasion, Flyby,
  Invisibility, Nimble Escape, Pack Tactics, Shadow Stealth,
  Sneak Attack, Surprise Attack, and Uncanny Dodge are all
  features (either rogue class features or generic monster
  features) that are fitting for skirmishers. In addition, consider
  using any of the following features to round out your
  skirmishers.
  Assassinate. During its first turn, the monster has
  advantage on attack rolls against any creature that hasn't
  taken a turn. Any hit the monster scores against a surprised
  creature is a critical hit.
  Lightfooted. The monster can take the Dash or Disengage
  action as a bonus action on each of its turns.
  Lurker in Shadow. While in darkness, the monser is
  invisible to any creature that relies on darkvision to see it in
  that darkness.
  Mobile. When the monster makes a melee attack against a
  creature, it doesn't provoke opportunity attacks from that
  creature for the rest of the turn, whether it hits or not.
  Shroud Self (Action). The monster magically turns
  invisible until the start of its next turn. This invisibility ends if
  the monster makes an attack roll, makes a damage roll, or
  casts a spell.
  Skirmisher. As a reaction when a creature misses a melee
  attack against the monster, or if a hostile creature ends its
  turn within 5 feet of the monster, the monster can move up to
  half its speed without provoking opportunity attacks.
  Snipers
  Snipers
  Many of the stealth-based features that skirmishers get can
  be appropriate for snipers, but not all of them are appropriate
  for non-stealthy snipers. Consider using any of the following
  features to round out your snipers:
  Aim. As a bonus action, the monster can add 1d10 to its
  next attack or damage roll with a ranged attack.
  Focus. As a bonus action, the monster can target a
  creature it can see within 120 feet of it and make that
  creature its focus. The target remains the monster's focus for
  1 minute, or until either the target or the monster drops to 0
  hit points. The monster can add 1d4 to attack and damage
  rolls against the target.
  Sharpshooter. The monster's ranged attacks ignore half
  cover and three-quarters cover.
  Soldiers
  Soldiers
  Soldiers are generic enemies of any type (although many of
  them are melee-centric), so there are no specific feature
  recommendations for it.
  10
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  Strikers
  Strikers
  The Aggressive, Blood Frenzy, Martial Advantage, and
  Reckless features are all appropriate for strikers. In addition,
  consider any of the following features to round out your
  strikers.
  Action Surge (Recharges after a Short or Long Rest).
  The monster can take an extra action on its turn.
  Arcane Advantage (1/Turn). The monster can deal an
  extra 7 (2d6) damage to a creature it hits with a damaging
  spell attack if that target is within 5 feet of an ally of the
  monster and that ally isn't incapacitated.
  Guided Strike (Recharges after a Short or Long Rest).
  When the monster makes an attack roll, the monster can use
  its reaction to add a +10 bonus to that roll.
  Improved Critical. The monster's weapon attacks score a
  critical hit on a roll of 19 or 20 on the d20.
  Potent Spellcasting. The monster can add its spellcasting
  ability modifier to the damage it deals with any cantrip.
  War Magic. When the monster uses its action to cast a
  spell, it can make one weapon attack as a bonus action.
  Leaders
  Leaders
  My Warlord Collection document includes a list of possible
  features a leader-type monster can be given, some of which
  are reprinted below. While the pregenerated monsters in this
  document all have legendary actions, keep in mind that they
  aren't a requirement for all leaders.
  Battlefield Inspiration. Themonster chooses up to three
  allies it can see within 30 feet of it. Until the end of the
  monster's next turn, each target can add a d4 to its attack
  rolls and saving throws.
  Bulwark (3/Day). As a reaction when an ally within 30 feet
  of the warlord fails a saving throw, the ally can reroll the
  saving throw.
  Command Ally. As a bonus action, the monster targets one
  ally it can see within 30 feet of it. If the ally can see and hear
  the monster, it can make one weapon attack as a reaction and
  gains advantage on the attack roll.
  Leadership (Action; Recharges after a Short or Long
  Rest). For 1 minute, the monster 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 monster. A creature can benefit
  from only one Leadership die at a time. This effect ends if the
  monster is incapacitated.
  Rallying Cry. The monster chooses one ally it can see
  within 30 feet of it. If the ally can see or hear the monster, it
  gains temporary hit points equal to the monster's Challenge
  Rating plus its Charisma modifier. If the ally is currently
  charmed or frightened, those effects immediately ends on
  itself.
  Tactical Maneuver. As a bonus action, the monster targets
  one monster it can see within 60 feet of it. If the ally can see
  and hear the monster, it can use its reaction to move up to
  half its speed without provoking opportunity attacks.
  Creating a Boss Fight
  Creating a Boss Fight
  In D&D and fiction as a whole, the concept of an epic
  showdown against a powerful boss monster is universal.
  Before making entirely new homebrew mechanics for these
  boss monsters, let's first discuss the options that already
  exist, and expand upon them as needed.
  Reactions
  Reactions
  Reactions are a basic action option available to all creatures,
  allowing them to create some sort of effect in response to a
  given trigger. By default, the only at-will reaction the monster
  has is to make an opportunity attack. However, it is very easy
  to take existing reactions from official monsters (e.g. Parry)
  and to add them to a custom monster as appropriate.
  Consider using the following traits to enhance a monster's
  capability to use reactions.
  Fast Reflexes. When the monster takes a reaction, it can
  also move up to half its speed without provoking opportunity
  attacks.
  Legendary Reaction. The monster can spend one
  legendary action to take a reaction, even when it has already
  used its normal reaction.
  Limited Reactiveness. The monster can take two
  reactions per round in combat.
  Reactive. The monster can take one reaction on every turn
  in combat.
  Legendary Resistances
  Legendary Resistances
  Legendary Resistances are given to many legendary
  monsters to prevent them from being gibbed by a "save or
  suck" ability, such as the hold monster spell or the Stunning
  Strike monk feature. On one hand, this mechanic can prevent
  a boss fight from being ended prematurely by an unlucky
  saving throw against a powerful effect. On the other hand,
  some DMs find this mechanic to be boring and/or unfair to
  their players. If so, consider the following alternatives:
  Break Free. If the monster is incapacitated at the start of
  its turn, the effect causing this condition immediately ends on
  the monster, and the monster takes damage equal to its
  Challenge Rating.
  Freedom of Action. The monster has advantage on saving
  throws against effects that would restrain or incapacitat it.
  Freedom of Movement. The monster 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.
  Indomitable (3/Day). The monster can reroll a saving
  throw it fails. It must use the new roll.
  Legendary Durability (1/Turn). The monster can choose
  to halve the damage it takes from an effect it can see.
  Legendary Protection. If the monster fails a saving throw,
  it can spend one legendary action to succeed instead.
  Legendary Resistance (1/Round). If the monster fails a
  saving throw, it can choose to succeed instead.
  Unbreakable (3/Day). If the monster is incapacitated at
  the start of its turn, the effect causing this condition
  immediately ends on the monster.
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  Lair Actions
  Lair Actions
  To make certain fights more epic and cool, you can give your
  monsters access to lair actions. Lair actions are special
  powers that certain monsters can use to manipulate the lair
  they reside in. For example, an ancient red dragon can cause
  magma and volcanic gases to erupt within its lair, while
  Orcus can cause corpses within the lair to animate as
  undead. Not only do these powers add to the presentation of
  the fight, but they also influence the action economy by
  allowing a monster that has them to do more from round to
  round.
  That said, just like legendary actions (see below), lair
  actions needn't be restricted to boss fights, high CR
  monsters, or even to lairs in general. For example, the lair
  action system can be used to quantify the spread of fire due
  to a rampaging squad of rogue fire elementals, which lacks
  all three of these qualities. In other cases, you can even just
  have environmental shifts (e.g. the effects of a natural
  earthquake) occur on initiative count 20 of each round, which
  is the equivalent of a lair action that isn't even taken by a
  monster at all.
  The "lair actions without a lair" concept might sound
  strange at first, but can actually be used quite well in boss
  fights and other climactic scenarios. Many official monsters
  have lair actions that don't necessarily manipulate their lair
  itself; for example, both of Zariel's lair actions boil down to
  her casting some sort of spell. While the lack of a lair
  dependency is arguably a form of bad design (an argument I
  won't disagree with), this independence also allows you to
  use these lair actions even when it is outside of its lair or it
  doesn't have a lair in the first place. Remember that while
  this might work for some monsters, it might not work with
  the ones that directly manipulate their lair via their lair
  actions.
  In general, whenever a monster uses a lair action, one or
  more of the following effects can occur:
  The monster causes the lair to shift and transform, such
  as destroying all its exits or erecting a new wall.
  A hazardous terrain feature in the lair is activated or takes
  effect.
  The monster grants its allies some sort of buff or allows
  them to take some sort of an additional action.
  One spell or effect on the monster immediately ends.
  The monster creates or summons new allies to fight
  alongside it.
  All hostile creatures in the lair suffer some sort of
  detrimental condition (save resists).
  The monster casts an innate spell that is often (but not
  always) incapable of dealing damage.
  The effects of an ongoing ritual take place.
  Additionally, consider using the following ability to enhance a
  monster's capability to use lair actions.
  Manipulate Lair (Costs 2 Legendary Actions). On initiative
  count 10 (losing initiative ties), the monster takes a lair
  action.
  Legendary Actions
  Legendary Actions
  Legendary actions are special abilities that some monsters
  can use outside of their normal turn in combat. They have a
  set number of legendary actions per round, and they can
  spend them on various effects that interupt the normal
  initiative order.
  Legendary actions are typically used to balance out the
  action economy when a boss-like monster is alone in their
  fight against the adventuring party. However, even if a
  monster is of a low CR and is not strong relative to other
  legendary creatures in the world, giving them legendary
  actions can still make the fight against them that much more
  fun and challenging.
  When designing legendary actions for your monsters, keep
  the following tips in mind:
  Balance them Out. Remember that the damage dealt by a
  monster's legendary actions contributes to their total damage
  per round. This can stack up quickly, so try not to make a
  legendary action that is both spammable and powerful.
  Furthermore, note that most monsters have three legendary
  actions per round, but some extraordinarily powerful
  monsters (e.g. Tiamat) can have five of them.
  Add Variety. If a monster just repeats the same attack
  three times using their legendary actions, then what's the
  point of having them at all? As legendary actions can be used
  whenever a creature ends its turn, they should be designed in
  a way that allows certain actions to be used in certain
  situations. For example, many creatures often have a
  legendary action that lets them move, which can be used to
  reposition, to retreat when in a bad situation, or to give chase
  when in a good situation. The use of this legendary action
  must be weighed against the other options: for example, an
  Attack legendary action that will increase their offensive
  power accordingly.
  Differ the Costs. While it is okay to have a monster who
  uses each of their legendary actions one at a time, another
  way to add variety is to create options that cost multiple
  legendary actions to use. This allows for powerful abilities to
  be used outside of a monster's turn without allowing them to
  be spammed repeatedly. For example, you might give a
  spellcaster the ability to Cast a Spell as a legendary action,
  but using this ability would cost two legendary actions at
  once. The most extreme situations involve powers that cost
  three legendary actions at once, which typically a monster's
  entire budget per round.
  Remember that while these costly abilities should be more
  powerful than the others, they shouldn't necessarily be the
  best choice in all situations. While some abilities might be
  considered the "default" options, they should all be
  comparable enough where choosing between them involves
  some sort of opportunity cost.
  Stay Organized. Legendary actions aren't just sorted
  alphabetically. All options are sorted in an ascending manner
  based on how many legendary actions they cost, and within
  each tier, they are sorted alphabetically. Then, utility
  legendary actions such as Detect, Move, and Use an Object
  that don't have any direct offensive or defensive power are
  moved to the top, unless such options cost more than one
  legendary actions.
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   Customize your Options. Not all monsters will have the
  same type of legendary actions. Some legendary actions will
  enable them to enter melee range and to smash their foes
  into the ground. Others will boost their defensive power of
  both themselves and their allies. A few of them even let a
  monster teleport across the battlefield and activate powerful
  magical or psionic abilities.
  You should customize a monster's legendary actions based
  on their role in combat. Below are a few example legendary
  actions that you can use for each role.
  Soldiers
  Soldiers
  The legendary actions listed below are all generic enough to
  be used by any type of monster.
  Detect. The monster makes a Wisdom (Perception) check.
  Move. The monster moves up to its speed.
  Use an Object. The monster takes the Use an Object action.
  Attack. The monster makes one weapon attack.
  At-Will Spell. The monster casts one of its at-will spells.
  Tustle. The monster attempts to grapple or shove one
  creature within its reach.
  Cast a Spell (Costs 2 Actions). The monster casts a spell.
  Magic Item (Costs 2 Actions). The monster activates a
  magic item.
  Psionics (Costs 2 Actions). The monster activates a psionic
  power.
  Recharge (Costs 2 Actions). The monster recharges one of
  its actions and uses it.
  Brutes
  Brutes
  Brutes tend to have legendary actions that compliment their
  raw strength or savagery.
  Destroy. The monster makes a melee attack against an
  object or structure.
  Charge (Costs 2 Actions). The monster moves up to its
  speed in a straight line and can move through the space of
  any creature or object that is smaller than itself. The first
  time it enters a creature or object's space during this move,
  the target must succeed on a DC Strength saving throw
  (DC is Strength-based) or take bludgeoning damage equal
  to the monster's Strength score and be pushed ahead of
  the monster for the rest of this move.
  Savage (Costs 2 Actions). The monster makes a melee
  attack against each creature and object within its reach.
  Smash (Costs 2 Actions). The monster makes a melee
  attack against a creature within its reach. On a hit, the
  target must also make a Constitution saving throw (DC is
  Strength-based). On a failed save, the target is stunned
  until the end of the monster's next turn.
  Swat Away (Costs 2 Actions). The monster makes a melee
  attack. If the attack hits, the target must succeed on a DC
  Strength saving throw (DC is Strength-based) or be pushed
  15 feet in a straight line away from the monster. If the
  saving throw fails by 5 or more, the target also falls prone.
  Controllers
  Controllers
  Controllers tend to have legendary actions that disable or
  weaken their foes rather than doing direct damage.
  Inflict Condition. The monster targets one creature within
  60 feet of it that it can see. The target must succeed on a
  saving throw or suffer one condition until the end of the
  monster's next turn. The DC and type of the saving throw,
  the condition inflicted, and the range of the ability are all
  determined by the monster's specific abilities and the
  ability score they are derived from.
  Thrall. The monster targets one creature within 60 feet that
  is charmed or frightened by the monster; that target must
  make a Charisma saving throw (DC is Charisma-based).
  On a failed save, the monster decides how the target acts
  during its next turn, as long as the target's behavior is
  consistent with the effects of the condition(s) it is suffering
  from.
  Utility Power. The monster casts a spell or activates a
  psionic power. The ability used must not be capable of
  dealing damage.
  Reposition (Costs 2 Actions). The monster targets two
  creatures within 60 feet of it. An unwilling creature must
  succeed on a Charisma saving throw to avoid this effect
  (DC is Intelligence-based). Each affected target is
  teleported to a different unoccupied space that the monster
  can see within 60 feet of it. That space must be on the
  ground or on a floor.
  Weaken (Costs 2 Actions). The monster targets one
  creature within 60 feet of it that it can see. The target must
  succeed on a Charisma saving throw (DC is Charisma-
  based) or have disadvantage on ability checks, attack rolls,
  and saving throws until the end of the monster's next turn.
  Leaders
  Leaders
  My Warlord Collection document includes a list of possible
  legendary actions a leader-type monster can be given.
  Skirmishers
  Skirmishers
  Skirmishers tend to have legendary actions that allow them
  to weave in and out of combat.
  Quick Step. The monster moves up to its speed without
  provoking opportunity attacks.
  Teleport. The monster teleports, along with any equipment it
  is wearing or carrying, up to 120 feet to an unoccupied
  space it can see.
  Stealth Shot. The monster makes a ranged weapon attack. If
  the monster was hidden, this attack doesn't reveal the
  monster's exact position, but it does reveal the general
  direction that the monster can be found in.
  Step from Sight (Costs 2 Actions). The monster moves up
  to half its speed, and is invisible during this movement. If
  the conditions are met, it can take the Hide action at the
  end of the move.
  Backup Plan (Costs 3 Actions). The monster casts the
  invisibility spell on itself. It then moves up to its speed.
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  Snipers
  Snipers
  Snipers tend to have legendary actions that enable them to
  focus on one enemy in particular.
  Crippling Shot. The monster makes a ranged attack against
  a creature. On a hit, the target also has its speed reduced
  by 10 feet until the end of the monster's next turn.
  Disarming Strike. The monster makes a ranged attack
  against a creature. On a hit, the target must make a
  Strength saving throw (DC is Dexterity-based). On a failed
  save, it drops one object of the monster's choice. The
  object lands at the target's feet.
  Seeking Shot. The monster makes a ranged attack against
  one creature it knows the exact location of, even if it can't
  see it. The projectile flies towards the target, moving
  around corners if necessary and ignoring three-quarters
  cover and half cover. If the target is within the attack's
  range and there is a path large enough for the projectile to
  travel to the target, the attack roll is made with advantage.
  Otherwise, the attack misses.
  Sniper's Ire. The monster targets one creature it can see
  within 90 feet of it. The monster has advantage on ranged
  attack rolls against the target until the end of the monster's
  next turn.
  Vulnerable Target. The monster makes a ranged attack
  against a creature that is incapacitated. If the attack hits, it
  deals an additional 7 (2d6) damage.
  Strikers
  Strikers
  Strikers tend to have high damage legendary actions, but they
  might also have non-damaging alternatives that are used to
  compliment their exact lore and flavor.
  Critical Strike. The monster makes an attack against one
  target. If the attack hits and some condition is met, the
  attack becomes a critical hit.
  Dash Attack. The monster moves up to half its speed and
  makes one attack.
  Blitz (Costs 2 Actions). The monster moves up to its speed
  without provoking opportunity attacks. It can make one
  melee attack against each creature it moves past.
  Curse (Costs 2 Actions). The monster magically curses one
  creature it can see within 60 feet of it. The cursed creature
  gains vulnerability to all damage dealt by the monster until
  the end of the monster's next turn.
  Rapid Assault (Costs 3 Actions). The monster makes three
  attacks against one target. The monster gains advantage
  on the attack rolls if some condition has been met (e.g. the
  target is incapacitated).
  Mythic Traits and Actions
  Mythic Traits and Actions
  The official setting book Mythic Odysseys of Theros
  introduced mythic monsters, which are a tier above legendary
  actions. This mechanic prevents a monster from dying at 0
  hit points - instead, they effectively regain all of their hit
  points and gain access to powerful new legendary action
  options called mythic actions. A mythic monster thus counts
  as two distinct monsters of its Challenge Rating for the
  purpose of encounter balancing and experience rewards.
  Personally, I think this is a great addition to 5e. It is
  elegant, flexible, and very effective at what it is trying to do. In
  fact, I even made my own mythic monster in my Elder Evils
  5e conversion as soon as I learned how they work.
  Breakdown
  Breakdown
  Mythic monsters have two key components: a mythic trait,
  and mythic actions that are associated with it.
  A mythic trait that details the monster's optional "second
  phase". Instead of dying at 0 HP, it regains all of its hit points,
  or it otherwise triggers a mechanic that grants them that
  many effecitve hit points. This also leaves room for the
  monster to immediately take some sort of movement and/or
  action. This trait typically recharges after a short or long rest,
  but might not recharge at all if it is a permanent
  transformation.
  With this mythic trait comes a list of mythic actions. Mythic
  actions are new legendary action options that the monster
  gains access to once their mythic trait is triggered. These
  legendary actions are generally more powerful than their old
  ones, but they still retain access to their old ones if needed.
  Mythic actions are typically available for 1 hour after the
  mythic trait is triggered, but this can be changed to fit a
  particular monster's circumstances.
  Variants
  Variants
  Here are some variants of this system that you can use for
  your mythic monsters.
  Traits and Actions. In addition to gaining new legendary
  actions, you can also give a mythic monster access to new
  traits and abilities when their mythic trait is active. For
  example, if you want to give a monster Limited Magic
  Immunity during its second phase, you can label this trait as
  "Limited Magic Immunity (Mythic Form Only)". If you want a
  monster to lose access to a feature, such as a Frightful
  Presence action, you can instead label it as "Frightful
  Presence (Original Form Only)". This notation is similar to
  features that are restricted to a shapechanger's specific
  forms, such as those of a werewolf.
  Extra Action Slots. You can also grant a mythic monster
  an extra action on its turn each round called a "mythic
  maneuver". Note that this extra action might be oppressive if
  it isn't heavily restricted. I would personally recommend
  restricting this maneuver to be strictly utility-based (e.g. the
  Dash or Disengage action), but if proper restrictions are
  applied, damage-based abilities should be fine as well (e.g.
  one weapon attack only).
  A similar concept applies to reactions: you can grant the
  monster an additional reaction slot, or access to a trait like
  Reactive, while its mythic trait is active.
  Multiple Transformations. Want to have a monster with
  more than just two phases? Label its mythic trait with
  multiple uses per day, and that's all you need to do. That said,
  such a monster will be much stronger than a normal mythic
  monster, which is already very strong compared to a normal
  legendary monster. With this in mind, perhaps the monster's
  transformations shouldn't restore all of its hit points, or
  perhaps the monster should have less hit points to begin
  with.
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  Generic Mythic Traits
  Generic Mythic Traits
  Here are some mythic traits you can copy or build off of to
  create your own mythic monsters.
  Basic Mythic Monster (Mythic Trait; Recharges after a
  Short or Long Rest). If the monster is reduced to 0 hit
  points, it doesn't die or fall unconscious. Instead, it regains all
  of its hit points.
  Exposed Weak Points (Mythic Trait; Recharges after a
  Short or Long Rest). If the monster is reduced to 0 hit
  points, it doesn't die or fall unconscious. Instead, the damage
  reveals the monster's four weak points. A weak point shares
  the monster's AC and has a quarter of its hit point maximum.
  It also shares the monster's damage vulnerabilities,
  resistances, and immunities, and it is immune to all
  conditions. If it is forced to make a saving throw, treat its
  ability scores as 10 (+0). If the monster finishes a short or
  long rest, the monster heals, any destroyed weak points
  regenerate, and the weak points are covered again. The
  monster dies when all of its weak points are destroyed.
  Permanent Transformation (Mythic Trait). If the monster
  is reduced to 0 hit points, it doesn't die or fall unconscious.
  Instead, it regains all of its hit points, and it permanently
  transforms into a second form. This form is immune to all
  conditions, has advantage on all saving throws, and deals an
  additional 7 (2d6) damage whenever it hits with a weapon
  attack. Otherwise, this form uses the monster's normal
  statistics.
  Punishing Transformation (Mythic Trait; Recharges
  after a Short or Long Rest). If the monster is reduced to 0
  hit points, it doesn't die or fall unconscious. Instead, it regains
  all of its hit points, it recharges all of its actions, it moves up
  to its speed without provoking opportunity attacks, and it
  makes one weapon attack against the creature that reduced it
  to 0 hit points, if possible.
  Limited Rejuvenation (Mythic Trait; Recharges after a
  Short or Long Rest). If the monster dies, its body reforms at
  the start of its next turn, regaining all its hit points and
  becoming active again.
  Multi-Stage Fight (Mythic Trait; 2/Day). If the monster is
  reduced to 0 hit points, it doesn't die or fall unconscious.
  Instead, it regains all of its hit points, and it regains one spell
  slot of 8th level or lower, as well as one use of its Legendary
  Resistance feature.
  Extra Features
  Extra Features
  The traits and abilities below are examples of other features
  you can use tohook into the mythic monster system.
  Mythic Fury. If the monster's mythic trait is active, the
  number of legendary actions it can take each round increases
  by 1 for 1 hour after using it.
  Mythic Maneuver. While the monster's mythic trait is
  active, it gains an additional action it can use on each of its
  turns. That action can be used only to take the Dash,
  Disengage, Hide, Search, or Use an Object action.
  Mythic Reaction. While the monster's mythic trait is
  active, it gains a special reaction that it can take once per
  round. The monster can't use this special reaction on the
  same turn that it takes its normal reaction.
  Variable Resistance. While the monster's mythic trait is
  active, it gains resistance to one damage type of its choice for
  1 hour after using it.
  Boss Fights Expanded
  Boss Fights Expanded
  Some DMs may wish to alter the details of their boss fights
  beyond what the official books suggest. This section provides
  tools and features that may help with that.
  Boss Phases
  Boss Phases
  A classic trope is that of boss phases: at some point(s) during
  the battle, the boss changes its form or gains powerful
  abilities that weren't used during the first part of the fight.
  Boss phases continue the tension and excitement of a fight by
  granting a boss new abilities, allowing it to break free from a
  detrimental effect, or otherwise changing the circumstances
  of the battle.
  Transition Triggers
  Transition Triggers
  Most phase changes take place when a monster is reduced to
  a certain HP threshold. For exampe, the bloodied condition,
  which takes effect when a monster is reduced to half of its hit
  points or fewer, is a popular descriptor used in 4th Edition.
  By attaching mechanics to this descriptor (e.g. automatically
  recharging an action), you can be used to transform fights
  with even the simplest of monsters into exciting challenges
  that have an unexpected twist halfway through the fight.
  With that in mind, feel free to add your own phases as you
  see fit; for example, you can have a monster change phases at
  every third or fourth of its hit points.
  You can also have a phase transition occur when a monster
  is reduced to 0 hit points. When this occurs, it will typically
  Meanwhile, some phase changes might occur due to
  external forces. For example, perhaps an aspiring
  necromancer is currently undergoing the transformation into
  a lich, but the party has barged in and is attempting to stop
  the ritual from completing. When this is the case, a phase
  change typically occurs when some milestone in the ritual is
  reached, such as its halfway point or its full interuption. To
  manage such a fight, keep track of how many rounds have
  gone by, relative to the duration required for the ritual to
  complete.
  Transition Effects
  Transition Effects
  Whenever a monster changes phases, one or more of the
  following effects can occur:
  The monster ends all detrimental conditions and effects
  on itself
  The monster recharges or regains uses of one or more of
  its abilities
  The monster immediately uses one of its abilities as a
  reaction
  The monster gains access to new features and/or loses
  access to existing features
  The monster's general statistics (e.g. its speed or
  condition immunities) change
  The monster gains a number of temporary hit points, or it
  regains a number of regular hit points
  The monster gains advantage on certain rolls for a short
  duration
  The monster summons one or more of its allies
  The monster's weak points are revealed
  The monster changes to a new stat block altogether
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  Action Oriented Monsters
  Action Oriented Monsters
  Matt Colville's Action Oriented Combat video extensively
  discusses homebrew rules and guidelines for boss fights. The
  discussion boils down to the following ideas regarding
  "Action Oriented Monsters" (AO monsters):
  AO monsters should have access to regular actions, bonus
  actions, and reactions, as well as "villain actions". These
  abilities should all be diverse and unique in nature, rather
  than all of them just being some sort of weapon attack.
  Villain actions, in Colville's words, are once-per-round
  legendary actions that are "scripted" in nature. That is,
  specific villain actions are set to be used on certain rounds
  in combat, meaning that they are scripted to be used in a
  certain order.
  Some of the finer details are also important to remember:
  Even if there is more than one AO monster on the field,
  one villain action being used per round is enough. The
  monsters can share villain actions, or you can pick and
  choose (or just write out from the start) which monster
  gets to use their villain action each round.
  Adhering to traditional game mechanics is fine, but the
  point of this free-form system is to allow for abilities to
  exist without having to justify them beyond "because it's
  cool". Monsters shouldn't have the same limitations as
  PCs do, so they should be able to do whatever the DM
  wants them to (unless it is unfair or doesn't make any
  sense).
  What lessons can we learn from this and apply to our
  general knowledge of official monster making rules? Let's
  see:
  Game mechanics are ultimately the vehicle through which
  the narrative is delivered. Don't let the rules of the system
  hold you back from creating powers that are cool and
  exciting (unless they are unfair to your players, of course).
  Monsters aren't built like player characters are, so they
  don't have to follow the same rules to determine what
  powers they get and how much they can use them. The
  only limit here is how you choose to design the monster.
  In order to engage your players with an important
  monster, the monster can't be static in its actions. By
  creating a diverse set of monster abilities where there isn't
  an option that is objectively the best to use throughout the
  majority of the fight, you have an encounter whose pacing,
  excitement, and dramatic tension is much better than that
  a static encounter.
  If there is more than one legendary monster on the field,
  you might want to condense their legendary action options
  into one pool of legendary actions to track. These abilities
  should be more powerful than a single monster's
  legendary actions, as they represent the firepower of
  multiple monsters at once. For an official example of this,
  see the Obzedat Ghost stat block (GGR 245). The same
  idea applies to lair actions: if two legendary monsters
  share a lair, it might be wise to use one list of (possibly
  empowered) lair actions.
  AO monsters seem pretty cool. That, are there any flaws to
  this approach?
  If you make AO monsters for yourself, that sounds pretty
  great. However, if you make monsters to be
  published/used by others, using a homebrew approach to
  monster making might be incompatible with many DMs's
  games. This applies to all homebrew monster creation
  methods, it applies here in particular because if you are
  publishing your monsters publically, you can accomplish
  much of what Colville sought to do with this method via
  the use of pre-existing game mechanics.
  AO monsters are designed with the goal of being dynamic,
  but the way they are set up might just encourage the
  opposite. While villain actions are like regular lair actions
  in that they can be used after a specific player's turn, the
  scripted order in which they are used makes it harder for
  a monster to adapt to a given situation. For example, the
  AO Goblin Boss's "Focus Fire" villain action, which allows
  the Boss's goblin minions to immediately move towards
  one creature of the Boss's choice, might not make sense to
  use when the current fight involves sniping the party from
  range and then immediately using Nimble Escape to hide
  again. Yet, the Goblin Boss is forced to either use the
  ability anyway, which is a suboptimal tactical decision, or
  to not to use the ability at all, which makes the whole
  system pointless. With legendary actions, there will
  always be some option that can be used by the monster in
  any given situation.
  Building off of the previous point, villain actions only
  being usable once per round can sometimes be less
  exciting and fast-paced than being able to use multiple
  legendary actions per round. While the individual
  legendary actions might not be as strong, being able to
  actually respond to the party's actions multiple times per
  round (beyond the monster's reaction) can make a solo
  fight much more challenging than. Besides, you can
  always make some options cost two or three legendary
  actions; a legendary action that costs three actions is
  literally a villain action without the flaws described here.
  As you can see, all of these criticisms are directed towards
  the "villain action" system, which is the only actual part of
  Colville's video that deviates from the existing 5e system.
  Thus, I will summarize my adjusted version of this system
  into the following advice:
  On its turn, a boss monster should have access to both
  utility-based and damage-based abilities. For example, you
  can give it the traditional option to Multiattack as an
  action, and then to reposition one of its allies as a bonus
  action. Even if the monster is a striker, if all it can do is
  deal damage, then the monster will probably be boring
  unless great care is taken in making the monster fun and
  exciting.
  Outside of its turn, a boss monster should be able to
  respond to the party's behavior through the use of extra
  abilities. Such abilities often take the form of reactions
  (directly responding to a trigger) and legendary actions
  (using an ability after a party member ends its turn), but
  variants of these abilities can work too if done right.
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  To make a boss monster cool, it shouldn't be using the
  same abilities over and over again. Whether through a
  diverse pool of legendary actions or a sequence of scripted
  events, using different abilities as the rounds go on
  maintains the excitement and tension over the course of
  the fight.
  Paragon Monsters
  Paragon Monsters
  A few years ago, the Angry GM released a blog post about
  designing boss fights in 5e. In particular, he drafted up a stat
  block for a "two-headed, two-tailed, bifurcated snake", which
  while silly on its own, reveals an interesting concept for
  "paragon monsters": to make a boss monster, you can
  effectively combine two different monsters into one stat
  block. Such a paragon monster has two core components:
  Health Pools: The monster has multiple health pools. This
  lends itself well to boss phases, and it also acts as a
  stopgap that prevents the monster from being bursted
  down. This is because damage doesn't carry over from
  one health pool to the other. Additionally, when a health
  pool is reduced to 0, all conditions and effects end on the
  monster.
  Paragon Actions: The monster can take multiple turns
  and reactions in combat; it gains one turn and reaction for
  every health pool it currently has.
  Future installments of the series also go into detail on the
  following variants:
  Monsters that gain turns as they lose health pools, rather
  than losing them
  Dismemberment and targeting different body parts of a
  monster
  Monsters that have different actions in different forms
  Swarms and smaller groups of multiple weaker minions
  Monsters that split into multiple other monsters
  Lair actions that don't require a lair
  A lot of this stuff is pretty cool. However, this system has a
  few flaws:
  Complexity. In general, it requires more tracking and
  notekeeping than a normal legendary monster, especially
  when dealing with his version of group monsters.
  Lack of Excitement. As the author admits, if you just use
  the core components, a paragon monster doesn't actually
  become more interesting. Even though it has extra turns and
  reactions, it doesn't actually have anything new to use them
  on by default.
  Redundancy. With the release of mythic monsters, many of
  the things that paragon monsters set out to do (e.g.
  transformations) can be handled via mythic traits and actions
  intead.
  Verbose. This system is rather verbose in how it writes
  everything out, especially when dealing with multiple forms.
  While this is fine on its own, it's something to weigh against
  the simplicity of legendary actions.
  Alternatives to Paragon Actions
  Alternatives to Paragon Actions
  As a whole, if you like AngryGM's stuff, feel free to use it.
  That said, between legendary actions, mythic actions, the
  options discussed earlier in this document, and the new traits
  listed below, you might be better off if you pick and choose
  what you like from his homebrew for use on your own
  monsters. Note that any trait below that refers to legendary
  actions can also be changed to work on reactions as well.
  Dismemberment. When the monster takes damage equal
  to or greater than a quarter of its maximum hit points in a
  single turn, one of its limbs or body parts are destroyed.
  Legendary Fury. When the monster is reduced to two-
  thirds of its maximum hit points or fewer, the number of
  legendary actions it can take each round increases by 1. This
  effect occurs again at one-third of the monster's hit points or
  fewer.
  Legendary Movement. Whenever the monster takes a
  legendary action, it can also move up to half its speed.
  Permanent Transformation. When the monster is
  reduced to 0 hit points, it doesn't die or fall unconscious.
  Instead, it transforms into or gains the statistics of another
  monster.
  Weak Point (1/Turn). If an attack is aimed at the monster's
  weak point and the attack roll has advantage, the attack deals
  additional damage to the monster equal to its Challenge
  Rating.
  Paragon Actions Revised
  Paragon Actions Revised
  Perhaps you have found mythic monsters to be a bit too weak
  for your liking. If that is the case, maybe we can solve
  paragon actions by attaching them to the existing mythic
  monster system.
  First, let's represent a second health pool by giving the
  monster a mythic trait. Grab one of the generic mythic traits
  listed earlier in this chapter and slap it on your paragon
  monster. Second, we need to address the flaws listed earlier.
  Let's take a page from legendary actions, and make a
  predetermined list of what a monster can use its "paragon
  action(s)" on in combat.
  We can format this by adding a new section called
  "Paragon Actions". Give it a header along these lines:
  From there, you can make a list of paragon actions that the
  monster can choose from on its extra turn. This lets you have
  a monster that can take multiple turns each round without
  being repetitive or inherently unbalanced.
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  Paragon Actions
  If the monster's mythic trait is active, it can take two
  turns each round in combat for 1 hour after using it.
  The extra turn is taken at the monster's initiative
  minus 10. This extra turn is taken as normal, but the
  monster doesn't recharge any of its abilities or
  regain any of its spent legendary actions. During this
  extra turn, the monster only has access to the action
  options listed below.
  
  If you want to have a monster that can take more than two
  turns each round, use the wording below. Note that an extra
  sentence has been appended to this header to ensure that the
  monster uses a variety of different actions in combat.
  Customizing Existing
  Customizing Existing
  Monsters
  Monsters
  Most of the document so far has been about making new
  monsters. But what about making edits to existing ones? As it
  turns out, a lot of that advice still applies here.
  Statistical Edits
  Statistical Edits
  The easiest way to change a monster is to edit its numerical
  statistics - hit points, AC, ability scores, etcetera.
  Trivial Changes
  Trivial Changes
  First, let's discuss the types of changes you can make to a
  monster that don't really change its Challenge Rating:
  Changing its creature type, alignment, speed, skills,
  condition immunities, senses, or languages
  Increasing or decreasing its size without changing its hit
  point maximum
  Increasing or decreasing ability scores that aren't used to
  calculate other statistics
  Changing the types of damage it is vulnerable, resistant,
  or immune to (except bludgeoning, piercing, and slashing)
  Adding or removing features that don't contribute to
  damage, defense, or utility when in combat
  Reflavoring the source of its armor or the descriptions of
  its attacks
  Changing the types of damage it deals with its abilities
  Changing the types of saving throws imposed by its
  abilities
  In general, changes that don't actually change a monster's
  numbers are trivial and won't affect the monsters's CR.
  Easy Changes
  Easy Changes
  Any description of how certain features and statistics will
  affect a creature's CR can be used to determine a variant
  monster's CR without having to recalculate anything. In
  particular, the Monster Features Revisited section earlier in
  this document expresses these descriptions in terms of CR
  adjustments, which you can apply to an existing monster
  when making edits of it. For example, if you give a CR 5
  monster the Magic Resistance trait (DCR +1) and an extra +2
  to its attack bonus or save DC (OCR +1), that monster will
  become CR 6.
  Harder Changes
  Harder Changes
  Most other changes you make will require you to do a soft
  recalculation of the monster's Challenge Rating. These
  recalculations are generally straightforward, but take a bit
  more work than the other changes.
  Damage and Hit Points. A guard (MM 347) has an OCR
  of 1/4 and a DCR of 0. Changing its weapon from a spear to a
  greatsword might sound easy enough, but that changes its
  average damage to 8 (2d6 + 1) - that's twice its one-handed
  damage! That changes its OCR to 1/2. Similarly, giving an
  assassin (MM 343) an extra two hit dice will bring its HP to
  91 (13 higher than before). This change might not seem like
  much, but it is already enough to increase its DCR by 1.
  Whenever you change statistics like a monster's hit dice,
  Constitution score, or damage dice, be sure to check the
  DMG to see how these changes to its hit points or damage
  per round affects the monster's CR.
  With the guard example, you could always just flavor the
  guard to have a greatsword, but to continue using the damage
  dice provided for its spear. While your players could
  potentially notice that the guard isn't doing that much
  damage with its "greatsword", it is an easy way to vary its
  weapon of choice without actually changing its statistics.
  Changing Spells. Changing the spells a monster has
  access to can have a major impact on its CR. For example, if
  you give a monster access to the shield spell, expect its DCR
  to become much higher. Meanwhile, giving a monster that
  mostly has supportive spells access to fireball will probably
  cause its OCR to go up.
  Before changing a monster's spells, first determine the
  optimal spell sequence that was originally used to calculate
  its Challenge Rating. Knowing this, we can figure out which
  spells are harmless to remove and which spells can be added
  without any problems.
  For example, a mage (MM 347) will deal the most damage
  with a cone of cold spell followed by two uses of a 4th-level
  fireball, while also relying on the counterspell, greater
  invisibility, mage armor, and shield spells for defense. This
  means that every other spell it has is fair game to replace.
  Adding spells like mirror image and slow could warrant an
  increase in CR, so let's instead replace fire bolt with chill
  touch, misty step with darkness, and ice storm with blight to
  give this mage a darker bend.
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  Paragon Actions
  If the monster's mythic trait is active, it can take
  three turns each round in combat for 1 hour after
  using it. The two extra turns are taken at the
  monster's initiative minus 10 and at its initiative
  minus 20. These extra turns are taken as normal, but
  the monster doesn't recharge any of its abilities or
  regain any of its spent legendary actions. During
  these extra turns, the monster only has access to
  the action options listed below. The monster can't
  use the same action option more than once per
  round.
  
  Note that despite not affecting its CR, spell swaps like these
  can and often will change a monster's combat effectiveness.
  For example, the mage's misty step spell might not contribute
  to its Challenge Rating, but it is an important tool that allows
  it to escape melee fights more easily. Without it, this variant
  mage might be easier to defeat in battle, even though its CR
  never actually changed.
  Items and Equipment
  Items and Equipment
  Stat blocks for monsters purposefully don't include any extra
  equipment so that you are free to customize them as you see
  fit.
  Adventuring Gear
  Adventuring Gear
  The PHB includes items like alchemist's fire, caltrops, ball
  bearings, and oil that are generally used by adventurers, but
  can also be used by monsters. Especially when used by
  monsters that are especially weak or otherwise meant for
  low-level characters, the use of this adventuring gear can
  have a significant impact on the difficulty of a given
  encounter, which is only amplified by the amount of
  preparation time the monsters have.
  Magic Items
  Magic Items
  If you are ever looking to give your players a new magic item
  or two, instead of putting them in a chest at the end of the
  dungeon, consider giving this item to a monster for it to wield
  during combat. A monster that wields a magic item is more
  likely to become a memorable and exciting encounter for
  your players, and it makes them feel like they have earned the
  magic item once they have finally defeated its original
  wielder.
  Consumables
  Consumables
  Potions, poisons, and other consumable items deserve a
  special shoutout due to how they interact with monsters.
  Because a consumable goes away after a monster uses it, the
  party can't actually loot it from them once it has been
  defeated. Thus, when giving consumable items to a monster,
  you needn't consider whether or not they will be balanced in
  the hands of the party nearly as much as you would with a
  permanent item. And because monsters are generally only
  fought once before they are killed, consumable items are
  more valuable in their hands than in the hands of the players.
  Best of all, consumable items can still be just as memorable
  as regular items are. An ogre that drinks a potion of
  invulnerability is bound to be just as fun of a fight compared
  to an ogre that wields a shield of missile attraction: the only
  difference is that the party can loot the shield, but not the
  consumed potion.
  New Action Options
  New Action Options
  Another way to make monsters more interesting is to give
  them access to more universal options like Dash, Disengage,
  and Dodge.
  Alternative Attacks
  Alternative Attacks
  When a monster hits a creature with a weapon attack, you
  can allow it to forgo dealing damage and to create some other
  effect instead. Some example effects are listed below.
  Blind. The target is blinded until the start (or end) of its
  next turn.
  Disarm. The target drops one item of the monster's choice
  that it is holding.
  Disrupt. The target's concentration is broken.
  Forced Movement. The target is pushed, pulled, or
  otherwise forcibly moved a certain distance as appropriate.
  This distance should scale with the monster's size: 5 feet for
  Medium and smaller, 10 feet for Large, 15 feet for Huge, and
  20 feet or more for Gargantuan.
  Grapple. The target is automatically grappled, following
  the same escape rules as other monsters. For an official
  example of this, see the unarmed strike attack of a vampire
  (MM 297).
  Prone. The target is knocked prone.
  Stun. The target is stunned until the start (or end) of its
  next turn.
  As you can imagine, this setup can be used to inflict other
  conditions as appropriate. For example, a particularly putrid
  monster could replace one of its attacks with an attempt to
  inflict the poisoned condition on the target. When
  appropriate, feel free to have the target of one of these
  attacks attack make an ability check or saving throw against
  the effect, instead of rolling to hit their AC.
  Grappling and Shoving
  Grappling and Shoving
  Unlike the Attack action, a monster's Multiattack action
  doesn't allow it to replace its attacks with grapples or shoves
  by RAW. That said, it's easy enough to ignore RAW here and
  to allow grapple and shove replacement anyway.
  Improvised Attacks
  Improvised Attacks
  Monsters can make improvised attacks just as players can.
  Perhaps the ancient red dragon that is burning down the city
  decides to drop a small cart on top of the party, or the evil
  thug that is mugging the party wields a glass bottle as their
  weapon of choice. You can give your monsters improvised
  attacks in order to add variety to your combat encounters.
  As we are making monsters and not player characters, we
  can ignore the official rules for improvised attacks. Instead,
  all monsters are proficient in improvised attacks, which can
  be either melee or ranged (thrown) as appropriate. Compared
  to the monster's weakest attack, the damage dice of a
  monster's improvised attacks are one size smaller, to a
  minimum of 1d4. For example, if a monster's weakest attack
  has damage dice of 2d10, its improvised attacks have damage
  dice of 2d8.
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  Creature Templates
  Creature Templates
  If you wish to make quick modifications to a monster that
  doesn't involve rewriting all of its statistics, check out the
  Creature Templates section of this document (Appendix A).
  Creature templates are packages of new features and
  statistical changes you can give to a monster to turn them
  into something new. For example, the Monster Manual has a
  shadow dragon template you can apply to any dragon to turn
  them into a Shadowfell-based version of themselves. With
  generic templates like the ones provided in this document,
  customizing a monster becomes super easy, while still
  allowing the impact on its final Challenge Rating to be
  predictable or otherwise easy to calculate.
  Cults and Boons
  Cults and Boons
  To make generic monsters more interesting, you can give
  them cult features or supernatural boons that help to convey
  their flavor more effectively.
  In the official books, these cult features and supernatural
  boons take the following forms:
  Elder Evil Blessings for members of an Elder Evil cult
  Demonic Boons granted by especially powerful demons or
  demon lords
  Diabolical Cults in service of various archdevils that grant
  cult features
  Worshippers of an evil god like Bhaal that all have the
  same set of features
  In addition to these official options, I encourage you to
  create your own features that are shared between members
  of the organizations and cults of your campaign. The basic
  setup is to create one option that most members have access
  to, and another option that only the elites or upper echelon of
  the faction can get. Generally speaking, these features are
  primarily applicable in combat scenarios, and don't
  contribute too much to a creature's Challenge Rating.
  By using cult features and supernatural boons, you create a
  cohesive theme and flavor that can be conveyed mechanically,
  rather than just through descriptions and roleplay.
  PC Feats or Class Features
  PC Feats or Class Features
  You could decide to give a monster access to a feat or class
  feature, setting it apart from its peers. The PC Options for
  Monsters section of this document will have everything you
  need to do this.
  Custom Spellcasting
  Custom Spellcasting
  While spellcasting provides plenty of opportunities for
  customization, it still might fall short at times. Here's what
  you can do to change that.
  To see many of the changes below in action, check out the
  force mage stat block in Appendix C.
  Daily Spellcasting
  Daily Spellcasting
  Compared to the normal Spellcasting feature, Innate
  Spellcasting is very freeform. Instead of using rigid spell
  slots, it lets you assign how many times a given spell can be
  cast each day. It can even allow a monster to cast a leveled
  spell at will, if appropriate.
  But why does this approach need to be restricted to innate
  spellcasters, anyway? If monsters don't have to follow the
  same rules as players in other instances, then why do they
  use the same spell slot system as them? The answer is that
  while official monsters might use slots, you don't have to.
  Having daily spells via a Spellcasting feature doesn't take
  any effort. The format of the header is basically identical to
  that of an innate spellcaster, except with all mentions of
  "innate" removed and a spellcasting class and level optionally
  being referenced.
  This approach makes balancing spellcasting monsters
  much easier, while also making them easier to track in
  combat. For example, you can use this approach to cut out
  any non-combat spells, or to make its main attack spell at-will
  for simplicity.
  Modified Spells
  Modified Spells
  Official monsters sometimes have extra parenthetical notes
  after their innate spells. For example, you might find "(self
  only)" after a mage armor or plane shift spell. We can use this
  notation as a way to deliver other changes to certain spells.
  If you wish to string more than one of these modifications
  together, use a single set of parentheses, with each
  modification being separated by a semicolon.
  Spell Level. By default, innate spellcasters (as well as daily
  spellcasters, as above) cast their spells at the lowest level
  possible. However, you can add a note that allows a monster
  to cast certain spells at higher levels. For example, a monster
  that has "fireball (5th level)" will cast this spell at 5th level
  every time, instead of 3rd level.
  Damage Type. You can change the damage type of a
  monster's spell if it is appropriate for its theme. For example,
  a monster that has "incendiary cloud (necrotic damage)" will
  deal necrotic damage with this spell, instead of its normal
  damage type.
  Different Targets. You can change the number of targets a
  spell will have. For example, you can write "blight (two
  targets)" or "bless (one target only)". Note that the former
  example is a good way to represent the Twinned Spell
  metamagic.
  Different Size or Range. You can change the size of a
  spell's area of effect, or you can change its range. For
  example, a monster that has "fire bolt (240-foot range)" will
  be able to cast this spell at twice its normal range, and a
  monster with "cone of cold (120-foot cone)" will create a
  much larger blast of cold than normal.
  Other Restrictions. When a spell has a variety of effects or
  possibilities to choose from, you can choose to restrict them
  as appropriate. For example, a monster with "animal shapes
  (insects only)" can only use the spell to turn others into
  insectoid beasts, while a monster with "symbol (discord
  only)" can only create a discord glyph when it casts the spell.
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  Custom Spells
  Custom Spells
  The adventure Baldur's Gate: Descent Into Avernus
  introduced the following notation to 5e:
  In the official books, this notation is used to make
  spellcasting monsters easier to run, as it reduces the amount
  of bookkeeping required to use them. However, what if we
  could take advantage of this for our own purposes?
  As it turns out, we can use this notation to give a monster
  access to spells of our own design. We can do this in any of
  the following cases:
  The monster significantly modified an existing spell
  somehow
  We want to give a monster access to a spell from another
  homebrew
  The monster has a spell that is somehow restricted to
  NPCs only
  We want to give the monster a magical effect that can
  interact with counterspell and dispel magic
  To do this, we only need to list our custom spell as a
  regular monster feature, and to explicitly label that it is a
  leveled spell as appropriate. For example, you can give a
  particularly necromantic monster access to the following
  homebrew spell of my own design:
  Keep in mind that you don't have to tie these spells to spell
  slots. For example, you can make them at will, or you can put
  them on a recharge like other monster features. The only
  thing that distinguishes one of these from a regular monster
  feature is that it counts as a spell for the purpose of other
  game effects.
  PC Options for Monsters
  PC Options for Monsters
  Even with the variety of generic features available for you to
  choose from, there are times when it is appropriate to give
  your monsters some of the options that are normally used by
  player characters.
  NPCs with Classes
  NPCs with Classes
  Page 282 of the DMG describes two ways of creating NPCs
  from scratch: making a traditional stat block, or using the
  same process that you use to create a player character. While
  the second option might make sense when creating an NPC
  companion for the party, there are some important reasons
  why using class levels to make NPCs doesn't work:
  Classes are designed with resources, flavorful ribbon
  features, and other unique abilities for a single player to
  be preoccupied with. As a DM, having to handle an entire
  PC while also running the rest of the game is a lot of
  effort.
  Player characters are designed to have enough power to
  handle multiple combat encounters per adventuring day,
  while monsters are built to be ran once before being
  defeated. This means that NPCs built using class levels
  will have a very high damage output compared to their
  defensive capabilities. This is the same reason why
  running one encounter per adventuring day is an issue,
  and why PvP between characters in the same party
  almost always goes wrong.
  To summarize, you shouldn't build your monsters the
  same way you build player characters. But then an issue
  arises, how do you make a stat block for a monster that is
  associated with a given player class?
  Adding Classes to Monsters
  Adding Classes to Monsters
  First, let's discuss the official options for this. Page 283 of the
  DMG presents a process you can use to give class levels to
  pre-existing monsters. In short, it's the same as it is with
  players, but the monster's hit dice stay the same size, and its
  proficiency bonus is based on the Challenge Rating you end
  up with.
  This process is decent when used in moderation. After all,
  only one or two levels in fighter don't offer much in terms of
  resource management compared to five or six levels in druid.
  Even so, this method still has the same flaws given in the
  previous section. Additionally, the same section admits that
  adding class levels to a monster has an extremely variable
  effect on CR. This is to be expected: PCs are built differently
  from monsters, so of course things work differently. That
  said, it goes against the monster design steps described in
  this document: if the goal is to determine a target CR before
  making the monster, then giving the monster class levels will
  be a guessing game.
  So how can we do better? Simply put, we can build
  monsters using individual class features and unique traits of
  our own design that we pick and choose as appropriate.
  21
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  Ray of Sickness (1st-Level Spell; Requires a Spell Slot).
  Ranged Spell Attack: +5 to hit, range 60 ft., one
  creature. Hit: 9 (2d8) poison damage, and the target
  must succeed on a DC 13 Constitution saving throw
  or be poisoned until the end of the monster's next
  turn. If the monster casts this spell using a spell slot
  of 2nd level or higher, the damage increases by 1d8
  for each slot level above 1st.
  Clutch of Orcus (3rd-Level Spell; Requires a Spell Slot).
  One humanoid of the monster's choice within 60
  feet of it begins to suffer a magic-induced heart
  attack. The target must succeed on a DC 14
  Constitution saving throw or take 13 (3d8) necrotic
  damage and be stunned for 1 minute or until the
  monster's concentration ends. At the end of each of
  its turns, the target repeats the saving throw. It takes
  13 (3d8) necrotic damage on a failed save, and the
  spell ends on the target on a successful one.
  
  Classes in the Game World
  Classes in the Game World
  It is clear that the player classes that exist in the game are
  not encompassing of every power source and archetype out
  there. Additionally, not all creatures within the same class
  gain the same abilities. Here is a list of a few of these
  differences:
  Not all members of a class gain a subclass. For example,
  mages (MM 347) don't have an Arcane Tradition.
  Some members of a class gain new abilities that players
  can't access. For example, bards (VGM 211) have a Taunt
  ability that normal bards can't normally get.
  Not all members of a class gain certain class features. For
  example, some druids might not have Wild Shape, while
  others might not even have spellcasting.
  Some members of a class can further develop their
  abilities or can reduce their restrictions. For example,
  diviners (VGM 213) have a modified version of Portent
  that is rolled during combat rather than after a long rest,
  and it recharges whenever the diviner casts a divination
  spell of 1st level or higher, rather than being limited to two
  uses per day.
  This understanding can be used to justify monsters that
  are associated with certain classes having features that
  players don't have access to. For example, you can give the
  Martial Advantage feature to fighter-like warriors, and you
  can give resistance to damage from spells to archmages and
  other powerful wizards. This is elaborated on in the Example
  Monster Class Features section below. For now, let's discuss
  how to use existing class features on your monsters.
  Class Features For Monsters
  Class Features For Monsters
  It is worth noting that many class features, like Action Surge,
  Cunning Action, and Spellcasting, are fairly easy to give to
  monsters as-is. But then there are some features, like Ki,
  Metamagic, and Wild Shape, that need some modifications
  before being given to a monster.
  Removing Resources
  Removing Resources
  Traditionally, monsters can access their abilities through the
  following resources, as described in the Monster Manual:
  At will: A monster can use this ability without any
  resource restrictions.
  1/Turn: A monster can only use this ability once per turn,
  or maybe only on each of their turns.
  Recharge: Once a monster uses this ability, they have to
  roll a d6 each round to see if they can use it again.
  Short Rest: Once a monster uses this ability, they can't do
  so again until they finish a short or long rest.
  Spell Slots: A monster must expend a spell slot of
  appropriate level to use this spell or other ability.
  X/Day: A monster has X uses of this ability. They regain all
  expended uses of it when they finish a short or long rest.
  Many class features work through other resources that could
  be converted to one of the ones above:
  X times Short Rest: Instead of tracking uses of features
  like Ki and Combat Superiority between short rests, it
  might make sense to give a monster's maneuvers or ki arts
  a Recharge of 4-6, or perhaps you can make some of them
  1/turn or at-will as appropriate.
  Channel Divinity: Instead of sharing one resource pool,
  you can just make each one an independent Short Rest
  ability.
  Special: Features like a Zealot Barbarian's Fanatical
  Focus that only work once per rage or otherwise are
  limited in some unique way should typically be made at
  will or on a recharge
  In general, you should consider how many times you want
  your monster to use a certain feature per round. If you only
  want it to work once or twice, tie it to a short rest or make it
  X/Day. If you want it to be used frequently but not every
  round, give it a recharge. If you want it to be used throughout
  the entire fight, make it at will or turn it into a passive ability.
  Features to Exclude
  Features to Exclude
  Not all class features are necessary to give a monster. In
  general, consider excluding the following abilities from a
  monster:
  Niche Abilities. Unless you forsee the monster using this
  ability in combat, don't add it. For example, a cleric
  monster won't need Turn Undead unless it is relevant to
  their theme or if the campaign has a lot of undead in it.
  Skill Bonuses. Features like Jack of All Trades and Reliable
  Talent can be replaced with extra skill proficiencies. The
  monster can also be given expertise in certain skills as
  appropriate.
  Modifiers. Features like a Fighting Style, the War Wizard's
  Tactical Wit, and the Lifedrinker warlock invocation aren't
  necessary unless they are really important to the monster.
  For example, you can replace Tactical Wit with advantage
  on all initiative rolls, and you can simply add extra dice of
  necrotic damage to the warlock's melee weapons. You can
  exclude a Fighting Style altogether, as the monster's AC
  and attack bonus are already cutomized according to CR.
  Resource Buffs. Features like Arcane Recovery and a
  Samurai Fighter's Tireless Spirit aren't usually needed. In
  the latter case, you can just choose a different resource as
  discussed in the previous section.
  Extras. Features that add extra cantrips, spells, languages,
  skills, tools, movement, resistances, and so on don't need
  to be written down or anything. You can simply parse them
  and add them to the monster's statistics, without any actual
  mention of the feature unless you feel it is necessary.
  Non-Combat Abilities. Features like a Battle Master
  Fighter's Know Your Enemy and an Inquisitive Rogue's Eye
  for Detail can be useful, but not only are they niche, but
  they are almost entirely non-combat abilities. Simply
  exclude them unless you feel they are necessary.
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  Level Scalings
  Level Scalings
  Some class features, such as Second Wind and Spellcasting,
  have damage or uses that scale off of your level in that class.
  So if you aren't actually adding class levels to a monster, then
  how do you determine what level it counts as? You have two
  options: use the monster's CR, or come up with the monster's
  "virtual class level". After all, even if it doesn't actually have a
  class level, the monster might represent a certain class level,
  so you can use that target level for scalings.
  In the Example Monster Features section below, I use the
  latter option. Feel free to use either one, or to remove the
  scalings altogether.
  Mundane versus Supernatural
  Mundane versus Supernatural
  As you go higher and higher on the CR scale, it becomes
  harder and harder to make a monster that doesn't have some
  any manner of supernatural attack (e.g. spellcasting) or
  defense (e.g. damage resistances). This is because it is harder
  to make a "mundane" monster that deals enough damage,
  has adequate defenses, has a proper justification for its
  powers, and as a whole is an interesting creature to fight. For
  example, it makes sense for the typical iron golem to have
  210 HP due to its size and material, but a humanoid pit
  fighter with 210 HP is bound to be among the strongest
  warriors in the region or even the entire setting.
  Because of this, many martial creatures (especially those
  representing the barbarian, fighter, and rogue classes) need
  extra attacks, saving throw proficiencies, magic items,
  legendary resistances, legendary actions, or innate spells in
  order to reach higher CRs. Keep this in mind when designing
  your monsters.
  Example Monster Class Features
  Example Monster Class Features
  In addition to picking and choosing from existing class and
  subclass features, consider using the following features to
  represent monsters that are associated with certain
  character classes.
  Artificer
  Artificer
  Artificers are tricky because they are inherently tied to magic
  items, which are something most monsters don't have. That
  said, infusions vanish from an item at least one day after the
  monster's death, allowing you to give an artificer monster
  items without fear of your players getting their hands on
  them.
  Foundation of Knowledge. The monster can cast spells of
  1st level at will, without expending a spell slot.
  Improvised Action. On each of its turns, the monster can
  use a bonus action to take the Help, Search, or Use an Object
  action.
  Magical Genius. As an action, the monster can roll a d4
  and regain a spell slot of that level or lower. If it has no spent
  spell slots of that level or lower, nothing happens.
  Retooled Spell. When the monster casts a spell that deals
  damage, it can change the spell's damage to cold, fire, force,
  lightning, or thunder.
  Spell Versatility (Recharge 5-6). At the start of its turn,
  the monster can immediately swap one of its prepared spells
  for another spell on the artificer spell list.
  Barbarian
  Barbarian
  Barbarians are easy to represent due to their straightforward
  manner of attacking. To reach higher CRs, they can be given
  damage resistances and other forms of damage mitigation
  that are adequately explained by their Rage feature.
  Brute. A melee weapon deals one extra die of its damage
  when the monster hits with it (included in the attack).
  Deadly Critical. The monster scores a critical hit on a roll
  of 19 or 20 and rolls the damage dice three times, instead of
  twice.
  Rage. In combat, the monster is raging while it isn't
  incapacitated. While raging, the monster has advantage on
  Strength checks and Strength saving throws, it has
  resistance to bludgeoning, piercing, and slashing damage,
  and it deals one extra die of damage when it hits with a melee
  weapon attack.
  Reckless. At the start of its turn, the monster can gain
  advantage on all melee weapon attack rolls it makes during
  that turn, but attack rolls against it have advantage until the
  start of its next turn.
  Relentless (Recharges after a Short or Long Rest). If the
  monster takes damage that is equal to or less than 10 + its
  Constitution modifier that would reduce it to 0 hit points, it is
  reduced to 1 hit point instead.
  Bard
  Bard
  Bards can easily be represented through their spells, music,
  and skill proficiencies (including Expertise). Beyond that, any
  features you give a bardic monster should relate to their
  Bardic Inspiration or should be usable on top of their
  spellcasting.
  Bardic Inspiration (Recharge 4-6). As a bonus action, the
  monster chooses one creature within 60 feet of it that can
  hear the monster. Once within the next 10 minutes, the target
  can roll a d6 and add the number rolled to one ability check,
  attack roll, or saving throw it makes.
  Combat Inspiration. While the monster isn't incapacitated
  and can play its music, allies within 30 feet of the monster
  that can hear the monster have advantage on attack rolls and
  saving throws.
  Countercharm. While the monster isn't incapacitated and
  can play its music, the monster and any ally within 60 feet of
  it that can hear the monster has advantage on saving throws
  against being charmed or frightened.
  Mantle of Inspiration. At the start of each of the monster's
  turns, each ally that can hear the monster gains temporary
  hit points equal to 5 + the monster's Charisma modifier. This
  ability doesn't function while the monster is incapacitated or
  otherwise can't play its music.
  Taunt (2/Day). The bard can use a bonus action on its turn
  to target one creature within 30 feet of it. If the target can
  hear the bard, the target must succeed on a Charisma saving
  throw (DC is Charisma-based) or have disadvantage on
  ability checks, attack rolls, and saving throws until the start of
  the bard's next turn.
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  Cleric
  Cleric
  As clerics gain most of their power from their Divine
  Domains, it's easy enough to represent the base class
  through spellcasting and some other features as appropriate.
  In particular, Channel Divinities can be represented as
  individual short rest abilities or as recharge abilities rather
  than costing a resource.
  Divine Eminence. As a bonus action, the monster can
  expend a spell slot to cause its melee weapon attacks to
  magically deal an extra 10 (3d6) radiant damage to a target
  on a hit. This benefit lasts until the end of the turn. If the
  monster expends a spell slot of 2nd level or higher, the extra
  damage increases by 1d6 for each level above 1st.
  Divine Intervention (1/Week). The monster calls upon the
  aid of a deity or some other divine power. Roll a d100. If the
  number rolled is equal to or lower than the monster's virtual
  cleric level, the divine power intervenes by duplicating the
  effects of some spell. The spell normally must be 6th level or
  lower, but can be higher if the monster is capable of casting
  spells of a higher level. On a failed d100 roll, the divine power
  only intervenes with a beneficial spell of 4th level or lower,
  with targets chosen by the monster as appropriate.
  Healing Prayer. As a bonus action, the monster can target
  one creature it can see within 30 feet of it. The target regains
  hit points equal to the monster's Wisdom modifier.
  Spirit Blast (Recharges after a Short or Long Rest).
  Each creature of the monster's choice within 30 feet of it
  must make a Consitution saving throw (DC is Wisdom-
  based), taking necrotic or radiant damage (monster's choice)
  equal to twice the monster's virtual cleric level on a failed
  save, or half as much damage on a successful one.
  Power of Belief (3/Day). When the monster or a creature
  it can see makes an attack roll, a saving throw, or an ability
  check, the monster can use its reaction to add or subtract its
  Wisdom modifier from the roll.
  Druid
  Druid
  The druid class has two big components: spellcasting, and
  Wild Shape. Feel free to exclude either feature from your
  druid-like monsters as you see fit. Particularly strong druids
  can also receive traditional traits like Aggressive, Reckless,
  and Siege Monster while in beast form via Wild Shape.
  Nature's Wrath. The monster chooses one beast or plant it
  can see within 30 feet of it. If the target can hear the monster,
  the target uses its reaction to make one melee attack against
  a target that the monster can see.
  Power of Nature. Each beast and plant of the monster's
  choice within 30 feet of it has advantage or disadvantage
  (monster's choice) on all attack rolls, ability checks, and
  saving throws.
  Speak with Beasts and Plants. The druid can
  communicate with beasts and plants as if they shared a
  language.
  Tree Stride. Once on its turn, the monster can use 10 feet
  of its movement to magically step into one living tree within
  her reach and emerge from a second living tree within 60 feet
  of the first tree, appearing in an unoccupied space within 5
  feet of the second tree. Both trees must be Large or larger.
   Wild Shape (2/Day). The monster magically polymorphs
  into a beast or plant with a challenge rating as high as its
  virtual druid level divided by 3, and can remain in this form
  for a number of hours equal to half its virtual druid level. The
  monster can choose whether its equipment falls to the
  ground, melds with its new form, or is worn by the new form.
  The monster reverts to its true form if it dies or falls
  unconscious. The monster can revert to its true form using a
  bonus action on its turn.
  While in a new form, the monster retains its game
  statistics and ability to speak, but its AC, movement modes,
  Strength, and Dexterity are replaced by those of the new
  form, and it gains any special senses, proficiencies, traits,
  actions, and reactions (except class features, legendary
  actions, and lair actions) that the new form has but that it
  lacks.
  The new form's attacks count as magical for the purpose of
  overcoming resistances and immunity to nonmagical attacks.
  Fighter
  Fighter
  Fighters are among the easiest classes to give to a monster;
  most of them can just be added without any modification.
  That said, there are some other features that you can use to
  represent a fighter that aren't given by the class itself.
  Martial Advantage. Once on each of its turns, the monster
  can deal an extra 7 (2d6) damage to a creature it hits with a
  weapon attack if that creature is within 5 feet of an ally of the
  monster that isn't incapacitated.
  Second Wind (Recharges after a Short or Long Rest).
  As a bonus action, the monster can regain hit points equal to
  10 + its virtual fighter level.
  Tactical Discipline. The monster has advantage on all
  ability checks and saving throws made during combat.
  Unyielding. When the monster is subjected to an effect
  that would move it, knock it prone, or both, it can choose to
  be neither moved nor knocked prone.
  Weapons Expert. A weapon deals one extra die of its
  damage when the monster hits with it.
  Monk
  Monk
  The Ki-Empowered Technique and Martial Arts features
  below represent the core features of the monk class that
  could be used by a monster. Feel free to add or remove
  options from these features based on the monster's individual
  capabilities.
  Deft Strike (1/Turn). The monster can deal an extra 7
  (2d6) damage to a creature it hits with a weapon attack.
  Ki-Empowered Technique (Recharge 4-6). On each of its
  turns, the monster can use a bonus action to take the Dash,
  Disengage, or Dodge action, or to make one unarmed strike.
  Martial Arts (1/Turn). When the monster hits a creature
  with a melee weapon attack, the monster can choose one of
  the following additional effects (all DCs are Wisdom-based):
  The target must succeed on a Strength saving throw or
  drop one item it is holding (monster's choice).
  The target must succeed on a Dexterity saving throw or be
  knocked prone.
  The target must succeed on a Constitution saving throw
  or be stunned until the end of the monster's next turn.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
   Mental Equilibrium. The monster has advantage on all
  Intelligence, Wisdom, and Charisma saving throws.
  Stunning Strike (1/Turn). When the monster hits a
  creature with a melee attack, it can force the target to make a
  Constitution saving throw (DC is Wisdom-based). On a failed
  save, the creature is stunned until the end of the monster's
  turn.
  Paladin
  Paladin
  Rather than having to track spell slots and uses of Divine
  Smite, it is best to simply give a paladin monster the ability to
  passively deal radiant damage on its attacks. Otherwise, you
  are free to create abilities that represent an individual
  paladin's theme and divine power.
  Divine Fury. The monster's weapon attacks are magical.
  When the monster hits with any weapon, the weapon deals
  an extra 2d8 radiant damage.
  Healing Touch (3/Day). The monster touches another
  creature. The target magically regains hit points equal to the
  monster's virtual paladin level plus its Charisma modifier. In
  addition, the touch removes all diseases and neutralizes all
  poisons afflicting the target.
  Holy Vigor. Whenever the monster expends a spell slot, it
  also gains 1d8 temporary hit points per level of the spell slot
  expended.
  Resolute (2/Day). As a bonus action, the monster can
  magically end one spell or hostile effect on itself and each
  friendly creature within 30 feet of it.
  Unwavering. The monster has advantage on saving throws
  against effects that would charm, frighten, or incapacitate it,
  as well as those that would cause it to suffer exhaustion.
  Ranger
  Ranger
  The ranger occupies a strange niche, overlapping with both
  the druid and the rogue in some of its themes, enabling you
  to give your ranger monsters features like Evasion and
  Uncanny Dodge. Another issue is that they are meant to be
  exploration based, which is extremely useless for monsters in
  nearly all cases. Thus, I encourage you to focus on how a
  ranger monster's interactions with nature influence both its
  martial prowess and its magical abilities.
  Foe Slayer. The monster has advantage on attack rolls
  against one race of humanoid or one general creature type
  that isn't humanoid.
  Hunter's Mark (3/Day). As a bonus action, the monster
  can mark a creature it can see within 90 feet of it and make
  that creature its quarry. The target remains the monster's
  quarry for 1 hour, or until either the target or the monster
  drops to 0 hit points. While the target is marked, the monster
  has advantage on any Wisdom (Perception) or Wisdom
  (Survival) check it makes to find the target, and weapon
  attacks deal one extra die of damage when the monster hits
  the target with them.
  Lightfooted. The monster can take the Dash or Disengage
  action as a bonus action on each of its turns.
  Natural Explorer. While the monster isn't incapacitated
  and is in a natural or untamed environment, it and any group
  it is with has advantage on checks made to avoid getting lost,
  to detect hidden threats while traveling, to track other
  creatures, or to find food or other natural resources.
  Tireless. The monster has advantage on saving throws
  against exhaustion, poison, and being knocked unconscious.
  Rogue
  Rogue
  Many rogue features are straightforward and work well on
  monsters. Features like Pack Tactics can be used to enhance
  roguish monsters, while features like Nimble Escape and
  Shadow Stealth are simple variants of existing rogue
  features that you can use as appropriate. Just remember that
  hiding won't always be an option, so roguish monsters should
  have other tricks they can use in such unfavorable situations.
  Ambusher. In the first round of a combat, the monster has
  advantage on attack rolls against any creature it surprised.
  Cheap Shot (1/Turn). If the monster makes a weapon
  attack with advantage on the attack roll and hits, the target
  can't take reactions and has its speed halved until the end of
  the monster's next turn.
  Exploit Weakness (1/Turn). If the monster makes a
  weapon attack with advantage on the attack roll and hits, the
  target takes an extra 10 (3d6) damage.
  Lurkers in Shadow. The monster is invisible to
  darkvision. While in dim light or darkness, the monster has
  advantage on Dexterity (Stealth) checks.
  Surprise Attack. If the monster surprises a creature and
  hits it with an attack during the first round of combat, the
  target takes an extra 7 (2d6) damage from the attack.
  Sorcerer
  Sorcerer
  Metamagics are best handled by making them at-will or
  giving them a recharge. Otherwise, emphasize that a
  sorcerer's innate abilities can be extremely powerful when
  channeled correctly.
  Arcane Vigor. The monster can expend a spell slot to
  reroll a saving throw it fails. The reroll also gains a +1 bonus
  for each slot level above 1st. It must use the new roll.
  Elemental Spell. When the monster casts a spell that
  deals damage, it can change the spell's damage to acid, cold,
  fire, lightning, or thunder.
  Font of Magic. As a bonus action, the monster can roll a
  d4 and regain a spell slot of that level or lower. If it has no
  spent spell slots of that level or lower, nothing happens.
  Quick Cantrips. When the monster casts a spell using its
  action, it can cast one cantrip as a bonus action.
  Sorcerous Fortitude. The monster can maintain
  concentration on two different spells at the same time. In
  addition, it has advantage on saving throws to maintain
  concentration on spells.
  Warlock
  Warlock
  While warlocks certainly make good enemies due to their
  story potential, the nature of their spell slots makes it much
  harder to balance them sometimes. I would personally
  suggest simply ditching pact slots for your warlock enemies
  and making them only use Innate Spellcasting (or regular
  slots, if you think that would be better), especially as
  invocation spells are already treated as innate spells.
  Otherwise, it is fairly easy to give a monster an invocation of
  your choice, whether it is an existing invocation or a new
  invocation of your own design.
  Beyond that, I recommend using cult features (such as the
  ones found in Mordenkainen's Tome of Foes) to make your
  warlock monsters unique when you can help it.
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   Beseech Patron (Recharge 5-6). As a bonus action, the
  monster can regain one spell slot.
  Dark Devotion. The monster has advantage on saving
  throws against being charmed or frightened.
  Eldritch Ward. The monster has advantage on Wisdom
  and Charisma saving throws.
  Mind-Eroding Hex. As a bonus action, the monster can
  magically curse one creature it can see within 60 feet of it.
  The target must make a Charisma saving throw (DC is
  Charisma-based). On a failed save, the target suffers
  disadvantage on Intelligence, Wisdom, and Charisma saving
  throws until the start of the monster's next turn.
  Potent Spellcasting. The monster can add its Charisma
  modifier to the damage it deals with any warlock cantrip.
  Wizard
  Wizard
  Wizards are probably the easiest spellcaster to represent
  because the base class has almost no features whatsoever,
  and not all mages need unique features to represent a
  specific arcane tradition (if they have one). That said, the
  features below can instead be used to represent various
  arcane traditions.
  Displacement (Recharge 5-6). As a bonus action, the
  monster projects an illusion that makes the monster appear
  to be standing in a place a few inches from its actual location,
  causing any creature to have disadvantage on attack rolls
  against the monster. The effect ends if the monster takes
  damage, it is incapacitated, or its speed becomes 0.
  Instinctive Charm (Recharge 5-6). The monster tries to
  magically divert an attack made against it, provided that the
  attacker is within 30 feet of it and visible to it. The monster
  must decide to do so before the attack hits or misses.
  The attacker must make a Wisdom saving throw (DC is
  Intelligence-based). On a failed save, the attacker targets the
  creature closest to it, other than the monster or itself. If
  multiple creatures are closest, the attacker chooses which
  one to target.
  Limited Teleportation. When the monster expends a spell
  slot, it can also use its bonus action to teleport up to 10 feet
  per level of the slot expended. It must teleport to an
  unoccupied space it can see.
  Portent (Recharge 5-6). When the monster or a creature it
  can see makes an attack roll, a saving throw, or an ability
  check, the monster can roll a d20 and choose to use this roll
  in place of the attack roll, saving throw, or ability check.
  Spell Ward (Recharge 4-6). When the monster takes
  damage from a spell, it can use its reaction to magically halve
  the damage taken.
  Feats
  Feats
  Feats are an easy way to customize your monsters, as they
  are modular and independent of classes themselves. That
  said, they are designed for player use, which is reflected in
  their wording and limitations. But you don't have to abide by
  such limitations when making monster. So, I compiled a list
  of condensed traits and features that can be given to
  monsters to help represent the themes and ideas behind the
  feats we all know and love.
  Do keep in mind that if you don't like the generic versions
  below, you can always just use the original feat or a modified
  version of it as you see fit.
  If a feat is excluded from this list, it means that you can use it
  as-is, or you probably wouldn't consider using it in the first
  place.
  Actor
  Actor
  In addition to granting the monster proficiency and possibly
  expertise in the Deception and Performance skills, you can
  add the following trait to a monster that is particularly skilled
  in mimicry.
  Actor. The monster can mimic the speech or sounds made
  by other creatures it has heard. A creature that hears the
  sounds can tell they are imitations with a successful Wisdom
  (Insight) check contested by the monster's Charisma
  (Deception) check.
  Alert
  Alert
  Static bonuses can be a bit weird when given to monsters,
  and it wouldn't be fun for the rogue's Sneak Attack to be
  denied because of the third benefit. Thus, let's simplify the
  feat as shown below.
  Alert. The monster has advantage on initiative rolls, and it
  can't be surprised while it is conscious.
  Athlete
  Athlete
  The climbing portion of this feat can be accomplished by
  simply giving the monster a climbing speed. Otherwise, use
  one or more of these traits to represent the Athlete feat.
  Spring Up. While prone, standing up only uses 5 feet of
  the monster's movement.
  Standing Leap. The monster's long jump is up to half its
  speed and its high jump is up to a third of its speed, with or
  without a running start.
  Sturdy Legs. The monster has advantage on ability checks
  and saving throws to resist being knocked prone.
  Charger
  Charger
  This feat is easily represented by the generic Charge trait,
  reprinted below for reference.
  Charge. If the monster moves at least 10 feet straight
  toward a target and then hits it with a melee weapon attack
  on the same turn, the target takes an extra die of damage. If
  the target is a creature, it must succeed on a Strength saving
  throw (DC is Strength-based) or be pushed up to 10 feet away
  from the monster.
  Defensive Duelist
  Defensive Duelist
  This feat can be represented by the generic Parry ability,
  reprinted below for reference.
  Parry. As a reaction, the monster adds its proficiency
  bonus to its AC against one melee attack that would hit it. To
  do so, the monster must see the attacker and be wielding a
  melee weapon.
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  Dual Wielder
  Dual Wielder
  Adding additional attacks to the Multiattack action is enough
  to handle the physical act of dual wielding. If you have a
  monster that particularly excels at dual wielding, consider
  giving it one or more of the following traits.
  Dual Wielder. A weapon deal one extra die of its damage
  when the monster is dual wielding it.
  Durable
  Durable
  Just give the monster more hit dice or a higher Constitution
  score. If you want this monster to feel especially tough and
  meaty, give it the following generic Brute ability, taken from
  earlier in this document for reference.
  Shrug it Off. The monster can use its reaction to halve the
  damage that it takes from an attack that hits it. The monster
  must be able to see the attacker.
  Elemental Adept
  Elemental Adept
  Rerolling ones and twos is inconsequential. Just give your
  monster the trait below.
  Elemental Adept. The monster's spells ignore resistance
  to one of the following damage types (DM's choice): acid, cold,
  fire, lightning, or thunder.
  Grappler
  Grappler
  Pinning creatures down is not something most monsters will
  bother doing. Instead, give the monster expertise in the
  Athletics skill, and consider using any of the following traits.
  Grappler. The monster has advantage on attack rolls
  against any creature grappled by it.
  Grappling Expert. When the monster hits a creature with
  a melee weapon attack, it can choose to automatically
  grapple the target (DC 10 + the monster's Strength
  (Athletics) bonus) instead of dealing damage.
  Great Weapon Master
  Great Weapon Master
  We can represent this feat through the use of advantage and
  disadvantage to ensure that the benefit is applicable no
  matter what CR the monster is. The first benefit can be
  handled by the generic Rampage trait.
  Great Weapon Master. Before making a melee attack with
  a heavy weapon, the monster can choose to impose
  disadvantage on the attack roll. If the attack hits, it
  automatically becomes a critical hit.
  Healer
  Healer
  Let's simplify this feat by providing two action options that
  also remove the strict requirement of a healer's kit.
  Emergency Care. As an action, the monster quickly tends
  to the wounds of one creature within 5 feet of it, allowing it to
  regain 1 hit point.
  Mend Wounds (2/Day). As an action, the monster tends to
  the wounds of one creature within 5 feet of it. The creature
  regains hit points equal to 10 + the monster's Wisdom
  modifier.
  Heavy Armor Master
  Heavy Armor Master
  Instead of flat damage reduction, consider giving the monster
  a flat +1 bonus to Armor Class (as the Defense fighting style).
  Inspiring Leader
  Inspiring Leader
  Use the ability below to make this concept more active and
  interactive in combat.
  Rallying Cry. As a bonus action, the monster chooses one
  ally it can see within 30 feet of it. If the ally can see or hear
  the monster, it gains temporary hit points equal to the
  monster's Charisma modifier plus its Challenge Rating.
  Keen Mind
  Keen Mind
  Use this feat as-is, or just handwave the details.
  Lightly Armored
  Lightly Armored
  Just give the monster the armor you feel is appropriate.
  Linguist
  Linguist
  Just give the monster the languages you feel are appropriate.
  Lucky
  Lucky
  While the original feat allows for strange interactions with
  the advantage/disadvantage mechanic, we can simply use
  that mechanic to simplify this concept.
  Lucky (3/Day). When the monster makes an attack roll, a
  saving throw, or an ability check, or when an attack roll is
  made against the monster, the monster can cause the roll to
  be made with advantage or disadvantage.
  Mage Slayer
  Mage Slayer
  We can go beyond the limits of the original feat using the
  following ability.
  Interrupt Spell. When a creature that the mage slayer can
  see casts a spell, the mage slayer can use its reaction to make
  one weapon attack against that creature. If the attack hits, the
  creature's spell fails and has no effect.
  Magic Initiate
  Magic Initiate
  You can treat the spells granted by this feat as a form of
  Innate Spellcasting. Feel free to grant additional spells or
  uses of said spells as appropriate for the monster.
  Martial Adept
  Martial Adept
  You can use this feat as-is. Alternatively, allow the monster to
  use maneuvers freely, or perhaps tie them to a recharge for
  balance purposes. It is also acceptable to add or subtract
  from the number of maneuvers known depending on the
  concept.
  Mobile
  Mobile
  The first benefit can be incorporated into the monster's
  speed. The second and third benefits boil down to the traits
  listed below.
  Agile. The monster doesn't provoke opportunity attacks
  when it moves out of an enemy's reach.
  Sure Footed. The monster ignores the effects of difficult
  terrain (or only a certain type of it).
  Polearm Master
  Polearm Master
  Instead of dealing with the d4 part of the feat, just let it make
  another attack as part of the Multiattack action. The second
  benefit boils down to the trait given below.
  Polearm Master. As a reaction, the monster can make a
  melee weapon attack against a creature that enters its reach.
  27
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  Ritual Caster
  Ritual Caster
  It's far easier to just let the monster cast certain ritual spells
  at will via the Innate Spellcasting trait.
  Savage Attacker
  Savage Attacker
  You should just give the monster the generic Brute trait,
  reprinted below for reference.
  Brute. A melee weapon deals one extra die of its damage
  when the monster hits with it.
  Sentinel
  Sentinel
  The Sentinel feat can be split into two important parts:
  opportunity attacks reducing a creature's speed to 0, and
  being able to attack anyone that attacks your allies. We can
  draw inspiration from the Protection fighting style, the
  Polearm Master feat, the Hold the Line cavalier feature, and
  the Merregon monster to create the abilities below.
  Control the Battlefield. As a reaction, the monster can
  make one melee weapon attack against a creature that enters
  its reach, exits its reach, or moves 5 or more feet while within
  its reach. If the attack hits, the target's speed is reduced to 0
  until the end of the current turn.
  Guard. As a reaction when an ally of the monster within 5
  feet of it is hit by an attack, the monster causes itself to be hit
  instead.
  Protective Retaliation. When a creature within 5 feet of
  the monster makes an attack against one of the monster's
  allies, the monster can use its reaction to make a melee
  weapon attack against the attacking creature.
  Sharpshooter
  Sharpshooter
  We can use the same approach that we used with the Great
  Weapon Master feat to handle the third benefit of this feat.
  Sharpshooter. Before making a ranged weapon attack, the
  monster can choose to impose disadvantage on the attack
  roll. If the attack hits, it automatically becomes a critical hit.
  Steady Aim. The monster's ranged weapon attacks ignore
  half cover and three-quarters cover. Additionally, attacking at
  long range doesn't impose disadvantage on its ranged
  weapon attack rolls.
  Shield Master
  Shield Master
  The most important part of this feat is the shoving part, as
  the other benefits can just be handled by Evasion, proficiency
  in Dexterity saving throws, and some extra flavor to describe
  its actions in combat.
  Shield Master. The monster can use its bonus action to
  attempt to shove a creature within its reach with its shield.
  Tavern Brawler
  Tavern Brawler
  The second and third benefits of this feat can be handled by
  simply adding attacks labelled "Improvised Attack" and
  "Unarmed Strike". You can also give it the trait below.
  Tavern Brawler. The monster can use its bonus action to
  attempt to grapple a creature within its reach.
  Tough
  Tough
  Same as Durable.
  Backgrounds
  Backgrounds
  While this may seem a bit strange at first, you can give an
  intelligent monster a background—either a sample
  background or a custom one—as described in the PHB.
  Doing so will flesh out the monster's backstory while also
  opening the door for future roleplay. It will also set a group of
  simple monsters apart from each other: for example, one
  bandit might be a sailor (pirate) whose experience on the
  high seas allows them to navigate vehicles on water, while
  another bandit can be a charlatan that uses their false
  identity and deceptive skills to rob travelers on the road
  without actually having to fight them.
  Races
  Races
  As described in the DMG, you can give specific racial traits to
  your generic humanoid monsters to turn them into members
  of a specific race. The book describes how the player races
  from the PHB don't affect a monster's stat block, and also
  extends the approach to non-humanoid monsters like
  skeletons and zombies.
  Racial Feats
  Racial Feats
  Racial feats are especially easy to add to a monster, as they
  don't usually change the monster's theme or behavior. Many
  of them can be added as-is, but be sure to use your judgement
  and to alter them as needed.
  Other Rewards
  Other Rewards
  The Dungeon Master's Guide describes a variety of DM
  rewards that are normally available to player characters:
  supernatural gifts such as blessings and charms, and epic
  boons that are designed for 20th level characters. Such
  rewards are also provided in books like Mythic Odysseys of
  Theros, which provides supernatural gifts designed for 1st
  level characters and piety rewards for followers of specific
  gods.
  Simply put, there is no reason you can't give these rewards
  to your monsters. For example, an extraordinarily powerful
  archmage might have access to the Boon of High Magic,
  while an evil assassin that prays to Lolth might receive the
  Blessing of Weapon Enhancement. Doing so also provides
  you with an opportunity for interactive storytelling about a
  monster's background, beliefs, and goals.
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  Encounter Building
  Encounter Building
  Now that we know the different roles and tiers that
  contribute to monster balancing and creation, we can focus
  on creating balanced groups of monsters that challenge the
  players in combat encounters.
  Contributing Factors
  Contributing Factors
  To understand the thought process behind encounter-
  building guidelines, it is essential to acknowledge the factors
  that influence an encounter's difficulty (other than a
  monster's difficulty).
  Action Economy
  Action Economy
  The concept of action economy is discussed earlier in this
  document. In encounter building, the action economy should
  be balanced as to not allow any side to be overwhelmingly
  superior to the the other, which creates one-sided stomps
  that might be inconsistent with the intended difficulty of the
  encounter.
  As a rule of thumb, the monsters should never be
  inferior to the party in action economy. For example, a
  monster with only three legendary actions (four effective
  actions total) can easily be dunked on by a party of five or
  more players, unless the monster is capable of targeting
  multiple characters with the majority of its abilities. When
  not dealing with legendary actions, this means that you
  should always have at least one monster for every player in
  the party.
  It should be noted that some player characters might be
  capable of making more attacks than others on a given turn.
  The number of attacks a character can make per turn adds to
  its action economy, but other players will be just as effective.
  For example, a fighter with two attacks can be just as
  effective as a rogue with one attack, as the rogue deals extra
  damage via the Sneak Attack feature. Thus, while the
  number of possible player attacks shouldn't be ignored, it
  typically won't influence how difficult you should make an
  encounter.
  The exception to this is when players, such as spellcasters,
  have access to abilities that have a large area of effect. For
  example, if the wizard of the party has the fireball spell, that
  group will be able to take down a mob of skeletons very
  easily. Without the fireball spell, the encounter might be a bit
  more challenging for the group, even if the party is otherwise
  identical. As such, area of effect powers are an essential
  balancing factor when creating an encounter.
  Conversely, monsters that are more powerful tend to have
  multiple attacks at their disposal per round, while weaker
  monsters have less attacks and do less damage. This is
  mostly accounted for in their Challenge Rating, so as with
  players, it typically won't influence how difficult an encounter
  is unless you use a monster with access to numerous attacks
  per round or a monster that can use a powerful area of effect
  ability that can easily more than two players at once (as area
  of effect abilities are assumed to hit two players for the
  purposes of Challenge Rating).
  With this in mind, minion-tier monsters tend to have very
  weak attacks that most characters can withstand easily. As
  such, a minion's action is worth less than that of a
  stronger monster, which is why it is acceptable to send large
  groups of minions at most adventuring partys.
  Features of the Area
  Features of the Area
  If every fight took place in an open field, D&D would be a very
  easy game to excel at. But that is not always the case. The
  narrow hallways of a dungeon, the blinding depths of a raging
  blizzard, and the foggy bogs of a marshland are all possible
  sites for a combat to encounter.
  As a rule of thumb, the addition of a terrain feature or a
  similar effect increases an encounter's difficulty by one
  step, unless the feature is carefully designed to be beneficial
  or neutral to both sides of the fight when taken advantage of.
  For example, kobolds might attempt to push the party into
  spike pits, but the party can also just push the kobolds into
  the pits instead.
  Consider the following factors when designing an
  encounter and the area it takes place in.
  Difficult Terrain
  Difficult Terrain
  Difficult terrain and other types of movement-impairment
  have the potential to massively influence an otherwise easy.
  Some difficult terrain might also hinder the monsters, but
  some monsters might be immune to such features as
  appropriate.
  Traps and Hazards
  Traps and Hazards
  Traps and hazards are objects or terrain features that either
  deal damage or inflict other negative effects on their victims.
  Such features can range from a concealed spike pit to a
  sphere of annihilation. The usage of traps and hazards will
  increase the offensive power of any side that uses them.
  Vision and Light
  Vision and Light
  Keep in mind that darkvision isn't infallible. Lightly obscured
  areas, such as areas filled with fog or dim light, as well as
  darkness that is viewed by a creature with darkvision, impose
  disadvantage on Wisdom (Perception) checks, making it
  easier for monsters to ambush the party. When areas are
  heavily obscured, either by total cover or by some other effect,
  most effects can't target them at all. A party that can't see
  can't act, greatly increasing the difficulty compared to the
  same encounter being ran in bright and clear conditions.
  Resource Drain
  Resource Drain
  Characters in 5th edition are not designed around having one
  fight per day. Such a structure makes classes with daily
  abilities (such as spell slots) extremely powerful, while
  leaving classes with abilities that recharge on a short rest
  (e.g. ki points) in the dust. Additionally, running only one fight
  per day allows for players to dump all of their resources into
  the fight, allowing them to take on threats that are much
  stronger than the party should normally be allowed to take
  on.
  29
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  As mentioned in the DMG, most adventuring parties can
  handle about six to eight medium or hard encounters in a
  day. This is a maximum, and not necessarily a
  recommendation. Six to eight encounters is a good target in
  dungeons crawling with random patrols and rooms filled
  with monsters. However, during a narrative-based game, not
  only can this amount of encounters per day interfere with the
  pacing of the game, but it might not be realistic based on the
  circumstances of the current story.
  With that in mind, the DMG offers a few fixes. Instead of
  throwing many easier encounters at the party, you can throw
  a few harder encounters at them. While this is a great
  solution for games that wish to be very difficult, keep in mind
  that overusing this approach might exhaust your players over
  time.
  Another approach is to extend the length of an adventuring
  day. For example, in a campaign that uses normal resting
  rules (rather than the Gritty Realism variant in the DMG), you
  can still abstract four to seven days of travel between
  locations as "one adventuring day", where each night of rest
  during their travels is considered a short rest. That way, you
  can throw one or two encounters at your party each in-game
  day without the party using all of their resources to demolish
  the enemy with ease. You can then switch back to normal
  resting when in a settlement or dungeon setting.
  As a rule of thumb, try to have at least three combat
  encounters per adventuring day, with two short rests
  spliced between them. Having enough encounters to
  warrant two short rests per adventuring day is roughly the
  ideal way to balance short rest and long rest classes against
  each other. It makes D&D a resource conservation game, as
  intended: while a character could potentially use a powerful
  daily ability in a given fight, they have to weigh the benefits of
  doing so against the potential detriment of not having the
  ability available for later use.
  Party Strength
  Party Strength
  Not all adventuring parties are created equally. Some consist
  of multiple characters that are optimized for combat and/or
  are in possession of magic items that boost their combat
  effectiveness. Others are built for fun, and might not be able
  to handle the same deadly encounters optimized parties can
  easily stomp on.
  You know your party best. If you know your party is
  stronger or weaker compared to normal adventuring parties,
  feel free to adjust your encounters as you see fit.
  Tactics
  Tactics
  While many creatures are wild beasts or otherwise have low
  Intelligence scores, others are equal to or better than the
  party in terms of intellect. Monsters that play smart, either by
  optimizing their ability usage or by taking advantage of
  terrain features and the like, are much more deadly than if
  ran as being more straightforward and simple. For more on
  monster tactics, see the Running Monsters chapter later in
  this document.
  Conversely, some parties are very smart and tactical, while
  others are a bit clueless and disorganized. While some of this
  is influenced by the experience and intelligence of the
  players, a large portion of this also depends on the
  Intelligence and Wisdom scores of their characters. Keep in
  mind that parties with simpler tactics might not be able to
  handle as much as those who come up with more complex
  schemes and gambits.
  Encounter Building: By
  Encounter Building: By
  Tier
  Tier
  With the above factors in mind, let's create some encounter
  building systems you can use instead of the official ones. This
  first system leverages the tier system created
  Acquire Monster Points
  Acquire Monster Points
  Lets use a modified form of Giffyglyph's monster points
  (MP) to build this encounter. First, let's determine our basic
  budget. We are going to take the number of characters in the
  party, add a constant based on other factors, and multiply this
  result by another constant determined by difficulty of the
  encounter:
  Party Strength
  Party Strength
  Start by giving yourself an amount of MP equal to the
  number of characters in your party.
  Now, go through each character in the party (including
  allied NPCs, if any). If the character has access to powerful
  area of effect abilities or other powers that are especially
  strong when compared to the rest of the party, you can add
  an additional 1 MP to the pool. This adjustment accounts for
  the character's larger influence on the action economy.
  Difficulty Multiplier
  Difficulty Multiplier
  Now that you have adjusted your budget based on your
  party's strength, we will take this amount of MP and multiply
  it by a constant based on the encounter difficulty.
  MP Multiplier by Encounter Difficulty
  Difficulty
  Multiplier
  Easy
  1/2
  Medium
  1
  Hard
  3/2
  Deadly
  2
  Add Monsters
  Add Monsters
  Next, we spend these monster points to add monsters to the
  encounter. Monsters with higher tiers cost more MP, as
  shown in the table below. Keep adding monsters until you've
  spent all of your MP.
  30
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  MP Cost by Monster Tier
  Tier
  Cost
  Minion
  1/4*
  Standard
  1
  Elite
  2
  Champion
  4**
  *By default, this cost assumes that four minions are roughly
  equivalent to one character. The first section already
  accounts for characters with access to particuarly potent
  abilities that can take out large groups of minions, so we
  don't have to consider that here. Instead, note that if you are
  using minions that are particularly weak or strong, you can
  change this cost to be 1/5 MP or 1/3 MP, respectively.
  The following quote from the DMG is relevant here: "When
  making this calculation, don't count any monsters whose
  challenge rating is significantly below the average challenge
  rating of the other monsters in the group unless you think the
  weak monsters significantly contribute to the difficulty of the
  encounter."
  **If a monster of this tier has legendary actions, you can
  calculate its cost to be 1 MP plus 1 MP for each legendary
  action it has (typically a total of 4 MP).
  DMG Reprint: Challenge Rating and
  Difficulty
  When putting together an encounter or adventure,
  especially at lower levels, exercise caution when
  using monsters whose challenge rating is higher
  than the party's average level. Such a creature
  might deal enough damage with a single action to
  take out adventurers of a lower level. For example,
  an ogre has a challenge rating of 2, but it can kill a
  1st-level wizard with a single blow.
  In addition, some monsters have features that
  might be difficult or impossible for lower-level
  characters to overcome. For example, a rakshasa
  has a challenge rating of 13 and is immune to
  spells of 6th level and lower. Spellcasters of 12th
  level or lower have no spells higher than 6th level,
  meaning that they won't be able to affect the
  rakshasa with their magic, putting the adventurers
  at a serious disadvantage. Such an encounter would
  be significantly tougher for the party than the
  monster's challenge rating might suggest.
  Other Costs
  Other Costs
  Rather than having Lair Actions and terrain features increase
  the difficulty of an encounter, you can choose to have these
  factors be accounted for by assigning an MP cost to them.
  Adding Lair Actions to an encounter, whether they are
  attached to a single monster or are associated with a group of
  monsters or even the environment itself, costs 1 additional
  MP.
  Additionally, note that reinforcements and summoned
  creatures influence MP just as normal monsters do,
  regardless of their stance in the fight. For example, if you
  have a druid in the party that can cast Conjure Animals, you
  can increase your MP budget based on how many creatures
  you anticipate will be summoned. Meanwhile, a demon that is
  summoned by a warlock or some other fiend costs MP as
  normal.
  Customize Your Encounter
  Customize Your Encounter
  Feel free to personalize your encounter as much as you'd like.
  Most of the time, you will have a general idea of what kind of
  monsters the encounter will consist of based on the narrative
  of your game. Other times, you will already know what kind
  of monsters will be involved in the fight, so you will use the
  MP system above purely to figure out how many monsters a
  balanced encounter will consist of.
  Fine Adjustments
  Fine Adjustments
  The more you use this system, the better you will be at
  making approximations and changes as needed. Ideally, you
  won't need this system once you get the hang of balancing
  encounters for your specific party. As such, feel free to
  experiment: create an encounter, and make judgements as
  needed. If you find an encounter to be too weak or too strong,
  make sure to remember what to change for next time.
  Monster Roles
  Monster Roles
  If you'd like, choose monsters with roles that you feel will
  adequately challenge your party. For example, an encounter
  consisting of a brute, a group of soldiers, and a few snipers
  will have multiple layers of tactical thinking to it: taking out
  the brute with single target attacks might be important, but if
  the soldiers aren't taken out in time, they have the potential to
  overwhelm the party via their numbers. Perhaps it would also
  be a good idea to take out the snipers, preventing them from
  dealing too much extra damage with impunity; with them
  gone, it might be much easier to take down the brute and the
  soldiers. Knowing what you know about your party's abilities
  (and their combat roles, if you will), encounter creation along
  these lines can allow for fun tactical thinking on both sides of
  the DM screen.
  31
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  Sample Encounter Compositions
  Sample Encounter Compositions
  All of the sample encounters below assume a party of four
  party members, with a base budget of four MP. Feel free to
  use these sample encounter setups in your own game,
  making adjustments as appropriate.
  Remember that in any encounter, especially one that
  includes minions, you are free to add monsters that are much
  weaker than a normal minion as appropriate. For example, a
  Fragile Boss fight for a party of 15th level characters might
  be include four wights as minions, but you can also include a
  horde of twenty zombies if you feel the wights won't be able
  to pull their own weight.
  Beefy Boss: Deadly Encounter
  Name
  Role
  Tier
  Amount
  Boss
  Brute
  Champion
  1
  The Asshole
  Sniper/Skirmisher
  Elite
  1
  Fodder
  Soldier
  Minion
  4
  Wild Card
  Any
  Standard
  1
  Fragile Boss: Deadly Encounter
  Name
  Role
  Tier
  Amount
  Boss
  Striker or Controller
  Champion
  1
  Guardians
  Brutes
  Standard
  2
  Fodder
  Soldier
  Minion
  4
  Wild Card
  Any
  Standard
  1
  The Pack: Hard Encounter
  Name
  Role
  Tier
  Amount
  The Heart
  Brute
  Elite
  1
  The Body
  Soldier
  Minion
  12
  Wild Card
  Any
  Standard
  1
  Kill or Capture Squad: Hard Encounter
  Name
  Role
  Tier
  Amount
  Lockdown
  Controller
  Elite
  1
  Enforcer
  Brute
  Standard
  3
  Clean-Up
  Sniper
  Standard
  1
  Summoner: Medium Encounter
  Name
  Role
  Tier
  Amount
  Summoner
  Striker or Controller
  Standard 1
  Big Summon
  Brute
  Standard 1
  Small Summon Soldier
  Minion
  4
  Mid-Combat Encounter Adjustments
  No set of rules or guidelines will be perfect. While
  most of your encounters should work out
  smoothly, there will be times when you realize that
  what you sent at them is either too easy or too
  hard. Ideally, such cases can be avoided or
  minimized as time goes on. If you find yourself in a
  situation like this, try one or more of the following:
  Leverage the fact that not all enemies will fight
  to the death. If a monster is at low HP, it might
  choose to run away instead of fighting, even if
  you as a DM know that they could potentially
  beat the party.
  Fudge a monster's HP as appropriate.
  Decreasing HP allows you to prevent a fight
  from being impossible or feeling like a slog, and
  increasing HP prevents the fight from ending
  sooner than you anticipated.
  Hold back from using a certain ability. For
  example, a chain devil's Animate Chains ability
  triples its damage output per round, but your
  party might not be able to handle such an
  increase. Not using this ability, or only using it
  once the chain devil is at half HP or lower,
  might make the encounter feel more fair to
  your players.
  Encounter Building: By XP
  Encounter Building: By XP
  You may have noticed that the encounter building system
  above covers a wide range of Challenge Ratings with its tiers.
  This creates more wiggle room for the CRs of your monsters
  to be adjusted. But it also obfuscates a much larger flaw with
  the system, which we will discuss and address below.
  One Versus Many
  One Versus Many
  As discussed earlier, action economy matters a lot. A solo
  monster without legendary actions will get overwhelmed by
  the party, while a large swarm of weaker monsters can do the
  opposite. Thus, it is necessary to take it into account when
  balancing your encounters.
  The thing is, the encounter building system in the previous
  section, as well as the one presented in Xanathar's Guide to
  Everything, doesn't account for it at all. In my case, one
  champion is weighed the same as two elites, four standards,
  or sixteen minions. But in an actual encounter, including four
  standard monsters might make the fight much harder for the
  party than including two elites would. And even with area of
  effect spells like fireball taken into account, sixteen minions
  can present a huge threat to the party if the conditions are
  right. If you don't balance the action economy separately
  while using these systems, using either of these systems
  haphazardly can lead to a party wipe.
  32
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  The Original System
  The Original System
  The Dungeon Master's Guide presents a precise system for
  encounter balancing based on the XP values of the monsters
  in the encounter. To account for the action economy, they add
  an extra step to the process labeled "Modify Total XP for
  Multiple Monsters". During this final step, the DMG tells you
  to multiply the total XP of the monsters by a multiplier
  determined by the number of monsters in the encounter.
  While this concept is a good one, the multipliers
  themselves make no sense. They start with one monster
  being times 1, scaling upwards as you add more monsters.
  But, we already know that solo monsters generally tend to get
  dogpiled. Shouldn't the multiplier of 1 apply when there are
  an equal number of combatants on both sides? Speaking of,
  why don't these multipliers account for varying party sizes at
  all? Finally, why are the multipliers presented for specific
  ranges of CRs, causing significant gaps to form between
  them all?
  Tweaking the System
  Tweaking the System
  Let's tweak step 4 of the DMG's encounter creation process
  by creating our own multipliers, taking into account the
  grievances presented above.
  First, let's account for party size. Whatever multipliers we
  come up with should be divided by the number of party
  members.
  Next, let's establish a multiplier of 1 for when the number
  of monsters equals the number of players. Having less
  monsters should yield a multiplier of less than 1, and having
  more should yield a multiplier that is greater than 1.
  Finally, let's make this new multiplier formula more precise
  by not using ranges of monsters, instead creating a
  continuous function: the function's main input will be the
  number of monsters, and its output will be the XP multiplier
  we need.
  With all of these facts, we can replace step 4 of the
  "Creating a Combat Encounter" process in the DMG with the
  calculation presented below.
  Revised: Modify Total XP for
  Revised: Modify Total XP for
  Multiple Monsters
  Multiple Monsters
  The more monsters there are in the encounter, the more
  attack rolls you're making against the characters in a given
  round, and the more dangerous the encounter becomes. To
  correctly gauge an encounter's difficulty, multiply the total XP
  of all the monsters in the encounter by the value given below:
  If the encounter includes only 1 or 2 monsters, the
  multiplier is equal to 3 ÷ the number of characters in the
  party.
  If the encounter includes 3 or more monsters, the
  multiplier is equal to the number of monsters ÷ the
  number of characters in the party.
  When making this calculation, don't count any monsters
  whose challenge rating is significantly below the average
  challenge rating of the other monsters in the group unless
  you think the weak monsters significantly contribute to the
  difficulty of the encounter.
  Allied NPCs
  Note that if the party has one or more allied NPCs
  that fight alongside them, they will be able to take
  on harder encounters. To account for this, you can
  sum up the XP values for all of those allies, and add
  them to the encounter's XP budget.
  Badooga's Encounter Builder
  Do you find the very act of building encounters to
  be tedious? If so, consider making a copy of this
  spreadsheet of mine, which automates both of the
  Encounter Building methods detailed in this
  document.
  33
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  Running Monsters
  Running Monsters
  So, you know how to create and balance a monster, and you
  know how to balance an encounter. But how do you actually
  run the encounter in game?
  Establishing Motives
  Establishing Motives
  While combat is certainly fun as its own pillar of play, it needs
  to have a reason for occurring within the game world. When
  building an encounter, you need to establish the goals of all
  combatants, including the player characters.
  Party Goals
  Party Goals
  Monsters generally act as an obstacle that stand in the way of
  the party's goals. For example, a displacer beast might try to
  interfere with the party's travels, or a band of kobolds might
  guard the lair of the red dragon the party seeks to slay. To
  make an encounter interesting, you can try to connect the
  encounter's circumstances to the party's goals in some way,
  even if the connection is indirect or incidental.
  Monster Goals
  Monster Goals
  The players aren't the only creatures with goals in your
  setting. Even if their goals are simplistic or shallow, a
  monster will always have some sort of goal in mind when
  they initiate combat.
  Beasts and other animals with similar intellects will
  generally act on their innate desires to eat and defend
  themselves. Meanwhile, mindless undead like zombies and
  skeletons will seek to kill all living beings unless they are
  ordered otherwise by their masters.
  In contrast, humanoids and other intelligent creatures
  usually have goals with a level of complexity equal to or
  greater than those of the party. A gang of bandits might notice
  the party's valuables and swoop in for a quick score, and an
  archdruid might attempt to defend their sacred grove from
  the party's meddling. Even the compulsions of a mad cultist
  are often guided by the influences of their dark master.
  Gathered Information
  Gathered Information
  Even if the different combatants have different goals, the
  amount of information each of them have can create a huge
  impact on how these goals are expressed.
  For example, the party rogue might seek to avenge their
  father, but if they don't know the killer is the dashing noble
  they just passed on the street, initiative won't be rolled at all.
  Similarly, even the noblest of paladins can be tricked into
  thinking the party is evil and needs to be slain, despite the
  fact that they have a flawless track record.
  Even if combat has already been initiated, certain
  information might influence the actions taken by each
  combatant. The party might be willing to throw hands with a
  bandit brigade, but that would be different if they knew about
  the young dragon that is leading these bandits.
  Whatever the case may be, whenever you design an
  encounter, be sure to account for what the combatants know,
  which is separate than what the DM knows.
  Initiating and Ending
  Initiating and Ending
  Combat
  Combat
  It is clear from the last section that when monsters encounter
  the party, they aren't necessarily out for blood. Monsters have
  their own goals, which can influence when and how combat
  is initiated and resolved.
  Rolling Initiative
  Rolling Initiative
  Initiative is usually rolled when combat starts, but it can also
  be rolled just beforehand. If the players encounter one or
  more monsters that aren't hostile, you can have them roll
  initative so that you can properly resolve each of their actions
  sequentially.
  Suppose the party and a displacer beast come across each
  other in a forest. Initiative is rolled, but on its turn, the
  displacer beast doesn't attack. Even though the displacer
  beast is evil and hunts for sport, it knows that it is
  outnumbered, and that isn't hidden like it would prefer.
  Instead of attacking, the beast slowly backs off and retreats
  into the woods. If the party obliges, the combat then ends...
  that is, until the displacer beast returns to stealthily hunt the
  party alongside its pack.
  Intelligent creatures in particular are prone to not
  attacking immediately. Despite its bloodlust, a demon might
  ignore the party altogether, instead continuing to carry out its
  masters orders. A passing bandit brigade might allow the
  party to pass if they aren't in any position to shake them
  down. Even an insane cultist might yell gibberish at the party
  in an attempt to get them to leave. That said, some
  adventuring parties might choose to attack immediately in all
  three of these scenarios. If that happens, the monsters will be
  forced to defend themselves and counterattack as
  appropriate.
  Resolving Combat
  Resolving Combat
  If you got in a brawl, would you fight to the death? For the
  average D&D monster, the answer is no.
  Instead of meeting a bloody end, a displacer beast might
  run away, or a group of bandits might lay down their arms
  and surrender. Even if they have malicious intentions or want
  to seek revenge at a later date, they would rather lose a single
  battle than render their lives forfeit.
  On the other hand, mindless constructs, oozes, plants,
  undead, and other creatures might not have the mental
  capacity to retreat. Others might possess goals that lead
  them to fight to the death.
  Similarly, if the entire party agrees that they are in over
  their heads, end the initiative order and allow them to retreat.
  If the monsters wish to continue fighting, shift to the chase
  rules detailed in the DMG.
  34
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  Tactics
  Tactics
  The behavior of a monster in combat can be determined by a
  number of factors.
  The Monsters Know What They're
  Doing
  The dominant factor that influences a monster's
  behavior in combat is its individual features and
  abilities. The Monsters Know What They're Doing
  is a blog that discusses a variety of tactics that can
  be used by specific types of monsters in combat. I
  recommend checking that blog out if you want
  tactical advice for specific monster types.
  Using Ability Scores
  Using Ability Scores
  We can use a monster's mental ability scores to build a
  profile for its behavior in combat. Each section below will
  discuss the general behavior of a monster based on the
  numerical range its ability scores fall under.
  Intelligence
  Intelligence
  A monster's Wisdom score represents its mental acuity,
  accuracy of recall, and ability to reason. It also represents the
  sum of all the knowledge it possesses and and can potentially
  use to its advantage.
  1-3. The monster most likely cannot speak or understand
  any languages, and is incapable of using any proper tactics in
  combat. It has a poor memory and will act only on instinct (or
  the commands given to it).
  4-6. The monster might have a rudimentary understanding
  of language, but will not have the intellect required to build or
  create anything more than a simple shelter. If it can be
  communicated with, it is easily confused by anything more
  than a superficial overview of basic concepts.
  7-9. The monster has a general sense of deductive
  reasoning and can use that reasoning to solve puzzles and to
  determine what course of action it should take in combat.
  However, the monster might have trouble thinking ahead or
  making more than a handful of logical connections at the
  same time.
  10-13. The monster can use logic to extrapolate missing
  information, think ahead and strategize, and can apply
  knowledge drawn from its previous experiences to the
  current situation.
  14-17. The monster has an above average understanding
  of logic and possesses plenty of knowledge regarding
  multiple topics. In combat, the monster can overcome the
  obstacles ahead of it by recalling specific information about
  its enemies and predicting what actions they will take ahead
  of time.
  18-20. The monster is smarter than most humanoid
  creatures, and may possess an intricate understanding of a
  wide variety of topics. It can think many steps ahead of most
  combatants and can plan multiple courses of action to take
  depending on the behavior of its enemies.
  21-30. The monster's Intellgence is high enough to rival
  dragons, planar rulers, and even some deities. In combat, it
  can apply its vast amount of knowledge to almost any
  situation it comes across.
  Wisdom
  Wisdom
  A monster's Wisdom score represents its intuition and its
  awareness of the world around it. It also represents how well
  the monster can apply the information it has to the situation
  at hand.
  1-3. The monster is unable to distinguish different
  creatures from one another without external aid, or it doesn't
  acknowledge the existence of creatures other than its specific
  target. Instead of avoiding terrain hazards, the monster might
  walk straight through them, even if doing so would harm it.
  4-6. The monster might have a limited understanding of
  teamwork and cooperation, and can possibly distinguish
  friend from foe, but it will probably remain oblivious to its
  surroundings. The creature will also have a semblance of
  self-preservation and might retreat from battle in certain
  cases.
  7-9. The monster will actively avoid any obvious terrain
  hazards and ensure its own survival as needed. And while it
  may be able to distinguish certain foes from one another, it
  might not have a clear understanding of the intentions behind
  their actions. The monster will also be able to use teamwork
  as needed.
  10-13. The monster has a general awareness of the area
  around it and may take advantage of it when needed. It will be
  able to read any obvious body language, as well as other signs
  of the intentions behind another creature's behavior. The
  monster will also properly recognize its own behavior and
  how that behavior affects others.
  14-17. The monster has an above average awareness of the
  world around it and can keep track of the battle at hand. Its
  intuition will allow it to understand the bigger picture of the
  surrounding battle and will know when to retreat or to press
  onwards.
  18-20. The monster is wiser than most humanoid
  creatures, and is capable of outwitting them with ease.
  Unless a creature is extraordinarily deceptive or intelligent,
  the monster will be able to read its true intentions with little
  effort. In battle, it will know the general steps it should take
  in order to come out on top.
  21-30. The monster's Wisdom is high enough to rival
  dragons, planar rulers, and even some deities. In combat, it
  will be able to use the information it has to achieve the most
  favorable outcome possible.
  Morale
  Morale
  In combat, a monster's morale will determine its confidence
  and whether or not it wants to retreat. You can use or take
  inspiration from the Morale optional rule (DMG 273) to
  determine whether or not a creature retreats in a dire
  situation.
  35
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  Traps, Hazards, and
  Traps, Hazards, and
  Equipment
  Equipment
  Most battles don't take place in empty fields or corridors.
  They often involve obstacles that grant cover and break line
  of sight, as well as hazards that the combatants must avoid in
  order to survive. And on the monsters' home turf, a battle
  might even include the use of clever traps and siege weapons
  against unsuspecting adventurers.
  Traps
  Traps
  Traps are generally made to hinder adventurers and other
  creatures from traversing through a specific location.
  However, they can also be used by monsters in the middle of
  a combat encounter. For example, a deep pit with spikes at
  the bottom can be cloaked by illusion magic to trick the
  adventurers into walking into it, but the monsters can also
  attempt to shove the adventurers into the pit after surprising
  them in combat.
  Whether you are looking for a list of example traps or rules
  for making custom ones, Xanathar's Guide to Everything
  includes a comprehensive discussion of traps that I would
  definitely recommend looking into.
  When inserting a trap into an encounter, keeping the
  following factors in mind:
  Familiarity. If the monsters made the trap themselves or
  have had time to experiment with it, they will generally know
  how to optimize its usage. However, if they aren't too familiar
  with it, the monsters might use it inefficiently, and even have
  a chance of harming themselves in the process.
  Follow-Up. A single trap generally doesn't kill in one hit. It
  may deal some damage, but it is far more likely that the trap
  will also impose some sort of condition or other disadvantage
  that the monsters can capitalize on. For example, if the group
  of monsters manage to shove the adventurers into the pit of
  spikes, they can follow up by pouring flaming oil onto these
  pour souls.
  Player Usage. The monsters aren't the only ones that can
  take advantage of a trap. With a keen eye and a sharp wit, it
  may be possible for the adventurers to turn around and use
  the trap against the monsters. For example, if the monsters
  fail to shove the adventurers into the pit of spikes, they in turn
  might be shoved into it by the adventurers.
  Hazards
  Hazards
  Hazards are similar to traps in function, but are generally not
  designed or created by any given creature. They also tend to
  be passive or constantly on, as opposed to the active nature of
  most traps. With this in mind, you can treat hazards as being
  similar to traps for the purpose of including them in an
  encounter.
  Items and Gear
  Items and Gear
  As discussed in the "Customizing an Existing Monster"
  section earlier in this document, you can outfit your monsters
  with mundane or magical items in order to make them more
  memorable. Remember that the availability and effects of
  these items will influence the behavior of a monster that
  wields them. For example, a goblin with a potion of healing
  might retreat momentarily in order to drink it, while an ogre
  that consumes a potion of invulnerability will probably be
  much more confident and reckless than a regular ogre.
  Siege Equipment
  Siege Equipment
  Even outside of large-scale warfare, you can arm your
  monsters with powerful siege weapons (DMG 255) that can
  give the adventurers a run for their money. Perhaps the outer
  walls of the lich's castle are guarded by ballistae-wielding
  skeletons, or a devious group of bandits have positioned a
  suspended cauldron of green slime over a bridge to pour on
  any unsuspecting travelers that try to pass under it.
  The sections below expand on the siege equipment entries
  in the DMG in multiple ways (e.g. adding new projectiles for
  them to launch).
  Ballista
  Ballista
  Ballistae are similar to crossbows in their design and the
  projectiles they normally launch. Thus, some ballista variants
  opt to change the weapon's firing mechanism instead of the
  projectile itself.
  In addition, consider taking inspiration from the alternative
  cannon projectiles detailed in the next section when
  designing your own ballista projectiles.
  Harpoon. Ranged Weapon Attack: +6 to hit, range
  120/480 ft., one target. Hit: 16 (3d10) piercing damage, and
  the target is impaled. While impaled, the target can't take any
  action on its turn other than trying to free itself from the
  harpoon, which requires a successful DC 15 Strength check.
  If the check succeeds, the target takes 5 (1d10) piercing
  damage as the harpoon is pulled free and is no longer
  impaled. If an action was used to attach the harpoon to the
  gun by a rope before it was fired, a creature impaled on that
  harpoon can't move farther away from the gun or increase its
  altitude until it frees itself. A creature within reach of the
  gun's winch can use its action to reel in a harpooned
  creature, pulling it up to 20 feet closer to the gun.
  Lancer Ballista. These ballista variants are made with
  advanced engineering that allows them to fire up to three
  shots at once. It takes one action to load each projectile, one
  action to aim it, and one action to fire it. When fired, the
  ballista launches all loaded projectiles at the same target in
  quick succession.
  Oversized Javelin of Lightning. Ranged Weapon Attack:
  +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10)
  piercing damage plus 14 (4d6) lightning damage. As the
  javelin travels, it transforms into a bolt of lightning, forming a
  line 5 feet wide that extends out from the ballista to the
  target. Each creature in the line excluding the ballista and the
  target must make a DC 14 Dexterity saving throw, taking 14
  (4d6) lightning damage on a failed save, or half as much
  damage on a successful one.
  36
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  Cannon
  Cannon
  If gunpowder-based cannons don't make sense in your
  campaign, you can explain cannons as being powered by
  magic. To that end, you can use the magical projectiles
  detailed below instead of a regular cannon ball.
  Arcane Shot. Ranged Spell Attack: +6 to hit, range
  600/2,400 ft., one target. Hit: 44 (8d10) acid, cold, fire, force,
  lightning, necrotic, or thunder damage (DM's choice).
  Explosive Shot. Ranged Weapon Attack: +6 to hit, range
  600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage,
  and each creature in a 20-foot-radius sphere centered on the
  target must make a DC 14 Dexterity saving throw, taking 14
  (4d6) fire damage on a failed save, or half as much damage
  on a successful one.
  Magic Missile. Ranged Spell Attack: automatic hit, range
  600 ft., one target. Hit: 21 (6d4 + 6) force damage.
  Cauldron
  Cauldron
  Note that a cauldron's iron pot can hold 1 gallon of liquid,
  which is equivalent to 8 flasks (pints) of liquid. You can use
  this conversion to determine the cost of filling a cauldron
  with an item like alchemist's fire or holy water, as shown
  below.
  Acid. The cauldron pours acid onto a 10-foot-square area
  directly below it. Any creature in the area must make a DC 15
  Dexterity saving throw, taking 10 (4d4) acid damage on a
  failed save, or half as much damage on a successful one.
  Alchemist's Fire. The cauldron pours 400 gp's worth of
  alchemist's fire onto a 10-foot square area directly below it.
  Any creature in the area must make a DC 15 Dexterity saving
  throw. On a failed save, a target takes 2 (1d4) fire damage at
  the start of each of its turns. A creature can end this damage
  by using its action to make a DC 10 Dexterity check to
  extinguish the flames.
  Holy Water. The cauldron pours 200 gp's worth of holy
  water onto a 10-foot square area directly below it. Any
  desecrated ground in the area is purified, and any fiend or
  undead in the area must make a DC 15 Dexterity saving
  throw, taking 14 (2d6) radiant damage on a failed save, or
  half as much damage on a successful one.
  Mangonel
  Mangonel
  Mangonels and other catapults have a shorter range than
  trebuchets. This makes them more effective against groups of
  enemies than structures, provided that they are loaded with
  projectiles that can harm multiple enemies at once.
  Jar of Boiling Oil. Ranged Weapon Attack: +5 to hit, range
  300/1,200 ft. (can't hit targets within 60 feet of it), one target.
  Hit: 22 (5d8) bludgeoning damage, and each creature and
  object in a 10-foot-radius sphere centered on the target must
  make a DC 13 Dexterity saving throw, taking 10 (3d6) fire
  damage on a failed save, or half as much damage on a
  successful one.
  Meatbag. The mangonel launches a mass of diseased meat
  or corpses at a point between 60 feet and 200 feet away from
  it. Each creature within 15 feet of that point must make a DC
  13 Constitution saving throw against disease, taking 7 (2d6)
  necrotic damage on a failed save, or half as much damage on
  a successful one. On a failed save, a creature is also poisoned
  until the end of its next turn.
  Scattershot. The mangonel launches a mass of small
  rocks at a point between 60 feet and 200 feet away from it.
  Each creature and object within 15 feet of that point must
  make a DC 13 Dexterity saving throw, taking 10 (3d6)
  bludgeoning damage on a failed save, or half as much
  damage on a successful one.
  Siege Tower
  Siege Tower
  If you are looking for inspiration to customize your own siege
  towers, consider imbuing a tower with the power of an
  appropriate spell. For example, perhaps a siege tower might
  be imbued with the greater invisibility spell, allowing the
  tower and its inhabitants to roll up to a wall without
  necessarily being detected.
  Crossbow Turrets. This variant siege tower is equipped
  with three heavy crossbow for each story of the tower. These
  crossbow turrets are positioned in front of slats along the
  side and back walls that allow them to shoot enemies that
  attempt to approach the tower.
  Floating Tower. This variant siege tower is helt aloft by an
  upgraded Tenser's floating disk spell. Instead of following a
  creature, a creature within the tower can use its action to
  cause it to move up to 30 feet horizontally, abiding by the
  movement limitations detailed in the original spell.
  Protective Field. This variant siege tower emits a
  protective aura of magic out to a radius of 30 feet. The tower
  and each creature in the aura gain half cover against attacks
  from outside the field.
  Trebuchet
  Trebuchet
  Trebuchets are already perfect. They don't need any variants.
  But if you want to try your hand at improving them further,
  you can take inspiration from the alternative projectiles
  presented in the sections above.
  Tucker's Kobolds
  To tie this chapter together, I recommend reading
  Tucker's Kobolds. This Dragon Magazine article
  discusses how even the weakest of creatures can
  threaten high-level adventurers through a
  combination of teamwork, traps, and tactical wit.
  37
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  Appendix A: Creature Templates
  Appendix A: Creature Templates
  Creature templates are preset modifications and additions
  you can apply to existing monsters. You can use a creature
  template to represent the conversion of a specific monster
  into something new (e.g. a zombie), or you can use one to add
  variety to an otherwise homogenous group of monsters.
  Official Templates
  Official Templates
  The dracolich template and other templates included in the
  Monster Manual are examples of templates that transform a
  given monster into something new. However, the Dungeon
  Master's Guide also includes a table for NPC Features (DMG
  282), which it states can be applied to existing monsters to
  cause them to be members of specific races.
  Usage
  Usage
  The creature templates in this chapter are designed to
  modify how a given monster behaves in combat. For example,
  the Berserk Monster template can be used to turn a normally
  docile beast into a feral horror, while the Lurk template can
  be used to turn a simple warrior into a stealthy assassin.
  Typical Changes
  Typical Changes
  A creature template can change any of a monster's statistics,
  but there are certain statistics that are more likely to be
  changed than others.
  Ability Score Adjustments. Some templates will increase
  or decrease a monster's ability scores. For example, the
  zombie template in the DMG decreases a monster's
  Intelligence, Wisdom, and Charisma scores (to represent the
  loss of brain function) while also increasing its Strength and
  Constitution scores (to represent the increase in physical
  might).
  Hit Dice. Some templates will increase the number of hit
  dice possessed by a monster. This can represent a notable
  increase in physical fortitude, but it may also serve to balance
  out a significant increase in offensive power granted by other
  parts of the template.
  New Proficiencies. A template might grant a monster
  extra skill or saving throw proficiencies. The former
  represents the monster being adept at a specific skillset (e.g.
  being stealthy), while the latter represents the monster having
  greater physical or mental defenses than others of its kind. If
  a monster is already proficient in a specific skill, it might gain
  expertise in that skill, meaning that it can double its
  proficiency bonus when making a check with that skill.
  Meanwhile, a monster that is already proficient in a specific
  saving throw might gain advantage on all saving throws of
  that type.
   New Resistances and Immunities. A template might also
  grant a monster additional damage resistances, damage
  immunities, or condition immunities (or even damage
  vulnerabilities). For example, the zombie template in the
  DMG grants a creature immunity to poison damage,
  exhaustion, and the poisoned condition, which represents the
  advantages of its undead physiology compared to the base
  creature.
  New Features. Finally, a template is likely to grant a
  monster access to new traits and abilities as appropriate. For
  example, the gnoll template in the DMG gives a monster the
  Rampage trait, while the kuo-toa template grants a monster
  the Amphibious, Otherworldly Perception, Slippery, and
  Sunlight Sensitivity traits.
  Challenge Rating
  Challenge Rating
  Because a template can be applied to so many different
  monsters, there is no listed value for how it will affect a
  monster's Challenge Rating; once you apply one of these
  templates, recalculate the monster's Challenge Rating. For
  guidance on this matter, see the "Monster Features
  Revisited" section earlier in this document.
  Modifying Templates
  These templates are just a starting point for your
  monsters. Don't feel the need to constrain yourself
  to their limitations, or to avoiding using abilities
  that aren't mentioned in their descriptions.
  It's also worth noting that many of these
  templates simply piece together some of the
  monster features discussed earlier in this
  document. For example, the Bodyguard template
  simply combines my monster version of the Alert
  feat with pieces of the Polearm Master and
  Sentinel feats. Thus, you can view these as example
  applications of the other content in this document,
  whereas you are free to ignore or deviate from
  them as you see fit.
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  List of Templates
  List of Templates
  The templates below are listed in alphabetical order.
  Abomination
  Abomination
  An abomination is some sort of monster that has been
  corrupted, diseased, warped, or otherwise changed in some
  unnatural way. The source of this corruption determines its
  severity and specific nature.
  Natural Weapons. If the monster normally uses
  manufactured weapons, you can give it a natural attack
  instead. This natural attack deals the same amount of
  damage as its normal weapon attacks.
  Senses. The monster gains one new sense of your choice.
  The monster also gains one or more of the following traits.
  Abominable Form. Creatures that can see the monster
  have disadvantage on saving throws against being frightened.
  Amorphous/Boneless. The monster can move through
  and occupy a space as narrow as 4 inches wide without
  squeezing.
  Spider Climb. The monster can climb difficult surfaces,
  including upside down on ceilings, without needing to make
  an ability check.
  Warped Mind. The monster has advantage on all
  Intelligence, Wisdom, and Charisma saving throws.
  The monster also gains one or more of the following abilities.
  Aura of Madness. Creatures within 20 feet of the monster
  that aren't aberrations have disadvantage on Intelligence,
  Wisdom, and Charisma saving throws.
  Feed on Weakness. As a reaction when a creature within
  20 feet of the monster fails a saving throw, the monster gains
  temporary hit points equal to half its Challenge Rating.
  Frightening Screech (Action; Recharge 5-6). Each
  creature within 30 feet of the monster that can hear it must
  succeed on a Wisdom saving throw (DC is Charisma-based)
  or be frightened for 1 minute. A creature can repeat the
  saving throw at the end of each of its turns, ending the effect
  on itself on a success. If a creature's saving throw is
  successful or the effect ends for it, the creature is immune to
  the monster's Frightening Screech for the next 24 hours.
  Stench. Any creature that starts its turn within 5 feet of the
  monster must succeed on a Constitution saving throw (DC is
  Constitution-based) or be poisoned until the start of its next
  turn. On a successful saving throw, the creature is immune to
  the monster's Stench for 24 hours.
  Berserk Monster
  Berserk Monster
  A berserk monster is some sort of beast or other creature
  that has gone on an unstoppable rampage. Such creatures
  are often described to be feral or to have gone mad, and
  present a threat to anyone unfortunate enough to cross paths
  with them.
  Saving Throws. The monster gains proficiency in Wisdom
  saving throws. If it already has this proficiency, it instead
  gains advantage on all Wisdom saving throws.
  Aggressive. As a bonus action, the monster can move up to
  its speed toward a hostile creature that it can see.
  Reckless. At the start of its turn, the monster 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.
  Unbreakable (3/Day). If the monster is incapacitated at
  the start of its turn, the effect causing this condition
  immediately ends on the monster.
  Bodyguard
  Bodyguard
  A bodyguard is some sort of monster used by others used to
  protect them from physical harm. Some are trained warriors
  that use their skills for defense. Others use their brute force
  to attack a threat until they stop moving.
  Alert. The monster has advantage on initiative rolls, and it
  can't be surprised while it is conscious.
  Guard. As a reaction when an ally of the monster within 5
  feet of it is hit by an attack, the monster causes itself to be hit
  instead.
  The monster also gains one of the following abilities.
  Hold the Line. As a reaction, the monster can make one
  melee weapon attack against a creature that enters its reach.
  If the attack hits, the target's speed is reduced to 0 until the
  end of the current turn.
  Protective Retaliation. When a creature within 5 feet of
  the monster makes an attack against one of the monster's
  allies, the monster can use its reaction to make a melee
  weapon attack against the attacking creature.
  Boss Monster
  Boss Monster
  The best way to turn a normal creature into a boss monster is
  to give it mythic traits and actions. You can use this template
  if you want an abbreviated process that you can elaborate on
  later. If you wish to make this monster a solo boss, choose a
  base creature with a CR that is equal to or slightly less than
  the average party level.
  First, give the monster some legendary resistances and a
  mythic trait. If you'd like, you can replace Legendary
  Resistance with one of the alternative traits presented earlier
  in this document, and you can add extra effects that trigger
  alongside the mythic trait.
  Last Stand (Mythic Trait; Recharges after a Short or
  Long Rest). If the monster is reduced to 0 hit points, it
  doesn't die or fall unconscious. Instead, it regains all of its hit
  points.
  Legendary Resistance (3/Day). If the monster fails a
  saving throw, it can choose to succeed instead.
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  Next, give the monster three legendary actions; you can
  adjust this number up or down if you have more or less than
  four characters in the party. Then, give the monster three of
  the legendary action options below.
  Move. The monster moves up to half its speed without
  provoking opportunity attacks.
  Detect. The monster makes a Wisdom (Perception) check.
  At-Will Spell. The monster casts one of its at-will spells.
  Weak Attack. The monster uses one of its weaker attacks.
  Recharge (Costs 2 Actions). The monster recharges one of
  its actions and uses it.
  Finally, give the monster three of the mythic actions below.
  Rush. The monster moves up to its speed without provoking
  opportunity attacks.
  Strong Attack. The monster uses one of its strong attacks, or
  it uses one of its weaker attacks twice.
  Assault (Costs 2 Actions). The monster gains advantage on
  all attack rolls until the end of its next turn.
  Cast a Spell (Costs 2 Actions). The monster casts a spell.
  Defend (Costs 2 Actions). The monster gains advantage on
  all saving throws until the end of its next turn.
  Commander
  Commander
  A commander is a monster that is slightly smarter, wiser, or
  more charismatic compared to its kin or peers, granting it
  natural leadership skills that it can use in combat. For more
  guidelines for creating leader monsters, see my Warlord
  Collection homebrew.
  Ability Score Adjustment. The monster's Intelligence,
  Wisdom, or Charisma score increases by 2.
  Hit Dice. The monster gains two hit dice.
  Command Ally. As a bonus action, the monster targets one
  ally it can see within 30 feet of it. If the ally can see and hear
  the monster, it can make one weapon attack as a reaction and
  gains advantage on the attack roll.
  Leadership (Action; Recharges after a Short or Long
  Rest). For 1 minute, the monster 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 monster. A creature can benefit
  from only one Leadership die at a time. This effect ends if the
  monster is incapacitated.
  Dirty Fighter
  Dirty Fighter
  Whether out of malice, fear, or a strong desire to succeed, a
  dirty fighter doesn't play by the rules. They will do whatever it
  takes to win, including taking the cheapest shots possible and
  ambushing foes in order to ensure the greatest chance of
  success.
  The monster gains one of the following utility-based traits.
  Battle Adept. Opportunity attacks against the monster
  have disadvantage, and the monster's opportunity attacks
  against other creatures have advantage.
  Brawler. The monster can use its bonus action to attempt
  to grapple or shove a creature within its reach.
  Cheap Shot (1/Turn). If the monster makes a weapon
  attack with advantage on the attack roll and hits, the target
  can't take reactions and has its speed halved until the end of
  the monster's next turn.
  Evade Foes. On each of its turns, the monster can use a
  bonus action to take the Disengage or Dodge action.
  Limited Reactiveness. The monster can take two
  reactions per round in combat.
  The monster also gains one of the following offense-based
  traits.
  Cut Down. The monster has advantage on weapon attack
  rolls against any creature that has half of its hit points or
  fewer.
  Deadly Critical. The monster scores a critical hit on a roll
  of 19 or 20 and rolls the damage dice three times, instead of
  twice.
  Surprise Attack. If the monster surprises a creature and
  hits it with an attack during the first round of combat, the
  target takes an extra 7 (2d6) damage from the attack.
  Vicious Retaliation. In response to being hit by a melee
  attack, the monster can make one melee attack against the
  attacker.
  Wounded Fury. While it has half of its hit points or fewer,
  the monster has advantage on attack rolls. In addition, it
  deals an extra 7 (2d6) damage to any target it hits with a
  melee attack.
  Hordling
  Hordling
  A hordling is a general term used for any monster that works
  well in groups. While swarms of demons and undead are the
  most common examples of hordlings in action, the term can
  also be used to refer to organized soldiers that work well
  together.
  Skills. The monster gains proficiency in the Athletics skill.
  If it already had this proficiency, it gains expertise with the
  skill instead.
  Pack Tactics. The monster has advantage on an attack roll
  against a creature if at least one of the monster's allies is
  within 5 feet of the creature and the ally isn't incapacitated.
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  The monster also gains one of the following traits.
  Formation Tactics. The monster has advantage on saving
  throws against being charmed, frightened, grappled, or
  restrained while it is within 5 feet of at least one ally.
  Group Retaliation. When the monster is reduced to 0 hit
  points by a melee attack, one ally of the monster can use its
  reaction to make a melee weapon attack against the attacker.
  Mob Behavior. The monster can use its bonus action to
  attempt to grapple or shove a creature if at least one of the
  monster's allies is within 5 feet of the creature and the ally
  isn't incapacitated.
  Overbearing Pack. The monster has advantage on checks
  made to grapple or shove a creature if at least one of the
  monster's allies is within 5 feet of the target and the ally isn't
  incapacitated.
  Swarming Rush. The monster adds an additional die of
  damage to its weapon damage rolls while within 5 feet of an
  ally that isn't incapacitated.
  Lurk
  Lurk
  A lurk is a particularly stealthy monster, which is capable of
  remaining undetected through either mundane skill or
  magical abilities.
  Ability Score Adjustment. The monster's Dexterity score
  becomes 13 if it was 12 or lower.
  Skills. The monster gains proficiency in the Stealth skill. If
  it already had this proficiency, it gains expertise with the skill
  instead.
  The monster gains one of the following abilities.
  Cunning Action. On each of its turns, the monster can use
  a bonus action to take the Dash, Disengage, or Hide action.
  Nimble Escape. The monster can take the Disengage or
  Hide action as a bonus action on each of its turns.
  Shadow Stealth. While in dim light or darkness, the
  monster can take the Hide action as a bonus action.
  The monster also gains one of the following features.
  Shroud Self (Action). The monster turns invisible until the
  end of its next turn. This invisibility ends if the monster
  makes an attack roll, makes a damage roll, or casts a spell.
  Skulker. When the monster is hidden from a creature and
  misses it with a ranged weapon attack, making the attack
  doesn't reveal the monster's position.
  Trackless. The monster leaves no tracks to indicate where
  it has been or where it's headed.
  Shadow Dweller
  Shadow Dweller
  A shadow dweller, also referred to as a shadow touched
  monster, is a being that has been corrupted by the
  Shadowfell or some other dark power. This corruption
  tethers them to the darkness and grants them limited control
  over negative energy.
  Darkvision. The monster gains darkvision out to a range of
  60 feet. If it already has darkvision, its range increases by 60
  feet.
  Damage Resistances. The monster has resistance to
  necrotic damage.
  Skills. The monster gains proficiency in the Stealth skill. If
  it already had this proficiency, it gains expertise with the skill
  instead.
  Living Shadow. While in dim light or darkness, the
  monster has resistance to damage that isn't force, psychic, or
  radiant.
  Shadow Stealth. While in dim light or darkness, the
  monster can take the Hide action as a bonus action.
  Sunlight Sensitivity. While in sunlight, the monster has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Touch of Death. If the monster deals acid, cold, fire,
  lightning, or poison damage with any of its abilities, change
  that damage type to necrotic.
  Spellcaster
  Spellcaster
  Any sentient monster is capable of becoming a spellcaster
  through a variety of means. This template provides a quick
  way for you to add spellcasting to a monster that doesn't
  already have it.
  Ability Score Adjustment. The monster's Intelligence,
  Wisdom, or Charisma score increases by 2, to a minimum of
  13.
  Spellcasting. The monster's spellcaster level is equal to
  half its Challenge Rating (rounded up). It is associated with
  one of the following classes: artificer, bard, cleric, druid,
  paladin, ranger, sorcerer, warlock, or wizard. Its spellcasting
  ability and the number of spells it knows or prepares are
  determined by this class selection.
  Warrior
  Warrior
  A warrior is a monster that uses martial training to enhance
  their combat capabilities. Only the best warriors can be
  considered fighters, but even a small amount of training can
  create a significant gap between a warrior and its peers.
  Ability Score Adjustment. The monster's Strength or
  Dexterity score increases by 2.
  Equipment. The monster gains proficiency in all weapons
  and armor. Feel free to upgrade its equipment as you see fit.
  Hit Dice. The monster gains three hit dice.
  Martial Advantage (1/Turn). The monster can deal an
  extra 7 (2d6) damage to a creature it hits with a weapon
  attack if that creature is within 5 feet of an ally of the monster
  that isn't incapacitated.
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  Example Monsters
  Example Monsters
  42
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  Warped Kuo-toa
  Warped Kuo-toa
  Monitor
  Monitor
  Medium humanoid (kuo-toa), neutral evil
  Armor Class 13 (natural armor)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 10 (+0) 14 (+2) 12 (+1) 14 (+2) 11 (+0)
  Skills Perception +6, Religion +4
  Senses darkvision 120 ft., truesight 120 ft., passive
  Perception 16
  Languages Undercommon
  Challenge 3 (700 XP)
  Amphibious. The kuo-toa can breathe air and water.
  Aura of Madness. Creatures within 20 feet of the
  monster that aren't aberrations or kuo-toa have
  disadvantage on Intelligence, Wisdom, and Charisma
  saving throws.
  Slippery. The kuo-toa has advantage on ability checks
  and saving throws made to escape a grapple.
  Spider Climb. The kuo-toa can climb difficult surfaces,
  including upside down on ceilings, without needing to
  make an ability check.
  Sunlight Sensitivity. While in sunlight, the kuo-toa has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Warped Mind. The kuo-toa has advantage on all
  Intelligence, Wisdom, and Charisma saving throws.
  Actions
  Multiattack. The kuo-toa makes three attacks: one with
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 4 (1d4 + 2) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6)
  lightning damage, and the target can't take reactions
  until the end of the kuo-toa's next turn.
  Frightening Screech (Recharge 5–6). Each creature
  within 30 feet of the kuo-toa that can hear it must
  succeed on a DC 10 Wisdom saving throw or be
  frightened for 1 minute. A creature can repeat the
  saving throw at the end of each of its turns, ending the
  effect on itself on a success. If a creature's saving throw
  is successful or the effect ends for it, the creature is
  immune to the kuo-toa's Frightening Screech for the
  next 24 hours.
  Berserk Ankylosaurus
  Berserk Ankylosaurus
  Huge beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 68 (8d12 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  11 (+0)
  15 (+2)
  2 (-4)
  12 (+1)
  5 (-3)
  Saving Throws Wis +3
  Senses passive Perception 11
  Languages —
  Challenge 3 (700 XP)
  Aggressive. As a bonus action, the ankylosaurus can
  move up to its speed toward a hostile creature that it
  can see.
  Reckless. At the start of its turn, the ankylosaurus can
  gain advantage on all melee weapon attack rolls it
  makes during that turn, but attack rolls against it have
  advantage until the start of its next turn.
  Unbreakable (3/Day). If the ankylosaurus is incapacitated
  at the start of its turn, the effect causing this condition
  immediately ends on the ankylosaurus.
  Actions
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one
  target. Hit: 18 (4d6 + 4) bludgeoning damage. If the
  target is a creature, it must succeed on a DC 14
  Strength saving throw or be knocked prone.
  
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  Troll Bodyguard
  Troll Bodyguard
  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)
  Alert. The troll has advantage on initiative rolls, and it
  can't be surprised while it is conscious.
  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.
  Reactions
  Guard. As a reaction when an ally of the troll within 5
  feet of it is hit by an attack, the troll causes itself to be
  hit instead.
  Protective Retaliation. When a creature within 5 feet of
  the troll makes an attack against one of the troll's allies,
  the troll can make a melee weapon attack against the
  attacking creature.
  
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  Mythic Yuan-ti
  Mythic Yuan-ti
  Abomination
  Abomination
  Large monstrosity (shapechanger, yuan-ti), neutral evil
  Armor Class 15 (natural armor)
  Hit Points 127 (15d10 + 45)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 16 (+3) 17 (+3) 17 (+3) 15 (+2) 18 (+4)
  Skills Perception +6, Stealth +7
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Abyssal, Common, Draconic
  Challenge 9 (5,000 XP, or 10,000 XP as a mythic
  encounter)
  Shapechanger. The yuan-ti can use its action to
  polymorph into a Large snake, or back into its true
  form. Its statistics are the same in each form. Any
  equipment it is wearing or carrying isn't transformed. It
  doesn't change form if it dies.
  Innate Spellcasting (Abomination Form Only). The yuan-
  ti's innate spellcasting ability is Charisma (spell save DC
  15). The yuan-ti can innately cast the following spells,
  requiring no material components:
  At will: animal friendship (snakes only)
  3/day: suggestion
  1/day: fear
  Legendary Resistance (3/Day). If the yuan-ti fails a saving
  throw, it can choose to succeed instead.
  Magic Resistance. The yuan-ti has advantage on saving
  throws against spells and other magical effects.
  Unholy Blessing (Mythic Trait; Recharges after a Short or
  Long Rest). If the yuan-ti is reduced to 0 hit points, it
  doesn't die or fall unconscious. Instead, it regains all of
  its hit points, and it doubles in size for 1 hour. During
  this time, both of the yuan-ti's forms are Huge, and its
  reach is increased by 5 feet.
  Actions
  Multiattack (Abomination Form Only). The yuan-ti makes
  two ranged attacks or three melee attacks, but can use
  its bite and constrict attacks only once each.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  creature. Hit: 7 (1d6 + 4) piercing damage plus 10
  (3d6) poison damage.
  Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one target. Hit: 11 (2d6 + 4) bludgeoning damage, and
  the target is grappled (escape DC 14). Until this
  grapple ends, the target is restrained, and the yuan-ti
  can't constrict another target.
  Scimitar (Abomination Form Only). Melee Weapon
  Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 +
  4) slashing damage.
  Longbow (Abomination Form Only). Ranged Weapon
  Attack: +6 to hit, range 150/600 ft., one target. Hit: 12
  (2d8 + 3) piercing damage plus 10 (3d6) poison
  damage.
  Legendary Actions
  The yuan-ti can take 3 legendary actions, choosing from
  the options below. Only one legendary action can be
  used at a time and only at the end of another creature's
  turn. The yuan-ti regains spent legendary actions at the
  start of its turn.
  Move. The yuan-ti moves up to half its speed without
  provoking opportunity attacks.
  Shove. The yuan-ti attempts to shove one creature
  within its reach.
  Weak Attack. The yuan-ti makes one attack with its bite
  or scimitar. If it makes a bite attack, the attack roll is
  made with disadvantage.
  Mythic Actions
  If the yuan-ti's mythic trait is active, it can use the
  options below as legendary actions for 1 hour after
  using Unholy Blessing.
  Rush. The yuan-ti moves up to its speed without
  provoking opportunity attacks.
  Strong Attack. The yuan-ti makes one attack with its
  bite, constrict, or longbow.
  Dark Rites (Costs 2 Actions). The yuan-ti gains advantage
  on all saving throws until the end of its next turn.
  
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  Bugbear Warchief
  Bugbear Warchief
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 17 (chain shirt, shield)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 13 (+1)
  Skills Intimidation +3, Stealth +6, Survival +3
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Brute. A melee weapon deals one extra die of its
  damage when the bugbear hits with it (included in
  the attack).
  Command Ally. As a bonus action, the bugbear
  targets one ally it can see within 30 feet of it. If the
  ally can see and hear the bugbear, it can make one
  weapon attack as a reaction and gains advantage on
  the attack roll.
  Heart of Hruggek. The bugbear has advantage on
  saving throws against being charmed, frightened,
  paralyzed, poisoned, stunned, or put to sleep.
  Surprise Attack. If the bugbear surprises a creature
  and hits it with an attack during the first round of
  combat, the target takes an extra 7 (2d6) damage
  from the attack.
  Actions
  Multiattack. The bugbear makes two melee attacks.
  Morningstar. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 11 (2d8 + 3) piercing damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 30/120 ft., one target. Hit: 9
  (2d6 + 3) piercing damage in melee or 5 (1d6 + 3)
  piercing damage at range.
  Leadership (Recharges after a Short or Long Rest). For
  1 minute, the bugbear 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 bugbear. A
  creature can benefit from only one Leadership die at
  a time. This effect ends if the bugbear is
  incapacitated.
  Vicious Wyvern
  Vicious Wyvern
  Large dragon, unaligned
  Armor Class 13 (natural armor)
  Hit Points 110 (13d10 + 39)
  Speed 20 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 7 (2,900 XP)
  Cheap Shot (1/Turn). If the wyvern makes a weapon
  attack with advantage on the attack roll and hits, the
  target can't take reactions and has its speed halved
  until the end of the wyvern's next turn.
  Wounded Fury. While it has half of its hit points or
  fewer, the wyvern has advantage on attack rolls. In
  addition, it deals an extra 7 (2d6) damage to any
  target it hits with a melee attack.
  Actions
  Multiattack. The wyvern makes two attacks: one with
  its bite and one with its stinger. While flying, it can
  use its claws in place of one other attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one creature. Hit: 11 (2d6 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 13 (2d8 + 4) slashing damage.
  Stinger. Melee Weapon Attack: +7 to hit, reach 10
  ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
  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.
  
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  Bandit Goon
  Bandit Goon
  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)
  Skills Athletics +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Group Retaliation. When the bandit is reduced to 0
  hit points by a melee attack, one ally of the bandit
  can use its reaction to make a melee weapon attack
  against the attacker.
  Pack Tactics. The bandit has advantage on an attack
  roll against a creature if at least one of the bandit's
  allies is within 5 feet of the creature and the ally
  isn't incapacitated.
  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.
  Stealth Archer
  Stealth Archer
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)
  Skills Acrobatics +6, Perception +5, Stealth +6
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 4 (1,100 XP)
  Archer's Eye (3/Day). As a bonus action, the archer
  can add 1d10 to its next attack or damage roll with
  a longbow or shortbow.
  Cunning Action. On each of its turns, the archer can
  use a bonus action to take the Dash, Disengage, or
  Hide action.
  Skulker. When the archer is hidden from a creature
  and misses it with a ranged weapon attack, making
  the attack doesn't reveal the archer's position.
  Actions
  Multiattack. The archer makes two attacks with its
  longbow.
  Shortsword. Melee Weapon Attack: +6 to hit, reach
  5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range
  150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
  damage.
  
  Mooks
  A mook is a group-oriented monster that is weaker
  than other monsters for the purpose of being cut
  down easily. Compared to a normal monster of its
  kind, a mook has one-fifth as many hit points, and
  is worth one-fifth as much XP. However, mooks
  take half damage from effects that target an area,
  such as the fireball spell.
  To make combat fun as possible for melee
  characters, consider pairing this mook rule with the
  Cleaving Through Creatures optional rule. When
  using these two rules together, you can allow
  attacks to cleave through mooks that aren't
  necessarily in the original attack's reach. For
  example, perhaps the original attack causes the
  target's corpse to fly backwards, hitting and
  damaging more mooks in the process. Use
  discretion when ruling on this, and consider
  requiring an attacker to expend their movement in
  cases that wouldn't make sense otherwise.
  TftYP Reprint: Reduced-Threat
  Monsters
  A reduced-threat monster uses a normal monster's
  statistics, but it has half the normal hit point
  maximum and takes a -2 penalty on attack rolls,
  ability checks, saving throws, and saving throw
  DCs.
  A reduced threat creature that is based on a
  creature bigger than Large is instead Large. Some
  specific reduced-threat creatures also make
  changes to the abilities they can use. A reduced-
  threat creature is worth half the normal XP earned
  for defeating it.
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  Shadow Touched Yeti
  Shadow Touched Yeti
  Large monstrosity, chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 51 (6d10 + 18)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 16 (+3) 16 (+3) 12 (+1) 10 (+0)
  Skills Perception +4, Stealth +7
  Damage Resistances necrotic
  Damage Immunities cold
  Senses darkvision 120 ft., passive Perception 14
  Languages Yeti
  Challenge 5 (1,800 XP)
  Fear of Light. If the yeti takes radiant damage, it has
  disadvantage on attack rolls and ability checks until
  the end of its next turn.
  Keen Smell. The yeti has advantage on Wisdom
  (Perception) checks that rely on smell.
  Living Shadow. While in dim light or darkness, the
  yeti has resistance to damage that isn't force,
  psychic, or radiant.
  Shadow Stealth. While in dim light or darkness, the
  yeti can take the Hide action as a bonus action, with
  advantage on the Dexterity (Stealth) check made to
  do so.
  Sunlight Sensitivity. While in sunlight, the yeti has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The yeti can use its Gaze of Doom and
  makes two claw attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 7 (1d6 + 4) slashing damage plus 3
  (1d6) necrotic damage.
  Gaze of Doom. The yeti targets one creature it can
  see within 30 feet of it. If the target can see the yeti,
  the target must succeed on a DC 14 Constitution
  saving throw against this magic or take 10 (3d6)
  necrotic damage and then be paralyzed for 1
  minute, unless it is immune to necrotic damage. The
  target can repeat the saving throw at the end of
  each of its turns, ending the effect on itself on a
  success. If the target's saving throw is successful, or
  if the effect ends on it, the target is immune to the
  Gaze of Doom of all shadow touched yetis (but not
  shadow touched abominable yetis) for 1 hour.
  
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  Holy Knight
  Holy 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) 17 (+3)
  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.
  Spellcasting. The knight is a 2nd-level spellcaster. Its
  spellcasting ability is Charisma (spell save DC 13).
  The knight has the following paladin spells prepared:
  1st level (2 slots): bless, cure wounds, heroism,
  shield of faith
  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.
  Skeletal Warrior
  Skeletal Warrior
  Medium undead, lawful evil
  Armor Class 14 (hide armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  15 (+2)
  6 (-2) 8 (-1) 5 (-3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands all languages it spoke in life
  but can't speak
  Challenge 1/2 (100 XP)
  Martial Advantage (1/Turn). The skeletal warrior can
  deal an extra 7 (2d6) damage to a creature it hits
  with a weapon attack if that creature is within 5 feet
  of an ally of the skeletal warrior that isn't
  incapacitated.
  Actions
  Shortsword. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range
  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing
  damage.
  
  Appendix B: Variant Monsters
  Appendix B: Variant Monsters
  49
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  Adult Black Dragon
  Adult Black Dragon
  Huge dragon, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 195 (17d12 + 85)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3)
  Saving Throws Dex +7, Con +10, Wis +6, Cha +8
  Skills Perception +11, Stealth +7
  Damage Immunities acid
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 21
  Languages Common, Draconic
  Challenge 14 (11,500 XP)
  Amphibious. The dragon can breathe air and water.
  Legendary Resistance (3/Day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It
  then makes three attacks: one with its bite and two
  with its claws. Alternatively, it can make two attacks
  with its vitriolic spray.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
  target. Hit: 17 (2d10 + 6) piercing damage plus 4
  (1d8) acid damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
  target. Hit: 13 (2d6 + 6) slashing damage.
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
  target. Hit: 15 (2d8 + 6) bludgeoning damage.
  Vitriolic Spray. Ranged Spell Attack: +8 to hit, range 90
  ft., one target. Hit: 14 (2d10 + 3) acid damage, and the
  target must succeed on a DC 18 Constitution saving
  throw or be blinded until the end of the dragon's next
  turn.
  Frightful Presence. Each creature of the dragon's choice
  that is within 120 feet of the dragon and aware of it
  must succeed on a DC 16 Wisdom saving throw or
  become frightened for 1 minute. A creature can repeat
  the saving throw at the end of each of its turns, ending
  the effect on itself on a success. If a creature's saving
  throw is successful or the effect ends for it, the
  creature is immune to the dragon's Frightful Presence
  for the next 24 hours.
  Acid Breath (Recharge 5–6). The dragon exhales acid in a
  60-foot line that is 5 feet wide. Each creature in that
  line must make a DC 18 Dexterity saving throw, taking
  54 (12d8) acid damage on a failed save, or half as
  much damage on a successful one.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action can
  be used at a time and only at the end of another
  creature's turn. The dragon regains spent legendary
  actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Vitriolic Spray. The dragon makes an attack with its
  vitriolic spray.
  Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 10 feet of the dragon
  must succeed on a DC 19 Dexterity saving throw or
  take 13 (2d6 + 6) bludgeoning damage and be
  knocked prone. The dragon can then fly up to half its
  flying speed.
  
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  Adult Blue Dragon
  Adult Blue Dragon
  Huge dragon, lawful evil
  Armor Class 19
  Hit Points 225 (18d12 + 108)
  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)
  Charge. If the dragon moves at least 15 feet straight
  toward a target and then hits it with a gore attack on
  the same turn, the target takes an extra 13 (2d12)
  piercing damage. If the target is a creature, it must
  succeed on a DC 20 Strength saving throw or be
  pushed up to 10 feet away and knocked prone.
  Legendary Resistance (3/Day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It
  then makes three attacks: one with its bite and two
  with its claws. Alternatively, it can make two thunder
  bolt attacks.
  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.
  Gore. Melee Weapon Attack: +12 to hit, reach 10 ft.,
  one target. Hit: 21 (3d12 + 7) piercing damage.
  Thunder Bolt. Ranged Spell Attack: +9 to hit, range 90
  ft., one target. Hit: 11 (2d6 + 4) lightning damage plus
  3 (1d6) thunder damage. On a critical hit, the target
  must also succeed on a DC 17 Constitution saving
  throw or become stunned until the end of the dragon's
  next turn.
  Frightful Presence. Each creature of the dragon's choice
  that is within 120 feet of the dragon and aware of it
  must succeed on a DC 17 Wisdom saving throw or
  become frightened for 1 minute. A creature can repeat
  the saving throw at the end of each of its turns, ending
  the effect on itself on a success. If a creature's saving
  throw is successful or the effect ends for it, the
  creature is immune to the dragon's Frightful Presence
  for the next 24 hours.
  Lightning Breath (Recharge 5–6). The dragon 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
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action can
  be used at a time and only at the end of another
  creature's turn. The dragon regains spent legendary
  actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Charge (Costs 2 Actions). The dragon moves up to its
  speed and makes one gore attack.
  Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 10 feet of the dragon
  must succeed on a DC 20 Dexterity saving throw or
  take 14 (2d6 + 7) bludgeoning damage and be
  knocked prone. The dragon can then fly up to half its
  flying speed.
  
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  Adult Green Dragon
  Adult Green Dragon
  Huge dragon, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 207 (18d12 + 90)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)
  Saving Throws Dex +6, Con +10, Wis +7, Cha +8
  Skills Deception +8, Insight +7, Perception +12,
  Persuasion +8, Stealth +6
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 22
  Languages Common, Draconic
  Challenge 15 (13,000 XP)
  Amphibious. The dragon can breathe air and water.
  Legendary Resistance (3/Day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It
  then makes three attacks: one with its bite and two
  with its claws. It can replace one of these attacks with a
  use of Luring Glare.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
  target. Hit: 17 (2d10 + 6) piercing damage plus 7
  (2d6) poison damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
  target. Hit: 13 (2d6 + 6) slashing damage.
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
  target. Hit: 15 (2d8 + 6) bludgeoning damage.
  Luring Glare. The dragon targets one creature it can see
  within 90 feet of it. The target must make a DC 17
  Wisdom saving throw. The target has disadvantage on
  the save if it is poisoned. On a failed save, the target
  must use its reaction to move up to half its speed along
  a path of the dragon's choice.
  Frightful Presence. Each creature of the dragon's choice
  that is within 120 feet of the dragon and aware of it
  must succeed on a DC 16 Wisdom saving throw or
  become frightened for 1 minute. A creature can repeat
  the saving throw at the end of each of its turns, ending
  the effect on itself on a success. If a creature's saving
  throw is successful or the effect ends for it, the
  creature is immune to the dragon's Frightful Presence
  for the next 24 hours.
  Poison Breath (Recharge 5–6). The dragon exhales
  poisonous gas in a 60-foot cone. Each creature in that
  area must make a DC 18 Constitution saving throw,
  taking 56 (16d6) poison damage on a failed save, or
  half as much damage on a successful one.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action can
  be used at a time and only at the end of another
  creature's turn. The dragon regains spent legendary
  actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Mind Poison (Costs 2 Actions). The dragon targets one
  creature it can see within 90 feet of it. The target
  must succeed on a DC 17 Intelligence saving throw
  or be poisoned until the end of the dragon's next
  turn. If the saving throw fails by 5 or more, the target
  is also incapacitated for the duration.
  Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 10 feet of the dragon
  must succeed on a DC 19 Dexterity saving throw or
  take 13 (2d6 + 6) bludgeoning damage and be
  knocked prone. The dragon can then fly up to half its
  flying speed.
  
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  Adult Red Dragon
  Adult Red Dragon
  Huge dragon, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 256 (19d12 + 133)
  Speed 40 ft., climb 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)
  Saving Throws Dex +6, Con +13, Wis +7, Cha +11
  Skills Perception +13, Stealth +6
  Damage Immunities fire
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 23
  Languages Common, Draconic
  Challenge 17 (18,000 XP)
  Legendary Resistance (3/Day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It
  then makes three attacks: one with its bite and two
  with its claws. Alternatively, it can make two flame blast
  attacks.
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
  target. Hit: 19 (2d10 + 8) piercing damage plus 7
  (2d6) fire damage.
  Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one
  target. Hit: 15 (2d6 + 8) slashing damage.
  Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one
  target. Hit: 17 (2d8 + 8) bludgeoning damage.
  Flame Blast. Ranged Spell Attack: +11 to hit, range 90
  ft., one target. Hit: 12 (2d6 + 5) fire damage. If the
  target is a creature or a flammable object, it ignites.
  Until a creature takes an action to douse the fire, the
  target takes 5 (1d10) fire damage at the start of each of
  its turns.
  Frightful Presence. Each creature of the dragon's choice
  that is within 120 feet of the dragon and aware of it
  must succeed on a DC 19 Wisdom saving throw or
  become frightened for 1 minute. A creature can repeat
  the saving throw at the end of each of its turns, ending
  the effect on itself on a success. If a creature's saving
  throw is successful or the effect ends for it, the
  creature is immune to the dragon's Frightful Presence
  for the next 24 hours.
  Fire Breath (Recharge 5–6). The dragon exhales fire in a
  60-foot cone. Each creature in that area must make a
  DC 21 Dexterity saving throw, taking 63 (18d6) fire
  damage on a failed save, or half as much damage on a
  successful one.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action can
  be used at a time and only at the end of another
  creature's turn. The dragon regains spent legendary
  actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Inferno (Costs 2 Actions). The dragon creates a vortex of
  fire in a 30-foot-radius, 60-foot-high cylinder
  centered on itself. Each creature in the area must
  make a DC 21 Dexterity saving throw, taking 14
  (4d6) fire damage on a failed save, or half as much
  damage on a successful one. On a failed save, a
  creature also can't benefit from resistance to fire
  damage until the end of the dragon's next turn.
  Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 10 feet of the dragon
  must succeed on a DC 22 Dexterity saving throw or
  take 15 (2d6 + 8) bludgeoning damage and be
  knocked prone. The dragon can then fly up to half its
  flying speed.
  
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Adult White Dragon
  Adult White Dragon
  Huge dragon, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 200 (16d12 + 96)
  Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 10 (+0) 22 (+6) 8 (-1) 12 (+1)
  12 (+1)
  Saving Throws Dex +5, Con +11, Wis +6, Cha +6
  Skills Perception +11, Stealth +5
  Damage Immunities cold
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 21
  Languages Common, Draconic
  Challenge 13 (10,000 XP)
  Aura of Winter. Any creature that isn't immune to cold
  damage has its speed halved while within 30 feet of the
  dragon.
  Ice Walk. The dragon can move across and climb icy
  surfaces without needing to make an ability check.
  Additionally, difficult terrain composed of ice or snow
  doesn't cost it extra moment.
  Legendary Resistance (3/Day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Reckless. At the start of its turn, the dragon can gain
  advantage on all melee weapon attack rolls it makes
  during that turn, but attack rolls against it have
  advantage until the start of its next turn.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It
  then makes three attacks: one with its bite and two
  with its claws.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
  target. Hit: 17 (2d10 + 6) piercing damage plus 4
  (1d8) cold damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
  target. Hit: 13 (2d6 + 6) slashing damage.
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
  target. Hit: 15 (2d8 + 6) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice
  that is within 120 feet of the dragon and aware of it
  must succeed on a DC 14 Wisdom saving throw or
  become frightened for 1 minute. A creature can repeat
  the saving throw at the end of each of its turns, ending
  the effect on itself on a success. If a creature's saving
  throw is successful or the effect ends for it, the
  creature is immune to the dragon's Frightful Presence
  for the next 24 hours.
  Cold Breath (Recharge 5–6). The dragon exhales an icy
  blast in a 60-foot cone. Each creature in that area must
  make a DC 19 Constitution saving throw, taking 54
  (12d8) cold damage on a failed save, or half as much
  damage on a successful one.
  Reactions
  Vicious Reprisal. In response to taking damage, the
  dragon makes a bite attack against a random creature
  within 5 feet of it. If no creature is within reach, the
  dragon moves up to half its speed toward an enemy it
  can see, without provoking opportunity attacks.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action can
  be used at a time and only at the end of another
  creature's turn. The dragon regains spent legendary
  actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Savage (Costs 2 Actions). The dragon makes a claw
  attack against each creature within 5 feet of it.
  Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 10 feet of the dragon
  must succeed on a DC 19 Dexterity saving throw or
  take 13 (2d6 + 6) bludgeoning damage and be
  knocked prone. The dragon can then fly up to half its
  flying speed.
  
  54
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  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
  Skills Athletics +14, Intimidation +12, Perception +9
  Damage Resistances cold, lightning; bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities charmed, exhaustion, frightened,
  poisoned
  Senses truesight 120 ft., passive Perception 19
  Languages Abyssal, telepathy 120 ft.
  Challenge 19 (22000 XP)
  Aura of Slaughter. Unless the balor is incapacitated, each
  ally within 60 feet of it can't be charmed or frightened
  and has advantage on attack rolls and ability checks.
  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.
  Innate Spellcasting. The balor's innate spellcasting ability
  is Charisma (spell save DC 20). It can innately cast the
  following spells, requiring no material components:
  At will: dispel magic, telekinesis
  2/day each: fireball, wall of fire
  1/day each: feeblemind, power word stun
  Legendary Resistance (3/Day). If the balor fails a saving
  throw, it can choose to succeed instead.
  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
  10 (3d6) 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.
  Reactions
  Shrug it Off. The balor halves the damage that it takes
  from an attack that hits it. The balor must be able to
  see the attacker.
  Legendary Actions
  The balor 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 balor regains spent legendary
  actions at the start of its turn.
  Teleport. The balor uses its Teleport action.
  Attack. The balor makes one weapon attack.
  Frighten Foes (Costs 2 Actions). The balor targets up to
  five creatures it can see within 30 feet of it. Each
  target must succeed on a DC 20 Wisdom saving
  throw or be frightened of the balor until the end of
  the balor's next turn. Any target within 10 feet of the
  balor has disadvantage on the saving throw.
  Overwhelming Assault (Costs 3 Actions). Up to five allies
  that can hear and see the balor can each use their
  reactions to make one weapon attack.
  
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Blackguard
  Blackguard
  Medium humanoid (any race), any evil alignment
  Armor Class 18 (plate)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 18 (+4) 11 (+0) 14 (+2) 16 (+3)
  Saving Throws Str +7, Dex +4, Con +7, Int +3, Wis
  +5, Cha +6
  Skills Athletics +7, Deception +6, Intimidation +6
  Senses passive Perception 12
  Languages Common plus one other language
  (usually Abyssal or Infernal)
  Challenge 8 (3900 XP)
  Dark Blessing. The blackguard adds its Charisma
  modifier to its saving throws (accounted for in its
  statistics).
  Spellcasting. The blackguard is a 10th-level
  spellcaster. Its spellcasting ability is Charisma (spell
  save DC 14). It has the following spells prepared:
  1st level (4 slots): command, hellish rebuke,
  protection from evil and good 2nd level (3 slots):
  darkness, find steed 3rd level (2 slots): bestow
  curse, dispel magic
  Actions
  Multiattack. The blackguard makes three weapon
  attacks.
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one target. Hit: 9 (1d10 + 4) slashing damage plus
  9 (2d8) necrotic damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range
  80/320 ft., one target. Hit: 4 (1d6 + 1) piercing
  damage.
  Dreadful Aspect (Recharges after a Short or Long
  Rest). The blackguard exudes magical menace. Each
  hostile creature within 30 feet of the blackguard
  must succeed on a DC 14 Wisdom saving throw or
  be frightened for 1 minute. If a frightened target
  ends its turn more than 30 feet away from the
  blackguard, the target can repeat the saving throw,
  ending the effect on itself on a success.
  Manticore
  Manticore
  Large monstrosity, lawful evil
  Armor Class 14 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 30 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 16 (+3) 17 (+3) 7 (-2) 12 (+1) 8 (-1)
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Deadly Critical. The manticore scores a critical hit on
  a roll of 19 or 20 and rolls the damage dice three
  times, instead of twice.
  Tail Spike Regrowth. The manticore has twenty-four
  tail spikes. Used spikes regrow when the manticore
  finishes a long rest.
  Actions
  Multiattack. The manticore makes three attacks: one
  with its bite and two with its claws or three with its
  tail spikes.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 7 (1d8 + 3) piercing damage. On a
  critical hit, the target is also grappled (escape DC
  13). While the target is grappled, the manticore
  can't use this attack against another target.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 6 (1d6 + 3) slashing damage.
  Tail Spike. Ranged Weapon Attack: +5 to hit, range
  100/200 ft., one target. Hit: 7 (1d8 + 3) piercing
  damage.
  
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  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Ogre
  Ogre
  Large giant, chaotic evil
  Armor Class 11 (hide armor)
  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)
  Destroy. As a bonus action, the ogre can make a
  melee attack against an object or structure.
  Powerful Blows. When the ogre hits a Medium or
  smaller creature or object with a melee attack, the
  target must make a DC 14 Strength saving throw.
  On a failed save, the target is pushed up to 5 feet
  away from the ogre and is knocked prone.
  Actions
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 13 (2d8 + 4) bludgeoning
  damage.
  Improvised Attack. Melee or Ranged Weapon Attack:
  +6 to hit, reach 5 ft. or range 20/60 ft., one target.
  Hit: 11 (2d6 + 4) piercing damage.
  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.
  Stunning Screech (1/Day). The owlbear emits a
  horrific screech. Each creature within 10 feet of the
  owlbear that can hear its screech must succeed on a
  DC 13 Constitution saving throw or be stunned
  until the end of the owlbear's next turn.
  
  57
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Pit Fiend
  Pit Fiend
  Large fiend (devil), lawful evil
  Armor Class 19 (natural armor)
  Hit Points 300 (24d10 + 168)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7)
  Saving Throws Dex +8, Con +13, Wis +10
  Skills Athletics +14, Insight +10, Intimidation +13,
  Perception +10
  Damage Resistances cold; bludgeoning, piercing, and
  slashing from nonmagical attacks that aren't silvered
  Damage Immunities fire, poison
  Condition Immunities charmed, exhaustion, frightened,
  poisoned
  Senses truesight 120 ft., passive Perception 20
  Languages Infernal, telepathy 120 ft.
  Challenge 20 (25000 XP)
  Fear Aura. Any creature hostile to the pit fiend that
  starts its turn within 20 feet of the pit fiend must make
  a DC 21 Wisdom saving throw, unless the pit fiend is
  incapacitated. On a failed save, the creature is
  frightened until the start of its next turn. If a creature's
  saving throw is successful, the creature is immune to
  the pit fiend's Fear Aura for the next 24 hours.
  Infernal General. Each ally within 60 feet of the general
  has advantage on all ability checks and saving throws
  while the pit fiend isn't incapacitated.
  Innate Spellcasting. The pit fiend's innate spellcasting
  ability is Charisma (spell save DC 21). It can innately
  cast the following spells, requiring no material
  components:
  At will: detect magic, fireball, invisibility
  3/day each: hold monster, fire storm, wall of fire
  Legendary Resistance (3/Day). If the pit fiend fails a
  saving throw, it can choose to succeed instead.
  Magic Resistance. The pit fiend has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons. The pit fiend's weapon attacks are
  magical.
  Actions
  Multiattack. The pit fiend makes four attacks: one with
  its bite, one with its claw, one with its mace, and one
  with its tail.
  Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
  target. Hit: 22 (4d6 + 8) piercing damage. The target
  must succeed on a DC 21 Constitution saving throw or
  become poisoned. While poisoned in this way, the
  target can't regain hit points, and it takes 21 (6d6)
  poison damage at the start of each of its turns. The
  poisoned target can repeat the saving throw at the end
  of each of its turns, ending the effect on itself on a
  success.
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,
  one target. Hit: 17 (2d8 + 8) slashing damage.
  Mace. Melee Weapon Attack: +14 to hit, reach 10 ft.,
  one target. Hit: 15 (2d6 + 8) bludgeoning damage plus
  21 (6d6) fire damage.
  Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one
  target. Hit: 24 (3d10 + 8) bludgeoning damage.
  Reactions
  Vicious Retaliation. In response to being hit by a melee
  attack, the pit fiend can make one attack with its mace
  against the attacker.
  Legendary Actions
  The pit fiend 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 pit fiend regains spent
  legendary actions at the start of its turn.
  Advance. The pit fiend moves up to its speed.
  Alternatively, up to five allies that can see and hear
  the pit fiend can use their reactions to move up to
  half their speeds.
  Command Ally. The pit fiend targets one ally it can see
  within 30 feet of it. If the ally can see and hear the
  pit fiend, it can make one weapon attack as a
  reaction and gains advantage on the attack roll.
  Infernal Supremacy (Costs 2 Actions). The pit fiend
  targets one creature it can see within 30 feet of it.
  The target must make a DC 21 Charisma saving
  throw. On a failed save, the target suffers
  disadvantage on all saving throws, and the pit fiend
  gains advantage on all saving throws. This effect lasts
  until the end of the pit fiend's next turn.
  
  58
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  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)
  Aura of Earthbinding. Any creature or object within 200
  feet of the tarrasque has its flying speed halved. Any
  creature in this aura that is more than 20 feet above
  the ground or the tarrasque at the end of its turn falls to
  an altitude of 20 feet automatically.
  Destroy. As a bonus action, the tarrasque can make an
  attack that isn't a bite against an object or structure.
  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.
  Powerful Blows. When the tarrasque hits a Huge or
  smaller creature or object with an attack that isn't a
  bite, the target must make a DC 20 Strength saving
  throw. On a failed save, the target is pushed up to 15
  feet away from the tarrasque and is knocked prone.
  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.
  Regeneration. The tarrasque regains 15 hit points at the
  start of each of its turns. The tarrasque can only die if it
  is reduced to 0 hit points and a wish spell is used to
  keep it dead.
  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 it can replace
  any attack with an improvised attack.
  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.
  Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one
  target. Hit: 24 (4d6 + 10) bludgeoning damage. This
  attack is a critical hit on a roll of 18-20 on the d20.
  Improvised Attack. Melee or Ranged Weapon Attack:
  +19 to hit, reach 10 ft. or range 150/600 ft., one
  target. Hit: 24 (4d6 + 10) bludgeoning damage.
  Frightful Presence. Each creature of the tarrasque's
  choice that is 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 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.
  Move. The tarrasque moves up to half its speed.
  Attack. The tarrasque makes one claw attack or tail
  attack.
  Chomp (Costs 2 Actions). The tarrasque makes one bite
  attack or uses its Swallow.
  Savage (Costs 2 Actions). The tarrasque makes a non-
  bite weapon attack against each creature, object, and
  structure within 20 feet of it.
  
  59
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Tiamat
  Tiamat
  Gargantuan fiend, chaotic evil
  Armor Class 25 (natural armor)
  Hit Points 615 (30d20 + 300)
  Speed 60 ft., fly 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10) 10 (+0) 30 (+10) 26 (+8) 26 (+8) 28 (+9)
  Saving Throws Str +19, Dex +9, Wis +17
  Skills Arcana +17, Deception +18, History +17,
  Intimidation +18, Perception +26, Religion +17
  Damage Resistances damage from spells
  Damage Immunities acid, cold, fire, lightning, poison;
  bludgeoning, piercing, and slashing from nonmagical
  attacks
  Condition Immunities blinded, charmed, deafened,
  frightened, poisoned, stunned
  Senses darkvision 240 ft., truesight 120 ft., passive
  Perception 36
  Languages all, telepathy 120 ft.
  Challenge 30 (155000 XP)
  Discorporation. When Tiamat drops to 0 hit points or
  dies, her body is destroyed but her essence travels back
  to her domain in the Nine Hells, and she is unable to
  take physical form for a time.
  Freedom of Movement. Tiamat ignores difficult terrain,
  and magical effects can't reduce her speed or cause her
  to be restrained. She can spend 5 feet of movement to
  escape from nonmagical restraints or being grappled.
  Innate Spellcasting. Tiamat's innate spellcasting ability is
  Charisma (spell save DC 26). She can innately cast the
  following spells, requiring no components:
  At will: bones of the earth, earthquake, storm of
  vengeance
  3/day each: disintegrate, divine word, wall of fire
  2/day each: dominate monster, geas, planar binding
  1/day each: feeblemind, power word kill, power word
  stun
  Legendary Resistance (5/Day). If Tiamat fails a saving
  throw, she can choose to succeed instead.
  Magic Resistance. Tiamat has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons. Tiamat's weapon attacks are magical.
  Multiple Heads. Tiamat can take one reaction per turn,
  rather than only one per round. She also has advantage
  on saving throws against being knocked unconscious. If
  she fails a saving throw against an effect that would
  stun a creature, one of her unspent legendary actions is
  spent.
  Regeneration. Tiamat regains 30 hit points at the start
  of her turn.
  Siege Monster. Tiamat deals double damage to objects
  and structures.
  Actions
  Multiattack. Tiamat can use her Frightful Presence. She
  then makes three attacks: two with her claws and one
  with her tail.
  Claw. Melee Weapon Attack: +19 to hit, reach 15 ft.,
  one target. Hit: 24 (4d6 + 10) slashing damage.
  Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one
  target. Hit: 28 (4d8 + 10) piercing damage.
  Frightful Presence. Each creature of Tiamat's choice that
  is within 240 feet of Tiamat and aware of her 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 Tiamat's Frightful Presence for the next 24
  hours.
  
  Lair Actions
  Lair Actions
  On initiative count 20 (losing initiative ties), Tiamat can take a
  lair action to cause one of the following effects; she can't use
  the same effect two rounds in a row:
  Tiamat casts one of her at-will spells.
  Tiamat beats her wings. Each creature within 20 feet of
  Tiamat must succeed on a DC 27 Dexterity saving throw
  or take 24 (4d6 + 10) bludgeoning damage and be
  knocked prone. Tiamat can then fly up to half her flying
  speed.
  Tiamat chooses any number of allies within 60 feet of her
  that can see her. Until initiative count 20 of the next round,
  each of those allies makes attack rolls and saving throws
  with advantage and can't be charmed or frightened.
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  Legendary Actions
  Tiamat can take 5 legendary actions, choosing from
  the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature's turn. Tiamat regains spent
  legendary actions at the start of her turn.
  Some of Tiamat's legendary action options are
  associated with her five dragon heads (a bite and a
  breath weapon for each). Once Tiamat chooses a
  legendary action option for one of her heads, she
  can't choose another one associated with that head
  until the start of her next turn.
  Bite. Melee Weapon Attack: +19 to hit, reach 20
  ft., one target. Hit: 32 (4d10 + 10) slashing
  damage plus 14 (4d6) acid damage (black dragon
  head), lightning damage (blue dragon head),
  poison damage (green dragon head), fire damage
  (red dragon head), or cold damage (white dragon
  head).
  Cast a Spell (Costs 2 Actions). Tiamat casts one of
  her innate spells.
  Black Dragon Head: Acid Breath (Costs 2 Actions).
  Tiamat breathes acid in a 120-foot line that is 10
  feet wide. Each creature in that line must make a
  DC 27 Dexterity saving throw, taking 67 (15d8)
  acid damage on a failed save, or half as much
  damage on a successful one.
  Blue Dragon Head: Lightning Breath (Costs 2
  Actions). Tiamat breathes lightning in a 120-foot
  line that is 10 feet wide. Each creature in that line
  must make a DC 27 Dexterity saving throw,
  taking 88 (16d10) lightning damage on a failed
  save, or half as much damage on a successful one.
  Green Dragon Head: Poison Breath (Costs 2
  Actions). Tiamat breathes poisonous gas in a 90-
  foot cone. Each creature in that area must make a
  DC 27 Constitution saving throw, taking 77
  (22d6) poison damage on a failed save, or half as
  much damage on a successful one.
  Red Dragon Head: Fire Breath (Costs 2 Actions).
  Tiamat breathes fire in a 90-foot cone. Each
  creature in that area must make a DC 27
  Dexterity saving throw, taking 91 (26d6) fire
  damage on a failed save, or half as much damage
  on a successful one.
  White Dragon Head: Cold Breath (Costs 2 Actions).
  Tiamat breathes an icy blast in a 90-foot cone.
  Each creature in that area must make a DC 27
  Dexterity saving throw, taking 72 (16d8) cold
  damage on a failed save, or half as much damage
  on a successful one.
  Zombie
  Zombie
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  6 (-2)
  16 (+3)
  3 (-4)
  6 (-2)
  5 (-3)
  Saving Throws Wis +0
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it spoke in life
  but can't speak
  Challenge 1/4 (50 XP)
  Mob Behavior. The zombie can use its bonus action
  to attempt to grapple or shove a creature if at least
  one of the zombie's allies is within 5 feet of the
  creature and the ally isn't incapacitated.
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5 + the damage taken, unless the
  damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) bludgeoning damage.
  
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  Vampire
  Vampire
  Medium undead (shapechanger), lawful evil
  Armor Class 16 (natural armor)
  Hit Points 144 (17d8 + 68)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 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 the languages it knew in life
  Challenge 13 (10,000 XP)
  Shapechanger. If the vampire isn't in sunlight or running
  water, it can use its action to polymorph into a Tiny bat,
  or back into its true form. While in bat form, the
  vampire can't speak, its walking speed is 5 feet, and it
  has a flying speed of 30 feet. Its statistics, other than
  its size and speed, are unchanged. Anything it is
  wearing transforms with it, but nothing it is carrying
  does. It reverts to its true form if it dies.
  Innate Spellcasting. The vampire's innate spellcasting
  ability is Charisma (spell save DC 17). It can innately
  cast the following spells, requiring no material
  components:
  3/day each: charm person, hold person, invisibility
  1/day each: dominate person, gaseous form, geas
  Legendary Resistance (3/Day). If the vampire fails a
  saving throw, it can choose to succeed instead.
  Regeneration. The vampire regains 20 hit points at the
  start of its turn if it has at least 1 hit point and isn't in
  sunlight or running water. If the vampire takes radiant
  damage or damage from holy water, this trait doesn't
  function at the start of the vampire's next turn.
  Spider Climb. The vampire can climb difficult surfaces,
  including upside down on ceilings, without needing to
  make an ability check.
  Vampire Weaknesses. The vampire has the following
  flaws:
  Forbiddance. The vampire can't enter a residence
  without an invitation from one of the occupants.
  Harmed by Running Water. The vampire takes 20 acid
  damage if it ends its turn in running water.
  Stake to the Heart. If a piercing weapon made of wood
  is driven into the vampire's heart while the vampire is
  incapacitated in its resting place, the vampire is
  paralyzed until the stake is removed.
  Sunlight Hypersensitivity. The vampire takes 20 radiant
  damage when it starts its turn in sunlight. While in
  sunlight, it has disadvantage on attack rolls and ability
  checks.
  Actions
  Multiattack. The vampire makes two attacks, only one of
  which can be a bite attack.
  Unarmed Strike (Vampire Form Only). Melee Weapon
  Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 +
  4) bludgeoning damage. Instead of dealing damage, the
  vampire can grapple the target (escape DC 18).
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
  willing creature, or a creature that is grappled by the
  vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4)
  piercing damage plus 10 (3d6) necrotic damage. The
  target's hit point maximum is reduced by an amount
  equal to the necrotic damage taken, and the vampire
  regains hit points equal to that amount. The reduction
  lasts until the target finishes a long rest. The target dies
  if this effect reduces its hit point maximum to 0. A
  humanoid slain in this way and then buried in the
  ground rises the following night as a vampire spawn
  under the vampire's control.
  Children of the Night (1/Day). The vampire magically
  calls 2d4 swarms of bats or rats, provided that the sun
  isn't up. While outdoors, the vampire can call 3d6
  wolves instead. The called creatures arrive in 1d4
  rounds, acting as allies of the vampire and obeying its
  spoken commands. The beasts remain for 1 hour, until
  the vampire dies, or until the vampire dismisses them
  as a bonus action.
  Legendary Actions
  The vampire can take 3 legendary actions, choosing
  from the options below. Only one legendary action can
  be used at a time and only at the end of another
  creature's turn. The vampire regains spent legendary
  actions at the start of its turn.
  Move. The vampire moves up to its speed without
  provoking opportunity attacks.
  Unarmed Strike. The vampire makes one unarmed strike.
  Bite (Costs 2 Actions). The vampire makes one bite
  attack.
  
  Appendix C: Generic NPCs
  Appendix C: Generic NPCs
  Where are the Monster Roles?
  After all this talk of monster roles, you may have
  expected the monsters in the appendices here to
  have them written down somewhere. There are
  three big reasons why they are absent:
  I designed these monsters before I came up
  with these rules, which are an attempt to codify
  various practices scattered in my brain.
  Official monsters don't have them, so perhaps
  it's best to stick to that format for compatibility
  reasons.
  I'm lazy. Sue me.
  It is up to you to discern which role or roles a
  monster can fill. For most monsters, both in this
  document and in the official books, it is obvious
  what role they fill. A barbarian leader is a brute and
  a leader, a hobgoblin is a soldier, a survivalist is a
  skirmisher, and so on.
  That said, when you make your own monsters,
  you can add a monster's role information on the
  same line as its Challenge Rating.
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  Banneret
  Banneret
  Medium humanoid, any alignment
  Armor Class 20 (plate, shield)
  Hit Points 143 (22d8 + 44)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 10 (+0) 14 (+2) 11 (+0) 16 (+3) 18 (+4)
  Saving Throws Str +9, Con +6
  Skills Athletics +9, Perception +7, Persuasion +8
  Senses passive Perception 17
  Languages Common
  Challenge 9 (5000 XP)
  Indomitable (2/Day). The banneret rerolls a failed saving
  throw. It must use the new roll.
  Martial Advantage. Once on each of its turns, the
  banneret can deal an extra 7 (2d6) damage to a
  creature it hits with a weapon attack if that creature is
  within 5 feet of an ally of the banneret that isn't
  incapacitated.
  Rally. While the banneret isn't incapacitated, it and allies
  within 30 feet of it have advantage on saving throws
  against being charmed or frightened.
  Actions
  Multiattack. The banneret makes three weapon attacks
  and uses Battlefield Inspiration or Rallying Cry.
  Javelin. Melee or Ranged Weapon Attack: +9 to hit,
  reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 +
  5) piercing damage.
  Battlefield Inspiration. The banneret chooses up to three
  allies it can see within 30 feet of it. Until the end of the
  banneret's next turn, each target can add a d4 to its
  attack rolls and saving throws.
  Rallying Cry. The banneret chooses one ally it can see
  within 30 feet of it. If the ally can see or hear the
  banneret, it gains 15 temporary hit points and can't be
  charmed or frightened for 1 minute.
  Reactions
  Bulwark. When an ally within 30 feet of the banneret
  fails a saving throw, the banneret can expend one use
  of Indomitable to allow the ally to reroll the saving
  throw.
  Legendary Actions
  The banneret 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 banneret regains spent
  legendary actions at the start of its turn.
  Advance. The banneret moves up to its speed.
  Alternatively, up to three allies that can see and hear
  the banneret can use their reactions to move up to
  half their speeds.
  Command Ally. The banneret targets one ally it can see
  within 30 feet of it. If the target can see and hear the
  banneret, it can make one weapon attack as a
  reaction.
  Weapon Attack. The banneret makes a weapon attack.
  
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  Anti-Mage
  Anti-Mage
  Medium humanoid (any race), any alignment
  Armor Class 15 (Arcane Defenses)
  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)
  Arcane Defenses. While the anti-mage is wearing no
  armor and wielding no shield, its AC includes its
  Intelligence modifier.
  Magic Resistance. The anti-mage has advantage on
  saving throws against spells and other magical effects.
  Spellcasting. The anti-mage is a 9th-level spellcaster. Its
  spellcasting ability is Intelligence (spell save DC 14, +6
  to hit with spell attacks). The anti-mage has the
  following wizard spells prepared:
  Cantrips (at will): blade ward, mage hand, minor
  illusion, ray of frost
  1st level (4 slots): detect magic, magic missile, shield,
  sleep
  2nd level (3 slots): hold person, misty step
  3rd level (3 slots): counterspell, dispel magic, slow
  4th level (3 slots): arcane eye, Otiluke's resilient sphere
  5th level (1 slot): Bigby's hand
  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.
  Reactions
  Dampen Spell. When the anti-mage sees a creature
  within 60 feet of it casting a spell, the anti-mage can
  force the creature to make a DC 14 Charisma saving
  throw. On a failed save, the spell's damage is halved.
  Barbarian Leader
  Barbarian Leader
  Medium humanoid (any race), any alignment
  Armor Class 15 (unarmored defense)
  Hit Points 75 (10d8 + 30)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 15 (+2) 17 (+3) 10 (+0) 12 (+1) 16 (+3)
  Saving Throws Str +5, Con +5
  Skills Athletics +5, Intimidation +5
  Condition Immunities charmed, frightened
  Senses passive Perception 11
  Languages any one language
  Challenge 3 (700 XP)
  Reckless. At the start of its turn, the barbarian leader
  can gain advantage on all melee weapon attack rolls it
  makes during that turn, but attack rolls against it have
  advantage until the start of its next turn.
  Unarmored Defense. While the barbarian leader is
  wearing no armor, its AC includes its Constitution
  modifier.
  Actions
  Multiattack. The barbarian leader makes one weapon
  attack and uses Rallying Cry.
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 9 (1d12 + 3) slashing damage.
  Handaxe. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 +
  3) slashing damage.
  Rallying Cry. The barbarian leader chooses one ally it can
  see within 30 feet of it. If the ally can see or hear the
  barbarian leader, it gains 10 temporary hit points and
  can't be frightened for 1 minute.
  Legendary Actions
  The barbarian leader can take 2 legendary actions,
  choosing from the options below. Only one legendary
  action option can be used at a time and only at the end
  of another creature's turn. The barbarian leader regains
  spent legendary actions at the start of its turn.
  Charge. The barbarian leader moves up to its speed.
  Rallying Cry. The barbarian leader uses Rallying Cry.
  Weapon Attack. The barbarian leader makes one weapon
  attack.
  Command Ally. The barbarian leader targets one ally it
  can see within 30 feet of it. If the target can see and
  hear the barbarian leader, it can make one weapon
  attack as a reaction.
  Frighten Foe (Costs 2 Actions). The barbarian leader
  targets one enemy it can see within 30 feet of it. If
  the target can see and hear it, the target must
  succeed on a DC 13 Wisdom saving throw or be
  frightened until the end of barbarian leader's next
  turn.
  
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  Death's Chosen
  Death's Chosen
  Medium humanoid (any race), any evil alignment
  Armor Class 18 (plate)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 10 (+0) 18 (+4) 13 (+1) 12 (+1) 16 (+3)
  Saving Throws Str +9, Con +8
  Skills Athletics +9, Deception +7, Intimidation +7,
  Religion +5
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses passive Perception 11
  Languages any one language (usually common)
  Challenge 9 (5000 XP)
  Indomitable (2/Day). The death's chosen rerolls a
  failed saving throw.
  Negative Energy Aura. The death's chosen can
  activate or deactivate this feature as a bonus action.
  While active, hostile creatures within 30 feet of the
  death's chosen can't regain hit points, and such
  creatures take 7 (2d6) necrotic damage at the start
  of each of the death's chosen's turns. Undead are
  immune to this aura.
  Undead Fortitude. If damage reduces the death's
  chosen to 0 hit points, it must make a Constitution
  saving throw with a DC of 5 + the damage taken,
  unless the damage is radiant or from a critical hit.
  On a success, the death's chosen drops to 1 hit
  point instead.
  Actions
  Multiattack. The death's chosen makes three weapon
  attacks.
  Maul. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 12 (2d6 + 5) bludgeoning damage
  plus 7 (2d6) necrotic damage. If the target is a
  creature, it must succeed on a DC 16 Constitution
  saving throw or its hit point maximum is reduced by
  an amount equal to the damage dealt. This reduction
  lasts until the target finishes a long rest. The target
  dies if this effect reduces its hit point maximum to
  0.
  Javelin. Melee or Ranged Weapon Attack: +9 to hit,
  reach 5 ft. or range 30/120 ft., one target. Hit: 8
  (1d6 + 5) piercing damage plus 7 (2d6) necrotic
  damage. If the target is a creature, it must succeed
  on a DC 16 Constitution saving throw or be
  poisoned until the end of its next turn.
  Warlock of the Dread
  Warlock of the Dread
  Lord
  Lord
  Medium humanoid (any race), any alignment
  Armor Class 17 (half plate)
  Hit Points 82 (11d8 + 33)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 16 (+3) 13 (+1) 14 (+2) 17 (+3)
  Saving Throws Wis +5, Cha +6
  Skills Arcana +4, Athletics +6, Deception +6,
  Religion +4
  Senses passive Perception 12
  Languages any two languages
  Challenge 6 (2300 XP)
  Innate Spellcasting. The warlock's innate spellcasting
  ability is Charisma (spell save DC 14). It can innately
  cast the following spells, requiring no material
  components:
  At will: disguise self, false life, hex
  3/day each: animate dead, fear
  1/day each: circle of death, create undead, soul cage
  Invoke Dread (1/Turn). When the warlock hits a
  creature with a melee weapon attack, or when it
  targets a hostile creature within 30 feet of it with a
  spell of 1st level or higher, the creature must
  succeed on a DC 14 Wisdom saving throw or be
  frightened until the end of the warlock's next turn.
  Spellcasting. The warlock is a 11th-level spellcaster.
  Its spellcasting ability is Charisma (spell save DC 14,
  +6 to hit with spell attacks). It regains its expended
  spell slots when it finishes a short or long rest. It
  knows the following warlock spells:
  Cantrip (at will): blade ward, chill touch, eldritch
  blast
  1st-5th level (3 5th-level slots): armor of Agathys,
  blight, darkness, enervation, fly, negative energy
  flood, shadow of moil
  Actions
  Multiattack. The warlock makes two melee attacks.
  Flail. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 7 (1d8 + 3) bludgeoning damage
  plus 10 (3d6) necrotic damage.
  Reactions
  Feed on Weakness. When a creature within 30 feet
  of the warlock fails a saving throw, the warlock gains
  10 temporary hit points.
  
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  False Paladin
  False Paladin
  Medium humanoid (any race), any evil alignment
  Armor Class 20 (plate, shield)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 14 (+2) 18 (+4) 13 (+1) 14 (+2) 18 (+4)
  Saving Throws Str +8, Dex +6, Con +8, Int +5, Wis +6,
  Cha +8
  Skills Deception +12, Insight +6, Persuasion +8
  Senses passive Perception 12
  Languages —
  Challenge 11 (7200 XP)
  Aura of False Divinity. A creature that starts its turn
  within 30 feet of the paladin must make a DC 16
  Wisdom saving throw, provided the paladin isn't
  incapacitated. On a failed save, the creature is charmed
  by the paladin. A creature charmed in this way can
  repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success. Once it
  succeeds on the saving throw, a creature is immune to
  this paladin's Aura of False Divinity for 24 hours.
  Dark Blessing. The paladin adds its Charisma modifier to
  its saving throws (accounted for in its statistics).
  Spellcasting. The paladin is an 18th-level spellcaster. Its
  spellcasting ability is Charisma (spell save DC 16). The
  paladin has the following spells prepared:
  1st level (4 slots): command, charm person, cure
  wounds
  2nd level (3 slots): detect thoughts, find steed,
  suggestion
  3rd level (3 slots): beacon of hope, daylight, dispel
  magic
  4th level (3 slots): charm monster, compulsion
  5th level (1 slot): dominate person, geas
  Actions
  Multiattack. The paladin makes three weapon attacks.
  Warhammer. Melee Weapon Attack: +8 to hit, reach 5
  ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or
  9 (1d10 + 4) bludgeoning damage if used with two
  hands to make a melee attack, plus 13 (3d8) necrotic
  or radiant damage (paladin's choice).
  Radiance of the Savior (Recharge 6). Any magical
  darkness within 30 feet of the paladin is dispelled.
  Additionally, each hostile creature within 30 feet of the
  paladin that isn't behind total cover must make a DC
  17 Constitution saving throw, taking 26 (4d10 + 4)
  radiant damage on a failed save, or half as much
  damage on a successful one.
  Reactions
  Self-Importance. When the paladin takes damage, it can
  target one creature within 30 feet of it, other than the
  source of the damage. The target must make a DC 16
  Charisma saving throw. If the target is a willing creature,
  or if it is charmed by the paladin, it fails the saving
  throw automatically. On a failed save, the paladin takes
  only half the damage dealt to it (rounded down), and
  the targeted creature takes the other half.
  Force Mage
  Force Mage
  Medium humanoid (any race), any alignment
  Armor Class 15 (mage armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1) 14 (+2) 12 (+1) 16 (+3) 14 (+2)
  11 (+0)
  Saving Throws Int +5, Wis +4
  Skills Arcana +5, History +5
  Senses passive Perception 12
  Languages any three languages
  Challenge 1 (200 XP)
  Spellcasting. The mage's spellcasting ability is
  Intelligence (spell save DC 13, +5 to hit with spell
  attacks). It has the following wizard spells prepared:
  At will: mage armor (self only), prestidigitation
  3/day each: magic missile (3rd level), shield
  1/day each: levitate, misty step
  Actions
  Arcane Bolts (Cantrip). Ranged Spell Attack: +5 to hit,
  range 120 ft., one or two targets. Hit: 12 (2d8 + 3)
  force damage.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
  2) piercing damage.
  Reactions
  Force Shield (1st-Level Spell; 3/Day). If an ally the mage
  can see within 30 feet of it is hit by an attack, the mage
  can grant the ally a +2 bonus to AC, including against
  the triggering attack, until the start of the mage's next
  turn.
  
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  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Enforcer
  Enforcer
  Medium humanoid (any race), any alignment
  Armor Class 19 (half plate, shield)
  Hit Points 135 (18d8 + 54)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 16 (+3) 11 (+0) 13 (+1) 16 (+3)
  Saving Throws Str +7, Dex +5, Con +6
  Skills Athletics +10, Intimidation +6, Perception +4
  Senses passive Perception 14
  Languages any one language (usually Common)
  Challenge 6 (2300 XP)
  Aggressive. As a bonus action, the enforcer can move
  up to its speed toward a hostile creature that it can see.
  Brave. The enforcer has advantage on saving throws
  against being frightened.
  Brute. A melee weapon deals one extra die of its
  damage when the enforcer hits with it (included in the
  attack).
  Martial Advantage (1/Turn). The enforcer can deal an
  extra 14 (4d6) damage to a creature it hits with a
  weapon attack if that creature is within 5 feet of an ally
  of the enforcer that isn't incapacitated.
  Actions
  Multiattack. The enforcer can attempt to grapple or
  shove one creature within its reach. It then makes three
  melee attacks.
  Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 11 (2d6 + 4) bludgeoning damage.
  Hand Crossbow. Ranged Weapon Attack: +7 to hit,
  range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing
  damage.
  Reactions
  Hold the Line. The enforcer can make one melee attack
  against a creature that enters its reach. If the attack hits,
  the target's speed is reduced to 0 until the end of the
  current turn.
  Unyielding. When the enforcer is subjected to an effect
  that would move it, knock it prone, or both, it can
  choose to be neither moved nor knocked prone.
  Juggernaut
  Juggernaut
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 170 (20d8 + 80)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 14 (+2)
  Saving Throws Str +9, Con +8
  Skills Athletics +9, Intimidation +6, Perception +5
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 12 (8400 XP)
  Brute. A melee weapon deals one extra die of its
  damage when the juggernaut hits with it (included in
  the attack).
  Brutish Durability. Whenever the juggernaut makes a
  saving throw, it can roll 1d6 and add the die to its
  saving throw total.
  Charge (1/Turn). If the juggernaut moves at least 15 feet
  straight toward a target and then hits it with a melee
  weapon attack, the target takes an extra 7 (2d6)
  damage. If the target is a creature, it must succeed on a
  DC 17 Strength saving throw or be knocked prone.
  Freedom of Movement. The juggernaut 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.
  Indestructible. When the juggernaut is subjected to an
  effect that allows it to make a Constitution saving
  throw to take only half damage, it instead takes no
  damage if it succeeds on the saving throw, and only
  half damage if it fails.
  Legendary Resistance (3/Day). If the juggernaut fails a
  saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The juggernaut makes four weapon attacks.
  Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 18 (2d12 + 5) slashing damage.
  Handaxe. Melee or Ranged Weapon Attack: +9 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 +
  5) slashing damage.
  Reactions
  Parry. The juggernaut adds 4 to its AC against one
  melee attack that would hit it. To do so, the juggernaut
  must see the attacker and be wielding a melee weapon.
  Unyielding. When the juggernaut is subjected to an
  effect that would move it, knock it prone, or both, it
  can choose to be neither moved nor knocked prone.
  
  67
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Mage Slayer
  Mage Slayer
  Medium humanoid (any race), any alignment
  Armor Class 17 (half plate)
  Hit Points 105 (14d8 + 42)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 16 (+3) 16 (+3) 15 (+2) 13 (+1)
  Saving Throws Dex +5, Int +6, Wis +5
  Skills Arcana +6, Insight +5, Investigation +6,
  Perception +5
  Senses passive Perception 15
  Languages any two languages
  Challenge 5 (1800 XP)
  Magic Inquisitor. The mage slayer has advantage on
  checks made to identify spells and other magical
  effects.
  Magic Resistance. The mage slayer has advantage on
  saving throws against spells and other magical effects.
  Weapons Expert. A weapon deals one extra die of its
  damage when the mage slayer hits with it (included in
  the attack). Additionally, the mage slayer can draw or
  stow two weapons per turn.
  Actions
  Multiattack. The mage slayer makes three melee attacks.
  Double-Bladed Scimitar. Melee Weapon Attack: +7 to
  hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) slashing
  damage.
  Heavy Crossbow. Ranged Weapon Attack: +7 to hit,
  range 100/400 ft., one target. Hit: 15 (2d10 + 4)
  piercing damage.
  Reactions
  Interrupt Spell. When a creature that the mage slayer can
  see casts a spell, the mage slayer can make one weapon
  attack against that creature. If the attack hits, the
  creature's spell fails and has no effect.
  Mage Slayer, Psionic
  Mage Slayer, Psionic
  Medium humanoid (any race), any alignment
  Armor Class 17 (half plate)
  Hit Points 105 (14d8 + 42)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 16 (+3) 16 (+3) 15 (+2) 13 (+1)
  Saving Throws Dex +5, Int +6, Wis +5
  Skills Arcana +6, Insight +5, Investigation +6,
  Perception +5
  Senses passive Perception 15
  Languages any two languages, telepathy 120 ft.
  Challenge 5 (1800 XP)
  Innate Spellcasting (Psionics). The mage slayer's innate
  spellcasting ability is Intelligence (spell save DC 14). It
  can innately cast the following spells, requiring no
  components:
  At will: detect magic, misty step
  1/day each: counterspell, dispel magic
  Magic Inquisitor. The mage slayer has advantage on
  checks made to identify spells and other magical
  effects.
  Magic Resistance. The mage slayer has advantage on
  saving throws against spells and other magical effects.
  Weapons Expert. A weapon deals one extra die of its
  damage when the mage slayer hits with it (included in
  the attack). Additionally, the mage slayer can draw or
  stow two weapons per turn.
  Actions
  Multiattack. The mage slayer makes three melee attacks.
  Double-Bladed Scimitar. Melee Weapon Attack: +7 to
  hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) slashing
  damage.
  Heavy Crossbow. Ranged Weapon Attack: +7 to hit,
  range 100/400 ft., one target. Hit: 15 (2d10 + 4)
  piercing damage.
  Mind Thrust. The mage slayer targets one creature it can
  see within 90 feet of it. The target must make a DC 14
  Intelligence saving throw, taking 11 (2d10) psychic
  damage on a failed save, or half as much damage on a
  successful one. On a failed save, the target also has
  disadvantage on saving throws made to maintain its
  concentration on spells until the end of the mage
  slayer's next turn.
  Reactions
  Interrupt Spell. When a creature that the mage slayer can
  see casts a spell, the mage slayer can make one weapon
  attack against that creature, or it can use Mind Thrust
  against it. If the attack hits or if the creature fails its
  saving throw, the creature's spell fails and has no effect.
  
  68
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Monster Hunter
  Monster Hunter
  Medium humanoid (any race), any alignment
  Armor Class 17 (studded leather)
  Hit Points 135 (18d8 + 54)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 20 (+5) 16 (+3) 14 (+2) 16 (+3) 12 (+1)
  Saving Throws Dex +8, Int +5, Wis +6, Cha +4
  Skills Acrobatics +8, History +5, Insight +6,
  Investigation +5, Religion +8, Survival +9
  Senses passive Perception 13
  Languages Common plus one exotic language
  Challenge 8 (3900 XP)
  Brave. The monster hunter has advantage on saving
  throws against being frightened.
  Indomitable (3/Day). The monster hunter rerolls a
  failed saving throw.
  Second Wind (Recharges after a Short or Long Rest).
  As a bonus action, the monster hunter can regain
  20 hit points.
  Slayer's Prey. As a bonus action, the monster hunter
  can target a creature it can see within 60 feet of it
  and make that creature its focus. The target remains
  the monster hunter's focus for 1 minute, or until
  either the target or the monster hunter drops to 0
  hit points. When the monster hunter makes an
  attack roll against its focus, it adds a d4 to its attack
  roll, and it deals an additional 9 (2d8) damage to the
  target if it hits.
  Actions
  Multiattack. The monster hunter makes four attacks
  with its shortswords or three attacks with its light
  crossbow.
  Shortsword. Melee Weapon Attack: +8 to hit, reach
  5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +8 to hit,
  range 80/320 ft., one target. Hit: 9 (1d8 + 5)
  piercing damage.
  Reactions
  Skirmisher. When a creature misses a melee attack
  against the monster hunter, or if a hostile creature
  ends its turn within 5 feet of the monster hunter,
  the monster hunter can move up to half its speed
  without provoking opportunity attacks.
  Survivalist
  Survivalist
  Medium humanoid (any race), any alignment
  Armor Class 15 (studded leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 17 (+3) 14 (+2) 10 (+0) 16 (+3) 14 (+2)
  Saving Throws Dex +5, Wis +5
  Skills Acrobatics +5, Animal Handling +5, Medicine
  +5, Nature +7, Perception +7, Stealth +7, Survival
  +7
  Senses darkvision 60 ft., passive Perception 17
  Languages any two languages
  Challenge 3 (700 XP)
  Cunning Action. On each of its turns, the spy can use
  a bonus action to take the Dash, Disengage, or Hide
  action.
  Evasion. If the survivalist is subjected to an effect
  that allows it to make a Dexterity saving throw to
  take only half damage, the survivalist instead takes
  no damage if it succeeds on the saving throw, and
  only half damage if it fails.
  Natural Explorer. While the survivalist isn't
  incapacitated and is in a natural or untamed
  environment, it and any group it is with has
  advantage on checks made to avoid getting lost, to
  detect hidden threats while traveling, to track other
  creatures, or to find food or other natural resources.
  Sneak Attack (1/Turn). The survivalist 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
  survivalist that isn't incapacitated and the survivalist
  doesn't have disadvantage on the attack roll.
  Actions
  Multiattack. The survivalist makes two attacks with
  its shortswords.
  Whirlwind Attack. The survivalist makes a melee
  attack against any number of creatures within 5 feet
  of it, with a separate attack roll for each target.
  Shortsword. Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Reactions
  Uncanny Dodge. The survivalist halves the damage
  that it takes from an attack that hits it. The
  survivalist must be able to see the attacker.
  
  69
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Thug Boss
  Thug Boss
  Medium humanoid (any race), any non-good alignment
  Armor Class 14 (studded leather armor)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 15 (+2) 14 (+2) 13 (+1) 9 (-1) 13 (+1)
  Skills Athletics +5, Intimidation +3, Perception +1
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Cheap Shot (1/Turn). The thug boss 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 thug boss that
  isn't incapacitated and the thug boss doesn't have
  disadvantage on the attack roll. If a creature takes any
  of this extra damage, its speed is halved and it can't
  take reactions until the end of the thug boss's next
  turn.
  Discern Lies. The thug boss knows when it hears a
  creature speak a lie in a language it knows.
  Nimble Escape. The thug boss can take the Disengage
  or Hide action as a bonus action on each of its turns.
  Pack Tactics. The thug boss has advantage on an attack
  roll against a creature if at least one of the thug boss's
  allies is within 5 feet of the creature and the ally isn't
  incapacitated.
  Actions
  Multiattack. The thug boss makes two weapon attacks.
  Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) bludgeoning 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
  Redirect Attack. When a creature the thug boss can see
  targets it with an attack, the thug boss chooses an ally
  within 5 feet of it. The two creatures swap places, and
  the chosen ally becomes the target instead.
  Legendary Actions
  The thug boss can take 3 legendary actions, choosing
  from the options below. Only one legendary action can
  be used at a time and only at the end of another
  creature's turn. The thug boss regains spent legendary
  actions at the start of its turn.
  Apprehend. One ally that can see and hear the thug
  boss can use its reaction to attempt to grapple one
  creature within its reach.
  Shove. The thug boss attempts to shove one creature
  within its reach.
  Leadership (Costs 2 Actions). Until the end of the thug
  boss's next turn, each ally of the thug boss's choice
  that can see the thug boss can add a d4 to each of
  their attack rolls, ability checks, and saving throws.
  This effect ends if the thug boss is incapacitated.
  Frighten Foe (Costs 3 Actions). The thug boss targets
  one enemy it can see within 30 feet of it. If the target
  can see and hear it, the target must succeed on a DC
  11 Wisdom saving throw or be frightened until the
  end of thug boss's next turn.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Badooga Homebrew/Badooga_s Monster Guidelines.pdf