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  2
  Princes of the Apocalypse v0.1 | Magic Items
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  magic itemS
  This section collects the magic items referenced in 
  the Princes of the Apocalypse adventure, excluding 
  those found in that adventure’s chapter 7 and those 
  already available in the D&D Basic Rules. For the 
  rules governing magic item use, such as rarity and 
  attunement, see the Dungeon Master’s Basic Rules, 
  available at DungeonsandDragons.com. These items 
  are from the Dungeon Master’s Guide and are provided 
  here for your convenience.
   For spells referenced by magic items in the adventure 
  (including spell scrolls), see the “Spells” section of this 
  supplement and the D&D Basic Rules.
  alchemy Jug
  Wondrous item, uncommon
  This ceramic jug appears to be able to hold a gallon 
  of liquid and weighs 12 pounds whether full or empty. 
  Sloshing sounds can be heard from within the jug when 
  it is shaken, even if the jug is empty.
   You can use an action and name one liquid from the 
  table below to cause the jug to produce the chosen 
  liquid. Afterward, you can uncork the jug as an action 
  and pour that liquid out, up to 2 gallons per minute. The 
  maximum amount of liquid the jug can produce depends 
  on the liquid you named.
   Once the jug starts producing a liquid, it can’t produce 
  a different one, or more of one that has reached its 
  maximum, until the next dawn.
  Liquid
  Max Amount
  Liquid
  Max Amount
  Acid
  8 ounces
  Oil
  1 quart
  Basic poison
  1/2 ounce
  Vinegar
  2 gallons
  Beer
  4 gallons
  Water, fresh
  8 gallons
  Honey
  1 gallon
  Water, salt
  12 gallons
  Mayonnaise
  2 gallons
  Wine
  1 gallon
  amulet Of health
  Wondrous item, rare (requires attunement)
  Your Constitution score is 19 while you wear this 
  amulet. It has no effect on you if your Constitution is 
  already 19 or higher.
  DragOn Slayer
  Weapon (any sword), rare
  You gain a +1 bonus to attack and damage rolls made 
  with this magic weapon.
   When you hit a dragon with this weapon, the dragon 
  takes an extra 3d6 damage of the weapon’s type. For 
  the purpose of this weapon, “dragon” refers to any 
  creature with the dragon type, including dragon turtles 
  and wyverns.
  DriftglObe
  Wondrous item, uncommon
  This small sphere of thick glass weighs 1 pound. If you 
  are within 60 feet of it, you can speak its command word 
  and cause it to emanate the light or daylight spell. Once 
  used, the daylight effect can’t be used again until the 
  next dawn.
   You can speak another command word as an action to 
  make the illuminated globe rise into the air and float no 
  more than 5 feet off the ground. The globe hovers in this 
  way until you or another creature grasps it. If you move 
  more than 60 feet from the hovering globe, it follows 
  you until it is within 60 feet of you. It takes the shortest 
  route to do so. If prevented from moving, the globe sinks 
  gently to the ground and becomes inactive, and its light 
  winks out.
  DuSt Of DiSappearance
  Wondrous item, uncommon
  Found in a small packet, this powder resembles very 
  fine sand. There is enough of it for one use. When you 
  use an action to throw the dust into the air, you and 
  each creature and object within 10 feet of you become 
  invisible for 2d4 minutes. The duration is the same for 
  all subjects, and the dust is consumed when its magic 
  takes effect. If a creature affected by the dust attacks or 
  casts a spell, the invisibility ends for that creature.
  DuSt Of DryneSS
  Wondrous item, uncommon
  This small packet contains 1d6 + 4 pinches of dust. You 
  can use an action to sprinkle a pinch of it over water. 
  The dust turns a cube of water 15 feet on a side into one 
  marble-sized pellet, which floats or rests near where the 
  dust was sprinkled. The pellet’s weight is negligible.
   Someone can use an action to smash the pellet 
  against a hard surface, causing the pellet to shatter and 
  release the water the dust absorbed. Doing so ends that 
  pellet’s magic.
   An elemental composed mostly of water that is 
  exposed to a pinch of the dust must make a DC 13 
  Constitution saving throw, taking 10d6 necrotic 
  damage on a failed save, or half as much damage on a 
  successful one.
  DwarVen thrOwer
  Weapon (warhammer), very rare (requires attunement 
  by a dwarf)
  You gain a +3 bonus to attack and damage rolls made 
  with this magic weapon. It has the thrown property with 
  a normal range of 20 feet and a long range of 60 feet. 
  When you hit with a ranged attack using this weapon, 
  it deals an extra 1d8 damage or, if the target is a giant, 
  2d8 damage. Immediately after the attack, the weapon 
  flies back to your hand.
  elixir Of health
  Potion, rare
  When you drink this potion, it cures any disease 
  afflicting you, and it removes the blinded, deafened, 
  paralyzed, and poisoned conditions. The clear red liquid 
  has tiny bubbles of light in it.
  
  3
  Princes of the Apocalypse v0.1 | Magic Items
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  elVen chain
  Armor (chain shirt), rare
  You gain a +1 bonus to AC while you wear this armor. 
  You are considered proficient with this armor even if you 
  lack proficiency with medium armor.
  figurine Of wOnDrOuS pOwer
  Wondrous item, rarity by figurine
  A figurine of wondrous power is a statuette of a beast 
  small enough to fit in a pocket. If you use an action to 
  speak the command word and throw the figurine to a 
  point on the ground within 60 feet of you, the figurine 
  becomes a living creature. If the space where the 
  creature would appear is occupied by other creatures or 
  objects, or if there isn’t enough space for the creature, 
  the figurine doesn’t become a creature.
   The creature is friendly to you and your companions. 
  It understands your languages and obeys your spoken 
  commands. If you issue no commands, the creature 
  defends itself but takes no other actions. See the 
  Monster Manual for the creature’s statistics.
   The creature exists for a duration specific to each 
  figurine. At the end of the duration, the creature reverts 
  to its figurine form. It reverts to a figurine early if it 
  drops to 0 hit points or if you use an action to speak 
  the command word again while touching it. When the 
  creature becomes a figurine again, its property can’t be 
  used again until a certain amount of time has passed, as 
  specified in the figurine’s description.
   Silver Raven (Uncommon). This silver statuette of 
  a raven can become a raven for up to 12 hours. Once it 
  has been used, it can’t be used again until 2 days have 
  passed. While in raven form, the figurine allows you to 
  cast the animal messenger spell on it at will.
  immOVable rOD
  Rod, uncommon
  This flat iron rod has a button on one end. You can use 
  an action to press the button, which causes the rod to 
  become magically fixed in place. Until you or another 
  creature uses an action to push the button again, the 
  rod doesn’t move, even if it is defying gravity. The rod 
  can hold up to 8,000 pounds of weight. More weight 
  causes the rod to deactivate and fall. A creature can use 
  an action to make a DC 30 Strength check, moving the 
  fixed rod up to 10 feet on a success.
  mariner’S armOr
  Armor (light, medium, or heavy), uncommon
  While wearing this armor, you have a swimming speed 
  equal to your walking speed. In addition, whenever you 
  start your turn underwater with 0 hit points, the armor 
  causes you to rise 60 feet toward the surface. The armor 
  is decorated with fish and shell motifs.
  necklace Of prayer beaDS
  Wondrous item, rare (requires attunement by a cleric, 
  druid, or paladin)
  This necklace has 1d4 + 2 magic beads made from 
  aquamarine, black pearl, or topaz. It also has many 
  nonmagical beads made from stones such as amber, 
  bloodstone, citrine, coral, jade, pearl, or quartz. If a 
  magic bead is removed from the necklace, that bead 
  loses its magic.
   Six types of magic beads exist. The DM decides the 
  type of each bead on the necklace or determines it 
  randomly. A necklace can have more than one bead of 
  the same type. To use one, you must be wearing the 
  necklace. Each bead contains a spell that you can cast 
  from it as a bonus action (using your spell save DC if a 
  save is necessary). Once a magic bead’s spell is cast, 
  that bead can’t be used again until the next dawn.
  d20
  Bead of …
  Spell
  1–6
  Blessing
  Bless
  7–12
  Curing
  Cure wounds (2nd level) or lesser 
  restoration
  13–16
  Favor
  Greater restoration
  17–18
  Smiting
  Branding smite
  19
  Summons
  Planar ally
  20
  Wind walking
  Wind walk
  pearl Of pOwer
  Wondrous item, uncommon (requires attunement by a 
  spellcaster)
  You can use an action to speak this pearl’s command 
  word and regain one expended spell slot of up to 3rd 
  level. Once you have used the pearl, it can’t be used 
  again until the next dawn.
  pOtiOn Of DiminutiOn
  Potion, rare
  When you drink this potion, you gain the “reduce” 
  effect of the enlarge/reduce spell for 1d4 hours (no 
  concentration required). The red in the potion’s liquid 
  continuously contracts to a tiny bead and then expands 
  to color the clear liquid around it. Shaking the bottle 
  fails to interrupt this process.
  pOtiOn Of fire breath
  Potion, uncommon
  After drinking this potion, you can use a bonus action to 
  exhale fire at a target within 30 feet of you. The target 
  must make a DC 13 Dexterity saving throw, taking 4d6 
  fire damage on a failed save, or half as much damage on 
  a successful one. The effect ends after you exhale the 
  fire three times or when 1 hour has passed.
   This potion’s orange liquid flickers, and smoke fills the 
  top of the container and wafts out whenever it is opened.
  pOtiOn Of gaSeOuS fOrm
  Potion, rare
  When you drink this potion, you gain the effect of 
  the gaseous form spell for 1 hour (no concentration 
  required) or until you end the effect as a bonus action. 
  This potion’s container seems to hold fog that moves 
  and pours like water.
  
  4
  Princes of the Apocalypse v0.1 | Magic Items
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  pOtiOn Of giant Strength
  Potion, rarity varies
  When you drink this potion, your Strength score 
  changes for 1 hour. The type of giant determines the 
  score (see the table below). The potion has no effect 
  on you if your Strength is equal to or greater than 
  that score.
   This potion’s transparent liquid has floating in it a 
  sliver of fingernail from a giant of the appropriate type. 
  The potion of frost giant strength and the potion of stone 
  giant strength have the same effect.
  Type of Giant
  Strength
  Rarity
  Hill giant
  21
  Uncommon
  Frost/stone giant
  23
  Rare
  pOtiOn Of healing
  Potion, rarity varies
  You regain hit points when you drink this potion. The 
  number of hit points depends on the potion’s rarity, as 
  shown in the Potions of Healing table. Whatever its 
  potency, the potion’s red liquid glimmers when agitated.
   (Where the potion of extra healing appears in the 
  adventure, use the potion of greater healing.) 
  Potions of Healing
  Potion of …
  Rarity
  HP Regained
  Healing
  Common
  2d4 + 2
  Greater healing
  Uncommon
  4d4 + 4
  Superior healing
  Rare
  8d4 + 8
  pOtiOn Of herOiSm
  Potion, rare
  For 1 hour after drinking it, you gain 10 temporary hit 
  points that last for 1 hour. For the same duration, you 
  are under the effect of the bless spell (no concentration 
  required). This blue potion bubbles and steams as 
  if boiling.
  pOtiOn Of inVulnerability
  Potion, rare
  For 1 minute after you drink this potion, you have 
  resistance to all damage. The potion’s syrupy liquid 
  looks like liquified iron.
  pOtiOn Of lOngeVity
  Potion, very rare
  When you drink this potion, your physical age is 
  reduced by 1d6 + 6 years, to a minimum of 13 years. 
  Each time you subsequently drink a potion of longevity, 
  there is 10 percent cumulative chance that you instead 
  age by 1d6 + 6 years. Suspended in this amber liquid 
  are a scorpion’s tail, an adder’s fang, a dead spider, 
  and a tiny heart that, against all reason, is still beating. 
  These ingredients vanish when the potion is opened.
  pOtiOn Of pOiSOn
  Potion, uncommon
  This concoction looks, smells, and tastes like a potion of 
  healing or other beneficial potion. However, it is actually 
  poison masked by illusion magic. An identify spell 
  reveals its true nature.
   If you drink it, you take 3d6 poison damage, and you 
  must succeed on a DC 13 Constitution saving throw or 
  be poisoned. At the start of each of your turns while you 
  are poisoned in this way, you take 3d6 poison damage. 
  At the end of each of your turns, you can repeat the 
  saving throw. On a successful save, the poison damage 
  you take on your subsequent turns decreases by 1d6. 
  The poison ends when the damage decreases to 0.
  pOtiOn Of reSiStance
  Potion, uncommon
  When you drink this potion, you gain resistance to one 
  type of damage for 1 hour. The DM chooses the type or 
  determines it randomly from the options below.
  d10
  Damage Type
  d10
  Damage Type
  1
  Acid
  6
  Necrotic
  2
  Cold
  7
  Poison
  3
  Fire
  8
  Psychic
  4
  Force
  9
  Radiant
  5
  Lightning
  10
  Thunder
  pOtiOn Of SpeeD
  Potion, very rare
  When you drink this potion, you gain the effect of the 
  haste spell for 1 minute (no concentration required). The 
  potion’s yellow fluid is streaked with black and swirls 
  on its own.
  pOtiOn Of water breathing
  Potion, uncommon
  You can breathe underwater for 1 hour after drinking 
  this potion. Its cloudy green fluid smells of the sea and 
  has a jellyfish-like bubble floating in it.
  ring Of Swimming
  Ring, uncommon
  You have a swimming speed of 40 feet while wearing 
  this ring.
  StOne Of gOOD luck (luckStOne)
  Wondrous item, uncommon (requires attunement)
  While this polished agate is on your person, you gain a 
  +1 bonus to ability checks and saving throws.
   (This item appears as a stone of luck in the adventure.)
  tentacle rOD
  Rod, rare (requires attunement)
  Made by the drow, this rod is a magic weapon that ends 
  in three rubbery tentacles. While holding the rod, you 
  can use an action to direct each tentacle to attack a 
  creature you can see within 15 feet of you. Each tentacle 
  makes a melee attack roll with a +9 bonus. On a hit, 
  the tentacle deals 1d6 bludgeoning damage. If you hit 
  
  5
  Princes of the Apocalypse v0.1 | Magic Items
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  a target with all three tentacles, it must make a DC 15 
  Constitution saving throw. On a failure, the creature’s 
  speed is halved, it has disadvantage on Dexterity 
  saving throws, and it can’t use reactions for 1 minute. 
  Moreover, on each of its turns, it can take either an 
  action or a bonus action, but not both. At the end of each 
  of its turns, it can repeat the saving throw, ending the 
  effect on itself on a success.
  triDent Of fiSh cOmmanD
  Weapon (trident), uncommon (requires attunement)
  This trident is a magic weapon. It has 3 charges. While 
  you carry it, you can use an action and expend 1 charge 
  to cast dominate beast (save DC 15) from it on a beast 
  that has an innate swimming speed. The trident regains 
  1d3 expended charges daily at dawn.
  wanD Of fear
  Wand, rare (requires attunement)
  This wand has 7 charges for the following properties. It 
  regains 1d6 + 1 expended charges daily at dawn. If you 
  expend the wand’s last charge, roll a d20. On a 1, the 
  wand crumbles into ashes and is destroyed.
   Command. While holding the wand, you can use 
  an action to expend 1 charge and command another 
  creature to flee or grovel, as with the command spell 
  (save DC 15).
   Cone of Fear. While holding the wand, you can use 
  an action to expend 2 charges, causing the wand’s tip to 
  emit a 60-foot cone of amber light. Each creature in the 
  cone must succeed on a DC 15 Wisdom saving throw 
  or become frightened of you for 1 minute. While it is 
  frightened in this way, a creature must spend its turns 
  trying to move as far away from you as it can, and it can’t 
  willingly move to a space within 30 feet of you. It also 
  can’t take reactions. For its action, it can use only the 
  Dash action or try to escape from an effect that prevents 
  it from moving. If it has nowhere it can move, the 
  creature can use the Dodge action. At the end of each of 
  its turns, a creature can repeat the saving throw, ending 
  the effect on itself on a success.
  wanD Of the war mage, +1, +2, Or +3
  Wand, uncommon (+1), rare (+2), or very rare (+3) 
  (requires attunement by a spellcaster)
  While holding this wand, you gain a bonus to spell 
  attack rolls determined by the wand’s rarity. In addition, 
  you ignore half cover when making a spell attack.
  
  6
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  mOnSterS
  The section collects the stat blocks for those monsters 
  referenced in the Princes of the Apocalypse adventure, 
  excluding those found in that adventure’s chapter 7 
  and those already available in the D&D Basic Rules. 
  These monsters are from the Monster Manual and are 
  provided here for your convenience.
   For more information on monsters and how to read 
  a monster’s statistics, see the D&D Basic Rules or the 
  Monster Manual.
  Aarakocra
  Medium humanoid (aarakocra), neutral good
  Armor Class 12
  Hit Points 13 (3d8)
  Speed 20 ft., fly 50 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  12 (+1) 
  11 (+0)
  Skills Perception +5
  Senses passive Perception 15
  Languages Auran
  Challenge 1/4 (50 XP)
  Dive Attack. If the aarakocra is flying and dives at least 30 feet 
  straight toward a target and then hits it with a melee weapon 
  attack, the attack deals an extra 3 (1d6) damage to the target.
  Actions
  Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Aboleth
  Large aberration, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 135 (18d10 + 36)
  Speed 10 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  9 (−1) 
  15 (+2) 
  18 (+4) 
  15 (+2) 
  18 (+4)
  Saving Throws Con +6, Int +8, Wis +6
  Skills History +12, Perception +10
  Senses darkvision 120 ft., passive Perception 20
  Languages Deep Speech, telepathy 120 ft.
  Challenge 10 (5,900 XP)
  Amphibious. The aboleth can breathe air and water.
  Mucous Cloud. While underwater, the aboleth is surrounded 
  by transformative mucus. A creature that touches the aboleth 
  or that hits it with a melee attack while within 5 feet of it must 
  make a DC 14 Constitution saving throw. On a failure, the 
  creature is diseased for 1d4 hours. The diseased creature can 
  breathe only underwater.
  Probing Telepathy. If a creature communicates telepathically 
  with the aboleth, the aboleth learns the creature’s greatest 
  desires if the aboleth can see the creature.
  Actions
  Multiattack. The aboleth makes three tentacle attacks.
  Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 14 Constitution saving throw 
  or become diseased. The disease has no effect for 1 minute and 
  can be removed by any magic that cures disease. After 1 minute, 
  the diseased creature’s skin becomes translucent and slimy, the 
  creature can’t regain hit points unless it is underwater, and the 
  disease can be removed only by heal or another disease-curing 
  spell of 6th level or higher. When the creature is outside a body 
  of water, it takes 6 (1d12) acid damage every 10 minutes unless 
  moisture is applied to the skin before 10 minutes have passed.
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. 
  Hit: 15 (3d6 + 5) bludgeoning damage.
  Enslave (3/Day). The aboleth targets one creature it can see 
  within 30 feet of it. The target must succeed on a DC 14 
  Wisdom saving throw or be magically charmed by the aboleth 
  until the aboleth dies or until it is on a different plane of 
  existence from the target. The charmed target is under the 
  aboleth’s control and can’t take reactions, and the aboleth and 
  the target can communicate telepathically with each other over 
  any distance. 
   Whenever the charmed target takes damage, the target can 
  repeat the saving throw. On a success, the effect ends. No 
  more than once every 24 hours, the target can also repeat the 
  saving throw when it is at least 1 mile away from the aboleth.
  Legendary Actions
  The aboleth 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 
  aboleth regains spent legendary actions at the start of its turn.
  Detect. The aboleth makes a Wisdom (Perception) check.
  Tail Swipe. The aboleth makes one tail attack.
  Psychic Drain (Costs 2 Actions). One creature charmed by the 
  aboleth takes 10 (3d6) psychic damage, and the aboleth 
  regains hit points equal to the damage the creature takes.
  
  7
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  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.
  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.
  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 option can be used 
  at a time and only at the end of another creature’s turn. The 
  dragon regains spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its wings. 
  Each creature within 10 feet of the dragon must succeed 
  on a DC 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.
  Adult Bronze Dragon
  Huge dragon, lawful good
  Armor Class 19 (natural armor)
  Hit Points 212 (17d12 + 102)
  Speed 40 ft., fly 80 ft., swim 40 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 Insight +7, Perception +12, Stealth +5
  Damage Immunities lightning
  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.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 18 (2d10 + 7) piercing damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 14 (2d6 + 7) slashing damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 
  Hit: 16 (2d8 + 7) bludgeoning damage.
  Frightful Presence. Each creature of 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.
  Breath Weapons (Recharge 5–6). The dragon uses one of the 
  following breath weapons.
  Lightning Breath. 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.
  Repulsion Breath. The dragon exhales repulsion energy in a 
  30-foot cone. Each creature in that area must succeed on a 
  DC 19 Strength saving throw. On a failed save, the creature is 
  pushed 60 feet away from the dragon.
  Change Shape. The dragon magically polymorphs into a 
  humanoid or beast that has a challenge rating no higher than 
  its own, or back into its true form. It reverts to its true form if 
  it dies. Any equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon’s choice). 
   In a new form, the dragon retains its alignment, hit points, 
  Hit Dice, ability to speak, proficiencies, Legendary Resistance, 
  lair actions, and Intelligence, Wisdom, and Charisma scores, as 
  well as this action. Its statistics and capabilities are otherwise 
  replaced by those of the new form, except any class features or 
  legendary actions of that form.
  
  8
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature’s turn. The 
  dragon regains spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its wings. 
  Each creature within 10 feet of the dragon must succeed 
  on a DC 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.
  Ankheg
  Large monstrosity, unaligned
  Armor Class 14 (natural armor), 11 while prone
  Hit Points 39 (6d10 + 6)
  Speed 30 ft., burrow 10 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  11 (+0) 
  13 (+1) 
  1 (−5) 
  13 (+1) 
  6 (−2)
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 11
  Languages —
  Challenge 2 (450 XP)
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 9 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If 
  the target is a Large or smaller creature, it is grappled (escape 
  DC 13). Until this grapple ends, the ankheg can bite only the 
  grappled creature and has advantage on attack rolls to do so.
  Acid Spray (Recharge 6). The ankheg spits acid in a line that is 
  30 feet long and 5 feet wide, provided that it has no creature 
  grappled. Each creature in that line must make a DC 13 
  Dexterity saving throw, taking 10 (3d6) acid damage on a failed 
  save, or half as much damage on a successful one.
  Assassin
  Medium humanoid (any race), any non-good alignment
  Armor Class 15 (studded leather)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  11 (+0) 
  10 (+0)
  Saving Throws Dex +7, Int +5
  Skills Acrobatics +7, Deception +4, Perception +4, Stealth +11
  Damage Resistances poison
  Senses passive Perception 14
  Languages Thieves’ cant plus any two languages
  Challenge 8 (3,900 XP)
  Assassinate. During its first turn, the assassin has advantage 
  on attack rolls against any creature that hasn’t taken a turn. 
  Any hit the assassin scores against a surprised creature 
  is a critical hit.
  Evasion. If the assassin is subjected to an effect that allows it 
  to make a Dexterity saving throw to take only half damage, the 
  assassin instead takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails.
  Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 
  feet of an ally of the assassin that isn’t incapacitated and the 
  assassin doesn’t have disadvantage on the attack roll.
  Actions
  Multiattack. The assassin makes two shortsword attacks.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage, and the target must 
  make a DC 15 Constitution saving throw, taking 24 (7d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target 
  must make a DC 15 Constitution saving throw, taking 24 (7d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  Customizing nPCs
  This appendix contains statistics for various humanoid 
  nonplayer characters (NPCs) from the Hoard of the Dragon 
  Queen adventure. These stat blocks can be used to represent 
  both human and nonhuman NPCs, and can be customized 
  as you see fit.
   Racial Traits. You can add racial traits to an NPC. For 
  example, a halfling druid might have a speed of 25 feet and 
  the Lucky trait. Adding racial traits to an NPC doesn’t alter 
  its challenge rating. For more on racial traits, see the Player’s 
  Handbook or the D&D basic rules.
   Spell Swaps. One way to customize an NPC spellcaster is 
  to replace one or more of its spells. You can substitute any 
  spell on the NPC’s spell list with a different spell of the same 
  level from the same spell list. Swapping spells in this manner 
  doesn’t alter an NPC’s challenge rating.
   Armor and Weapon Swaps. You can upgrade or downgrade 
  an NPC’s armor, or add or switch weapons. Adjustments to 
  Armor Class and damage can change an NPC’s challenge 
  rating, as explained in the Dungeon Master’s Guide.
  
  9
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Azer
  Medium elemental, lawful neutral
  Armor Class 17 (natural armor, shield)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  12 (+1) 
  15 (+2) 
  12 (+1) 
  13 (+1) 
  10 (+0)
  Saving Throws Con +4
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses passive Perception 11
  Languages Ignan
  Challenge 2 (450 XP)
  Heated Body. A creature that touches the azer or hits it with 
  a melee attack while within 5 feet of it takes 5 (1d10) fire 
  damage.
  Heated Weapons. When the azer hits with a metal melee 
  weapon, it deals an extra 3 (1d6) fire damage (included in the 
  attack).
  Illumination. The azer sheds bright light in a 10-foot radius and 
  dim light for an additional 10 feet.
  Actions
  Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) 
  bludgeoning damage if used with two hands to make a melee 
  attack, plus 3 (1d6) fire damage.
  Bandit Captain
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 15 (studded leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2)
  Saving Throws Str +4, Dex +5, Wis +2
  Skills Athletics +4, Deception +4
  Senses passive Perception 10
  Languages any two languages
  Challenge 2 (450 XP)
  Actions
  Multiattack. The captain makes three melee attacks: two with 
  its scimitar and one with its dagger. Or the captain makes two 
  ranged attacks with its daggers.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Reactions
  Parry. The captain adds 2 to its AC against one melee attack 
  that would hit it. To do so, the captain must see the attacker 
  and be wielding a melee weapon.
  Barlgura
  Large fiend (demon), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  16 (+3) 
  7 (−2) 
  14 (+2) 
  9 (−1)
  Saving Throws Dex +5, Con +6
  Skills Perception +5, Stealth +5
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
  Languages Abyssal, telepathy 120 ft.
  Challenge 5 (1,800 XP)
  Innate Spellcasting. The barlgura’s spellcasting ability is 
  Wisdom (spell save DC 13). The barlgura can innately cast the 
  following spells, requiring no material components:
  1/day each: entangle, phantasmal force
  2/day each: disguise self, invisibility (self only)
  Reckless. At the start of its turn, the barlgura 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.
  Running Leap. The barlgura’s long jump is up to 40 feet and its 
  high jump is up to 20 feet when it has a running start.
  Actions
  Multiattack. The barlgura makes three attacks: one with its 
  bite and two with its fists.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage.
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  9 (1d10 + 4) bludgeoning damage.
  
  10
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Black Pudding
  Large ooze, unaligned
  Armor Class 7
  Hit Points 85 (10d10 + 30)
  Speed 20 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  5 (−3) 
  16 (+3) 
  1 (−5) 
  6 (−2) 
  1 (−5)
  Damage Immunities acid, cold, lightning, slashing
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8
  Languages —
  Challenge 4 (1,100 XP)
  Amorphous. The pudding can move through a space as narrow 
  as 1 inch wide without squeezing.
  Corrosive Form. A creature that touches the pudding or hits it 
  with a melee attack while within 5 feet of it takes 4 (1d8) acid 
  damage. Any nonmagical weapon made of metal or wood that 
  hits the pudding corrodes. After dealing damage, the weapon 
  takes a permanent and cumulative −1 penalty to damage rolls. 
  If its penalty drops to −5, the weapon is destroyed. Nonmagical 
  ammunition made of metal or wood that hits the pudding is 
  destroyed after dealing damage. 
   The pudding can eat through 2-inch-thick, nonmagical wood 
  or metal in 1 round.
  Spider Climb. The pudding can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Actions
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid 
  damage. In addition, nonmagical armor worn by the target 
  is partly dissolved and takes a permanent and cumulative −1 
  penalty to the AC it offers. The armor is destroyed if the penalty 
  reduces its AC to 10.
  Reactions
  Split. When a pudding that is Medium or larger is subjected to 
  lightning or slashing damage, it splits into two new puddings 
  if it has at least 10 hit points. Each new pudding has hit points 
  equal to half the original pudding’s, rounded down. New 
  puddings are one size smaller than the original pudding.
  Bulette
  Large monstrosity, unaligned
  Armor Class 17 (natural armor)
  Hit Points 94 (9d10 + 45)
  Speed 40 ft., burrow 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  11 (+0) 
  21 (+5) 
  2 (−4) 
  10 (+0) 
  5 (−3)
  Skills Perception +6
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 16
  Languages —
  Challenge 5 (1,800 XP)
  Standing Leap. The bulette’s long jump is up to 30 feet and its 
  high jump is up to 15 feet, with or without a running start.
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 30 (4d12 + 4) piercing damage.
  Deadly Leap. If the bulette jumps at least 15 feet as part of 
  its movement, it can then use this action to land on its feet 
  in a space that contains one or more other creatures. Each of 
  those creatures must succeed on a DC 16 Strength or Dexterity 
  saving throw (target’s choice) or be knocked prone and take 
  14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing 
  damage. On a successful save, the creature takes only half 
  the damage, isn’t knocked prone, and is pushed 5 feet out of 
  the bulette’s space into an unoccupied space of the creature’s 
  choice. If no unoccupied space is within range, the creature 
  instead falls prone in the bulette’s space.
  
  11
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Chuul
  Large aberration, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 93 (11d10 + 33)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  10 (+0) 
  16 (+3) 
  5 (−3) 
  11 (+0) 
  5 (−3)
  Skills Perception +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages understands Deep Speech but can’t speak
  Challenge 4 (1,100 XP)
  Amphibious. The chuul can breathe air and water.
  Sense Magic. The chuul senses magic within 120 feet of it at 
  will. This trait otherwise works like the detect magic spell but 
  isn’t itself magical.
  Actions
  Multiattack. The chuul makes two pincer attacks. If the chuul 
  is grappling a creature, the chuul can also use its tentacles 
  once.
  Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled 
  (escape DC 14) if it is a Large or smaller creature and the chuul 
  doesn’t have two other creatures grappled.
  Tentacles. One creature grappled by the chuul must succeed on 
  a DC 13 Constitution saving throw or be poisoned for 1 minute. 
  Until this poison ends, the target is paralyzed. The target can 
  repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  Cloaker
  Large aberration, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 78 (12d10 + 12)
  Speed 10 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  15 (+2) 
  12 (+1) 
  13 (+1) 
  12 (+1) 
  14 (+2)
  Skills Stealth +5
  Senses darkvision 60 ft., passive Perception 11
  Languages Deep Speech, Undercommon
  Challenge 8 (3,900 XP)
  Damage Transfer. While attached to a creature, the cloaker 
  takes only half the damage dealt to it (rounded down), and that 
  creature takes the other half.
  False Appearance. While the cloaker remains motionless 
  without its underside exposed, it is indistinguishable from a 
  dark leather cloak.
  Light Sensitivity. While in bright light, the cloaker has 
  disadvantage on attack rolls and Wisdom (Perception) checks 
  that rely on sight.
  Actions
  Multiattack. The cloaker makes two attacks: one with its bite 
  and one with its tail.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or 
  smaller, the cloaker attaches to it. If the cloaker has advantage 
  against the target, the cloaker attaches to the target’s head, 
  and the target is blinded and unable to breathe while the 
  cloaker is attached. While attached, the cloaker can make this 
  attack only against the target and has advantage on the attack 
  roll. The cloaker can detach itself by spending 5 feet of its 
  movement. A creature, including the target, can take its action 
  to detach the cloaker by succeeding on a DC 16 Strength check.
  Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 
  Hit: 7 (1d8 + 3) slashing damage.
  Moan. Each creature within 60 feet of the cloaker that can hear 
  its moan and that isn’t an aberration must succeed on a DC 13 
  Wisdom saving throw or become frightened until the end of the 
  cloaker’s next turn. If a creature’s saving throw is successful, 
  the creature is immune to the cloaker’s moan for the next 24 
  hours
  Phantasms (Recharges after a Short or Long Rest). The cloaker 
  magically creates three illusory duplicates of itself if it isn’t in 
  bright light. The duplicates move with it and mimic its actions, 
  shifting position so as to make it impossible to track which 
  cloaker is the real one. If the cloaker is ever in an area of bright 
  light, the duplicates disappear. 
   Whenever any creature targets the cloaker with an attack or 
  a harmful spell while a duplicate remains, that creature rolls 
  randomly to determine whether it targets the cloaker or one of 
  the duplicates. A creature is unaffected by this magical effect if 
  it can’t see or if it relies on senses other than sight. 
   A duplicate has the cloaker’s AC and uses its saving throws. 
  If an attack hits a duplicate, or if a duplicate fails a saving throw 
  against an effect that deals damage, the duplicate disappears.
  
  12
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Cloud Giant
  Huge giant, neutral good (50%) or neutral evil (50%)
  Armor Class 14 (natural armor)
  Hit Points 200 (16d12 + 96)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   27 (+8) 
  10 (+0) 
  22 (+6) 
  12 (+1) 
  16 (+3) 
  16 (+3)
  Saving Throws Con +9, Wis +7, Cha +7
  Skills Insight +7, Perception +7
  Senses passive Perception 17
  Languages Common, Giant
  Challenge 9 (5,000 XP)
  Keen Smell. The giant has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Innate Spellcasting. The giant’s innate spellcasting ability is 
  Charisma. It can innately cast the following spells, requiring no 
  material components:
  At will: detect magic, fog cloud, light
  3/day each: feather fall, fly, misty step, telekinesis
  1/day each: control weather, gaseous form
  Actions
  Multiattack. The giant makes two morningstar attacks.
  Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target. Hit: 21 (3d8 + 8) piercing damage.
  Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one 
  target. Hit: 30 (4d10 + 8) bludgeoning damage.
  Crawling Claw
  Tiny undead, neutral evil
  Armor Class 12
  Hit Points 2 (1d4)
  Speed 20 ft., climb 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  14 (+2) 
  11 (+0) 
  5 (−3) 
  10 (+0) 
  4 (−3)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 10
  Languages understands Common but can’t speak
  Challenge 0 (10 XP)
  Turn Immunity. The claw is immune to effects that turn 
  undead.
  Actions
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw’s 
  choice).
  Cult Fanatic
  Medium humanoid (any race), any non-good alignment
  Armor Class 13 (leather armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2)
  Skills Deception +4, Persuasion +4, Religion +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Dark Devotion. The fanatic has advantage on saving throws 
  against being charmed or frightened.
  Spellcasting. The fanatic is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11, +3 to hit 
  with spell attacks). The fanatic has the following cleric spells 
  prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): command, inflict wounds, shield of faith
  2nd level (3 slots): hold person, spiritual weapon
  Actions
  Multiattack. The fanatic makes two melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 
  ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing 
  damage.
  
  13
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Dao
  Large elemental, neutral evil
  Armor Class 18 (natural armor)
  Hit Points 187 (15d10 + 105)
  Speed 30 ft., burrow 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  12 (+1) 
  24 (+7) 
  12 (+1) 
  13 (+1) 
  14 (+2)
  Saving Throws Int +5, Wis +5, Cha +6
  Condition Immunities petrified
  Senses darkvision 120 ft., passive Perception 11
  Languages Terran
  Challenge 11 (7,200 XP)
  Earth Glide. The dao can burrow through nonmagical, 
  unworked earth and stone. While doing so, the dao doesn’t 
  disturb the material it moves through.
  Elemental Demise. If the dao dies, its body disintegrates into 
  crystalline powder, leaving behind only equipment the dao was 
  wearing or carrying.
  Innate Spellcasting. The dao’s innate spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). It 
  can innately cast the following spells, requiring no material 
  components:
  At will: detect evil and good, detect magic, stone shape
  3/day each: passwall, move earth, tongues
  1/day each: conjure elemental (earth elemental only), gaseous 
  form, invisibility, phantasmal killer, plane shift, wall of stone
  Sure-Footed. The dao has advantage on Strength and Dexterity 
  saving throws made against effects that would knock it prone.
  Actions
  Multiattack. The dao makes two fist attacks or two maul 
  attacks.
  Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 + 6) bludgeoning damage.
  Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge 
  or smaller creature, it must succeed on a DC 18 Strength check 
  or be knocked prone.
  Darkmantle
  Small monstrosity, unaligned
  Armor Class 11
  Hit Points 22 (5d6 + 5)
  Speed 10 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  13 (+1) 
  2 (−4) 
  10 (+0) 
  5 (−3)
  Skills Stealth +3
  Senses blindsight 60 ft., passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Echolocation. The darkmantle can’t use its blindsight while 
  deafened.
  False Appearance. While the darkmantle remains motionless, it 
  is indistinguishable from a cave formation such as a stalactite 
  or stalagmite.
  Actions
  Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle 
  attaches to the target. If the target is Medium or smaller and 
  the darkmantle has advantage on the attack roll, it attaches by 
  engulfing the target’s head, and the target is also blinded and 
  unable to breathe while the darkmantle is attached in this way. 
   While attached to the target, the darkmantle can attack no 
  other creature except the target but has advantage on its attack 
  rolls. The darkmantle’s speed also becomes 0, it can’t benefit 
  from any bonus to its speed, and it moves with the target. 
   A creature can detach the darkmantle by making a successful 
  DC 13 Strength check as an action. On its turn, the darkmantle 
  can detach itself from the target by using 5 feet of movement.
  Darkness Aura (1/Day). A 15-foot radius of magical darkness 
  extends out from the darkmantle, moves with it, and spreads 
  around corners. The darkness lasts as long as the darkmantle 
  maintains concentration, up to 10 minutes (as if concentrating 
  on a spell). Darkvision can’t penetrate this darkness, and no 
  natural light can illuminate it. If any of the darkness overlaps 
  with an area of light created by a spell of 2nd level or lower, the 
  spell creating the light is dispelled.
  Deep Gnome (Svirfneblin)
  Small humanoid (gnome), neutral good
  Armor Class 15 (chain shirt)
  Hit Points 16 (3d6 + 6)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  9 (−1)
  Skills Investigation +3, Perception +2, Stealth +4
  Senses darkvision 120 ft., passive Perception 12
  Languages Gnomish, Terran, Undercommon
  Challenge 1/2 (100 XP)
  Stone Camouflage. The gnome has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain.
  Gnome Cunning. The gnome has advantage on Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Innate Spellcasting. The gnome’s innate spellcasting ability is 
  Intelligence (spell save DC 11). It can innately cast the following 
  spells, requiring no material components:
  At will: nondetection (self only)
  1/day each: blindness/deafness, blur, disguise self
  Actions
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the 
  target must succeed on a DC 12 Constitution saving throw or 
  be poisoned for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself 
  on a success.
  
  14
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Djinni
  Large elemental, chaotic good
  Armor Class 17 (natural armor)
  Hit Points 161 (14d10 + 84)
  Speed 30 ft., fly 90 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  15 (+2) 
  22 (+6) 
  15 (+2) 
  16 (+3) 
  20 (+5)
  Saving Throws Dex +6, Wis +7, Cha +9
  Damage Immunities lightning, thunder
  Senses darkvision 120 ft., passive Perception 13
  Languages Auran
  Challenge 11 (7,200 XP)
  Elemental Demise. If the djinni dies, its body disintegrates into 
  a warm breeze, leaving behind only equipment the djinni was 
  wearing or carrying.
  Innate Spellcasting. The djinni’s innate spellcasting ability 
  is Charisma (spell save DC 17, +9 to hit with spell attacks). It 
  can innately cast the following spells, requiring no material 
  components:
  At will: detect evil and good, detect magic, thunderwave
  3/day each: create food and water (can create wine instead of 
  water), tongues, wind walk
  1/day each: conjure elemental (air elemental only), creation, 
  gaseous form, invisibility, major image, plane shift
  Actions
  Multiattack. The djinni makes three scimitar attacks.
  Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning 
  or thunder damage (djinni’s choice).
  Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of 
  swirling air magically forms on a point the djinni can see 
  within 120 feet of it. The whirlwind lasts as long as the djinni 
  maintains concentration (as if concentrating on a spell). Any 
  creature but the djinni that enters the whirlwind must succeed 
  on a DC 18 Strength saving throw or be restrained by it. The 
  djinni can move the whirlwind up to 60 feet as an action, 
  and creatures restrained by the whirlwind move with it. The 
  whirlwind ends if the djinni loses sight of it. 
   A creature can use its action to free a creature restrained 
  by the whirlwind, including itself, by succeeding on a DC 
  18 Strength check. If the check succeeds, the creature is no 
  longer restrained and moves to the nearest space outside the 
  whirlwind.
  Dragon Turtle
  Gargantuan dragon, neutral
  Armor Class 20 (natural armor)
  Hit Points 341 (22d20 + 110)
  Speed 20 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   25 (+7) 
  10 (+0) 
  20 (+5) 
  10 (+0) 
  12 (+1) 
  12 (+1)
  Saving Throws Dex +5, Con +10, Wis +6
  Damage Resistances fire
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Draconic
  Challenge 17 (18,000 XP)
  Amphibious. The dragon turtle can breathe air and water.
  Actions
  Multiattack. The dragon turtle makes three attacks: one with 
  its bite and two with its claws. It can make one tail attack in 
  place of its two claw attacks.
  Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 
  Hit: 26 (3d12 + 7) piercing damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 16 (2d8 + 7) slashing damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 
  Hit: 26 (3d12 + 7) bludgeoning 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 from the dragon turtle and 
  knocked prone.
  Steam Breath (Recharge 5–6). The dragon turtle exhales 
  scalding steam in a 60-foot cone. Each creature in that area 
  must make a DC 18 Constitution saving throw, taking 52 (15d6) 
  fire damage on a failed save, or half as much damage on a 
  successful one. Being underwater doesn’t grant resistance 
  against this damage.
  
  15
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Drow Mage
  Medium humanoid (elf), neutral evil
  Armor Class 12 (15 with mage armor)
  Hit Points 45 (10d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (−1) 
  14 (+2) 
  10 (+0) 
  17 (+3) 
  13 (+1) 
  12 (+1)
  Skills Arcana +6, Deception +5, Perception +4, Stealth +5
  Senses darkvision 120 ft., passive Perception 14
  Languages Elvish, Undercommon
  Challenge 7 (2,900 XP)
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep.
  Innate Spellcasting. The drow’s innate spellcasting ability is 
  Charisma (spell save DC 12). It can innately cast the following 
  spells, requiring no material components:
  At will: dancing lights
  1/day each: darkness, faerie fire, levitate (self only)
  Spellcasting. The drow is a 10th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit 
  with spell attacks). The drow has the following wizard spells 
  prepared:
  Cantrips (at will): mage hand, minor illusion, poison spray, ray of 
  frost
  1st level (4 slots): mage armor, magic missile, shield, witch bolt
  2nd level (3 slots): alter self, misty step, web
  3rd level (3 slots): fly, lightning bolt
  4th level (3 slots): Evard’s black tentacles, greater invisibility
  5th level (2 slots): cloudkill
  Sunlight Sensitivity. While in sunlight, the drow has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) 
  bludgeoning damage if used with two hands, plus 3 (1d6) 
  poison damage.
  Summon Demon (1/Day). The drow magically summons a 
  quasit, or attempts to summon a shadow demon with a 50 
  percent chance of success. The summoned demon appears in 
  an unoccupied space within 60 feet of its summoner, acts as 
  an ally of its summoner, and can’t summon other demons. It 
  remains for 10 minutes, until it or its summoner dies, or until 
  its summoner dismisses it as an action.
  Druid
  Medium humanoid (any race), any alignment
  Armor Class 11 (16 with barkskin)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  12 (+1) 
  13 (+1) 
  12 (+1) 
  15 (+2) 
  11 (+0)
  Skills Medicine +4, Nature +3, Perception +4
  Senses passive Perception 14
  Languages Druidic plus any two languages
  Challenge 2 (450 XP)
  Spellcasting. The druid is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit with 
  spell attacks). It has the following druid spells prepared:
  Cantrips (at will): druidcraft, produce flame, shillelagh
  1st level (4 slots): entangle, longstrider, speak with animals, 
  thunderwave
  2nd level (3 slots): animal messenger, barkskin
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with 
  shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 
  damage, or 4 (1d8) bludgeoning damage with shillelagh or if 
  wielded with two hands.
  
  16
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Duergar
  Medium humanoid (dwarf), lawful evil
  Armor Class 16 (scale mail, shield)
  Hit Points 26 (4d8 + 8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  9 (−1)
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 10
  Languages Dwarvish, Undercommon
  Challenge 1 (200 XP)
  Duergar Resilience. The duergar has advantage on saving 
  throws against poison, spells, and illusions, as well as to resist 
  being charmed or paralyzed.
  Sunlight Sensitivity. While in sunlight, the duergar has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Enlarge (Recharges after a Short or Long Rest). For 1 minute, 
  the duergar magically increases in size, along with anything it 
  is wearing or carrying. While enlarged, the duergar is Large, 
  doubles its damage dice on Strength-based weapon attacks 
  (included in the attacks), and makes Strength checks and 
  Strength saving throws with advantage. If the duergar lacks the 
  room to become Large, it attains the maximum size possible in 
  the space available.
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) 
  piercing damage while enlarged.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, 
  or 9 (2d6 + 2) piercing damage while enlarged.
  Invisibility (Recharges after a Short or Long Rest). The duergar 
  magically turns invisible until it attacks, casts a spell, or uses 
  its Enlarge, or until its concentration is broken, up to 1 hour (as 
  if concentrating on a spell). Any equipment the duergar wears 
  or carries is invisible with it.
  Dust Mephit
  Small elemental, neutral evil
  Armor Class 12
  Hit Points 17 (5d6)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   5 (−3) 
  14 (+2) 
  10 (+0) 
  9 (−1) 
  11 (+0) 
  10 (+0)
  Skills Perception +2, Stealth +4
  Damage Vulnerabilities fire
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Auran, Terran
  Challenge 1/2 (100 XP)
  Death Burst. When the mephit dies, it explodes in a burst of 
  dust. Each creature within 5 feet of it must then succeed on a 
  DC 10 Constitution saving throw or be blinded for 1 minute. 
  A blinded creature can repeat the saving throw on each of its 
  turns, ending the effect on itself on a success.
  Innate Spellcasting (1/Day). The mephit can innately cast sleep, 
  requiring no material components. Its innate spellcasting 
  ability is Charisma.
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) slashing damage.
  Blinding Breath (Recharge 6). The mephit exhales a 15-foot 
  cone of blinding dust. Each creature in that area must succeed 
  on a DC 10 Dexterity saving throw or be blinded 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.
  Efreeti
  Large elemental, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 200 (16d10 + 112)
  Speed 40 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  12 (+1) 
  24 (+7) 
  16 (+3) 
  15 (+2) 
  16 (+3)
  Saving Throws Int +7, Wis +6, Cha +7
  Damage Immunities fire
  Senses darkvision 120 ft., passive Perception 12
  Languages Ignan
  Challenge 11 (7,200 XP)
  Elemental Demise. If the efreeti dies, its body disintegrates in a 
  flash of fire and puff of smoke, leaving behind only equipment 
  the efreeti was wearing or carrying.
  Innate Spellcasting. The efreeti’s innate spellcasting ability 
  is Charisma (spell save DC 15, +7 to hit with spell attacks). It 
  can innately cast the following spells, requiring no material 
  components:
  At will: detect magic
  3/day: enlarge/reduce, tongues
  1/day each: conjure elemental (fire elemental only), gaseous 
  form, invisibility, major image, plane shift, wall of fire
  Actions
  Multiattack. The efreeti makes two scimitar attacks or uses its 
  Hurl Flame twice.
  Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire 
  damage.
  Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., one 
  target. Hit: 17 (5d6) fire damage.
  
  17
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Ettin
  Large giant, chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  8 (−1) 
  17 (+3) 
  6 (−2) 
  10 (+0) 
  8 (−1)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Giant, Orc
  Challenge 4 (1,100 XP)
  Two Heads. The ettin has advantage on Wisdom (Perception) 
  checks and on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked unconscious.
  Wakeful. When one of the ettin’s heads is asleep, its other head 
  is awake.
  Actions
  Multiattack. The ettin makes two attacks: one with its 
  battleaxe and one with its morningstar.
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) slashing damage.
  Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage.
  Fire Snake
  Medium elemental, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 22 (5d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  14 (+2) 
  11 (+0) 
  7 (−2) 
  10 (+0) 
  8 (−1)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Ignan but can’t speak
  Challenge 1 (200 XP)
  Heated Body. A creature that touches the snake or hits it with a 
  melee attack while within 5 feet of it takes 3 (1d6) fire damage.
  Actions
  Multiattack. The snake makes two attacks: one with its bite 
  and one with its tail.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage.
  Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage.
  Galeb Duhr
  Medium elemental, neutral
  Armor Class 16 (natural armor)
  Hit Points 85 (9d8 + 45)
  Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  14 (+2) 
  20 (+5) 
  11 (+0) 
  12 (+1) 
  11 (+0)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed, poisoned, 
  petrified
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 11
  Languages Terran
  Challenge 6 (2,300 XP)
  False Appearance. While the galeb duhr remains motionless, it 
  is indistinguishable from a normal boulder.
  Rolling Charge. If the galeb duhr rolls at least 20 feet straight 
  toward a target and then hits it with a slam attack on the same 
  turn, the target takes an extra 7 (2d6) bludgeoning damage. If 
  the target is a creature, it must succeed on a DC 16 Strength 
  saving throw or be knocked prone.
  Actions
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) bludgeoning damage.
  Animate Boulders (1/Day). The galeb duhr magically animates 
  up to two boulders it can see within 60 feet of it. A boulder has 
  statistics like those of a galeb duhr, except it has Intelligence 1 
  and Charisma 1, it can’t be charmed or frightened, and it lacks 
  this action option. A boulder remains animated as long as 
  the galeb duhr maintains concentration, up to 1 minute (as if 
  concentrating on a spell).
  
  18
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Ghast
  Medium undead, chaotic evil
  Armor Class 13
  Hit Points 36 (8d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  17 (+3) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  8 (−1)
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Stench. Any creature that starts its turn within 5 feet of the 
  ghast must succeed on a DC 10 Constitution saving throw or 
  be poisoned until the start of its next turn. On a successful 
  saving throw, the creature is immune to the ghast’s Stench for 
  24 hours.
  Turning Defiance. The ghast and any ghouls within 30 feet of 
  it have advantage on saving throws against effects that turn 
  undead.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 12 (2d8 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage. If the target is a creature 
  other than an undead, it must succeed on a DC 10 Constitution 
  saving throw or be paralyzed for 1 minute. The target can 
  repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. 
  Gnoll Pack Lord
  Medium humanoid (gnoll), chaotic evil
  Armor Class 15 (chain shirt)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  13 (+1) 
  8 (−1) 
  11 (+0) 
  9 (−1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Gnoll
  Challenge 2 (450 XP)
  Rampage. When the gnoll reduces a creature to 0 hit points 
  with a melee attack on its turn, the gnoll can take a bonus 
  action to move up to half its speed and make a bite attack.
  Actions
  Multiattack. The gnoll makes two attacks, either with its glaive 
  or its longbow, and uses its Incite Rampage if it can.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d4 + 3) piercing damage.
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 8 (1d10 + 3) slashing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage.
  Incite Rampage (Recharge 5–6). One creature the gnoll can see 
  within 30 feet of it can use its reaction to make a melee attack 
  if it can hear the gnoll and has the Rampage trait.
  Grell
  Medium aberration, neutral evil
  Armor Class 12
  Hit Points 55 (10d8 + 10)
  Speed 10 ft., fly 30 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  13 (+1) 
  12 (+1) 
  11 (+0) 
  9 (−1)
  Skills Perception +4, Stealth +6
  Damage Immunities lightning
  Condition Immunities blinded, prone
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 14
  Languages Grell
  Challenge 3 (700 XP)
  Actions
  Multiattack. The grell makes two attacks: one with its tentacles 
  and one with its beak.
  Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one 
  creature. Hit: 7 (1d10 + 2) piercing damage, and the target 
  must succeed on a DC 11 Constitution saving throw or be 
  poisoned for 1 minute. The poisoned target is paralyzed, and 
  it can repeat the saving throw at the end of each of its turns, 
  ending the effect on a success. 
   The target is also grappled (escape DC 15). If the target is 
  Medium or smaller, it is also restrained until this grapple ends. 
  While grappling the target, the grell has advantage on attack 
  rolls against it and can’t use this attack against other targets. 
  When the grell moves, any Medium or smaller target it is 
  grappling moves with it.
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 7 (2d4 + 2) piercing damage.
  
  19
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Half-Ogre
  Large giant, any chaotic alignment
  Armor Class 12 (hide armor)
  Hit Points 30 (4d10 + 8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  10 (+0) 
  14 (+2) 
  7 (−2) 
  9 (−1) 
  10 (+0)
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Giant
  Challenge 1 (200 XP)
  Actions
  Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) 
  slashing damage if used with two hands.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
  Helmed Horror
  Medium construct, neutral
  Armor Class 20 (plate, shield)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Skills Perception +4
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t adamantine
  Damage Immunities force, necrotic, poison
  Condition Immunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, poisoned, stunned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 14
  Languages understands the languages of its creator but can’t 
  speak
  Challenge 4 (1,100 XP)
  Magic Resistance. The helmed horror has advantage on saving 
  throws against spells and other magical effects.
  Spell Immunity. The helmed horror is immune to three spells 
  chosen by its creator. Typical immunities include fireball, heat 
  metal, and lightning bolt.
  Actions
  Multiattack. The helmed horror makes two longsword attacks.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) 
  slashing damage if used with two hands.
  Hezrou
  Large fiend (demon), chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 136 (13d10 + 65)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  17 (+3) 
  20 (+5) 
  5 (−3) 
  12 (+1) 
  13 (+1)
  Saving Throws Str +7, Con +8, Wis +4
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Abyssal, telepathy 120 ft.
  Challenge 8 (3,900 XP)
  Magic Resistance. The hezrou has advantage on saving throws 
  against spells and other magical effects.
  Stench. Any creature that starts its turn within 10 feet of the 
  hezrou must succeed on a DC 14 Constitution saving throw 
  or be poisoned until the start of its next turn. On a successful 
  saving throw, the creature is immune to the hezrou’s stench for 
  24 hours.
  Actions
  Multiattack. The hezrou 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: 15 (2d10 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.
  
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  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Hobgoblin Captain
  Medium humanoid (goblinoid), lawful evil
  Armor Class 17 (half plate)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Martial Advantage. Once per turn, the hobgoblin can deal 
  an extra 10 (3d6) damage to a creature it hits with a weapon 
  attack if that creature is within 5 feet of an ally of the hobgoblin 
  that isn’t incapacitated.
  Actions
  Multiattack. The hobgoblin makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) piercing damage.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Leadership (Recharges after a Short or Long Rest). For 1 
  minute, the hobgoblin 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 
  hobgoblin. A creature can benefit from only one Leadership die 
  at a time. This effect ends if the hobgoblin is incapacitated.
  Hook Horror
  Large monstrosity, neutral
  Armor Class 15 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  10 (+0) 
  15 (+2) 
  6 (−2) 
  12 (+1) 
  7 (−2)
  Skills Perception +3
  Senses blindsight 60 ft., darkvision 10 ft., passive Perception 13
  Languages Hook Horror
  Challenge 3 (700 XP)
  Echolocation. The hook horror can’t use its blindsight while 
  deafened.
  Keen Hearing. The hook horror has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  Actions
  Multiattack. The hook horror makes two hook attacks.
  Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage.
  Ice Mephit
  Small elemental, neutral evil
  Armor Class 11
  Hit Points 21 (6d6)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (−2) 
  13 (+1) 
  10 (+0) 
  9 (−1) 
  11 (+0) 
  12 (+1)
  Skills Perception +2, Stealth +3
  Damage Vulnerabilities bludgeoning, fire
  Damage Immunities cold, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Aquan, Auran
  Challenge 1/2 (100 XP)
  Death Burst. When the mephit dies, it explodes in a burst of 
  jagged ice. Each creature within 5 feet of it must make a DC 10 
  Dexterity saving throw, taking 4 (1d8) slashing damage on a 
  failed save, or half as much damage on a successful one.
  False Appearance. While the mephit remains motionless, it is 
  indistinguishable from an ordinary shard of ice.
  Innate Spellcasting (1/Day). The mephit can innately cast 
  fog cloud, requiring no material components. Its innate 
  spellcasting ability is Charisma.
  Actions
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.
  Frost Breath (Recharge 6). The mephit exhales a 15-foot cone 
  of cold air. Each creature in that area must succeed on a DC 10 
  Dexterity saving throw, taking 5 (2d4) cold damage on a failed 
  save, or half as much damage on a successful one.
  
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  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Invisible Stalker
  Medium elemental, neutral
  Armor Class 14
  Hit Points 104 (16d8 + 32)
  Speed 50 ft., fly 50 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  19 (+4) 
  14 (+2) 
  10 (+0) 
  15 (+2) 
  11 (+0)
  Skills Perception +8, Stealth +10
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 18
  Languages Auran, understands Common but doesn’t speak it
  Challenge 6 (2,300 XP)
  Invisibility. The stalker is invisible.
  Faultless Tracker. The stalker is given a quarry by its 
  summoner. The stalker knows the direction and distance to 
  its quarry as long as the two of them are on the same plane of 
  existence. The stalker also knows the location of its summoner.
  Actions
  Multiattack. The stalker makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage.
  Jackalwere
  Medium humanoid (shapechanger), chaotic evil
  Armor Class 12
  Hit Points 18 (4d8)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  15 (+2) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
  10 (+0)
  Skills Deception +4, Perception +2, Stealth +4
  Immunities bludgeoning, piercing, and slashing damage from 
  nonmagical weapons that aren’t silvered
  Senses passive Perception 12
  Languages Common (can’t speak in jackal form)
  Challenge 1/2 (100 XP)
  Shapechanger. The jackalwere can use its action to polymorph 
  into a specific Medium human or a jackal-humanoid hybrid, or 
  back into its true form (that of a Small jackal). Other than its 
  size, its statistics are the same in each form. Any equipment 
  it is wearing or carrying isn’t transformed. It reverts to its true 
  form if it dies.
  Keen Hearing and Smell. The jackalwere has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Pack Tactics. The jackalwere has advantage on an attack roll 
  against a creature if at least one of the jackalwere’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Scimitar (Human or Hybrid Form Only). Melee Weapon Attack: 
  +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing 
  damage.
  Sleep Gaze. The jackalwere gazes at one creature it can see 
  within 30 feet of it. The target must make a DC 10 Wisdom 
  saving throw. On a failed save, the target succumbs to a 
  magical slumber, falling unconscious for 10 minutes or until 
  someone uses an action to shake the target awake. A creature 
  that successfully saves against the effect is immune to this 
  jackalwere’s gaze for the next 24 hours. Undead and creatures 
  immune to being charmed aren’t affected by it.
  Kenku
  Medium humanoid (kenku), chaotic neutral
  Armor Class 13
  Hit Points 13 (3d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  16 (+3) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  10 (+0)
  Skills Deception +4, Perception +2, Stealth +5
  Senses passive Perception 12
  Languages understands Auran and Common but speaks only 
  through the use of its Mimicry trait
  Challenge 1/4 (50 XP)
  Ambusher. The kenku has advantage on attack rolls against any 
  creature it has surprised.
  Mimicry. The kenku can mimic any sounds it has heard, 
  including voices. A creature that hears the sounds can tell they 
  are imitations with a successful DC 14 Wisdom (Insight) check.
  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.
  
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  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Kuo-toa
  Medium humanoid (kuo-toa), neutral evil
  Armor Class 13 (natural armor, shield)
  Hit Points 18 (4d8)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  10 (+0) 
  11 (+0) 
  11 (+0) 
  10 (+0) 
  8 (−1)
  Skills Perception +4
  Senses darkvision 120 ft., passive Perception 14
  Languages Undercommon
  Challenge 1/4 (50 XP)
  Amphibious. The kuo-toa can breathe air and water.
  Otherworldly Perception. The kuo-toa can sense the presence 
  of any creature within 30 feet of it that is invisible or on the 
  Ethereal Plane. It can pinpoint such a creature that is moving.
  Slippery. The kuo-toa has advantage on ability checks and 
  saving throws made to escape a grapple.
  Sunlight Sensitivity. While in sunlight, the kuo-toa has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 
  5 (1d8 + 1) piercing damage if used with two hands to make a 
  melee attack.
  Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large 
  or smaller creature. Hit: The target is restrained. A creature 
  can use its action to make a DC 10 Strength check to free itself 
  or another creature in a net, ending the effect on a success. 
  Dealing 5 slashing damage to the net (AC 10) frees the target 
  without harming it and destroys the net.
  Reactions
  Sticky Shield. When a creature misses the kuo-toa with a melee 
  weapon attack, the kuo-toa uses its sticky shield to catch 
  the weapon. The attacker must succeed on a DC 11 Strength 
  saving throw, or the weapon becomes stuck to the kuo-toa’s 
  shield. If the weapon’s wielder can’t or won’t let go of the 
  weapon, the wielder is grappled while the weapon is stuck. 
  While stuck, the weapon can’t be used. A creature can pull 
  the weapon free by taking an action to make a DC 11 Strength 
  check and succeeding.
  Kuo-toa Archpriest
  Medium humanoid (kuo-toa), neutral evil
  Armor Class 13 (natural armor)
  Hit Points 97 (13d8 + 39)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  14 (+2) 
  16 (+3) 
  13 (+1) 
  16 (+3) 
  14 (+2)
  Skills Perception +9, Religion +6
  Senses darkvision 120 ft., passive Perception 19
  Languages Undercommon
  Challenge 6 (2,300 XP)
  Amphibious. The kuo-toa can breathe air and water.
  Otherworldly Perception. The kuo-toa can sense the presence 
  of any creature within 30 feet of it that is invisible or on the 
  Ethereal Plane. It can pinpoint such a creature that is moving.
  Slippery. The kuo-toa has advantage on ability checks and 
  saving throws made to escape a grapple.
  Sunlight Sensitivity. While in sunlight, the kuo-toa has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Spellcasting. The kuo-toa is a 10th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit 
  with spell attacks). The kuo-toa has the following cleric spells 
  prepared:
  Cantrips (at will): guidance, sacred flame, thaumaturgy
  1st level (4 slots): detect magic, sanctuary, shield of faith
  2nd level (3 slots): hold person, spiritual weapon
  3rd level (3 slots): spirit guardians, tongues
  4th level (3 slots): control water, divination
  5th level (2 slots): mass cure wounds, scrying
  Actions
  Multiattack. The kuo-toa makes two melee attacks.
  Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning 
  damage.
  Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) bludgeoning damage.
  
  23
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Variant: Kuo-toa monitor
  A kuo-toa monitor has a challenge rating of 3 (700 XP). It 
  has the same statistics as a kuo-toa whip except that it adds 
  its Wisdom modifier to its Armor Class (AC 13), loses the 
  Spellcaster trait, and replaces the whip’s action options with 
  the following action options.
   Multiattack. The kuo-toa makes one bite attack and two 
  unarmed strikes.
   Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
   Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) 
  lightning damage, and the target can’t take reactions until 
  the end of the kuo-toa’s next turn.
  Kuo-toa Whip
  Medium humanoid (kuo-toa), neutral evil
  Armor Class 11 (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., passive Perception 16
  Languages Undercommon
  Challenge 1 (200 XP)
  Amphibious. The kuo-toa can breathe air and water.
  Otherworldly Perception. The kuo-toa can sense the presence 
  of any creature within 30 feet of it that is invisible or on the 
  Ethereal Plane. It can pinpoint such a creature that is moving.
  Slippery. The kuo-toa has advantage on ability checks and 
  saving throws made to escape a grapple.
  Sunlight Sensitivity. While in sunlight, the kuo-toa has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit 
  with spell attacks). The kuo-toa has the following cleric spells 
  prepared:
  Cantrips (at will): sacred flame, thaumaturgy
  1st level (3 slots): bane, shield of faith
  Actions
  Multiattack. The kuo-toa makes two attacks: one with its bite 
  and one with its pincer staff.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. If the target is 
  a Medium or smaller creature, it is grappled (escape DC 14). 
  Until this grapple ends, the kuo-toa can’t use its pincer staff on 
  another target.
  Lich
  Medium undead, any evil alignment
  Armor Class 17 (natural armor)
  Hit Points 135 (18d8 + 54)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  16 (+3) 
  16 (+3) 
  20 (+5) 
  14 (+2) 
  16 (+3)
  Saving Throws Con +10, Int +12, Wis +9
  Skills Arcana +18, History +12, Insight +9, Perception +9
  Damage Resistances cold, lightning, necrotic
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 19
  Languages Common plus up to five other languages
  Challenge 21 (33,000 XP)
  Legendary Resistance (3/Day). If the lich fails a saving throw, it 
  can choose to succeed instead.
  Rejuvenation. If it has a phylactery, a destroyed lich gains 
  a new body in 1d10 days, regaining all its hit points and 
  becoming active again. The new body appears within 5 feet of 
  the phylactery.
  Spellcasting. The lich is an 18th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 20, +12 to hit 
  with spell attacks). The lich has the following wizard spells 
  prepared:
  Cantrips (at will): mage hand, prestidigitation, ray of frost
  1st level (4 slots): detect magic, magic missile, shield, 
  thunderwave
  2nd level (3 slots): detect thoughts, invisibility, Melf’s acid arrow, 
  mirror image
  3rd level (3 slots): animate dead, counterspell, dispel magic, 
  fireball
  4th level (3 slots): blight, dimension door
  5th level (3 slots): cloudkill, scrying
  6th level (1 slot): disintegrate, globe of invulnerability
  7th level (1 slot): finger of death, plane shift
  8th level (1 slot): dominate monster, power word stun
  9th level (1 slot): power word kill
  Turn Resistance. The lich has advantage on saving throws 
  against any effect that turns undead.
  Actions
  Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) cold damage. The target must succeed 
  on a DC 18 Constitution saving throw or be paralyzed for 1 
  minute. The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  Legendary Actions
  The lich can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature’s turn. The 
  lich regains spent legendary actions at the start of its turn.
  Cantrip. The lich casts a cantrip.
  Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing 
  Touch.
  
  24
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on 
  one creature it can see within 10 feet of it. The target must 
  succeed on a DC 18 Wisdom saving throw against this magic 
  or become frightened for 1 minute. The frightened target can 
  repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a target’s saving throw is 
  successful or the effect ends for it, the target is immune to 
  the lich’s gaze for the next 24 hours.
  Disrupt Life (Costs 3 Actions). Each living creature within 20 
  feet of the lich must make a DC 18 Constitution saving throw 
  against this magic, taking 21 (6d6) necrotic damage on a 
  failed save, or half as much damage on a successful one.
  Lizardfolk Shaman
  Medium humanoid (lizardfolk), neutral
  Armor Class 13 (natural armor)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  10 (+0) 
  13 (+1) 
  10 (+0) 
  15 (+2) 
  8 (−1)
  Skills Perception +4, Stealth +4, Survival +6
  Senses passive Perception 14
  Languages Draconic
  Challenge 2 (450 XP)
  Hold Breath. The lizardfolk can hold its breath for 15 minutes.
  Spellcasting (Lizardfolk Form Only). The lizardfolk is a 5th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell save DC 
  12, +4 to hit with spell attacks). The lizardfolk has the following 
  druid spells prepared:
  Cantrips (at will): druidcraft, produce flame, thorn whip
  1st Level (4 slots): entangle, fog cloud
  2nd Level (3 slots): heat metal, spike growth
  3rd Level (2 slots): conjure animals (reptiles only), plant growth
  Actions
  Multiattack (Lizardfolk Form Only). The lizardfolk makes two 
  attacks: one with its bite and one with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing 
  damage in crocodile form. If the lizardfolk is in crocodile form 
  and the target is a Large or smaller creature, the target is 
  grappled (escape DC 12). Until this grapple ends, the target is 
  restrained, and the lizardfolk can’t bite another target. If the 
  lizardfolk reverts to its true form, the grapple ends.
  Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
  Change Shape (Recharges after a Short or Long Rest). The 
  lizardfolk magically polymorphs into a crocodile, remaining 
  in that form for up to 1 hour. It can revert to its true form as 
  a bonus action. Its statistics, other than its size, are the same 
  in each form. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it dies.
  Lizard King/Queen
  Medium humanoid (lizardfolk), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  12 (+1) 
  15 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2)
  Saving Throws Con +4, Wis +2
  Skills Perception +4, Stealth +5, Survival +4
  Condition Immunities frightened
  Senses darkvision 60 ft., passive Perception 14
  Languages Abyssal, Draconic
  Challenge 4 (1,100 XP)
  Hold Breath. The lizardfolk can hold its breath for 15 minutes.
  Skewer. Once per turn, when the lizardfolk makes a melee 
  attack with its trident and hits, the target takes an extra 10 
  (3d6) damage, and the lizardfolk gains temporary hit points 
  equal to the extra damage dealt.
  Actions
  Multiattack. The lizardfolk makes two attacks: one with its bite 
  and one with its claws or trident or two melee attacks with its 
  trident.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) slashing damage.
  Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 
  7 (1d8 + 3) piercing damage if used with two hands to make a 
  melee attack.
  
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  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Magma Mephit
  Small elemental, neutral evil
  Armor Class 11
  Hit Points 22 (5d6 + 5)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (−1) 
  12 (+1) 
  12 (+1) 
  7 (−2) 
  10 (+0) 
  10 (+0)
  Skills Stealth +3
  Damage Vulnerabilities cold
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan, Terran
  Challenge 1/2 (100 XP)
  Death Burst. When the mephit dies, it explodes in a burst 
  of lava. Each creature within 5 feet of it must make a DC 11 
  Dexterity saving throw, taking 7 (2d6) fire damage on a failed 
  save, or half as much damage on a successful one.
  False Appearance. While the mephit remains motionless, it is 
  indistinguishable from an ordinary mound of magma.
  Innate Spellcasting (1/Day). The mephit can innately cast heat 
  metal (spell save DC 10), requiring no material components. Its 
  innate spellcasting ability is Charisma.
  Actions
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.
  Fire Breath (Recharge 6). The mephit exhales a 15-foot cone 
  of fire. Each creature in that area must make a DC 11 Dexterity 
  saving throw, taking 7 (2d6) fire damage on a failed save, or 
  half as much damage on a successful one.
  Magmin
  Small elemental, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 9 (2d6 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (−2) 
  15 (+2) 
  12 (+1) 
  8 (−1) 
  11 (+0) 
  10 (+0)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan
  Challenge 1/2 (100 XP)
  Death Burst. When the magmin dies, it explodes in a burst of 
  fire and magma. Each creature within 10 feet of it must make 
  a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on 
  a failed save, or half as much damage on a successful one. 
  Flammable objects that aren’t being worn or carried in that 
  area are ignited.
  Ignited Illumination. As a bonus action, the magmin can set 
  itself ablaze or extinguish its flames. While ablaze, the magmin 
  sheds bright light in a 10-foot radius and dim light for an 
  additional 10 feet.
  Actions
  Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d6) 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 creature takes 3 (1d6) fire damage at the end 
  of each of its turns.
  Merrow
  Large monstrosity, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 10 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  10 (+0) 
  15 (+2) 
  8 (−1) 
  10 (+0) 
  9 (−1)
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, Aquan
  Challenge 2 (450 XP)
  Amphibious. The merrow can breathe air and water.
  Actions
  Multiattack. The merrow makes two attacks: one with its bite 
  and one with its claws or harpoon.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 9 (2d4 + 4) slashing damage.
  Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing 
  damage. If the target is a Huge or smaller creature, it must 
  succeed on a Strength contest against the merrow or be pulled 
  up to 20 feet toward the merrow.
  
  26
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Mezzoloth
  Medium fiend (yugoloth), neutral evil
  Armor Class 18 (natural armor)
  Hit Points 75 (10d8 + 30)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  11 (+0) 
  16 (+3) 
  7 (−2) 
  10 (+0) 
  11 (+0)
  Skills Perception +3
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 60 ft., 
  passive Perception 13
  Languages Abyssal, Infernal, telepathy 60 ft.
  Challenge 5 (1,800 XP)
  Innate Spellcasting. The mezzoloth’s innate spellcasting ability 
  is Charisma (spell save DC 11). The mezzoloth can innately 
  cast the following spells, requiring no material components:
  2/day each: darkness, dispel magic
  1/day: cloudkill
  Magic Resistance. The mezzoloth has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The mezzoloth’s weapon attacks are magical.
  Actions
  Multiattack. The mezzoloth makes two attacks: one with its 
  claws and one with its trident.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 9 (2d4 + 4) slashing damage.
  Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 
  or 8 (1d8 + 4) piercing damage when held with two claws and 
  used to make a melee attack.
  Teleport. The mezzoloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet to an 
  unoccupied space it can see.
  Mud Mephit
  Small elemental, neutral evil
  Armor Class 11
  Hit Points 27 (6d6 + 6)
  Speed 20 ft., fly 20 ft., swim 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (−1) 
  12 (+1) 
  12 (+1) 
  9 (−1) 
  11 (+0) 
  7 (−2)
  Skills Stealth +3
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Aquan, Terran
  Challenge 1/4 (50 XP)
  Death Burst. When the mephit dies, it explodes in a burst of 
  sticky mud. Each Medium or smaller creature within 5 feet 
  of it must succeed on a DC 11 Dexterity saving throw or be 
  restrained until the end of the creature’s next turn.
  False Appearance. While the mephit remains motionless, it is 
  indistinguishable from an ordinary mound of mud.
  Actions
  Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d6 + 1) bludgeoning damage.
  Mud Breath (Recharge 6). The mephit belches viscid mud 
  onto one creature within 5 feet of it. If the target is Medium 
  or smaller, it must succeed on a DC 11 Dexterity saving throw 
  or be restrained 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.
  Noble
  Medium humanoid (any race), any alignment
  Armor Class 15 (breastplate)
  Hit Points 9 (2d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3)
  Skills Deception +5, Insight +4, Persuasion +5
  Senses passive Perception 10
  Languages any two languages
  Challenge 1/8 (25 XP)
  Actions
  Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Parry. The noble adds 2 to its AC against one melee attack that 
  would hit it. To do so, the noble must see the attacker and be 
  wielding a melee weapon.
  
  27
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Nycaloth
  Large fiend (yugoloth), neutral evil
  Armor Class 18 (natural armor)
  Hit Points 123 (13d10 + 52)
  Speed 40 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  11 (+0) 
  19 (+4) 
  12 (+1) 
  10 (+0) 
  15 (+2)
  Skills Intimidation +6, Perception +4, Stealth +4
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Damage Immunities acid, poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 60 ft., 
  passive Perception 14
  Languages Abyssal, Infernal, telepathy 60 ft.
  Challenge 9 (5,000 XP)
  Innate Spellcasting. The nycaloth’s innate spellcasting ability is 
  Charisma. The nycaloth can innately cast the following spells, 
  requiring no material components:
  At will: darkness, detect magic, dispel magic, invisibility (self 
  only), mirror image
  Magic Resistance. The nycaloth has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The nycaloth’s weapon attacks are magical.
  Actions
  Multiattack. The nycaloth makes two melee attacks, or it 
  makes one melee attack and teleports before or after the 
  attack.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, 
  it must succeed on a DC 16 Constitution saving throw or take 
  5 (2d4) slashing damage at the start of each of its turns due 
  to a fiendish wound. Each time the nycaloth hits the wounded 
  target with this attack, the damage dealt by the wound 
  increases by 5 (2d4). Any creature can take an action to stanch 
  the wound with a successful DC 13 Wisdom (Medicine) check. 
  The wound also closes if the target receives magical healing.
  Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 18 (2d12 + 5) slashing damage.
  Teleport. The nycaloth magically teleports, along with any 
  equipment it is wearing or carrying, up to 60 feet to an 
  unoccupied space it can see.
  Oni
  Large giant, lawful evil
  Armor Class 16 (chain mail)
  Hit Points 110 (13d10 + 39)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  11 (+0) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  15 (+2)
  Saving Throws Dex +3, Con +6, Wis +4, Cha +5
  Skills Arcana +5, Deception +8, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Giant
  Challenge 7 (2,900 XP)
  Innate Spellcasting. The oni’s innate spellcasting ability is 
  Charisma (spell save DC 13). The oni can innately cast the 
  following spells, requiring no material components:
  At will: darkness, invisibility
  1/day each: charm person, cone of cold, gaseous form, sleep
  Magic Weapons. The oni’s weapon attacks are magical.
  Regeneration. The oni regains 10 hit points at the start of its 
  turn if it has at least 1 hit point.
  Actions
  Multiattack. The oni makes two attacks, either with its claws 
  or its glaive.
  Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) slashing damage.
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing 
  damage in Small or Medium form.
  Change Shape. The oni magically polymorphs into a Small or 
  Medium humanoid, into a Large giant, or back into its true 
  form. Other than its size, its statistics are the same in each 
  form. The only equipment that is transformed is its glaive, 
  which shrinks so that it can be wielded in humanoid form. If 
  the oni dies, it reverts to its true form, and its glaive reverts to 
  its normal size.
  
  28
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Orc Eye of Gruumsh
  Medium humanoid (orc), chaotic evil
  Armor Class 16 (ring mail, shield)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  16 (+3) 
  9 (−1) 
  13 (+1) 
  12 (+1)
  Skills Intimidation +3, Religion +1
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Orc
  Challenge 2 (450 XP)
  Aggressive. As a bonus action, the orc can move up to its speed 
  toward a hostile creature that it can see.
  Gruumsh’s Fury. The orc deals an extra 4 (1d8) damage when it 
  hits with a weapon attack (included in the attack).
  Spellcasting. The orc is a 3rd-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). 
  The orc has the following cleric spells prepared:
  Cantrips (at-will): guidance, resistance, thaumaturgy
  1st level (4 slots): bless, command
  2nd level (2 slots): augury, spiritual weapon (spear)
  Actions
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 11 (1d6 + 3 plus 1d8) piercing 
  damage, or 12 (2d8 + 3) piercing damage if used with two 
  hands to make a melee attack.
  Orog
  Medium humanoid (orc), chaotic evil
  Armor Class 18 (plate)
  Hit Points 42 (5d8 + 20)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  12 (+1) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
  12 (+1)
  Skills Intimidation +5, Survival +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 2 (450 XP)
  Aggressive. As a bonus action, the orog can move up to its 
  speed toward a hostile creature that it can see.
  Actions
  Multiattack. The orog makes two greataxe attacks.
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (1d12 + 4) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  Peryton
  Medium monstrosity, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 20 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  13 (+1) 
  9 (−1) 
  12 (+1) 
  10 (+0)
  Skills Perception +5
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Senses passive Perception 15
  Languages understands Common and Elvish but can’t speak
  Challenge 2 (450 XP)
  Dive Attack. If the peryton is flying and dives at least 30 feet 
  straight toward a target and then hits it with a melee weapon 
  attack, the attack deals an extra 9 (2d8) damage to the target.
  Flyby. The peryton doesn’t provoke an opportunity attack when 
  it flies out of an enemy’s reach.
  Keen Sight and Smell. The peryton has advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  Actions
  Multiattack. The peryton makes one gore attack and one talon 
  attack.
  Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) piercing damage.
  Piercer
  Medium monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 5 ft., climb 5 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  13 (+1) 
  16 (+3) 
  1 (−5) 
  7 (−2) 
  3 (−4)
  Skills Stealth +5
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1/2 (100 XP)
  False Appearance. While the piercer remains motionless on the 
  ceiling, it is indistinguishable from a normal stalactite.
  Spider Climb. The piercer can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.
  Actions
  Drop. Melee Weapon Attack: +3 to hit, one creature directly 
  underneath the piercer. Hit: 3 (1d6) piercing damage per 10 
  feet fallen, up to 21 (6d6). Miss: The piercer takes half the 
  normal falling damage for the distance fallen.
  
  29
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Purple Worm
  Gargantuan monstrosity, unaligned
  Armor Class 18 (natural armor)
  Hit Points 247 (15d20 + 90)
  Speed 50 ft., burrow 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   28 (+9) 
  7 (−2) 
  22 (+6) 
  1 (−5) 
  8 (−1) 
  4 (−3)
  Saving Throws Con +11, Wis +4
  Senses blindsight 30 ft., tremorsense 60 ft., 
  passive Perception 9
  Languages —
  Challenge 15 (13,000 XP)
  Tunneler. The worm can burrow through solid rock at half its 
  burrow speed and leaves a 10-foot-diameter tunnel in its wake.
  Actions
  Multiattack. The worm makes two attacks: one with its bite 
  and one with its stinger.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or 
  smaller creature, it must succeed on a DC 19 Dexterity saving 
  throw or be swallowed by the worm. A swallowed creature is 
  blinded and restrained, it has total cover against attacks and 
  other effects outside the worm, and it takes 21 (6d6) acid 
  damage at the start of each of the worm’s turns. 
   If the worm takes 30 damage or more on a single turn 
  from a creature inside it, the worm must succeed on a DC 21 
  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 worm. If the worm dies, a swallowed creature is no 
  longer restrained by it and can escape from the corpse by using 
  20 feet of movement, exiting prone.
  Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  creature. Hit: 19 (3d6 + 9) piercing damage, and the target 
  must make a DC 19 Constitution saving throw, taking 42 (12d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  Revenant
  Medium undead, neutral
  Armor Class 13 (leather armor)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  14 (+2) 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  18 (+4)
  Saving Throws Str +7, Con +7, Wis +6, Cha +7
  Damage Resistances necrotic, psychic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned, stunned
  Senses darkvision 60 ft., passive Perception 13
  Languages the languages it knew in life
  Challenge 5 (1,800 XP)
  Regeneration. The revenant regains 10 hit points at the start 
  of its turn. If the revenant takes fire or radiant damage, this 
  trait doesn’t function at the start of the revenant’s next turn. 
  The revenant’s body is destroyed only if it starts its turn with 
  0 hit points and doesn’t regenerate.
  Rejuvenation. When the revenant’s body is destroyed, its soul 
  lingers. After 24 hours, the soul inhabits and animates another 
  corpse on the same plane of existence and regains all its hit 
  points. While the soul is bodiless, a wish spell can be used to 
  force the soul to go to the afterlife and not return.
  Turn Immunity. The revenant is immune to effects that turn 
  undead.
  Vengeful Tracker. The revenant knows the distance to and 
  direction of any creature against which it seeks revenge, even 
  if the creature and the revenant are on different planes of 
  existence. If the creature being tracked by the revenant dies, 
  the revenant knows.
  Actions
  Multiattack. The revenant makes two fist attacks.
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) bludgeoning damage. If the target is a creature 
  against which the revenant has sworn vengeance, the target 
  takes an extra 14 (4d6) bludgeoning damage. Instead of dealing 
  damage, the revenant can grapple the target (escape DC 14) 
  provided the target is Large or smaller.
  Vengeful Glare. The revenant targets one creature it can see 
  within 30 feet of it and against which it has sworn vengeance. 
  The target must make a DC 15 Wisdom saving throw. On a 
  failure, the target is paralyzed until the revenant deals damage 
  to it, or until the end of the revenant’s next turn. When the 
  paralysis ends, the target is frightened of the revenant for 1 
  minute. The frightened target can repeat the saving throw at 
  the end of each of its turns, with disadvantage if it can see 
  the revenant, ending the frightened condition on itself on a 
  success.
  
  30
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Roper
  Large monstrosity, neutral evil
  Armor Class 20 (natural armor)
  Hit Points 93 (11d10 + 33)
  Speed 10 ft., climb 10 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  8 (−1) 
  17 (+3) 
  7 (−2) 
  16 (+3) 
  6 (−2)
  Skills Perception +6, Stealth +5
  Senses darkvision 60 ft., passive Perception 16
  Languages —
  Challenge 5 (1,800 XP)
  False Appearance. While the roper remains motionless, it is 
  indistinguishable from a normal cave formation, such as a 
  stalagmite.
  Grasping Tendrils. The roper can have up to six tendrils at 
  a time. Each tendril can be attacked (AC 20; 10 hit points; 
  immunity to poison and psychic damage). Destroying a tendril 
  deals no damage to the roper, which can extrude a replacement 
  tendril on its next turn. A tendril can also be broken if a 
  creature takes an action and succeeds on a DC 15 Strength 
  check against it.
  Spider Climb. The roper can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.
  Actions
  Multiattack. The roper makes four attacks with its tendrils, 
  uses Reel, and makes one attack with its bite.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 22 (4d8 + 4) piercing damage.
  Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one 
  creature. Hit: The target is grappled (escape DC 15). Until the 
  grapple ends, the target is restrained and has disadvantage 
  on Strength checks and Strength saving throws, and the roper 
  can’t use the same tendril on another target.
  Reel. The roper pulls each creature grappled by it up to 25 feet 
  straight toward it.
  Rust Monster
  Medium monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 27 (5d8 + 5)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  12 (+1) 
  13 (+1) 
  2 (−4) 
  13 (+1) 
  6 (−2)
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  Iron Scent. The rust monster can pinpoint, by scent, the 
  location of ferrous metal within 30 feet of it.
  Rust Metal. Any nonmagical weapon made of metal that hits 
  the rust monster corrodes. After dealing damage, the weapon 
  takes a permanent and cumulative −1 penalty to damage rolls. 
  If its penalty drops to −5, the weapon is destroyed. Nonmagical 
  ammunition made of metal that hits the rust monster is 
  destroyed after dealing damage.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8 + 1) piercing damage.
  Antennae. The rust monster corrodes a nonmagical ferrous 
  metal object it can see within 5 feet of it. If the object isn’t 
  being worn or carried, the touch destroys a 1-foot cube of it. If 
  the object is being worn or carried by a creature, the creature 
  can make a DC 11 Dexterity saving throw to avoid the rust 
  monster’s touch. 
   If the object touched is either metal armor or a metal shield 
  being worn or carried, its takes a permanent and cumulative 
  −1 penalty to the AC it offers. Armor reduced to an AC of 10 
  or a shield that drops to a +0 bonus is destroyed. If the object 
  touched is a held metal weapon, it rusts as described in the 
  Rust Metal trait.
  Salamander
  Large elemental, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 90 (12d10 + 24)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  14 (+2) 
  15 (+2) 
  11 (+0) 
  10 (+0) 
  12 (+1)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan
  Challenge 5 (1,800 XP)
  Heated Body. A creature that touches the salamander or hits 
  it with a melee attack while within 5 feet of it takes 7 (2d6) fire 
  damage.
  Heated Weapons. Any metal melee weapon the salamander 
  wields deals an extra 3 (1d6) fire damage on a hit (included in 
  the attack).
  Actions
  Multiattack. The salamander makes two attacks: one with its 
  spear and one with its tail.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 
  or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing 
  damage, or 13 (2d8 + 4) piercing damage if used with two 
  hands to make a melee attack, plus 3 (1d6) fire damage.
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire 
  damage, and the target is grappled (escape DC 14). Until this 
  grapple ends, the target is restrained, the salamander can 
  automatically hit the target with its tail, and the salamander 
  can’t make tail attacks against other targets.
  
  31
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Scout
  Medium humanoid (any race), any alignment
  Armor Class 13 (leather armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0)
  Skills Nature +4, Perception +5, Stealth +6, Survival +5
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Keen Hearing and Sight. The scout has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight.
  Actions
  Multiattack. The scout makes two melee attacks or two ranged 
  attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage.
  Sea Hag
  Medium fey, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  13 (+1) 
  16 (+3) 
  12 (+1) 
  12 (+1) 
  13 (+1)
  Senses darkvision 60 ft., passive Perception 11
  Languages Aquan, Common, Giant
  Challenge 2 (450 XP)
  Amphibious. The hag can breathe air and water.
  Horrific Appearance. Any humanoid that starts its turn within 
  30 feet of the hag and can see the hag’s true form must make 
  a DC 11 Wisdom saving throw. On a failed save, the creature is 
  frightened for 1 minute. A creature can repeat the saving throw 
  at the end of each of its turns, with disadvantage if the hag 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 hag’s Horrific Appearance for the 
  next 24 hours. 
   Unless the target is surprised or the revelation of the hag’s 
  true form is sudden, the target can avert its eyes and avoid 
  making the initial saving throw. Until the start of its next turn, 
  a creature that averts its eyes has disadvantage on attack rolls 
  against the hag.
  Actions
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage.
  Death Glare. The hag targets one frightened creature she can 
  see within 30 feet of her. If the target can see the hag, it must 
  succeed on a DC 11 Wisdom saving throw against this magic or 
  drop to 0 hit points.
  Illusory Appearance. The hag covers herself and anything she is 
  wearing or carrying with a magical illusion that makes her look 
  like an ugly creature of her general size and humanoid shape. 
  The effect ends if the hag takes a bonus action to end it or if 
  she dies. 
   The changes wrought by this effect fail to hold up to physical 
  inspection. For example, the hag could appear to have no 
  claws, but someone touching her hand might feel the claws. 
  Otherwise, a creature must take an action to visually inspect 
  the illusion and succeed on a DC 16 Intelligence (Investigation) 
  check to discern that the hag is disguised.
  Shadow
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 16 (3d8 + 3)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (−2) 
  14 (+2) 
  13 (+1) 
  6 (−2) 
  10 (+0) 
  8 (−1)
  Skills Stealth +4 (+6 in dim light or darkness)
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Amorphous. The shadow can move through a space as narrow 
  as 1 inch wide without squeezing.
  Shadow Stealth. While in dim light or darkness, the shadow 
  can take the Hide action as a bonus action.
  Sunlight Weakness. While in sunlight, the shadow has 
  disadvantage on attack rolls, ability checks, and saving throws.
  Actions
  Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target’s 
  Strength score is reduced by 1d4. The target dies if this reduces 
  its Strength to 0. Otherwise, the reduction lasts until the target 
  finishes a short or long rest. 
   If a non-evil humanoid dies from this attack, a new shadow 
  rises from the corpse 1d4 hours later.
  
  32
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Shadow Demon
  Medium fiend (demon), chaotic evil
  Armor Class 13
  Hit Points 66 (12d8 + 12)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (−5) 
  17 (+3) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  14 (+2)
  Saving Throws Dex +5, Cha +4
  Skills Stealth +7
  Damage Vulnerabilities radiant
  Damage Resistances acid, fire, necrotic, thunder; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Damage Immunities cold, lightning, poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained
  Senses darkvision 120 ft., passive Perception 11
  Languages Abyssal, telepathy 120 ft.
  Challenge 4 (1,100 XP)
  Incorporeal Movement. The demon can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Light Sensitivity. While in bright light, the demon has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Shadow Stealth. While in dim light or darkness, the demon can 
  take the Hide action as a bonus action.
  Actions
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had 
  advantage on the attack roll, 17 (4d6 + 3) psychic damage.
  Shield Guardian
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 142 (15d10 + 60)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  8 (−1) 
  18 (+4) 
  7 (−2) 
  10 (+0) 
  3 (−4)
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Languages understands commands given in any language but 
  can’t speak
  Challenge 7 (2,900 XP)
  Bound. The shield guardian is magically bound to an amulet. 
  As long as the guardian and its amulet are on the same plane 
  of existence, the amulet’s wearer can telepathically call the 
  guardian to travel to it, and the guardian knows the distance 
  and direction to the amulet. If the guardian is within 60 feet 
  of the amulet’s wearer, half of any damage the wearer takes 
  (rounded up) is transferred to the guardian.
  Regeneration. The shield guardian regains 10 hit points at the 
  start of its turn if it has at least 1 hit point.
  Spell Storing. A spellcaster who wears the shield guardian’s 
  amulet can cause the guardian to store one spell of 4th level or 
  lower. To do so, the wearer must cast the spell on the guardian. 
  The spell has no effect but is stored within the guardian. When 
  commanded to do so by the wearer or when a situation arises 
  that was predefined by the spellcaster, the guardian casts the 
  stored spell with any parameters set by the original caster, 
  requiring no components. When the spell is cast or a new spell 
  is stored, any previously stored spell is lost.
  Actions
  Multiattack. The guardian makes two fist attacks.
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) bludgeoning damage.
  Reactions
  Shield. When a creature makes an attack against the wearer of 
  the guardian’s amulet, the guardian grants a +2 bonus to the 
  wearer’s AC if the guardian is within 5 feet of the wearer.
  Smoke Mephit
  Small elemental, neutral evil
  Armor Class 12
  Hit Points 22 (5d6 + 5)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (−2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0)
  Skills Perception +2, Stealth +4
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Auran, Ignan
  Challenge 1/4 (50 XP)
  Death Burst. When the mephit dies, it leaves behind a cloud 
  of smoke that fills a 5-foot-radius sphere centered on its space. 
  The sphere is heavily obscured. Wind disperses the cloud, 
  which otherwise lasts for 1 minute.
  Innate Spellcasting (1/Day). The mephit can innately cast 
  dancing lights, requiring no material components. Its innate 
  spellcasting ability is Charisma.
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) slashing damage.
  Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone 
  of smoldering ash. Each creature in that area must succeed on 
  a DC 10 Dexterity saving throw or be blinded until the end of 
  the mephit’s next turn.
  
  33
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Specter
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 0 ft., fly 50 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (−5) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  11 (+0)
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages understands all languages it knew in life but can’t 
  speak
  Challenge 1 (200 XP)
  Incorporeal Movement. The specter can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Sunlight Sensitivity. While in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) necrotic damage. The target must 
  succeed on a DC 10 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the creature finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0.
  Sprite
  Tiny fey, neutral good
  Armor Class 15 (leather armor)
  Hit Points 2 (1d4)
  Speed 10 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (−4) 
  18 (+4) 
  10 (+0) 
  14 (+2) 
  13 (+1) 
  11 (+0)
  Skills Perception +3, Stealth +8
  Senses passive Perception 13
  Languages Common, Elvish, Sylvan
  Challenge 1/4 (50 XP)
  Actions
  Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 1 slashing damage.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 
  ft., one target. Hit: 1 piercing damage, and the target must 
  succeed on a DC 10 Constitution saving throw or become 
  poisoned for 1 minute. If its saving throw result is 5 or lower, 
  the poisoned target falls unconscious for the same duration, 
  or until it takes damage or another creature takes an action to 
  shake it awake.
  Heart Sight. The sprite touches a creature and magically knows 
  the creature’s current emotional state. If the target fails a DC 
  10 Charisma saving throw, the sprite also knows the creature’s 
  alignment. Celestials, fiends, and undead automatically fail the 
  saving throw.
  Invisibility. The sprite magically turns invisible until it 
  attacks or casts a spell, or until its concentration ends (as if 
  concentrating on a spell). Any equipment the sprite wears or 
  carries is invisible with it.
  Spy
  Medium humanoid (any race), any alignment
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3)
  Skills Deception +5, Insight +4, Investigation +5, Perception +6, 
  Persuasion +5, Sleight of Hand +4, Stealth +4
  Senses passive Perception 16
  Languages any two languages
  Challenge 1 (200 XP)
  Cunning Action. On each of its turns, the spy can use a bonus 
  action to take the Dash, Disengage, or Hide action.
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has advantage 
  on the attack roll, or when the target is within 5 feet of an ally 
  of the spy that isn’t incapacitated and the spy doesn’t have 
  disadvantage on the attack roll.
  Actions
  Multiattack. The spy makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  
  34
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Steam Mephit
  Small elemental, neutral evil
  Armor Class 10
  Hit Points 21 (6d6)
  Speed 30 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   5 (−3) 
  11 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  12 (+1)
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Aquan, Ignan
  Challenge 1/4 (50 XP)
  Death Burst. When the mephit dies, it explodes in a cloud of 
  steam. Each creature within 5 feet of the mephit must succeed 
  on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
  Innate Spellcasting (1/Day). The mephit can innately cast blur, 
  requiring no material components. Its innate spellcasting 
  ability is Charisma.
  Actions
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 
  Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.
  Steam Breath (Recharge 6). The mephit exhales a 15-foot cone 
  of scalding steam. Each creature in that area must succeed on 
  a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a 
  failed save, or half as much damage on a successful one.
  Tribal Warrior
  Medium humanoid (any race), any alignment
  Armor Class 12 (hide armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  11 (+0) 
  12 (+1) 
  8 (−1) 
  11 (+0) 
  8 (−1)
  Senses passive Perception 10
  Languages any one language
  Challenge 1/8 (25 XP)
  Pack Tactics. The warrior has advantage on an attack roll 
  against a creature if at least one of the warrior’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 
  5 (1d8 + 1) piercing damage if used with two hands to make a 
  melee attack.
  Troglodyte
  Medium humanoid (troglodyte), chaotic evil
  Armor Class 11 (natural armor)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  10 (+0) 
  14 (+2) 
  6 (−2) 
  10 (+0) 
  6 (−2)
  Skills Stealth +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Troglodyte
  Challenge 1/4 (50 XP)
  Chameleon Skin. The troglodyte has advantage on Dexterity 
  (Stealth) checks made to hide.
  Stench. Any creature other than a troglodyte that starts its 
  turn within 5 feet of the troglodyte must succeed on a DC 12 
  Constitution saving throw or be poisoned until the start of the 
  creature’s next turn. On a successful saving throw, the creature 
  is immune to the stench of all troglodytes for 1 hour.
  Sunlight Sensitivity. While in sunlight, the troglodyte 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The troglodyte makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) slashing damage.
  
  35
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Umber Hulk
  Large monstrosity, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 93 (11d10 + 33)
  Speed 30 ft., burrow 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  13 (+1) 
  16 (+3) 
  9 (−1) 
  10 (+0) 
  10 (+0)
  Senses darkvision 120 ft., tremorsense 60 ft., 
  passive Perception 10
  Languages Umber Hulk
  Challenge 5 (1,800 XP)
  Confusing Gaze. When a creature starts its turn within 30 feet 
  of the umber hulk and is able to see the umber hulk’s eyes, the 
  umber hulk can magically force it to make a DC 15 Charisma 
  saving throw, unless the umber hulk is incapacitated. 
   On a failed saving throw, the creature can’t take reactions 
  until the start of its next turn and rolls a d8 to determine 
  what it does during that turn. On a 1 to 4, the creature does 
  nothing. On a 5 or 6, the creature takes no action but uses all 
  its movement to move in a random direction. On a 7 or 8, the 
  creature makes one melee attack against a random creature, or 
  it does nothing if no creature is within reach. 
   Unless surprised, a creature can avert its eyes to avoid the 
  saving throw at the start of its turn. If the creature does so, it 
  can’t see the umber hulk until the start of its next turn, when it 
  can avert its eyes again. If the creature looks at the umber hulk 
  in the meantime, it must immediately make the save.
  Tunneler. The umber hulk can burrow through solid rock at 
  half its burrowing speed and leaves a 5 foot-wide, 8-foot-high 
  tunnel in its wake.
  Actions
  Multiattack. The umber hulk makes three attacks: two with its 
  claws and one with its mandibles.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) slashing damage.
  Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) slashing damage.
  Vampire Spawn
  Medium undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 82 (11d8 + 33)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  16 (+3) 
  16 (+3) 
  11 (+0) 
  10 (+0) 
  12 (+1)
  Saving Throws Dex +6, Wis +3
  Skills Perception +3, Stealth +6
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 13
  Languages the languages it knew in life
  Challenge 5 (1,800 XP)
  Regeneration. The vampire regains 10 hit points at the start 
  of its turn if it has at least 1 hit point and isn’t in sunlight or 
  running water. If the vampire takes radiant damage or damage 
  from holy water, this trait doesn’t function at the start of the 
  vampire’s next turn.
  Spider Climb. The vampire can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Vampire Weaknesses. The vampire has the following flaws: 
   Forbiddance. The vampire can’t enter a residence without an 
  invitation from one of the occupants. 
   Harmed by Running Water. The vampire takes 20 acid damage 
  when it ends its turn in running water. 
   Stake to the Heart. The vampire is destroyed if a piercing 
  weapon made of wood is driven into its heart while it is 
  incapacitated in its resting place. 
   Sunlight Hypersensitivity. The vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While in sunlight, it 
  has disadvantage on attack rolls and ability checks.
  Actions
  Multiattack. The vampire makes two attacks, only one of which 
  can be a bite attack.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, 
  the vampire can grapple the target (escape DC 13).
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing 
  creature, or a creature that is grappled by the vampire, 
  incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage 
  plus 7 (2d6) necrotic damage. The target’s hit point maximum 
  is reduced by an amount equal to the necrotic damage taken, 
  and the vampire 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.
  Veteran
  Medium humanoid (any race), any alignment
  Armor Class 17 (splint)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Athletics +5, Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Actions
  Multiattack. The veteran makes two longsword attacks. If it 
  has a shortsword drawn, it can also make a shortsword attack.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) 
  slashing damage if used with two hands.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage.
  
  36
  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Violet Fungus
  Medium plant, unaligned
  Armor Class 5
  Hit Points 18 (4d8)
  Speed 5 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (−4) 
  1 (−5) 
  10 (+0) 
  1 (−5) 
  3 (−4) 
  1 (−5)
  Condition Immunities blinded, deafened, frightened
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 6
  Languages —
  Challenge 1/4 (50 XP)
  False Appearance. While the violet fungus remains motionless, 
  it is indistinguishable from an ordinary fungus.
  Actions
  Multiattack. The fungus makes 1d4 Rotting Touch attacks.
  Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one 
  creature. Hit: 4 (1d8) necrotic damage.
  Vrock
  Large fiend (demon), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 104 (11d10 + 44)
  Speed 40 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  15 (+2) 
  18 (+4) 
  8 (−1) 
  13 (+1) 
  8 (−1)
  Saving Throws Dex +5, Wis +4, Cha +2
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Abyssal, telepathy 120 ft.
  Challenge 6 (2,300 XP)
  Magic Resistance. The vrock has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The vrock makes two attacks: one with its beak 
  and one with its talons.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) piercing damage.
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 14 (2d10 + 3) slashing damage.
  Spores (Recharge 6). A 15-foot-radius cloud of toxic spores 
  extends out from the vrock. The spores spread around 
  corners. Each creature in that area must succeed on a DC 
  14 Constitution saving throw or become poisoned. While 
  poisoned in this way, a target takes 5 (1d10) poison damage 
  at the start of each of its turns. A target can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself 
  on a success. Emptying a vial of holy water on the target also 
  ends the effect on it.
  Stunning Screech (1/Day). The vrock emits a horrific screech. 
  Each creature within 20 feet of it that can hear it and that isn’t a 
  demon must succeed on a DC 14 Constitution saving throw or 
  be stunned until the end of the vrock’s next turn.
  Water Weird
  Large elemental, neutral
  Armor Class 13
  Hit Points 58 (9d10 + 9)
  Speed 0 ft., swim 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  16 (+3) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
  10 (+0)
  Damage Resistances fire; bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  poisoned, restrained, prone, unconscious
  Senses blindsight 30 ft., passive Perception 10
  Languages understands Aquan but doesn’t speak
  Challenge 3 (700 XP)
  Invisible in Water. The water weird is invisible while fully 
  immersed in water.
  Water Bound. The water weird dies if it leaves the water to 
  which it is bound or if that water is destroyed.
  Actions
  Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is 
  Medium or smaller, it is grappled (escape DC 13) and pulled 5 
  feet toward the water weird. Until this grapple ends, the target 
  is restrained, the water weird tries to drown it, and the water 
  weird can’t constrict another target.
  
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  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Wereboar
  Medium humanoid (human, shapechanger), neutral evil
  Armor Class 10 in humanoid form, 11 (natural armor) in boar 
  or hybrid form
  Hit Points 78 (12d8 + 24)
  Speed 30 ft. (40 ft. in boar form)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  10 (+0) 
  15 (+2) 
  10 (+0) 
  11 (+0) 
  8 (−1)
  Skills Perception +2
  Damage Immunities bludgeoning, piercing, and slashing 
  damage from nonmagical weapons that aren’t silvered
  Senses passive Perception 12
  Languages Common (can’t speak in boar form)
  Challenge 4 (1,100 XP)
  Shapechanger. The wereboar can use its action to polymorph 
  into a boar-humanoid hybrid or into a boar, or back into its true 
  form, which is humanoid. Its statistics, other than its AC, are 
  the same in each form. Any equipment it is wearing or carrying 
  isn’t transformed. It reverts to its true form if it dies.
  Charge (Boar or Hybrid Form Only). If the wereboar moves 
  at least 15 feet straight toward a target and then hits it with 
  its tusks on the same turn, the target takes an extra 7 (2d6) 
  slashing damage. If the target is a creature, it must succeed on 
  a DC 13 Strength saving throw or be knocked prone.
  Relentless (Recharges after a Short or Long Rest). If the 
  wereboar takes 14 damage or less that would reduce it to 0 hit 
  points, it is reduced to 1 hit point instead.
  Actions
  Multiattack (Humanoid or Hybrid Form Only). The wereboar 
  makes two attacks, only one of which can be with its tusks.
  Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning 
  damage.
  Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing 
  damage. If the target is a humanoid, it must succeed on a 
  DC 12 Constitution saving throw or be cursed with wereboar 
  lycanthropy.
  Will-o’-Wisp
  Tiny undead, chaotic evil
  Armor Class 19
  Hit Points 22 (9d4)
  Speed 0 ft., fly 50 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (−5) 
  28 (+9) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
  11 (+0)
  Damage Immunities lightning, poison
  Damage Resistances acid, cold, fire, necrotic, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons
  Condition Immunities exhaustion, grappled, paralyzed, 
  poisoned, prone, restrained, unconscious
  Senses darkvision 120 ft., passive Perception 12
  Languages the languages it knew in life
  Challenge 2 (450 XP)
  Consume Life. As a bonus action, the will-o’-wisp can target 
  one creature it can see within 5 feet of it that has 0 hit 
  points and is still alive. The target must succeed on a DC 10 
  Constitution saving throw against this magic or die. If the 
  target dies, the will-o’-wisp regains 10 (3d6) hit points.
  Ephemeral. The will-o’-wisp can’t wear or carry anything.
  Incorporeal Movement. The will-o’-wisp can move through 
  other creatures and objects as if they were difficult terrain. It 
  takes 5 (1d10) force damage if it ends its turn inside an object.
  Variable Illumination. The will-o’-wisp sheds bright light in a 5- 
  to 20-foot radius and dim light for an additional number of feet 
  equal to the chosen radius. The will-o’-wisp can alter the radius 
  as a bonus action.
  Actions
  Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 9 (2d8) lightning damage.
  Invisibility. The will-o’-wisp and its light magically become 
  invisible until it attacks or uses its Life Drain, or until its 
  concentration ends (as if concentrating on a spell).
  
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  Princes of the Apocalypse v0.1 | Monsters
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  Xorn
  Medium elemental, neutral
  Armor Class 19 (natural armor)
  Hit Points 73 (7d8 + 42)
  Speed 20 ft., burrow 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  10 (+0) 
  22 (+6) 
  11 (+0) 
  10 (+0) 
  11 (+0)
  Skills Perception +6, Stealth +3
  Damage Resistances piercing and slashing from nonmagical 
  weapons that aren’t adamantine
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 16
  Languages Terran
  Challenge 5 (1,800 XP)
  Earth Glide. The xorn can burrow through nonmagical, 
  unworked earth and stone. While doing so, the xorn doesn’t 
  disturb the material it moves through.
  Stone Camouflage. The xorn has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain.
  Treasure Sense. The xorn can pinpoint, by scent, the location of 
  precious metals and stones, such as coins and gems, within 60 
  feet of it.
  Actions
  Multiattack. The xorn makes three claw attacks and one bite 
  attack.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (3d6 + 3) piercing damage.
  Young Red Dragon
  Large dragon, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 40 ft., climb 40 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  10 (+0) 
  21 (+5) 
  14 (+2) 
  11 (+0) 
  19 (+4)
  Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  Skills Perception +8, Stealth +4
  Damage Immunities fire
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  Languages Common, Draconic
  Challenge 10 (5,900 XP)
  Actions
  Multiattack. The dragon makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 6) slashing damage.
  Fire Breath (Recharge 5–6). The dragon exhales fire in a 30-foot 
  cone. Each creature in that area must make a DC 17 Dexterity 
  saving throw, taking 56 (16d6) fire damage on a failed save, or 
  half as much damage on a successful one.
  
  39
  Princes of the Apocalypse v0.1 | Spells
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  SpellS
  This section collects the spells referenced in the 
  Princes of the Apocalypse adventure, excluding those 
  found in that adventure’s appendix B and those already 
  available in the D&D Basic Rules. This includes spells 
  mentioned in monster stat blocks (both in the adventure 
  appendix and this supplement) and spells referred to 
  by magic items in the adventure. These spells are from 
  the Player’s Handbook and are provided here for your 
  convenience.
   For the rules governing magic and spellcasting, see 
  the D&D Basic Rules or the Player’s Handbook.
  alarm
  1st-level abjuration (ritual)
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a tiny bell and a piece of fine 
  silver wire)
  Duration: 8 hours
  You set an alarm against unwanted intrusion. Choose 
  a door, a window, or an area within range that is no 
  larger than a 20-foot cube. Until the spell ends, an alarm 
  alerts you whenever a Tiny or larger creature touches 
  or enters the warded area. When you cast the spell, you 
  can designate creatures that won’t set off the alarm. You 
  also choose whether the alarm is mental or audible.
   A mental alarm alerts you with a ping in your mind 
  if you are within 1 mile of the warded area. This ping 
  awakens you if you are sleeping.
   An audible alarm produces the sound of a hand bell 
  for 10 seconds within 60 feet.
  alter Self
  2nd-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 hour
  You assume a different form. When you cast the spell, 
  choose one of the following options, the effects of which 
  last for the duration of the spell. While the spell lasts, 
  you can end one option as an action to gain the benefits 
  of a different one.
   Aquatic Adaptation. You adapt your body to an 
  aquatic environment, sprouting gills and growing 
  webbing between your fingers. You can breathe 
  underwater and gain a swimming speed equal to your 
  walking speed.
   Change Appearance. You transform your appearance. 
  You decide what you look like, including your height, 
  weight, facial features, sound of your voice, hair length, 
  coloration, and distinguishing characteristics, if any. 
  You can make yourself appear as a member of another 
  race, though none of your statistics change. You also 
  can’t appear as a creature of a different size than you, 
  and your basic shape stays the same; if you’re bipedal, 
  you can’t use this spell to become quadrupedal, for 
  instance. At any time for the duration of the spell, you 
  can use your action to change your appearance in this 
  way again.
   Natural Weapons. You grow claws, fangs, spines, 
  horns, or a different natural weapon of your choice. Your 
  unarmed strikes deal 1d6 bludgeoning, piercing, or 
  slashing damage, as appropriate to the natural weapon 
  you chose, and you are proficient with your unarmed 
  strikes. Finally, the natural weapon is magic and you 
  have a +1 bonus to the attack and damage rolls you 
  make using it.
  animal frienDShip
  1st-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a morsel of food)
  Duration: 24 hours
  This spell lets you convince a beast that you mean it no 
  harm. Choose a beast that you can see within range. 
  It must see and hear you. If the beast’s Intelligence is 
  4 or higher, the spell fails. Otherwise, the beast must 
  succeed on a Wisdom saving throw or be charmed 
  by you for the spell’s duration. If you or one of your 
  companions harms the target, the spells ends.
   At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, you can affect one 
  additional beast for each slot level above 1st.
  animal meSSenger
  2nd-level enchantment (ritual)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a morsel of food)
  Duration: 24 hours
  By means of this spell, you use an animal to deliver a 
  message. Choose a Tiny beast you can see within range, 
  such as a squirrel, a blue jay, or a bat. You specify a 
  location, which you must have visited, and a recipient 
  who matches a general description, such as “a man or 
  woman dressed in the uniform of the town guard” or “a 
  red-haired dwarf wearing a pointed hat.” You also speak 
  a message of up to twenty-five words. The target beast 
  travels for the duration of the spell toward the specified 
  location, covering about 50 miles per 24 hours for a 
  flying messenger, or 25 miles for other animals.
   When the messenger arrives, it delivers your message 
  to the creature that you described, replicating the sound 
  of your voice. The messenger speaks only to a creature 
  matching the description you gave. If the messenger 
  doesn’t reach its destination before the spell ends, the 
  message is lost, and the beast makes its way back to 
  where you cast this spell.
   At Higher Levels. If you cast this spell using a spell 
  slot of 3nd level or higher, the duration of the spell 
  increases by 48 hours for each slot level above 2nd.
  
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  animate DeaD
  3rd-level necromancy
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, S, M (a drop of blood, a piece of flesh, 
  and a pinch of bone dust)
  Duration: Instantaneous
  This spell creates an undead servant. Choose a pile 
  of bones or a corpse of a Medium or Small humanoid 
  within range. Your spell imbues the target with a foul 
  mimicry of life, raising it as an undead creature. The 
  target becomes a skeleton if you chose bones or a 
  zombie if you chose a corpse (the DM has the creature’s 
  game statistics).
   On each of your turns, you can use a bonus action 
  to mentally command any creature you made with 
  this spell if the creature is within 60 feet of you (if you 
  control multiple creatures, you can command any or all 
  of them at the same time, issuing the same command to 
  each one). You decide what action the creature will take 
  and where it will move during its next turn, or you can 
  issue a general command, such as to guard a particular 
  chamber or corridor. If you issue no commands, the 
  creature only defends itself against hostile creatures. 
  Once given an order, the creature continues to follow it 
  until its task is complete.
   The creature is under your control for 24 hours, after 
  which it stops obeying any command you’ve given it. To 
  maintain control of the creature for another 24 hours, 
  you must cast this spell on the creature again before 
  the current 24-hour period ends. This use of the spell 
  reasserts your control over up to four creatures you 
  have animated with this spell, rather than animating 
  a new one.
   At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, you animate or reassert 
  control over two additional undead creatures for each 
  slot level above 3rd. Each of the creatures must come 
  from a different corpse or pile of bones.
  armOr Of agathyS
  1st-level abjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a cup of water)
  Duration: 1 hour
  A protective magical force surrounds you, manifesting 
  as a spectral frost that covers you and your gear. 
  You gain 5 temporary hit points for the duration. If a 
  creature hits you with a melee attack while you have 
  these hit points, the creature takes 5 cold damage.
   At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, both the temporary hit 
  points and the cold damage increase by 5 for each slot 
  level above 1st.
  bane
  1st-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a drop of blood)
  Duration: Concentration, up to 1 minute
  Up to three creatures of your choice that you can see 
  within range must make Charisma saving throws. 
  Whenever a target that fails this saving throw makes 
  an attack roll or a saving throw before the spell ends, 
  the target must roll a d4 and subtract the number rolled 
  from the attack roll or saving throw.
   At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, you can target one 
  additional creature for each slot level above 1st.
  barkSkin
  2nd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a handful of oak bark)
  Duration: Concentration, up to 1 hour
  You touch a willing creature. Until the spell ends, the 
  target’s skin has a rough, bark-like appearance, and the 
  target’s AC can’t be less than 16, regardless of what kind 
  of armor it is wearing.
  blaDe warD
  Abjuration cantrip
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 round
  You extend your hand and trace a sigil of warding in the 
  air. Until the end of your next turn, you have resistance 
  against bludgeoning, piercing, and slashing damage 
  dealt by weapon attacks.
  blight
  4th-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  Necromantic energy washes over a creature of your 
  choice that you can see within range, draining moisture 
  and vitality from it. The target must make a Constitution 
  saving throw. The target takes 8d8 necrotic damage on 
  a failed save, or half as much damage on a successful 
  one. This spell has no effect on undead or constructs.
   If you target a plant creature or a magical plant, it 
  makes the saving throw with disadvantage, and the spell 
  deals maximum damage to it.
   If you target a nonmagical plant that isn’t a creature, 
  such as a tree or shrub, it doesn’t make a saving throw; 
  it simply withers and dies.
   At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the damage increases by 
  1d8 for each slot level above 4th.
  
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  blinDneSS/DeafneSS
  2nd-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: 1 minute
  You can blind or deafen a foe. Choose one creature that 
  you can see within range to make a Constitution saving 
  throw. If it fails, the target is either blinded or deafened 
  (your choice) for the duration. At the end of each of its 
  turns, the target can make a Constitution saving throw. 
  On a success, the spell ends.
   At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can target one 
  additional creature for each slot level above 2nd.
  chill tOuch
  Necromancy cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: 1 round
  You create a ghostly, skeletal hand in the space of a 
  creature within range. Make a ranged spell attack 
  against the creature to assail it with the chill of the 
  grave. On a hit, the target takes 1d8 necrotic damage, 
  and it can’t regain hit points until the start of your next 
  turn. Until then, the hand clings to the target.
   If you hit an undead target, it also has disadvantage on 
  attack rolls against you until the end of your next turn.
   This spell’s damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8).
  chrOmatic Orb
  1st-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a diamond worth at least 50 gp)
  Duration: Instantaneous
  You hurl a 4-inch-diameter sphere of energy at a 
  creature that you can see within range. You choose 
  acid, cold, fire, lightning, poison, or thunder for the type 
  of orb you create, and then make a ranged spell attack 
  against the target. If the attack hits, the creature takes 
  3d8 damage of the type you chose.
   At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  1d8 for each slot level above 1st.
  clOuDkill
  5th-level conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You create a 20-foot-radius sphere of poisonous, yellow-
  green fog centered on a point you choose within range. 
  The fog spreads around corners. It lasts for the duration 
  or until strong wind disperses the fog, ending the spell. 
  Its area is heavily obscured.
   When a creature enters the spell’s area for the first 
  time on a turn or starts its turn there, that creature must 
  make a Constitution saving throw. The creature takes 
  5d8 poison damage on a failed save, or half as much 
  damage on a successful one. Creatures are affected 
  even if they hold their breath or don’t need to breathe.
   The fog moves 10 feet away from you at the start 
  of each of your turns, rolling along the surface of the 
  ground. The vapors, being heavier than air, sink to the 
  lowest level of the land, even pouring down openings.
   At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the damage increases by 
  1d8 for each slot level above 5th.
  cOlOr Spray
  1st-level illusion
  Casting Time: 1 action
  Range: Self (15-foot cone)
  Components: V, S, M (a pinch of powder or sand that is 
  colored red, yellow, and blue)
  Duration: 1 round
  A dazzling array of flashing, colored light springs from 
  your hand. Roll 6d10; the total is how many hit points 
  of creatures this spell can effect. Creatures in a 15-foot 
  cone originating from you are affected in ascending 
  order of their current hit points (ignoring unconscious 
  creatures and creatures that can’t see).
   Starting with the creature that has the lowest current 
  hit points, each creature affected by this spell is blinded 
  until the spell ends. Subtract each creature’s hit points 
  from the total before moving on to the creature with 
  the next lowest hit points. A creature’s hit points must 
  be equal to or less than the remaining total for that 
  creature to be affected.
   At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, roll an additional 2d10 
  for each slot level above 1st.
  cOnfuSiOn
  4th-level enchantment
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (three nut shells)
  Duration: Concentration, up to 1 minute
  This spell assaults and twists creatures’ minds, 
  spawning delusions and provoking uncontrolled action. 
  Each creature in a 10-foot-radius sphere centered on 
  a point you choose within range must succeed on a 
  Wisdom saving throw when you cast this spell or be 
  affected by it.
   An affected target can’t take reactions and must roll 
  a d10 at the start of each of its turns to determine its 
  behavior for that turn.
  
  42
  Princes of the Apocalypse v0.1 | Spells
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  d10
  Behavior
  1
  The creature uses all its movement to move in a 
  random direction. To determine the direction, roll 
  a d8 and assign a direction to each die face. The 
  creature doesn’t take an action this turn.
  2–6
  The creature doesn’t move or take actions this turn.
  7–8
  The creature uses its action to make a melee attack 
  against a randomly determined creature within its 
  reach. If there is no creature within its reach, the 
  creature does nothing this turn.
  9–10
  The creature can act and move normally.
   At the end of each of its turns, an affected target can 
  make a Wisdom saving throw. If it succeeds, this effect 
  ends for that target.
   At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the radius of the sphere 
  increases by 5 feet for each slot level above 4th.
  cOnJure animalS
  3rd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You summon fey spirits that take the form of beasts 
  and appear in unoccupied spaces that you can see 
  within range. Choose one of the following options for 
  what appears:
  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower
  Each beast is also considered fey, and it disappears 
  when it drops to 0 hit points or when the spell ends.
   The summoned creatures are friendly to you and your 
  companions. Roll initiative for the summoned creatures 
  as a group, which has its own turns. They obey any 
  verbal commands that you issue to them (no action 
  required by you). If you don’t issue any commands to 
  them, they defend themselves from hostile creatures, 
  but otherwise take no actions.
   The DM has the creatures’ statistics.
   At Higher Levels. When you cast this spell using 
  certain higher-level spell slots, you choose one of the 
  summoning options above, and more creatures appear: 
  twice as many with a 5th-level slot, three times as many 
  with a 7th-level slot, and four times as many with a 
  9th-level slot.
  cOnJure elemental
  5th-level conjuration
  Casting Time: 1 minute
  Range: 90 feet
  Components: V, S, M (burning incense for air, soft clay 
  for earth, sulfur and phosphorus for fire, or water and 
  sand for water)
  Duration: Concentration, up to 1 hour
  You call forth an elemental servant. Choose an area of air, 
  earth, fire, or water that fills a 10-foot cube within range. 
  An elemental of challenge rating 5 or lower appropriate 
  to the area you chose appears in an unoccupied space 
  within 10 feet of it. For example, a fire elemental 
  emerges from a bonfire, and an earth elemental rises 
  up from the ground. The elemental disappears when it 
  drops to 0 hit points or when the spell ends.
   The elemental is friendly to you and your companions 
  for the duration. Roll initiative for the elemental, which 
  has its own turns. It obeys any verbal commands that 
  you issue to it (no action required by you). If you don’t 
  issue any commands to the elemental, it defends itself 
  from hostile creatures but otherwise takes no actions.
   If your concentration is broken, the elemental doesn’t 
  disappear. Instead, you lose control of the elemental, 
  it becomes hostile toward you and your companions, 
  and it might attack. An uncontrolled elemental can’t be 
  dismissed by you, and it disappears 1 hour after you 
  summoned it.
   The DM has the elemental’s statistics.
   At Higher Levels. When you cast this spell using 
  a spell slot of 6th level or higher, the challenge rating 
  increases by 1 for each slot level above 5th.
  cOntinual flame
  2nd-level evocation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (ruby dust worth 50 gp, which the 
  spell consumes)
  Duration: Until dispelled
  A flame, equivalent in brightness to a torch, springs 
  forth from an object that you touch. The effect looks like 
  a regular flame, but it creates no heat and doesn’t use 
  oxygen. A continual flame can be covered or hidden but 
  not smothered or quenched.
  cOntrOl water
  4th-level transmutation
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (a drop of water and a 
  pinch of dust)
  Duration: Concentration, up to 10 minutes
  Until the spell ends, you control any freestanding water 
  inside an area you choose that is a cube up to 100 feet 
  on a side. You can choose from any of the following 
  effects when you cast this spell. As an action on your 
  turn, you can repeat the same effect or choose a 
  different one.
   Flood. You cause the water level of all standing water in 
  the area to rise by as much as 20 feet. If the area includes 
  a shore, the flooding water spills over onto dry land.
   If you choose an area in a large body of water, you 
  instead create a 20-foot tall wave that travels from one 
  side of the area to the other and then crashes down. Any 
  Huge or smaller vehicles in the wave’s path are carried 
  with it to the other side. Any Huge or smaller vehicles 
  struck by the wave have a 25 percent chance of capsizing.
  
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   The water level remains elevated until the spell ends 
  or you choose a different effect. If this effect produced 
  a wave, the wave repeats on the start of your next turn 
  while the flood effect lasts.
   Part Water. You cause water in the area to move 
  apart and create a trench. The trench extends across 
  the spell’s area, and the separated water forms a wall to 
  either side. The trench remains until the spell ends or 
  you choose a different effect. The water then slowly fills 
  in the trench over the course of the next round until the 
  normal water level is restored.
   Redirect Flow. You cause flowing water in the area 
  to move in a direction you choose, even if the water has 
  to flow over obstacles, up walls, or in other unlikely 
  directions. The water in the area moves as you direct 
  it, but once it moves beyond the spell’s area, it resumes 
  its flow based on the terrain conditions. The water 
  continues to move in the direction you chose until the 
  spell ends or you choose a different effect.
   Whirlpool. This effect requires a body of water 
  at least 50 feet square and 25 feet deep. You cause 
  a whirlpool to form in the center of the area. The 
  whirlpool forms a vortex that is 5 feet wide at the 
  base, up to 50 feet wide at the top, and 25 feet tall. Any 
  creature or object in the water and within 25 feet of the 
  vortex is pulled 10 feet toward it. A creature can swim 
  away from the vortex by making a Strength (Athletics) 
  check against your spell save DC.
   When a creature enters the vortex for the first time on 
  a turn or starts its turn there, it must make a Strength 
  saving throw. On a failed save, the creature takes 2d8 
  bludgeoning damage and is caught in the vortex until 
  the spell ends. On a successful save, the creature takes 
  half damage, and isn’t caught in the vortex. A creature 
  caught in the vortex can use its action to try to swim 
  away from the vortex as described above, but has 
  disadvantage on the Strength (Athletics) check to do so.
   The first time each turn that an object enters the 
  vortex, the object takes 2d8 bludgeoning damage; this 
  damage occurs each round it remains in the vortex.
  cOntrOl weather
  8th-level transmutation
  Casting Time: 10 minutes
  Range: Self (5-mile radius)
  Components: V, S, M (burning incense and bits of earth 
  and wood mixed in water)
  Duration: Concentration, up to 8 hours
  You take control of the weather within 5 miles of you 
  for the duration. You must be outdoors to cast this spell. 
  Moving to a place where you don’t have a clear path to 
  the sky ends the spell early.
   When you cast the spell, you change the current 
  weather conditions, which are determined by the DM 
  based on the climate and season. You can change 
  precipitation, temperature, and wind. It takes 1d4 × 10 
  minutes for the new conditions to take effect. Once they 
  do so, you can change the conditions again. When the 
  spell ends, the weather gradually returns to normal.
   When you change the weather conditions, find a 
  current condition on the following tables and change its 
  stage by one, up or down. When changing the wind, you 
  can change its direction.
  Precipitation
  Stage
  Condition
  1
  Clear
  2
  Light clouds
  3
  Overcast or ground fog
  4
  Rain, hail, or snow
  5
  Torrential rain, driving hail, or blizzard
  Temperature
  Stage
  Condition
  1
  Unbearable heat
  2
  Hot
  3
  Warm
  4
  Cool
  5
  Cold
  6
  Arctic cold
  Wind
  Stage
  Condition
  1
  Calm
  2
  Moderate wind
  3
  Strong wind
  4
  Gale
  5
  Storm
  create fOOD anD water
  3rd-level conjuration
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You create 45 pounds of food and 30 gallons of water 
  on the ground or in containers within range, enough 
  to sustain up to fifteen humanoids or five steeds for 
  24 hours. The food is bland but nourishing, and spoils 
  if uneaten after 24 hours. The water is clean and 
  doesn’t go bad.
  creatiOn
  5th-level illusion
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a tiny piece of matter of the same 
  type of the item you plan to create)
  Duration: Special
  You pull wisps of shadow material from the Shadowfell 
  to create a nonliving object of vegetable matter within 
  range: soft goods, rope, wood, or something similar. You 
  can also use this spell to create mineral objects such as 
  stone, crystal, or metal. The object created must be no 
  larger than a 5-foot cube, and the object must be of a 
  form and material that you have seen before.
   The duration depends on the object’s material. If 
  the object is composed of multiple materials, use the 
  shortest duration.
  Material
  Duration
  Vegetable matter
  1 day
  Stone or crystal
  12 hours
  Precious metals
  1 hour
  Gems
  10 minutes
  Adamantine or mithral
  1 minute
  
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   Using any material created by this spell as another 
  spell’s material component causes that spell to fail.
   At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the cube increases by 5 
  feet for each slot level above 5th.
  Daylight
  3rd-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 hour
  A 60-foot-radius sphere of light spreads out from a point 
  you choose within range. The sphere is bright light and 
  sheds dim light for an additional 60 feet.
   If you chose a point on an object you are holding or 
  one that isn’t being worn or carried, the light shines 
  from the object and moves with it. Completely covering 
  the affected object with an opaque object, such as a bowl 
  or a helm, blocks the light.
   If any of this spell’s area overlaps with an area of 
  darkness created by a spell of 3rd level or lower, the 
  spell that created the darkness is dispelled.
  Detect eVil anD gOOD
  1st-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  For the duration, you know if there is an aberration, 
  celestial, elemental, fey, fiend, or undead within 30 
  feet of you, as well as where the creature is located. 
  Similarly, you know if there is a place or object within 
  30 feet of you that has been magically consecrated or 
  desecrated.
   The spell can penetrate most barriers, but it is blocked 
  by 1 foot of stone, 1 inch of common metal, a thin sheet 
  of lead, or 3 feet of wood or dirt.
  Detect thOughtS
  2nd-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a copper piece)
  Duration: Concentration, up to 1 minute
  For the duration, you can read the thoughts of certain 
  creatures. When you cast the spell and as your action on 
  each turn until the spell ends, you can focus your mind 
  on any one creature that you can see within 30 feet of 
  you. If the creature you choose has an Intelligence of 3 
  or lower or doesn’t speak any language, the creature is 
  unaffected.
   You initially learn the surface thoughts of the 
  creature—what is most on its mind in that moment. As 
  an action, you can either shift your attention to another 
  creature’s thoughts or attempt to probe deeper into the 
  same creature’s mind. If you probe deeper, the target 
  must make a Wisdom saving throw. If it fails, you gain 
  insight into its reasoning (if any), its emotional state, 
  and something that looms large in its mind (such as 
  something it worries over, loves, or hates). If it succeeds, 
  the spell ends. Either way, the target knows that you are 
  probing into its mind, and unless you shift your attention 
  to another creature’s thoughts, the creature can use 
  its action on its turn to make an Intelligence check 
  contested by your Intelligence check; if it succeeds, the 
  spell ends.
   Questions verbally directed at the target creature 
  naturally shape the course of its thoughts, so this spell 
  is particularly effective as part of an interrogation.
   You can also use this spell to detect the presence of 
  thinking creatures you can’t see. When you cast the 
  spell or as your action during the duration, you can 
  search for thoughts within 30 feet of you. The spell can 
  penetrate barriers, but 2 feet of rock, 2 inches of any 
  metal other than lead, or a thin sheet of lead blocks you. 
  You can’t detect a creature with an Intelligence of 3 or 
  lower or one that doesn’t speak any language.
   Once you detect the presence of a creature in this way, 
  you can read its thoughts for the rest of the duration as 
  described above, even if you can’t see it, but it must still 
  be within range.
  DiSSOnant whiSperS
  1st-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V
  Duration: Instantaneous
  You whisper a discordant melody that only one creature 
  of your choice within range can hear, wracking it with 
  terrible pain. The target must make a Wisdom saving 
  throw. On a failed save, it takes 3d6 psychic damage and 
  must immediately use its reaction, if available, to move 
  as far as its speed allows away from you. The creature 
  doesn’t move into obviously dangerous ground, such 
  as a fire or a pit. On a successful save, the target takes 
  half as much damage and doesn’t have to move away. A 
  deafened creature automatically succeeds on the save. 
   At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  1d6 for each slot level above 1st.
  DOminate beaSt
  4th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You attempt to beguile a beast that you can see within 
  range. It must succeed on a Wisdom saving throw or be 
  charmed by you for the duration. If you or creatures that 
  are friendly to you are fighting it, it has advantage on the 
  saving throw.
   While the beast is charmed, you have a telepathic link 
  with it as long as the two of you are on the same plane 
  of existence. You can use this telepathic link to issue 
  commands to the creature while you are conscious (no 
  action required), which it does its best to obey. You can 
  specify a simple and general course of action, such as 
  
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  “Attack that creature,” “Run over there,” or “Fetch that 
  object.” If the creature completes the order and doesn’t 
  receive further direction from you, it defends and 
  preserves itself to the best of its ability.
   You can use your action to take total and precise 
  control of the target. Until the end of your next turn, the 
  creature takes only the actions you choose, and doesn’t 
  do anything that you don’t allow it to do. During this 
  time, you can also cause the creature to use a reaction, 
  but this requires you to use your own reaction as well.
   Each time the target takes damage, it makes a new 
  Wisdom saving throw against the spell. If the saving 
  throw succeeds, the spell ends.
   At Higher Levels. When you cast this spell with a 
  5th-level spell slot, the duration is concentration, up 
  to 10 minutes. When you use a 6th-level spell slot, 
  the duration is concentration, up to 1 hour. When you 
  use a spell slot of 7th level or higher, the duration is 
  concentration, up to 8 hours.
  DruiDcraft
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  Whispering to the spirits of nature, you create one of the 
  following effects within range:
  • You create a tiny, harmless sensory effect that predicts 
  what the weather will be at your location for the next 
  24 hours. The effect might manifest as a golden orb 
  for clear skies, a cloud for rain, falling snowflakes for 
  snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, 
  or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, 
  such as falling leaves, a puff of wind, the sound of a 
  small animal, or the faint odor of skunk. The effect 
  must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a 
  small campfire.
  elDritch blaSt
  Evocation cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  A beam of crackling energy streaks toward a creature 
  within range. Make a ranged spell attack against the 
  target. On a hit, the target takes 1d10 force damage.
   The spell creates more than one beam when you reach 
  higher levels: two beams at 5th level, three beams at 
  11th level, and four beams at 17th level. You can direct 
  the beams at the same target or at different ones. Make 
  a separate attack roll for each beam.
  enlarge/reDuce
  2nd-level transmutation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a pinch of powdered iron)
  Duration: Concentration, up to 1 minute
  You cause a creature or an object you can see within 
  range to grow larger or smaller for the duration. Choose 
  either a creature or an object that is neither worn 
  nor carried. If the target is unwilling, it can make a 
  Constitution saving throw. On a success, the spell has 
  no effect.
   If the target is a creature, everything it is wearing and 
  carrying changes size with it. Any item dropped by an 
  affected creature returns to normal size at once.
   Enlarge. The target’s size doubles in all dimensions, 
  and its weight is multiplied by eight. This growth 
  increases its size by one category—from Medium to 
  Large, for example. If there isn’t enough room for the 
  target to double its size, the creature or object attains 
  the maximum possible size in the space available. 
  Until the spell ends, the target also has advantage on 
  Strength checks and Strength saving throws. The 
  target’s weapons also grow to match its new size. While 
  these weapons are enlarged, the target’s attacks with 
  them deal 1d4 extra damage.
   Reduce. The target’s size is halved in all dimensions, 
  and its weight is reduced to one-eighth of normal. This 
  reduction decreases its size by one category—from 
  Medium to Small, for example. Until the spell ends, 
  the target also has disadvantage on Strength checks 
  and Strength saving throws. The target’s weapons also 
  shrink to match its new size. While these weapons are 
  reduced, the target’s attacks with them deal 1d4 less 
  damage (this can’t reduce the damage below 1).
  entangle
  1st-level conjuration
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Grasping weeds and vines sprout from the ground in a 
  20-foot square starting from a point within range. For 
  the duration, these plants turn the ground in the area 
  into difficult terrain.
   A creature in the area when you cast the spell must 
  succeed on a Strength saving throw or be restrained 
  by the entangling plants until the spell ends. A creature 
  restrained by the plants can use its action to make 
  a Strength check against your spell save DC. On a 
  success, it frees itself.
   When the spell ends, the conjured plants wilt away.
  
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  eVarD’S black tentacleS
  4th-level conjuration
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a piece of tentacle from a giant 
  octopus or a giant squid)
  Duration: Concentration, up to 1 minute
  Squirming, ebony tentacles fill a 20-foot square on 
  ground that you can see within range. For the duration, 
  these tentacles turn the ground in the area into 
  difficult terrain.
   When a creature enters the affected area for the first 
  time on a turn or starts its turn there, the creature 
  must succeed on a Dexterity saving throw or take 3d6 
  bludgeoning damage and be restrained by the tentacles 
  until the spell ends. A creature that starts its turn in the 
  area and is already restrained by the tentacles takes 3d6 
  bludgeoning damage.
   A creature restrained by the tentacles can use its 
  action to make a Strength or Dexterity check (its choice) 
  against your spell save DC. On a success, it frees itself.
  expeDitiOuS retreat
  1st-level transmutation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  This spell allows you to move at an incredible pace. 
  When you cast this spell, and then as a bonus action on 
  each of your turns until the spell ends, you can take the 
  Dash action.
  falSe life
  1st-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a small amount of alcohol or 
  distilled spirits)
  Duration: 1 hour
  Bolstering yourself with a necromantic facsimile of life, 
  you gain 1d4 + 4 temporary hit points for the duration.
   At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, you gain 5 additional 
  temporary hit points for each slot level above 1st.
  fear
  3rd-level illusion
  Casting Time: 1 action
  Range: Self (30-foot cone)
  Components: V, S, M (a white feather or the 
  heart of a hen)
  Duration: Concentration, up to 1 minute
  You project a phantasmal image of a creature’s worst 
  fears. Each creature in a 30-foot cone must succeed on 
  a Wisdom saving throw or drop whatever it is holding 
  and become frightened for the duration.
   While frightened by this spell, a creature must take 
  the Dash action and move away from you by the safest 
  available route on each of its turns, unless there is 
  nowhere to move. If the creature ends its turn in a 
  location where it doesn’t have line of sight to you, 
  the creature can make a Wisdom saving throw. On a 
  successful save, the spell ends for that creature.
  feather fall
  1st-level transmutation
  Casting Time: 1 reaction, which you take when you or a 
  creature within 60 feet of you falls
  Range: 60 feet
  Components: V, M (a small feather or piece of down)
  Duration: 1 minute
  Choose up to five falling creatures within range. A 
  falling creature’s rate of descent slows to 60 feet per 
  round until the spell ends. If the creature lands before 
  the spell ends, it takes no falling damage and can land 
  on its feet, and the spell ends for that creature.
  fire ShielD
  4th-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a bit of phosphorus or a firefly)
  Duration: 10 minutes
  Thin and wispy flames wreathe your body for the 
  duration, shedding bright light in a 10-foot radius and 
  dim light for an additional 10 feet. You can end the spell 
  early by using an action to dismiss it.
   The flames provide you with a warm shield or a chill 
  shield, as you choose. The warm shield grants you 
  resistance to cold damage, and the chill shield grants 
  you resistance to fire damage.
   In addition, whenever a creature within 5 feet of you 
  hits you with a melee attack, the shield erupts with 
  flame. The attacker takes 2d8 fire damage from a warm 
  shield, or 2d8 cold damage from a cold shield.
  flame blaDe
  2nd-level evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M (leaf of sumac)
  Duration: Concentration, up to 10 minutes
  You evoke a fiery blade in your free hand. The blade is 
  similar in size and shape to a scimitar, and it lasts for 
  the duration. If you let go of the blade, it disappears, but 
  you can evoke the blade again as a bonus action.
   You can use your action to make a melee spell attack 
  with the fiery blade. On a hit, the target takes 3d6 
  fire damage.
   The flaming blade sheds bright light in a 10-foot 
  radius and dim light for an additional 10 feet.
   At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases by 
  1d6 for every two slot levels above 2nd.
  
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  fOg clOuD
  1st-level conjuration
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You create a 20-foot-radius sphere of fog centered on a 
  point within range. The sphere spreads around corners, 
  and its area is heavily obscured. It lasts for the duration 
  or until a wind of moderate or greater speed (at least 10 
  miles per hour) disperses it.
   At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the radius of the fog 
  increases by 20 feet for each slot level above 1st.
  frienDS
  Enchantment cantrip
  Casting Time: 1 action
  Range: Self
  Components: S, M (a small amount of makeup applied 
  to the face as this spell is cast)
  Duration: Concentration, up to 1 minute
  For the duration, you have advantage on all Charisma 
  checks directed at one creature of your choice that isn’t 
  hostile toward you. When the spell ends, the creature 
  realizes that you used magic to influence its mood 
  and becomes hostile toward you. A creature prone 
  to violence might attack you. Another creature might 
  seek retribution in other ways (at the DM’s discretion), 
  depending on the nature of your interaction with it.
  gaSeOuS fOrm
  3rd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a bit of gauze and a 
  wisp of smoke)
  Duration: Concentration, up to 1 hour
  You transform a willing creature you touch, along with 
  everything it’s wearing and carrying, into a misty cloud 
  for the duration. The spell ends if the creature drops to 
  0 hit points. An incorporeal creature isn’t affected.
   While in this form, the target’s only method of 
  movement is a flying speed of 10 feet. The target can 
  enter and occupy the space of another creature. The 
  target has resistance to nonmagical damage, and it has 
  advantage on Strength, Dexterity, and Constitution 
  saving throws. The target can pass through small holes, 
  narrow openings, and even mere cracks, though it treats 
  liquids as though they were solid surfaces. The target 
  can’t fall and remains hovering in the air even when 
  stunned or otherwise incapacitated.
   While in the form of a misty cloud, the target can’t talk 
  or manipulate objects, and any objects it was carrying or 
  holding can’t be dropped, used, or otherwise interacted 
  with. The target can’t attack or cast spells.
  glyph Of warDing
  3rd-level abjuration
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (incense and powdered diamond 
  worth at least 200 gp, which the spell consumes)
  Duration: Until dispelled or triggered
  When you cast this spell, you inscribe a glyph that 
  harms other creatures, either upon a surface (such as 
  a table or a section of floor or wall) or within an object 
  that can be closed (such as a book, a scroll, or a treasure 
  chest) to conceal the glyph. If you choose a surface, the 
  glyph can cover an area of the surface no larger than 
  10 feet in diameter. If you choose an object, that object 
  must remain in its place; if the object is moved more 
  than 10 feet from where you cast this spell, the glyph is 
  broken, and the spell ends without being triggered.
   The glyph is nearly invisible and requires a successful 
  Intelligence (Investigation) check against your spell save 
  DC to be found.
   You decide what triggers the glyph when you cast 
  the spell. For glyphs inscribed on a surface, the most 
  typical triggers include touching or standing on the 
  glyph, removing another object covering the glyph, 
  approaching within a certain distance of the glyph, or 
  manipulating the object on which the glyph is inscribed. 
  For glyphs inscribed within an object, the most common 
  triggers include opening that object, approaching within 
  a certain distance of the object, or seeing or reading the 
  glyph. Once a glyph is triggered, this spell ends.
   You can further refine the trigger so the spell activates 
  only under certain circumstances or according to 
  physical characteristics (such as height or weight), 
  creature kind (for example, the ward could be set to 
  affect aberrations or drow), or alignment. You can also 
  set conditions for creatures that don’t trigger the glyph, 
  such as those who say a certain password.
   When you inscribe the glyph, choose explosive runes 
  or a spell glyph.
   Explosive Runes. When triggered, the glyph erupts 
  with magical energy in a 20-foot-radius sphere centered 
  on the glyph. The sphere spreads around corners. Each 
  creature in the area must make a Dexterity saving 
  throw. A creature takes 5d8 acid, cold, fire, lightning, or 
  thunder damage on a failed saving throw (your choice 
  when you create the glyph), or half as much damage on a 
  successful one.
   Spell Glyph. You can store a prepared spell of 
  3rd level or lower in the glyph by casting it as part 
  of creating the glyph. The spell must target a single 
  creature or an area. The spell being stored has no 
  immediate effect when cast in this way. When the glyph 
  is triggered, the stored spell is cast. If the spell has a 
  target, it targets the creature that triggered the glyph. 
  If the spell affects an area, the area is centered on 
  that creature. If the spell summons hostile creatures 
  or creates harmful objects or traps, they appear as 
  close as possible to the intruder and attack it. If the 
  spell requires concentration, it lasts until the end of its 
  full duration.
  
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   At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, the damage of an 
  explosive runes glyph increases by 1d8 for each slot 
  level above 3rd. If you create a spell glyph, you can store 
  any spell of up to the same level as the slot you use for 
  the glyph of warding.
  guSt Of winD
  2nd-level evocation
  Casting Time: 1 action
  Range: Self (60-foot line)
  Components: V, S, M (a legume seed)
  Duration: Concentration, up to 1 minute
  A line of strong wind 60 feet long and 10 feet wide 
  blasts from you in a direction you choose for the spell’s 
  duration. Each creature that starts its turn in the line 
  must succeed on a Strength saving throw or be pushed 
  15 feet away from you in a direction following the line.
   Any creature in the line must spend 2 feet of 
  movement for every 1 foot it moves when moving 
  closer to you.
   The gust disperses gas or vapor, and it extinguishes 
  candles, torches, and similar unprotected flames in 
  the area. It causes protected flames, such as those of 
  lanterns, to dance wildly and has a 50 percent chance to 
  extinguish them.
   As a bonus action on each of your turns before the 
  spell ends, you can change the direction in which the 
  line blasts from you.
  hallOw
  5th-level evocation
  Casting Time: 24 hours
  Range: Touch
  Components: V, S, M (herbs, oils, and incense worth at 
  least 1,000 gp, which the spell consumes)
  Duration: Until dispelled
  You touch a point and infuse an area around it with holy 
  (or unholy) power. The area can have a radius up to 60 
  feet, and the spell fails if the radius includes an area 
  already under the effect a hallow spell. The affected area 
  is subject to the following effects.
   First, celestials, elementals, fey, fiends, and undead 
  can’t enter the area, nor can such creatures charm, 
  frighten, or possess creatures within it. Any creature 
  charmed, frightened, or possessed by such a creature 
  is no longer charmed, frightened, or possessed upon 
  entering the area. You can exclude one or more of those 
  types of creatures from this effect.
   Second, you can bind an extra effect to the area. 
  Choose the effect from the following list, or choose an 
  effect offered by the DM. Some of these effects apply to 
  creatures in the area; you can designate whether the 
  effect applies to all creatures, creatures that follow a 
  specific deity or leader, or creatures of a specific sort, 
  such as orcs or trolls. When a creature that would be 
  affected enters the spell’s area for the first time on a 
  turn or starts its turn there, it can make a Charisma 
  saving throw. On a success, the creature ignores the 
  extra effect until it leaves the area.
   Courage. Affected creatures can’t be frightened while 
  in the area.
   Darkness. Darkness fills the area. Normal light, 
  as well as magical light created by spells of a lower 
  level than the slot you used to cast this spell, can’t 
  illuminate the area.
   Daylight. Bright light fills the area. Magical darkness 
  created by spells of a lower level than the slot you used 
  to cast this spell can’t extinguish the light.
   Energy Protection. Affected creatures in the area 
  have resistance to one damage type of your choice, 
  except for bludgeoning, piercing, or slashing.
   Energy Vulnerability. Affected creatures in the area 
  have vulnerability to one damage type of your choice, 
  except for bludgeoning, piercing, or slashing.
   Everlasting Rest. Dead bodies interred in the area 
  can’t be turned into undead.
   Extradimensional Interference. Affected creatures 
  can’t move or travel using teleportation or by 
  extradimensional or interplanar means.
   Fear. Affected creatures are frightened while 
  in the area.
   Silence. No sound can emanate from within the area, 
  and no sound can reach into it.
   Tongues. Affected creatures can communicate with 
  any other creature in the area, even if they don’t share a 
  common language.
  heat metal
  2nd-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a piece of iron and a flame)
  Duration: Concentration, up to 1 minute
  Choose a manufactured metal object, such as a metal 
  weapon or a suit of heavy or medium metal armor, that 
  you can see within range. You cause the object to glow 
  red-hot. Any creature in physical contact with the object 
  takes 2d8 fire damage when you cast the spell. Until the 
  spell ends, you can use a bonus action on each of your 
  subsequent turns to cause this damage again.
   If a creature is holding or wearing the object and 
  takes the damage from it, the creature must succeed on 
  a Constitution saving throw or drop the object if it can. If 
  it doesn’t drop the object, it has disadvantage on attack 
  rolls and ability checks until the start of your next turn.
   At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases by 
  1d8 for each slot level above 2nd.
  helliSh rebuke
  1st-level evocation
  Casting Time: 1 reaction, which you take in response to 
  being damaged by a creature within 60 feet of you that 
  you can see
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You point your finger, and the creature that damaged 
  you is momentarily surrounded by hellish flames. The 
  creature must make a Dexterity saving throw. It takes 
  
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  2d10 fire damage on a failed save, or half as much 
  damage on a successful one.
   At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  1d10 for each slot level above 1st.
  hex
  1st-level enchantment
  Casting Time: 1 bonus action
  Range: 90 feet
  Components: V, S, M (the petrified eye of a newt)
  Duration: Concentration, up to 1 hour
  You place a curse on a creature that you can see within 
  range. Until the spell ends, you deal an extra 1d6 
  necrotic damage to the target whenever you hit it with 
  an attack. Also, choose one ability when you cast the 
  spell. The target has disadvantage on ability checks 
  made with the chosen ability.
   If the target drops to 0 hit points before this spell 
  ends, you can use a bonus action on a subsequent turn 
  of yours to curse a new creature.
   A remove curse cast on the target ends this spell early.
   At Higher Levels. When you cast this spell using 
  a spell slot of 3rd or 4th level, you can maintain your 
  concentration on the spell for up to 8 hours. When you 
  use a spell slot of 5th level or higher, you can maintain 
  your concentration on the spell for up to 24 hours.
  hOlD mOnSter
  5th-level enchantment
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a small, straight piece of iron)
  Duration: Concentration, up to 1 minute
  Choose a creature that you can see within range. The 
  target must succeed on a Wisdom saving throw or be 
  paralyzed for the duration. This spell has no effect on 
  undead. At the end of each of its turns, the target can 
  make another Wisdom saving throw. On a success, the 
  spell ends on the target.
   At Higher Levels. When you cast this spell using 
  a spell slot of 6th level or higher, you can target one 
  additional creature for each slot level above 5th. The 
  creatures must be within 30 feet of each other when you 
  target them.
  hypnOtic pattern
  3rd-level illusion
  Casting Time: 1 action
  Range: 120 feet
  Components: S, M (a glowing stick of incense or a 
  crystal vial filled with phosphorescent material)
  Duration: Concentration, up to 1 minute
  You create a twisting pattern of colors that weaves 
  through the air inside a 30-foot cube within range. 
  The pattern appears for a moment and vanishes. Each 
  creature in the area who sees the pattern must make 
  a Wisdom saving throw. On a failed save, the creature 
  becomes charmed for the duration. While charmed 
  by this spell, the creature is incapacitated and has a 
  speed of 0.
   The spell ends for an affected creature if it takes any 
  damage or if someone else uses an action to shake the 
  creature out of its stupor.
  Jump
  1st-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a grasshopper’s hind leg)
  Duration: 1 minute
  You touch a creature. The creature’s jump distance is 
  tripled until the spell ends.
  lOngStriDer
  1st-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a pinch of dirt)
  Duration: 1 hour
  You touch a creature. The target’s speed increases by 10 
  feet until the spell ends.
   At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, you can target one 
  additional creature for each slot level above 1st.
  melD intO StOne
  3rd-level transmutation (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 8 hours
  You step into a stone object or surface large enough to 
  fully contain your body, melding yourself and all the 
  equipment you carry with the stone for the duration. 
  Using your movement, you step into the stone at a point 
  you can touch. Nothing of your presence remains visible 
  or otherwise detectable by nonmagical senses.
   While merged with the stone, you can’t see what 
  occurs outside it, and any Wisdom (Perception) checks 
  you make to hear sounds outside it are made with 
  disadvantage. You remain aware of the passage of 
  time and can cast spells on yourself while merged in 
  the stone. You can use your movement to leave the 
  stone where you entered it, which ends the spell. You 
  otherwise can’t move.
   Minor physical damage to the stone doesn’t harm 
  you, but its partial destruction or a change in its shape 
  (to the extent that you no longer fit within it) expels you 
  and deals 6d6 bludgeoning damage to you. The stone’s 
  complete destruction (or transmutation into a different 
  substance) expels you and deals 50 bludgeoning damage 
  to you. If expelled, you fall prone in an unoccupied space 
  closest to where you first entered.
  
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  melf’S aciD arrOw
  2nd-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (powdered rhubarb leaf and an 
  adder’s stomach)
  Duration: Instantaneous
  A shimmering green arrow streaks toward a target 
  within range and bursts in a spray of acid. Make a 
  ranged spell attack against the target. On a hit, the 
  target takes 4d4 acid damage immediately and 2d4 acid 
  damage at the end of its next turn. On a miss, the arrow 
  splashes the target with acid for half as much of the 
  initial damage and no damage at the end of its next turn.
   At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage (both initial 
  and later) increases by 1d4 for each slot level above 2nd.
  menDing
  Transmutation cantrip
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (two lodestones)
  Duration: Instantaneous
  This spell repairs a single break or tear in an object 
  you touch, such as a broken chain link, two halves of 
  a broken key, a torn cloak, or a leaking wineskin. As 
  long as the break or tear is no larger than 1 foot in 
  any dimension, you mend it, leaving no trace of the 
  former damage.
   This spell can physically repair a magic item or 
  construct, but the spell can’t restore magic to such 
  an object.
  meSSage
  Transmutation cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a short piece of copper wire)
  Duration: 1 round
  You point your finger toward a creature within range 
  and whisper a message. The target (and only the target) 
  hears the message and can reply in a whisper that only 
  you can hear.
   You can cast this spell through solid objects if you 
  are familiar with the target and know it is beyond 
  the barrier. Magical silence, 1 foot of stone, 1 inch of 
  common metal, a thin sheet of lead, or 3 feet of wood 
  blocks the spell. The spell doesn’t have to follow a 
  straight line and can travel freely around corners or 
  through openings.
  mirrOr image
  2nd-level illusion
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 minute
  Three illusory duplicates of yourself appear in your 
  space. Until the spell ends, the duplicates move with 
  you and mimic your actions, shifting position so it’s 
  impossible to track which image is real. You can use 
  your action to dismiss the illusory duplicates.
   Each time a creature targets you with an attack during 
  the spell’s duration, roll a d20 to determine whether the 
  attack instead targets one of your duplicates.
   If you have three duplicates, you must roll a 6 or 
  higher to change the attack’s target to a duplicate. With 
  two duplicates, you must roll an 8 or higher. With one 
  duplicate, you must roll an 11 or higher.
   A duplicate’s AC equals 10 + your Dexterity modifier. 
  If an attack hits a duplicate, the duplicate is destroyed. A 
  duplicate can be destroyed only by an attack that hits it. 
  It ignores all other damage and effects. The spell ends 
  when all three duplicates are destroyed.
   A creature is unaffected by this spell if it can’t see, if it 
  relies on senses other than sight, such as blindsight, or 
  if it can perceive illusions as false, as with truesight.
  mOVe earth
  6th-level transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (an iron blade and a small bag 
  containing a mixture of soils—clay, loam, and sand)
  Duration: Concentration, up to 2 hours
  Choose an area of terrain no larger than 40 feet on a 
  side within range. You can reshape dirt, sand, or clay 
  in the area in any manner you choose for the duration. 
  You can raise or lower the area’s elevation, create or fill 
  in a trench, erect or flatten a wall, or form a pillar. The 
  extent of any such changes can’t exceed half the area’s 
  largest dimension. So, if you affect a 40-foot square, 
  you can create a pillar up to 20 feet high, raise or lower 
  the square’s elevation by up to 20 feet, dig a trench up 
  to 20 feet deep, and so on. It takes 10 minutes for these 
  changes to complete.
   At the end of every 10 minutes you spend 
  concentrating on the spell, you can choose a new area of 
  terrain to affect.
   Because the terrain’s transformation occurs slowly, 
  creatures in the area can’t usually be trapped or injured 
  by the ground’s movement.
   This spell can’t manipulate natural stone or 
  stone construction. Rocks and structures shift to 
  accommodate the new terrain. If the way you shape 
  the terrain would make a structure unstable, it 
  might collapse.
   Similarly, this spell doesn’t directly affect plant 
  growth. The moved earth carries any plants along with it.
  
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  nOnDetectiOn
  3rd-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a pinch of diamond dust 
  worth 25 gp sprinkled over the target, which the 
  spell consumes)
  Duration: 8 hours
  For the duration, you hide a target that you touch 
  from divination magic. The target can be a willing 
  creature or a place or an object no larger than 10 
  feet in any dimension. The target can’t be targeted by 
  any divination magic or perceived through magical 
  scrying sensors.
  phantaSmal fOrce
  2nd-level illusion
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a bit of fleece)
  Duration: Concentration, up to 1 minute
  You craft an illusion that takes root in the mind of a 
  creature that you can see within range. The target must 
  make an Intelligence saving throw. On a failed save, you 
  create a phantasmal object, creature, or other visible 
  phenomenon of your choice that is no larger than a 
  10-foot cube and that is perceivable only to the target 
  for the duration. This spell has no effect on undead or 
  constructs.
   The phantasm includes sound, temperature, and other 
  stimuli, also evident only to the creature.
   The target can use its action to examine the phantasm 
  with an Intelligence (Investigation) check against your 
  spell save DC. If the check succeeds, the target realizes 
  that the phantasm is an illusion, and the spell ends.
   While a target is affected by the spell, the target treats 
  the phantasm as if it were real. The target rationalizes 
  any illogical outcomes from interacting with the 
  phantasm. For example, a target attempting to walk 
  across a phantasmal bridge that spans a chasm falls 
  once it steps onto the bridge. If the target survives the 
  fall, it still believes that the bridge exists and comes up 
  with some other explanation for its fall—it was pushed, 
  it slipped, or a strong wind might have knocked it off.
   An affected target is so convinced of the phantasm’s 
  reality that it can even take damage from the illusion. A 
  phantasm created to appear as a creature can attack the 
  target. Similarly, a phantasm created to appear as fire, a 
  pool of acid, or lava can burn the target. Each round on 
  your turn, the phantasm can deal 1d6 psychic damage 
  to the target if it is in the phantasm’s area or within 5 
  feet of the phantasm, provided that the illusion is of a 
  creature or hazard that could logically deal damage, 
  such as by attacking. The target perceives the damage 
  as a type appropriate to the illusion.
  phantaSmal killer
  4th-level illusion
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You tap into the nightmares of a creature you can see 
  within range and create an illusory manifestation of its 
  deepest fears, visible only to that creature. The target 
  must make a Wisdom saving throw. On a failed save, 
  the target becomes frightened for the duration. At the 
  start of each of the target’s turns before the spell ends, 
  the target must succeed on a Wisdom saving throw or 
  take 4d10 psychic damage. On a successful save, the 
  spell ends.
   At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the damage increases by 
  1d10 for each slot level above 4th.
  plane Shift
  7th-level conjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a forked, metal rod worth at least 
  250 gp, attuned to a particular plane of existence)
  Duration: Instantaneous
  You and up to eight willing creatures who link hands in 
  a circle are transported to a different plane of existence. 
  You can specify a target destination in general terms, 
  such as the City of Brass on the Elemental Plane of 
  Fire or the palace of Dispater on the second level of the 
  Nine Hells, and you appear in or near that destination. 
  If you are trying to reach the City of Brass, for example, 
  you might arrive in its Street of Steel, before its Gate of 
  Ashes, or looking at the city from across the Sea of Fire, 
  at the DM’s discretion.
   Alternatively, if you know the sigil sequence of a 
  teleportation circle on another plane of existence, this 
  spell can take you to that circle. If the teleportation 
  circle is too small to hold all the creatures you 
  transported, they appear in the closest unoccupied 
  spaces next to the circle.
   You can use this spell to banish an unwilling creature 
  to another plane. Choose a creature within your reach 
  and make a melee spell attack against it. On a hit, the 
  creature must make a Charisma saving throw. If the 
  creature fails this save, it is transported to a random 
  location on the plane of existence you specify. A creature 
  so transported must find its own way back to your 
  current plane of existence.
  plant grOwth
  3rd-level transmutation
  Casting Time: 1 action or 8 hours
  Range: 150 feet
  Components: V, S
  Duration: Instantaneous
  This spell channels vitality into plants within a specific 
  area. There are two possible uses for the spell, granting 
  either immediate or long-term benefits.
  
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   If you cast this spell using 1 action, choose a point 
  within range. All normal plants in a 100-foot radius 
  centered on that point become thick and overgrown. A 
  creature moving through the area must spend 4 feet of 
  movement for every 1 foot it moves.
   You can exclude one or more areas of any size within 
  the spell’s area from being affected.
   If you cast this spell over 8 hours, you enrich the 
  land. All plants in a half-mile radius centered on a point 
  within range become enriched for 1 year. The plants 
  yield twice the normal amount of food when harvested.
  pOlymOrph
  4th-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a caterpillar cocoon)
  Duration: Concentration, up to 1 hour
  This spell transforms a creature that you can see 
  within range into a new form. An unwilling creature 
  must make a Wisdom saving throw to avoid the 
  effect. A shapechanger automatically succeeds on this 
  saving throw.
   The transformation lasts for the duration, or until 
  the target drops to 0 hit points or dies. The new form 
  can be any beast whose challenge rating is equal to or 
  less than the target’s (or the target’s level, if it doesn’t 
  have a challenge rating). The target’s game statistics, 
  including mental ability scores, are replaced by the 
  statistics of the chosen beast. It retains its alignment 
  and personality.
   The target assumes the hit points of its new form. 
  When it reverts to its normal form, the creature returns 
  to the number of hit points it had before it transformed. 
  If it reverts as a result of dropping to 0 hit points, 
  any excess damage carries over to its normal form. 
  As long as the excess damage doesn’t reduce the 
  creature’s normal form to 0 hit points, it isn’t knocked 
  unconscious.
   The creature is limited in the actions it can perform by 
  the nature of its new form, and it can’t speak, cast spells, 
  or take any other action that requires hands or speech.
   The target’s gear melds into the new form. The 
  creature can’t activate, use, wield, or otherwise benefit 
  from any of its equipment.
  prODuce flame
  Conjuration cantrip
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 10 minutes
  A flickering flame appears in your hand. The flame 
  remains there for the duration and harms neither you 
  nor your equipment. The flame sheds bright light in a 
  10-foot radius and dim light for an additional 10 feet. 
  The spell ends if you dismiss it as an action or if you 
  cast it again.
   You can also attack with the flame, although doing so 
  ends the spell. When you cast this spell, or as an action 
  on a later turn, you can hurl the flame at a creature 
  within 30 feet of you. Make a ranged spell attack. On a 
  hit, the target takes 1d8 fire damage.
   This spell’s damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8).
  ScOrching ray
  2nd-level evocation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You create three rays of fire and hurl them at targets 
  within range. You can hurl them at one target or several.
   Make a ranged spell attack for each ray. On a hit, the 
  target takes 2d6 fire damage.
   At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, you create one additional 
  ray for each slot level above 2nd.
  Scrying
  5th-level divination
  Casting Time: 10 minutes
  Range: Self
  Components: V, S, M (a focus worth at least 1,000 gp, 
  such as a crystal ball, a silver mirror, or a font filled 
  with holy water)
  Duration: Concentration, up to 10 minutes
  You can see and hear a particular creature you choose 
  that is on the same plane of existence as you. The target 
  must make a Wisdom saving throw, which is modified 
  by how well you know the target and the sort of physical 
  connection you have to it. If a target knows you’re 
  casting this spell, it can fail the saving throw voluntarily 
  if it wants to be observed.
  Knowledge
  Save Modifier
  Secondhand (you have heard of the target)
  +5
  Firsthand (you have met the target)
  +0
  Familiar (you know the target well)
  −5
  Connection
  Save Modifier
  Likeness or picture
  −2
  Possession or garment
  −4
  Body part, lock of hair, bit of nail, or the like
  −10
   
  On a successful save, the target isn’t affected, and you 
  can’t use this spell against it again for 24 hours.
   On a failed save, the spell creates an invisible sensor 
  within 10 feet of the target. You can see and hear through 
  the sensor as if you were there. The sensor moves with 
  the target, remaining within 10 feet of it for the duration. 
  A creature that can see invisible objects sees the sensor 
  as a luminous orb about the size of your fist.
   Instead of targeting a creature, you can choose a 
  location you have seen before as the target of this spell. 
  When you do, the sensor appears at that location and 
  doesn’t move.
  
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  Seeming
  5th-level illusion
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 8 hours
  This spell allows you to change the appearance of any 
  number of creatures that you can see within range. You 
  give each target you choose a new, illusory appearance. 
  An unwilling target can make a Charisma saving throw, 
  and if it succeeds, it is unaffected by this spell.
   The spell disguises physical appearance as well as 
  clothing, armor, weapons, and equipment. You can make 
  each creature seem 1 foot shorter or taller and appear 
  thin, fat, or in between. You can’t change a target’s body 
  type, so you must choose a form that has the same 
  basic arrangement of limbs. Otherwise, the extent of 
  the illusion is up to you. The spell lasts for the duration, 
  unless you use your action to dismiss it sooner.
   The changes wrought by this spell fail to hold up to 
  physical inspection. For example, if you use this spell 
  to add a hat to a creature’s outfit, objects pass through 
  the hat, and anyone who touches it would feel nothing 
  or would feel the creature’s head and hair. If you use 
  this spell to appear thinner than you are, the hand of 
  someone who reaches out to touch you would bump into 
  you while it was seemingly still in midair.
   A creature can use its action to inspect a target and 
  make an Intelligence (Investigation) check against your 
  spell save DC. If it succeeds, it becomes aware that the 
  target is disguised.
  SenDing
  3rd-level evocation
  Casting Time: 1 action
  Range: Unlimited
  Components: V, S, M (a short piece of fine copper wire)
  Duration: 1 round
  You send a short message of twenty-five words or 
  less to a creature with which you are familiar. The 
  creature hears the message in its mind, recognizes 
  you as the sender if it knows you, and can answer in a 
  like manner immediately. The spell enables creatures 
  with Intelligence scores of at least 1 to understand the 
  meaning of your message.
   You can send the message across any distance and 
  even to other planes of existence, but if the target is on a 
  different plane than you, there is a 5 percent chance that 
  the message doesn’t arrive.
  Shillelagh
  Transmutation cantrip
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S, M (mistletoe, a shamrock leaf, and a 
  club or quarterstaff)
  Duration: 1 minute
  The wood of a club or quarterstaff you are holding is 
  imbued with nature’s power. For the duration, you can 
  use your spellcasting ability instead of Strength for the 
  attack and damage rolls of melee attacks using that 
  weapon, and the weapon’s damage die becomes a d8. 
  The weapon also becomes magical, if it isn’t already. 
  The spell ends if you cast it again or if you let go of 
  the weapon.
  Sleet StOrm
  3rd-level conjuration
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a pinch of dust and a few 
  drops of water)
  Duration: Concentration, up to 1 minute
  Until the spell ends, freezing rain and sleet fall in a 
  20-foot-tall cylinder with a 40-foot radius centered on 
  a point you choose within range. The area is heavily 
  obscured, and exposed flames in the area are doused.
   The ground in the area is covered with slick ice, 
  making it difficult terrain. When a creature enters the 
  spell’s area for the first time on a turn or starts its turn 
  there, it must make a Dexterity saving throw. On a failed 
  save, it falls prone.
   If a creature is concentrating in the spell’s area, the 
  creature must make a successful Constitution saving 
  throw against your spell save DC or lose concentration.
  SlOw
  3rd-level transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a drop of molasses)
  Duration: Concentration, up to 1 minute
  You alter time around up to six creatures of your 
  choice in a 40-foot cube within range. Each target must 
  succeed on a Wisdom saving throw or be affected by 
  this spell for the duration.
   An affected target’s speed is halved, it takes a −2 
  penalty to AC and Dexterity saving throws, and it can’t 
  use reactions. On its turn, it can use either an action or 
  a bonus action, not both. Regardless of the creature’s 
  abilities or magic items, it can’t make more than one 
  melee or ranged attack during its turn.
   If the creature attempts to cast a spell with a casting 
  time of 1 action, roll a d20. On an 11 or higher, the spell 
  doesn’t take effect until the creature’s next turn, and the 
  creature must use its action on that turn to complete the 
  spell. If it can’t, the spell is wasted.
   A creature affected by this spell makes another 
  Wisdom saving throw at the end of its turn. On a 
  successful save, the effect ends for it.
  Speak with animalS
  1st-level divination (ritual)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 10 minutes
  You gain the ability to comprehend and verbally 
  communicate with beasts for the duration. The 
  knowledge and awareness of many beasts is limited 
  
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  Princes of the Apocalypse v0.1 | Spells
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  by their intelligence, but at minimum, beasts can give 
  you information about nearby locations and monsters, 
  including whatever they can perceive or have perceived 
  within the past day. You might be able to persuade 
  a beast to perform a small favor for you, at the DM’s 
  discretion.
  Spike grOwth
  2nd-level transmutation
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (seven sharp thorns or seven 
  small twigs, each sharpened to a point)
  Duration: Concentration, up to 10 minutes
  The ground in a 20-foot radius centered on a point 
  within range twists and sprouts hard spikes and thorns. 
  The area becomes difficult terrain for the duration. 
  When a creature moves into or within the area, it takes 
  2d4 piercing damage for every 5 feet it travels.
   The transformation of the ground is camouflaged to 
  look natural. Any creature that can’t see the area at the 
  time the spell is cast must make a Wisdom (Perception) 
  check against your spell save DC to recognize the 
  terrain as hazardous before entering it.
  Stinking clOuD
  3rd-level conjuration
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a rotten egg or several skunk 
  cabbage leaves)
  Duration: Concentration, up to 1 minute
  You create a 20-foot-radius sphere of yellow, nauseating 
  gas centered on a point within range. The cloud spreads 
  around corners, and its area is heavily obscured. The 
  cloud lingers in the air for the duration.
   Each creature that is completely within the cloud at 
  the start of its turn must make a Constitution saving 
  throw against poison. On a failed save, the creature 
  spends its action that turn retching and reeling. 
  Creatures that don’t need to breathe or are immune to 
  poison automatically succeed on this saving throw.
   A moderate wind (at least 10 miles per hour) disperses 
  the cloud after 4 rounds. A strong wind (at least 20 
  miles per hour) disperses it after 1 round.
  StOne Shape
  4th-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (soft clay, which must be worked 
  into roughly the desired shape of the stone object)
  Duration: Instantaneous
  You touch a stone object of Medium size or smaller or 
  a section of stone no more than 5 feet in any dimension 
  and form it into any shape that suits your purpose. So, 
  for example, you could shape a large rock into a weapon, 
  idol, or coffer, or make a small passage through a wall, 
  as long as the wall is less than 5 feet thick. You could 
  also shape a stone door or its frame to seal the door 
  shut. The object you create can have up to two hinges 
  and a latch, but finer mechanical detail isn’t possible.
  telekineSiS
  5th-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You gain the ability to move or manipulate creatures 
  or objects by thought. When you cast the spell, and as 
  your action each round for the duration, you can exert 
  your will on one creature or object that you can see 
  within range, causing the appropriate effect below. You 
  can affect the same target round after round, or choose 
  a new one at any time. If you switch targets, the prior 
  target is no longer affected by the spell.
   Creature. You can try to move a Huge or smaller 
  creature. Make an ability check with your spellcasting 
  ability contested by the creature’s Strength check. If 
  you win the contest, you move the creature up to 30 feet 
  in any direction, including upward but not beyond the 
  range of this spell. Until the end of your next turn, the 
  creature is restrained in your telekinetic grip. A creature 
  lifted upward is suspended in mid-air.
   On subsequent rounds, you can use your action to 
  attempt to maintain your telekinetic grip on the creature 
  by repeating the contest.
   Object. You can try to move an object that weighs 
  up to 1,000 pounds. If the object isn’t being worn or 
  carried, you automatically move it up to 30 feet in any 
  direction, but not beyond the range of this spell.
   If the object is worn or carried by a creature, you must 
  make an ability check with your spellcasting ability 
  contested by that creature’s Strength check. If you 
  succeed, you pull the object away from that creature and 
  can move it up to 30 feet in any direction but not beyond 
  the range of this spell.
   You can exert fine control on objects with your 
  telekinetic grip, such as manipulating a simple tool, 
  opening a door or a container, stowing or retrieving an 
  item from an open container, or pouring the contents 
  from a vial.
  thOrn whip
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (the stem of a plant with thorns)
  Duration: Instantaneous
  You create a long, vine-like whip covered in thorns that 
  lashes out at your command toward a creature in range. 
  Make a melee spell attack against the target. If the 
  attack hits, the creature takes 1d6 piercing damage, and 
  if the creature is Large or smaller, you pull the creature 
  up to 10 feet closer to you.
   This spell’s damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6).
  
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  Not for resale. Permission granted to print and photocopy this document for personal use only.
  tOngueS
  3rd-level divination
  Casting Time: 1 action
  Range: Touch
  Components: V, M (a small clay model of a ziggurat)
  Duration: 1 hour
  This spell grants the creature you touch the ability to 
  understand any spoken language it hears. Moreover, 
  when the target speaks, any creature that knows at 
  least one language and can hear the target understands 
  what it says.
  Vampiric tOuch
  3rd-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  The touch of your shadow-wreathed hand can siphon life 
  force from others to heal your wounds. Make a melee 
  spell attack against a creature within your reach. On 
  a hit, the target takes 3d6 necrotic damage, and you 
  regain hit points equal to half the amount of necrotic 
  damage dealt. Until the spell ends, you can make the 
  attack again on each of your turns as an action.
   At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases by 
  1d6 for each slot level above 3rd.
  ViciOuS mOckery
  Enchantment cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V
  Duration: Instantaneous
  You unleash a string of insults laced with subtle 
  enchantments at a creature you can see within range. If 
  the target can hear you (though it need not understand 
  you), it must succeed on a Wisdom saving throw or take 
  1d4 psychic damage and have disadvantage on the next 
  attack roll it makes before the end of its next turn.
   This spell’s damage increases by 1d4 when you reach 
  5th level (2d4), 11th level (3d4), and 17th level (4d4).
  water breathing
  3rd-level transmutation (ritual)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a short reed or piece of straw)
  Duration: 24 hours
  This spell grants up to ten willing creatures you can see 
  within range the ability to breathe underwater until the 
  spell ends. Affected creatures also retain their normal 
  mode of respiration.
  winD walk
  6th-level transmutation
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (fire and holy water)
  Duration: 8 hours
  You and up to ten willing creatures you can see 
  within range assume a gaseous form for the duration, 
  appearing as wisps of cloud. While in this cloud form, 
  a creature has a flying speed of 300 feet and has 
  resistance to damage from nonmagical weapons. The 
  only actions a creature can take in this form are the 
  Dash action or to revert to its normal form. Reverting 
  takes 1 minute, during which time a creature is 
  incapacitated and can’t move. Until the spell ends, a 
  creature can revert to cloud form, which also requires 
  the 1-minute transformation.
   If a creature is in cloud form and flying when the effect 
  ends, the creature descends 60 feet per round for 1 
  minute until it lands, which it does safely. If it can’t land 
  after 1 minute, the creature falls the remaining distance.
  witch bOlt
  1st-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a twig from a tree that has been 
  struck by lightning)
  Duration: Concentration, up to 1 minute
  A beam of crackling, blue energy lances out toward 
  a creature within range, forming a sustained arc of 
  lightning between you and the target. Make a ranged 
  spell attack against that creature. On a hit, the target 
  takes 1d12 lightning damage, and on each of your turns 
  for the duration, you can use your action to deal 1d12 
  lightning damage to the target automatically. The spell 
  ends if you use your action to do anything else. The spell 
  also ends if the target is ever outside the spell’s range or 
  if it has total cover from you.
   At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, the initial damage 
  increases by 1d12 for each slot level above 1st.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Rulebooks/Supplements/Princes of the Apocalypse Supplement.pdf